Herta Tri Wahyu, Sarmini Sarmini, Pungkas Subarkah
{"title":"Visual Rebranding Desain Kemasan Produk Olahan Gula Jahe Seduh UMKM Berkah di Kabupaten Banyumas","authors":"Herta Tri Wahyu, Sarmini Sarmini, Pungkas Subarkah","doi":"10.33633/andharupa.v9i4.8311","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.8311","url":null,"abstract":"Abstrak Produk gula jahe seduh menjadi salah satu produk olahan rempah di Kabupaten Banyumas tepatnya di Kota Purwokerto. UMKM “Berkah” mencoba memasuki terobosan baru dalam mengejar tren gaya hidup sehat yang kekinian. Untuk meningkatkan eksistensi di khalayak konsumen dari produk ini, maka dilakukan proses rebranding terkait desain kemasan. Mengingat pentingnya proses rebranding, hal ini dilakukan untuk menyampaikan nilai tambah dan citra brand UMKM “Berkah” kepada konsumen. Metode dalam penelitian kualitatif ini menggunakan pendekatan Analisis USP (Unique Selling Proposition), Analisis SWOT, dan Analisis STP (Segmenting, Targeting, dan Positioning). Proses pengambilan data dengan wawancara agar nantinya mendapat informasi yang tepat dan mendalam. Melalui serangkaian tahapan perancangan dan pengujian mendapatkan respon yang positif untuk mengembangkan produk UMKM lebih dikenal oleh konsumen. Hasil penelitian ini adanya keterbaharuan desain kemasan pada produk olahan gula jahe seduh “Berkah” yang digunakan untuk keberlangsungan proses penjualan. Ada harapan bahwa melalui penelitian ini, produk olahan gula jahe seduh “Berkah” akan dapat bersaing bersama kompetitor lainnya. Kata Kunci: desain kemasan, gula jahe, rebranding, UMKM AbstractGinger Sweetened Sugar Products became one of the spice-processed products in the Banyumas District precisely in Purwokerto City. UMKM “Berkah” is trying to enter a breakthrough in pursuing the trend of a healthy lifestyle. To increase the existence in the consumer audience of this product, then carried out a rebranding process related to packaging design. Given the importance of the rebranding process, it is done to convey added value and image of UMKM brand 'Berkah' to consumers. The methods in this qualitative research use the USP (Unique Selling Proposition) analysis, SWOT analysis, and STP analysis approaches. (Segmenting, Targeting, and Positioning). The process of data collection with interviews to obtain accurate and in-depth information. Through a series of design and testing stages get a positive response to develop UMKM products better known by consumers. The result of this research is a renewal of the packaging design on the processed products of ginger sugar \"Berkah\" used for the sustainability of the sales process. It is hope that through this research, the processed ginger sugar product \"Berkah\" will be able to compete with other competitors. Keywords: ginger sweetened sugar, MSME, packaging design, rebranding","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"39 26","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139390136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Godham Eko Saputro, Rina Rachmawati, Ifa Nurhayati, Toto Haryadi
{"title":"Perancangan Buku Cerita Bergambar Pengenalan Esensi Perjuangan R.A Kartini kepada Generasi Muda","authors":"Godham Eko Saputro, Rina Rachmawati, Ifa Nurhayati, Toto Haryadi","doi":"10.33633/andharupa.v9i4.9204","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.9204","url":null,"abstract":"AbstrakR.A Kartini adalah pejuang emansipasi wanita yang konsisten memperjuangkan hak kaum wanita supaya setara dengan kaum pria. Beliau membuka sekolah wanita pertama serta berjejaring korespondensi dengan koleganya di Belanda sampai akhir hayat. Namun kini pemahaman generasi muda tentang perjuangan RA Kartini menurun. Perjuangan RA Kartini hanya dikenang dengan melakukan selebrasi dan sebatas memakai kebaya dan perlombaan. Selain itu belum adanya buku cerita bergambar versi cetak dan versi digital yang bisa diakses secara luas dan mudah tentang perjuangan RA Kartini. Menilik permasalahan tersebut, tujuan penelitian ini adalah mengenalkan esensi perjuangan R.A Kartini kepada generasi muda dalam bentuk buku cerita bergambar versi cetak dan digital. Metode penelitian deskriptif kualitatif dipilih melalui pendekatan analisis framing. Target audience penelitian ini adalah generasi muda socio-economic status B dengan segmentasi psikografis gaya hidup teknologi-savvy. Penelitian terdahulu menjadi landasan pengembangan penelitian ini, yang mana perbedaannya terletak pada konten yang disajikan. Penelitian terdahulu fokus pada peninggalan RA Kartini, sedangkan penelitian saat ini fokus pada esensi cerita perjuangannya. Kata Kunci: buku cerita bergambar, esensi perjuangan, R.A Kartini AbstractR.A Kartini was a fighter for women's emancipation / who consistently fought for women's rights to be equal to men. He opened the first women's school and maintained correspondence with colleagues in the Netherlands until the end of his life. However, now the younger generation's understanding of RA Kartini's struggle is declining. RA