Proceedings of the Student Conference of Innovation in Media and Visual Design (IMDES)
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES
<p>The IMDES Student Papers showcase research and scholarly explorations by emerging academics and designers addressing the theme. Covering diverse topics in media, design, technology, culture, and sustainability, these papers reflect critical inquiry, methodological rigor, and innovative thinking. Through research-driven perspectives and interdisciplinary approaches, the contributions demonstrate how design and innovation can foster meaningful connections, address contemporary challenges, and generate knowledge that supports a more sustainable and inclusive future.</p>en-USProceedings of the Student Conference of Innovation in Media and Visual Design (IMDES)Designing a Campaign Regarding Preventing the Spread of HFMD Disease for Parents
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1218
<p>Hand, foot, and mouth disease (HFMD) is a contagious illness affecting children under 10, characterized by rashes on the palms, soles, and oral mucosa, causing discomfort and difficulty swallowing. The incidence of HFMD has increased in Indonesia from 2021 to 2024. While health authorities have shared information on prevention, these efforts have been ineffective due to low frequency and poor media visuals. Interview results indicate that parents' understanding of HFMD remains basic and general, highlighting the need for persuasive education to provide a comprehensive understanding of HFMD and its preventive steps. This health campaign aims to educate parents on preventing HFMD, structured using the AIDA (Attention, Interest, Desire, Action) model to capture attention, build interest, create desire, and prompt action. The PESO (Paid, Earned, Shared, Owned media) model will ensure broad media reach through various platforms. The HOE (Hierarchy of Effects) model will guide the campaign's process, from raising awareness to changing attitudes and driving behavior change. By integrating these models, the campaign seeks to empower parents to educate themselves and others on preventing the spread of HFMD, ultimately reducing its impact on children.</p>Karina AnabelleFrindhinia Medyasepti
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2026-06-182026-06-1811163610.31937/imdes.v3i1.1218The Making of an Interactive Illustrated Book on Coral Reef Ecosystems
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1219
<p>Indonesia, as a tropical archipelago with high marine biodiversity, possesses coral reefs that harbor thousands of species. However, more than 36% of coral reefs in Indonesia have been damaged due to climate change, pollution, and human activities. This damage not only impacts marine ecosystems but also the economy and human welfare, as coral reefs provide coastal protection, support tourism, and serve as a source of food for fisheries. Despite this, previous research has shown that knowledge and awareness among the public, especially the younger generation, regarding the importance of preserving coral reefs is still quite low. Therefore, this study aims to design an interactive information medium in the form of an interactive illustrated book that is expected to increase students' or children's understanding of coral reef ecosystems, especially in Indonesia. The design method used in this design refers to the theory of children's book creation by Denise I. Matulka. With direct interaction in this medium, it is hoped that students will be more aware and concerned about the importance of preserving coral reefs and their impact on the environment and their lives.</p>Beatrice Xaviera
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2026-06-182026-06-18113742Designing Layout for Visual Storytelling Book about Self and Family Introduction with Intellectual Disability
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1220
<p>Students with intellectual disabilities at Special Schools (SLB) experience difficulties in building self-awareness, the basics of ethical social relations, recognizing the roles of their family members, and introducing themselves. With existing learning media used by SLB teachers in teaching, it does not help students to train their cognitive abilities in developing their ability to be able to carry out activities in social environments independently. This proves that the media used is still less effective. Seeing this phenomenon, interactive educational media in the form of storytelling books is needed which can stimulate students' interest in participating in learning. This media design was initiated by the PSIT team, where the author is a member who acts as an analyst in the media layout aspect. Researchers will design the layout concept for each element in the storytelling book, so that the composition or layout can make it easier for students to understand the contents of the book. Data collection uses qualitative methods which include field observations, interviews, literature studies and existing studies. The research uses the design thinking method which consists of 5 stages, namely empathize, define, ideate, prototype, and testing. It is hoped that this research can meet the needs of Indonesian children with intellectual disabilities, especially South Jakarta SLB students by providing integrated solutions to build knowledge, behavior and foundations in social relations, as well as increasing understanding of the roles of their family members.</p>Valerie RainieAstri Noviani
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2026-06-182026-06-18114367Family Character Design in Visual Storytelling Book for Individuals with Intellectual Disabilities
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1176
