Character Design of Between Two Worlds Animation, 2025.
A book journal documenting the journey of creating an animation to raise awareness of renewable energy through the power of Gotong Royong (community cooperation), with character designs that reflect local Indonesian culture and values, with the target audience being elementary school students in grades 3-6.
The real stories of Kamanggih Village and Ciptagelar Village, as Indonesian self-sufficient energy villages, inspire the animation. This character design is connected to the Indonesian culture of gotong royong, the concept of the community's effort. It also reflects the national motto, Bhinneka Tunggal Ika (unity in diversity). The project celebrates diversity and encourages collective action toward a sustainable future.
Character Design of Between Two Worlds Animation, 2025.
A book journal documenting the journey of creating an animation to raise awareness of renewable energy through the power of Gotong Royong (community cooperation), with character designs that reflect local Indonesian culture and values, with the target audience being elementary school students in grades 3-6.
The real stories of Kamanggih Village and Ciptagelar Village, as Indonesian self-sufficient energy villages, inspire the animation. This character design is connected to the Indonesian culture of gotong royong, the concept of the community's effort. It also reflects the national motto, Bhinneka Tunggal Ika (unity in diversity). The project celebrates diversity and encourages collective action toward a sustainable future.
Between Two Worlds Animation, 2025.
In this project, Zahirah collaborated with Zahra to create an animation titled Between Two Worlds.
Zahirah's role focused on a cultural approach to character animation and design.
This animation's title is "Between Two Worlds”. It highlights the contrast yet connection between rural and urban Indonesia. The village demonstrates innovative renewable energy solutions, driven by the strong community spirit of gotong royong.
Through this story, the animation delivers a meaningful message: if the village can move forward sustainably while preserving its culture, then the city can too. It invites audiences to see that progress doesn’t mean losing identity. It means growing together, guided by the same collective spirit that unites communities across Indonesia.
The project underwent an intricate process, supported by extensive research and real-life inspiration from Ciptagelar and Kamanggih Villages.
Zahra Fithriyah Muna
Characters Turn Around "Between Two Worlds" Animation, 2025.
The Boy Character is inspired by the attire of Kamanggih Village from West Java, as an Indonesian self-sufficient energy village. His role is to show how renewable energy is implemented in his village through gotong royong (mutual cooperation).
The girl from Jakarta, the capital of Indonesia, represents city people who are unaware of renewable energy. But after meeting the village boy and seeing the gotong royong spirit (mutual cooperation), she starts to care about the environment and decides to take action
AFL Stickers and T-Shirt Design, 2024.
The project consists of a t-shirt design and 10 illustrative and typographic stickers about AFL that are accessible on a social media platform (Instagram). Two of the stickers are animated. The stickers have vibrant colours, are engaging and appealing, and emphasise creativity and innovation. The purpose is to visualise AFL's content, value, and purpose, engage with the target audience, and support their expression with the stickers.
The client's requested vibe is positivity, celebration, community, happiness, and friendship, which are the feelings that need to be generated.
Slogan From Client - “Game for Everyone”. The stickers are a medium for engaging with the audience and representing the community, including the players, fans, audience, children, and others.
AFL Animated Stickers, 2024.
Ten stickers include 2 Animated stickers that hold the value of AFL. The stickers are a medium for engaging with the audience and representing the community, including the players, fans, audience, and children.
The stickers have vibrant colours, are engaging and appealing, and emphasise creativity and innovation. The purpose is to visualise AFL's content, value, and purpose, engage with the target audience, and support their expression with the stickers.
The client's requested vibe is positivity, celebration, community, happiness, and friendship, which are the feelings that need to be generated.
Future Foods vs Current Foods Cards Educational Materials, 2025.
This project involved redesigning educational materials for the Science Gallery, with Zahirah focusing on the Future Foods program. The goal of this project is to improve the educational materials to be more engaging, fun and suited to the target audience, which is secondary school level.
The project involved regular meetings with Jesse Chambers, Deputy Head of Learning Programs at Science Gallery Melbourne, as the client. These meetings ensured that client feedback and vision were integrated at every stage of the process.
The strategy for designing this education is to utilise colours from the SDGs, as this project has a strong connection with the SDGs. Designing illustrations that depicted the real images to give a sense of credibility, and still create an aesthetic professionalism and an engaging experience for the students.
The designs have been implemented into their program for Australian secondary school students.
Science Gallery Melbourne
The designs have been implemented into their program for Australian secondary school students.
World Foods Cards Educational Materials, 2025.
This project involved redesigning educational materials for the Science Gallery, with Zahirah focusing on the Future Foods program. The goal of this project is to improve the educational materials to be more engaging, fun and suited to the target audience, which is secondary school level.
The project involved regular meetings with Jesse Chambers, Deputy Head of Learning Programs at Science Gallery Melbourne, as the client. These meetings ensured that client feedback and vision were integrated at every stage of the process.
The strategy for designing this education is to utilise colours from the SDGs, as this project has a strong connection with the SDGs. Designing illustrations that depicted the real images to give a sense of credibility, and still create an aesthetic professionalism and an engaging experience for the students.
The designs have been implemented into their program for Australian secondary school students.
Science Gallery Melbourne
The designs have been implemented into their program for Australian secondary school students.
Ancient Lives Exhibition Interactive Wayfinding, 2024.
The Ancient Lives Exhibition provides a glimpse into life in the Greek and Roman worlds through everyday rituals and objects from the University of Melbourne’s Classics and Archaeology Collection.
In this wayfinding system project, Zahirah focused the design concept on four key principles: accessibility, discovery, interactivity, and welcoming.
The design element resulted from extensive research, including 5 hours of mapping trails to identify the best location for wayfinding and the best route for different types of visitors. Then, research themes and interview the stakeholders to understand the visitors’ challenges and experiences deeply.