Kartini's struggle is only remembered by celebrating and limited to wearing a kebaya and competing. Apart from that, there are no printed or digital versions of illustrated story books that can be widely and easily accessed about RA Kartini's struggle. Considering these problems, the aim of this research is to introduce the essence of R.A Kartini's struggle to the younger generation in the form of printed and digital versions of illustrated story books. The qualitative descriptive research method was chosen through a framing analysis approach. The target audience for this research is the young generation of socio-economic status B with a psychographic segmentation of a technology-savvy lifestyle. Previous research became the basis for developing this research, the difference lies in the content presented. Previous research focused on the legacy of RA Kartini, while the research carried out focused on the essence of the story of her struggle. Keywords: essence of struggle, picture storybook, R.A Kartini","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"112 32","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139390961","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sandi Justitia Putra, Raden Fanny Printi Ardy, Hendi Herdianto
{"title":"Perancangan Komik Cerita Rakyat “Doyan Nada” untuk Melestarikan Cerita Tradisional Suku Sasak pada Kalangan Pemuda di Pulau Lombok","authors":"Sandi Justitia Putra, Raden Fanny Printi Ardy, Hendi Herdianto","doi":"10.33633/andharupa.v9i4.7125","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.7125","url":null,"abstract":"AbstrakPulau Lombok memiliki kekayaan seni budaya khususnya cerita rakyat yang terancam punah yang semestinya wajib dilestarikan karena memiliki nilai pembelajaran moral untuk generasi muda Suku Sasak. Adanya serbuan cerita-cerita impor yang dikemas dengan menarik baik dari segi penceritaan dan visual menjadi salah satu alasan cerita rakyat mulai ditinggalkan. Tujuan penelitian ini adalah untuk melestarikan kembali cerita rakyat Lombok yaitu Doyan Nada melalui media komik. komik yang merupakan media yang mengunakan unsur storytelling dan visual diharapkan mampu menjadi media yang tepat untuk cerita rakyat merupakan media yang tepat sebagai media komunikasi bagi generasi milenial di era society 5.0. Perancangan dilakukan dengan metode Design Thinking guna mendapatkan solusi pemecahan masalah yang tepat dalam merancang karya. Dalam perancangan karya komik ini, cerita Doyan Nada akan dibagi menjadi dua buku dimana akan memfokuskan pada development karakter dan pendekatan visual yang imajinatif sehingga dapat menarik perhatian pembaca. Hasil akhir dari penelitian ini adalah sebuah komik yang berbasis cerita rakyat Doyan Nada untuk melestarikan cerita rakyat Lombok yang ditargetkan untuk pembaca usia remaja. Kata Kunci: cerita rakyat, Doyan Nada, komik, Lombok, suku sasak AbstractLombok Island has a wealth of cultural arts, especially endangered folklore, which must be preserved because they have moral learning value for the younger generation of the Sasak tribe. The invasion of imported stories which are packaged attractively both in terms of storytelling and visuals is one of the reasons why folklore is starting to be abandoned. Based on this problem, this design was created with the aim of preserving Lombok folklore, namely Doyan Nada, through comic media. Comics, which are media that use storytelling and visual elements, are expected to be the right media for folklore, which is the right media as a communication medium for the Millennial Generation in the Era of Society 5.0. This design is carried out using the Design Thinking method in order to obtain appropriate problem solving solutions in designing the work. In designing this comic work, the Story of Doyan Nada will be divided into two books which will focus on character development and an imaginative visual approach so that it can attract the reader's attention. The final result of this research is a comic based on the Doyan Nada folklore to preserve Lombok folklore targeted at teenage readers. Keywords: comic, Doyan Nada, folklore, Lombok, sasak tribe","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"33 7","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139452451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perancangan Penjenamaan Visual sebagai Media Promosi Wisata Kabupaten Ogan Komering Ilir Sumatera Selatan","authors":"M. Edo, P. Putra, M. Marianto","doi":"10.33633/andharupa.v9i4.8315","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.8315","url":null,"abstract":"AbstrakKabupaten Ogan Komering Ilir (OKI) merupakan salah satu kabupaten di provinsi Sumatera Selatan yang memiliki kebudayaan yang kuat. Masyarakat OKI menjunjung tinggi adat istiadat dalam kehidupan sehari-hari, di antaranya seperti Midang dan Mulah, yang merupakan tradisi pernikahan masyarakat OKI. Selain itu, kabupaten OKI juga memiliki potensi wisata tinggi, di antaranya Taman Segitiga Emas dan danau Teluk Gelam. Namun, kabupaten OKI