<p>Based on the observation done in 2023 by PSIT (Pusat Studi Pengembangan dan lnovasi Art Theraphy), it shows the lack of proper education about social relation for individuals with intellectual disabilities. This lack of proper education caused these individuals prone to harassments. After observing the issue further at Sekolah Luar Biasa (SLB) Ulaka Penca, it is showed that they are unable to identify themselves and their family members. This is because they've been using a generalized and one-way method textbook for their education. According to the PSIT Team, this method of education is not effective to build the concept of social relation as a form of their selfawareness. It is from this observation that we've concluded that SLB Ulaka Penca needs a stimulative and interactive media of learning. This can be achieved by creating a media that represents its readers. From this conclusion, the researcher focuses on creating a representative character using Tillman's theory of character design. This research results in the creation of a family character design in visual storytelling which will be used for the education system in SLB Ulaka Penca.</p>Angeline Shanice Jeanne ArthonoEster Anggun Kusumaningtyas
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2026-06-022026-06-02116882Designing Visual Environment in Interactive Toys to Introduce the Concept of Family for Intellectual Disabilities
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1221
<p>Social relationship education becomes something very important for everyone, including individuals with intellectual disabilities. Unfortunately, the understanding of social relationships concept for intellectual disabilities individuals in range of 6-18 years old has not been developed. Therefore, comprehensive learning media is needed in the form of interactivity toys initiated by PSIT. The author will focus on visual environment of home-themed in interactivity toys. The result of the visual environment design are rooms in house, along with the supporting furniture using minimalist visual style also cool and neutral nurturing colour which can make the media look simply and easy for intellectual disabilities children to understand. In this design, the author uses qualitative research and design thinking method which begins with data collection and literacy so the objectivity of design media can be maximized. This research produces visual environment in interactive toys in the form of three dimensional using durable and waterproof materials.</p>Thalia FeleciaChristina Flora
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2026-06-182026-06-18118393Interactive Campaign Design about Online Children Sexual Exploitation and Abuse (OCSEA)
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1306
<p>Online Child Sexual Exploitation and Abuse (OCSEA) refers to sexual exploitation of children through technology and the internet. The high number of teenage internet users in Indonesia increases the risk of OCSEA crimes. UNICEF's 2023 report estimates that at least 500,000 Indonesian children have been victims of OCSEA, while research by ECPAT shows that 56% of victims never report the abuse. These alarming statistics highlight the urgent need for interventions that help children recognize and report OCSEA. Therefore, an interactive campaign on OCSEA is needed to raise awareness and knowledge among teenagers about the dangers of OCSEA. Data collection was conducted using qualitative methods, including interviews, card sorting, and questionnaires. The design process applied Stanford D.school's Design Thinking method, resulting in an interactive website using digital storytelling. User testing showed that interactive tools like storytelling and quizzes raised OCSEA awareness and encouraged preventive thinking among teens.</p>Kayla Abigail Hutama
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2026-07-062026-07-061194107Interactive Educational Book Design on Emotional Parentification for Parents
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1222
<p>Emotional parentification occurs when a child fulfils the emotional needs of one or both parents. This phenomenon can lead to long-term negative effects, including anxiety, depression, and feelings of guilt. This study aims to design an interactive educational book to raise parental awareness and prevent emotional parentification. The design methodology employed is Design Thinking, which consists of five stages: empathy, definition, ideation, prototyping, and testing. The research process involves qualitative data collection through interviews, questionnaires, focus group discussions, and digital observations, focusing on the lack of available resources on emotional parentification in Indonesia. The outcome of this study is an interactive educational book featuring activities, journaling exercises, and educational content. This book is designed to foster emotionally appropriate parent-child communication, prevent the imposition of emotional burdens on children, and guide parents in regulating their emotions without involving their children. The proposed interactive educational book has the potential to enhance parental knowledge and practices regarding emotional parentification, ultimately contributing to healthier family dynamics.</p>Venessia BrigitteRatna Cahaya
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2026-06-182026-06-1811108120Designing Educational Comic About Sexual Self-Regulation for Adolescent
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1180
<p>Sexual motivation development processes allow and even encourage sexual expression in adolescence phase. Sexual self-regulation refers to how adolescent regulates their sexuality by building self-control which includes focusing on only necessary behavior, migrate received information, and plan then regulate emotions and behaviors. Educational comic can be used as an alternative educational tool, as it uses interesting form and has structurally arranged pictures with easily understandable words for students to evoke motivation and interest in learning. In order to educate adolescent about the importance of sexual self-regulation, the author does the design of educational comic about sexual self-regulation. This design uses qualitative research methods to collect data about design subject, which includes doing interview, questionnaire, and observation. This design also uses McCloud's Six Steps Path of Creation as the method to design the educational comic. Finally, the author also does the design of secondary media which includes designing promotional media and gimmicks. This method helps the author to design a suitable and appropriate educational comic on sexual topics for adolescent that is attractive, enjoyable, and informative.</p>Richell Beatricia Zalie