The wayfinding system has an Augmented Reality (AR) feature, a 3D mascot character designed to resemble jugs and ancient artifacts. The design pattern is taken from the “Meander”, a Greek pattern commonly found in ancient goods.
Ancient Lives Exhibition Interactive Wayfinding, 2024.
The Ancient Lives Exhibition provides a glimpse into life in the Greek and Roman worlds through everyday rituals and objects from the University of Melbourne’s Classics and Archaeology Collection.
In this wayfinding system project, Zahirah focused the design concept on four key principles: accessibility, discovery, interactivity, and welcoming.
The design element resulted from extensive research, including 5 hours of mapping trails to identify the best location for wayfinding and the best route for different types of visitors. Then, research themes and interview the stakeholders to understand the visitors’ challenges and experiences deeply.
The wayfinding system has an Augmented Reality (AR) feature, a 3D mascot character designed to resemble jugs and ancient artifacts. The design pattern is taken from the “Meander”, a Greek pattern commonly found in ancient goods.
3D Augmented Reality Ancient Lives Exhibition Interactive Wayfinding, 2024.
The wayfinding system has an Augmented Reality (AR) feature, a 3D mascot character designed to resemble jugs and ancient artifacts. The design pattern is taken from the “Meander”, a Greek pattern commonly found in ancient goods.
The Mascot was designed to give a sense of welcome and to remove the fear of exploring the exhibition. There are also patterns of ancient Greece that move around to give the vibe of ancient times. The arrow animation clarifies which way to take for the visitor and evokes a fun and engaging feeling for the visitor.
3D Augmented Reality Ancient Lives Exhibition Interactive Wayfinding, 2024
The wayfinding system has an Augmented Reality (AR) feature, a 3D mascot character designed to resemble jugs and ancient artifacts. The Mascot was designed to give a sense of welcome and to remove the fear of exploring the exhibition.
3D Augmented Reality Ancient Lives Exhibition Interactive Wayfinding, 2024.
The wayfinding system has an Augmented Reality (AR) feature. The design pattern is derived from the “Meander,” a Greek motif commonly found in ancient art. The arrow animation clarifies which way to go and evokes a fun, engaging feeling.
Timun Mas Pixel Desktop Animation, 2024.
Timun Mas is an Indonesian Javanese folktale about a young girl’s adventure as she tries to escape from the Buto Ijo monster. Born from a golden cucumber, Timun Mas grows into a beautiful, brave, and intelligent 17-year-old girl who lives in Central Java with her mother, Mbok Srini.
Zahirah created this desktop film to preserve Indonesian Javanese culture in an innovative and creative way, utilising post-internet storytelling. Zahirah chose a pixel art style to evoke nostalgia, reflecting the folklore many Javanese people grew up hearing.
Timun Mas Running, Pixel Desktop Animation, 2024.
Timun Mas is an Indonesian Javanese folktale about a young girl born from a golden cucumber. The story follows her adventure as she tries to escape from the Buto Ijo monster.
Utilising post-internet storytelling. Zahirah chose a pixel art style to evoke nostalgia, reflecting the folklore many Javanese people grew up hearing.
Mixed Media: Crafting Timun Mas Characters through Digital and Analog Technique, 2024.
Timun Mas is an Indonesian Javanese folktale about a young girl born from a golden cucumber. The story follows her adventure as she tries to escape from the Buto Ijo monster.
This character design mixes digital and traditional techniques. The character is created digitally, while the traditional patterns around it are done with analog methods like watercolour, colored pencil, and markers. The combination of these different media adds a unique contrast between the clean lines of the digital art and the textured, hand-made feel of the traditional patterns.
The Art Precinct Guardian Book, 2024.
Publication is a medium for artists to articulate artistic expression and a form of discussion that can be a new viewpoint for readers, leading to critical thinking. In this project, Zahirah bring the history and culture of the art precinct through the architecture, places, and animals that lived around the art precinct. It involved sharing Zahirah's experience as a designer and as a master’s student, which involved research and reading.
The concept of this project is inspired by the term “dreaming” from the Australian-indigenous culture of the spirit world, where some creatures live around humans. (Artlandish Aboriginal Art Gallery 2024), This book has 64 pages.
This book includes interactive pages such as pop-ups and 3D Augmented reality to engage the readers.
The Art Precinct Guardian Book with 3D Augmented Reality, 2024.
There is an Augmented Reality at the end of the pages and on the poster. It invites readers to follow the character's journey and explore other media and materials provided in the book.
Development Phase Graphic Design Pocketbook, 2024.
This book was created to fulfil the needs and goals of its target audience, which includes design students, designers, and company employees. Designers and design students engage in design process activities and undergo a development process in every design project. This book serves as a guidebook and reminder of the steps in the design development process.
The book is considered a lightweight pocketbook and is easy to carry. Its size also aligns with a designer's lifestyle, which involves working and finding inspiration in various places. The book is B-format, which is a popular size for paperback publications among publishers in the UK.
The content of the development phase was derived from my writing using a literature review from various books, journals, and trustworthy websites such as Figma, Disney, the UK Design Council, and university websites such as USC, Unimelb, and Edinburgh.
Zahirah is passionate about animation, design, storytelling, and illustration. Her work has gained recognition through several notable competition wins, reflecting her dedication and creative skills. She is completing a Master of Design and Production (Graphic Design) at the Victorian College of the Arts (VCA).
Previously, she earned recognition as the fastest and most outstanding Bachelor of Design graduate from Institut Teknologi Sepuluh Nopember (ITS). She is a versatile designer who has experience in various creative projects.
Zahirah aims to create meaningful work through the power of design and animation storytelling, which can resonate with the target audience.