DESIGN OF 2D ANIMATION AS A PERSUASIVE MEDIUM TO PREVENT ANEMIA FOR TEENAGE GIRLS
Nutrition problems are still common in Indonesia, one of which is stunting. Stunting is related to anemia sufferers, especially for women before pregnancy. The highest number of anemia sufferers are experienced by the teenage girls age group. The reason is that teenage girls experience menstruati...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/73320 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Nutrition problems are still common in Indonesia, one of which is stunting. Stunting is
related to anemia sufferers, especially for women before pregnancy. The highest number
of anemia sufferers are experienced by the teenage girls age group. The reason is that
teenage girls experience menstruation every month and an unbalanced diet, so the need
for iron as a form of hemoglobin decreases. This is due to the lack of awareness among
teenage girls in preventing anemia. To increase this awareness, persuasive media is
needed to prevent anemia, media that is considered to be a solution is 2D animation. The
purpose of this study is to produce strategies and concepts that underlie persuasion to
prevent anemia for teenage 15-24 years and produce 2D animation products as a medium
of persuasion. The method used in this research is divided into 2, data collection and
analysis methods and 2D animation design methods. Data collection was carried out in 3
ways, namely literature study, interviews, and questionnaires, then data analysis was
carried out by triangulating data to produce a basis for making 2D animation design
concepts. The animation design method is carried out in 3 stages, namely Pre-Production
which discusses the concept of animation design, Production containing the stages of
animated visual assets, and Post-Production which finalizes the work. The result of the
design is a creative concept and 2D animation product design with the title "In My
Dreams" in order to present information that is packaged through explicit and
sympathetic persuasive narrative and story plots, then distributed through social media
and authorized institutions. |
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