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2026-06-182026-06-1811121128Perang Ketupat Board Game: Learning Tempilang's Festive Tradition Through Play
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1223
<p>Perang Ketupat is a tradition that has been practiced since 1800s by Tempilang Village locals in Bangka Belitung. This tradition is performed as an expression of joy and is believed to bring happiness to all groups of society. Currently, adolescents from Bangka Island, especially Pangkalpinang City, are unaware of the Pe rang Ketupat tradition. Therefore, it is important to teach them about this tradition, as it is a part of the culture that has long existed in their region. To address this situation, the author designed an interactive media in the form of a board game to introduce Perang Ketupat tradition to them. The design method used in this project is Designing a Game, and data collection was conducted through observations, interview, FGD, questionnaire, existing study, and reference studies. The board game was validated through a user testing with the target audience. The results from the user test indicated that the board game could help introduce the Perang Ketupat tradition to the target audience.</p>Cindy Amelia PutriChristina Flora
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2026-06-182026-06-1811129139Designing an Interactive Storybook on Abacus for Children's Arithmetic Learning
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1224
<p>Arithmetic is a branch of mathematics study that includes the operation of addition, subtraction, multiplication, and division. Arithmetic itself has been a compulsory subject since the beginning of elementary school. However, some students still consider this difficult due to their challenges in calculation. Therefore, this may potentially affect students' learning outcomes and future academic performance overall. The abacus is one of the tools that can help with fast and accurate calculations. The brain's function can work optimally when using the abacus. However, abacus learning is still mainly focused on tutoring centers, and there is also a misconception of abacus usage other than calculating tools. Survey results show that many students still do not acknowledge how to use the abacus. For that reason, there is a need for an informational medium on how to use the abacus to expand children's learning access. This is because students still need learning media as a bridge to help them understand the material. The Design Thinking methodology by Tim Brown was used to design this informational media that aligns with the target audience's needs. The results of beta testing showed that informational media in the form of an interactive storybook is considered quite effective in introducing the use of an abacus to children.</p>Laura Elizabeth Tjowari
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2026-06-182026-06-1811140150Book Activity Design to Stimulate Children's Imagination in the Drawing Learning Process
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1225
<p>Imagination plays a crucial role in early childhood, as children begin to communicate visually before they learn to write. Drawing helps them develop their ability to think through images and words. However, in kindergartens particularly in Tangerang, media and methods used in drawing education remain underdeveloped, limiting children's imaginative growth. This study employs mixed methods, including observation, interviews, questionnaires, as well as pre-tests and post-tests. The design process follows Robin Landa's design thinking approach. Research findings indicate the need for a drawing activity book as a supplementary learning tool. The book is developed using a play based learning method and is aimed at stimulating the imagination of children aged 5-6 years. It features accessible visual elements and simple language to ensure clarity and enjoyment. The final product effectively supports imagination development and is expected to serve as a valuable resource in early drawing education.</p>Renata Nimashita Poetri Birowo
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2026-06-182026-06-1811151163The UI/UX Design of An Application for NonPharmacological Therapy to Manage Dysmenorrhea
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1285
<p>Dysmenorrhea is a common condition affecting 64,52% of women in Indonesia, particularly those in metropolitan areas like Jakarta. It can disrupt daily activities and lower quality of life, with long term implications for fertility. While NSAIDs are widely used for pain relief, their prolonged use poses health risks. Contributing factors, such as early menarche, fast food consumption, and sedentary lifestyles increase dysmenorrhea prevalence. This study applies qualitative and quantitative methods within the Design Thinking framework to develop an interactive mobile application for women aged 18-25. The application provides nonpharmacological therapy options, offering a sustainable and natural approach to managing menstrual pain without adverse side effects.</p>Ditha GunawanLia Herna
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2026-06-222026-06-2211165178Visual Identity Design of Candra Naya as a Cultural Heritage
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1227