belum memiliki penjenamaan visual yang dapat mengenalkan potensi wisata yang terdapat di dalamnya, sehingga menjadikan kabupaten OKI kurang dikenal masyarakat secara luas sebagai tujuan wisata di provinsi Sumatera Selatan. Tujuan dari penelitian ini adalah untuk mengenalkan potensi wisata yang terdapat di kabupaten OKI melalui penjenamaan visual. Penelitian ini menggunakan metode perancangan design thinking oleh Tim Brown yang memiliki lima tahapan dalam melakukan perancangan desain yaitu empathize, define, ideate, protoype dan test. Proses pengumpulan data menggunakan metode kualitatif dengan melakukan observasi, wawancara, kajian literasi, dan dokumentasi. Hasil sintesis menjadi solusi pemecahan masalah dalam bentuk penjenamaan visual untuk merespon permasalahan komunikasi visual yang terjadi di kabupaten OKI. Konsep visual brand pada penelitian menjadi nilai kebaruan dari hasil perancangan, sehingga dapat menjadi media promosi yang mampu mengenalkan potensi wisata dan budaya di kabupaten OKI. Kata kunci: kabupaten Ogan Komering Ilir, media promosi, penjenamaan visual, wisata AbstractOgan Komering Ilir (OKI) district is one of the districts in South Sumatra province that has a strong culture. The community of OKI highly upholds traditional customs in their daily lives, including practices such as Midang and Mulah, which are wedding traditions of the OKI community. In addition, OKI district also has high tourism potential, including the Golden Triangle Park and Teluk Gelam lake. However, OKI district does not yet have a visual branding that can introduce the tourism potential contained in it, thus making OKI district less widely known to the public as a tourist destination in South Sumatra province. The purpose of this research is to introduce the tourism potential contained in OKI district through visual branding. This research employs the design thinking methodology developed by Tim Brown, consisting of five stages in the design process: empathize, define, ideate, prototype, and test. The data collection process utilizes qualitative methods, including observation, interviews, literary reviews, and documentation. The results of the synthesis become a problem-solving solution in the form of visual branding to respond to visual communication problems that occur in OKI district. The visual brand concept in the research becomes the novelty value of the design results, so that it can be a promotional media that is able to introduce the tourism and cultural potential in OKI district. Keywords: Ogan Komering Ilir di","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"116 27","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139391210","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Optimalisasi Sektor Pariwisata di Masa Pandemi Covid-19 menggunakan Animasi 3D","authors":"Debi Gusmaliza, I. Anggraini, Angga Arizki","doi":"10.33633/andharupa.v9i4.5082","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.5082","url":null,"abstract":"AbstrakTahun 2020 dikenal sebagai tahun pandemi Coronavirus Disease atau Covid-19 yang telah menjangkiti banyak orang di berbagai belahan dunia. Dampak dari Covid-19 juga dirasakan oleh warga sekitar kota Pagar Alam terutama pada sektor pariwisata. Proses promosi yang biasa dilakukan dengan cara konvensional, yaitu melalui brosur dan dari mulut ke mulut, terhenti dengan adanya Covid-19. Hal ini menjadikan Kota Pagar Alam tidak dapat lagi melakukan berbagai aktifitas yang mendukung sektor pariwisata. Di tahun 2020 grafik angka jumlah pengunjung wisata di kota Pagar Alam cukup mengalami penurunan yang mengakibatkan berkurangnya pendapatan pengelola dari masing-masing wisata. Tujuan dari penelitian ini adalah untuk meningkatkan dan mengoptimalkan promosi agar pengunjung dari luar dapat melihat keindahan Kota Pagar Alam meskipun hanya dalam bentuk video animasi 3D. Metode pengembangan sistem yang digunakan dalam penelitian ini adalah ADDIE yang meliputi 5 tahapan yaitu Analysis, Design, Development, Implementation dan Evaluation. Untuk mengukur tingkat keberhasilan animasi ini maka dilakukan uji alpha untuk menguji validitas produk kepada para Ahli Desain, Ahli Materi, Ahli Bahasa, dan Ahli Media. Hasil dari penelitian ini berupa video promosi animasi 3D dengan hasil validitas memiliki rata-rata nilai 3,8 valid yang berarti atau dikatakan program yang dihasilkan sudah lengkap dan di tampilan output program yang dihasilkan sudah memenuhi kebutuhan pemakai. Kata Kunci: ADDIE, animasi 3D, Pagar Alam, promosi, wisata AbstractThe year 2020 is one of the years that has so many unusual events like previous years, one of which is the Coronavirus Disease pandemic or better known as Covid-19 that has infected many people in various parts of the world. The purpose of this 3-dimensional animation promotional video is to increase innovation and creation in the delivery of information. Where the promotion of Pagar Alam city tourism is still there that uses conventional media such as brochures, stickers, pamphlets, and word of