<p>Cultural heritage refers to a legacy of cultural significance that is legally protected and must be preserved for future generations. Candra Naya is one of the Chinese cultural heritage sites in Jakarta, located within the Green Central City apartment complex in Glodok, West Jakarta. This building is a cultural heritage of the Chinese community, serving as evidence of the development and integration of the Chinese community in Jakarta. However, as a heritage site, Candra Naya does not yet have a visual identity that represents itself as a cultural entity that is a source of pride for the Chinese community in Jakarta. This research was conducted using qualitative methods, with data collection through direct observation, existing studies, reference studies, interviews, and questionnaires. The result of this research is the design of Candra Naya's visual identity based on David Airey's visual identity design method, which includes four main stages: research, strategy, design, and implementation. This visual identity is designed to represent Candra Naya as the pride and cultural heritage of the Chinese community in Jakarta. This research objective is to design a visual identity for Candra Naya as an authentic Chinese cultural site, corresponding to that objective, this research findings are the problem where Candra Naya's architectural and cultural values are strong, but without a clear visual identity, its symbolic and historical messages are not effectively communicated, moreover Survey and interview data show that most of the target demographic in Jakarta are unfamiliar with Candra Naya or misunderstand its purpose. Even those who had heard of it often viewed it as a place of worship rather than a cultural heritage site. The presence of this visual identity is to help Candra Naya strengthen its image and position as a well-known and appreciated cultural heritage site.</p>Anabelle Putri MaharaniFonita Theresia Yoliando
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2026-06-182026-06-1811179196Designing an Interactive Storytelling Website About Emotional Dependency on Partner for Emerging Adulthood
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1228
<p>Emotional dependency in romantic relationships, particularly among individuals in emerging adulthood, is a growing concern within the context of interpersonal dynamics. This research focuses on designing an interactive storytelling website targeted at young adult women aged 18-25 in Jakarta to enhance their understanding of emotional dependency. Despite its significant impact on mental health and well-being, available information on this topic remains limited and often fails to engage younger audiences. To address this gap, the design process adopted a Human-Centered Design approach, emphasizing user needs and preferences. Data were gathered through literature reviews, interviews, focus group discussions, questionnaires, reference analysis, and examination of existing media. Findings indicate that interactive storytelling is an effective medium for communicating complex issues like emotional dependency. The resulting website offers not only structured insights into the signs and causes of emotional dependency but also practical steps for overcoming it, aiming to provide meaningful support for the target audience.</p>Irene Priscilla GiovannaLia Herna
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2026-06-182026-06-1811197207Designing Website of Indonesian Beauty Pageant
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1232
<p>eauty pageant is a reality show that empowers men and women by enhancing their talent, intelligence, and appearance. Despite the recognition in<br>Indonesia, many young adults are discouraged to join due to the limited information. This research addresses the issue by developing a website using Hasso Plattner's Design Thinking framework including empathize, define, ideate, prototype, and test. The empathize phase used questionnaires and interviews to identify the need for content on definitions, purposes, and types of beauty pageants. The define phase focused on personas that seeks career guidance and competition strategies. During ideation, the author explored elegant yet youthful design concepts from aspects of typography, graphics, and luxurious colours. The prototype phase involved creating a website, social media content, and advertisements. Alpha and beta testing confirmed the platform's effectiveness with recommendations for further refinement. This project highlights digital media's role in bridging information gaps and encouraging participation in beauty pageants.</p>Raquel FeliciaFonita Theresia Yoliando
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2026-06-182026-06-1811208217Designing an Educational Website about Tax Filing for Young Adults
https://proceeding.umn.ac.id/index.php/PROCEEDING-IMDES/article/view/1230
<p>Annual Tax Return is a series obliged to be compiled by taxpayers every year as a form of reporting responsibility for the calculation and payment of Value-Added Tax or PPN in Indonesian. However, the level of tax compliance in Indonesia is still low, as evidenced by the 2023 Individual Income Tax Return reporting data (SPT) which only reached 65.91% in comparison to Directorate General of Taxes target of 83%. One of the factors contributing to the low tax compliance is the low tax literacy, which leads to difficulties in calculating, paying, and reporting taxes process. The data collection and research continues through interviews, questionnaires and observations. The result shows the need to have an interactive information media to educate about tax reporting in the form of a website as a design solution. The research aims to help young adults who are still unfamiliar with taxation to minimize errors when reporting taxes.</p>Stephany Esternd LeeVania HefiraLalitya Talitha Pinasthika
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2026-06-182026-06-1811218228