mouth that is still less effective to reach the younger generation and reach the wider community who like creative things. The author creates animated videos of travel promotions to multiply the creations of travel promotions and can reach other places. Data collection techniques using (Observation, Documentation, Interview, Literature Study). The system Development method used in this study using ADDIE. Where in ADDIE Development method there are 5 stages, namely, Analysis, Design, Development, Implementation and Evaluation. To measure the success rate of this animation, an alpha test was conducted to test the validity of the product to Design experts, material experts, linguists, and media experts. The results of this study are three-dimensional animated promotional videos to make it more interesting. The result of the validity of the animated video created by the author has an average value of 3.8 valid which means that the resulting progr","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"40 24","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139390120","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Deddy Award Widya Laksana, Andreas Slamet Widodo, D. Ardianto
{"title":"Gambar Imajinasi Anak-Anak sebagai Aset dalam Pengembangan Animasi Edukasi","authors":"Deddy Award Widya Laksana, Andreas Slamet Widodo, D. Ardianto","doi":"10.33633/andharupa.v9i4.9452","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.9452","url":null,"abstract":"AbstrakImajinasi anak-anak sebagai aset berharga, dapat dioptimalkan melalui penciptaan animasi edukatif berbasis gambar. Penelitian ini mengeksplorasi transformasi gambar anak-anak menjadi animasi, dengan fokus pada perkembangan kreativitas dan pemahaman mereka. Metode penelitian menggunakan pendekatan kualitatif dengan teknik partisipatif yang meliputi sesi ideation dan aktivitas kreatif kolaboratif. Teknik ini diterapkan untuk melibatkan anak-anak secara aktif. Hasilnya Animasi 3D (Tiga Dimensi) yang dibuat tidak hanya mencerminkan imajinasi, tetapi juga menyampaikan nilai-nilai pendidikan yang kuat, terutama dalam menceritakan ulang cerita Timun Emas. Hasil penelitian ini berpotensi menjadi dasar untuk penelitian lebih lanjut mengenai peran animasi sebagai alat pendidikan dan dampaknya pada perkembangan kreativitas anak-anak. Kata Kunci: anak, animasi, edukasi, gambar, imajinasi AbstractChildren's imagination, as a valuable asset, can be optimized through the creation of image-based educational animations. This research explores the transformation of children's drawings into animation, focused on their development of creativity and understanding. Participatory methods, including ideation sessions and collaborative creative activities, are applied to actively engage children. The 3-dimensional animation result reflects either imagination and conveys strong educational values, especially in retelling the story of Timun Emas. The results of this research have the potential to be the basis for further research regarding the role of animation as an educational tool and its impact on the development of children's creativity. Keywords: animation, children, education, images, imagination","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"30 11","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139390535","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analisis Semiotika Perjuangan Perempuan dalam Musik Video Lim Kim “Yellow”","authors":"Pulung Adi Wicaksono, Poppy Febriana","doi":"10.33633/andharupa.v9i4.7193","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.7193","url":null,"abstract":"Abstrak Orientalisme merupakan satu pandangan dunia Timur berdasarkan dunia Barat yang mengakibatkan adanya stereotip dan sentimen pada perempuan Asia. Di Asia juga terdapat industri yang memperburuk tentang stereotip perempuan Asia itu sendiri, yaitu industri hiburan Korea Selatan, K-pop. Penelitian ini bertujuan untuk mengetahui tanda perjuangan perempuan pada Musik Video (MV) Lim Kim YELLOW. Penelitian ini menggunakan pendekatan kualitatif dengan menggunakan teori semiotika Charles Sanders Peirce dengan mengkaji makna tanda dalam MV Lim Kim YELLOW. Hasil penelitian menunjukkan tiga jenis perjuangan yang ditemukan pada MV ini yaitu perlawanan terhadap orientalisme, perlawanan terhadap pandangan dan sentimen perempuan Asia, dan perlawanan patriarki. Kesimpulan pada penelitian ini adalah MV YELLOW merupakan bentuk dari kemarahan dan perjuangan seorang Lim Kim yang digambarkan pada setting tempat yang bernuansa oriental, penggunaan budaya tradisional berbagai negara Asia, serta lagu yang agresif yang seakan mengolok-ngolok. Kata Kunci: musik video, orientalisme, patriarki, semiotika, stereotip, yellow AbstractOrientalism is a Western perspective to see the Eastern world which results in Asian women stereotyping and sentiments. In Asia, there is an industry that exacerbates stereotypes of Asian women as well; the South Korean entertainment industry or K-pop. This research aims to determine the signs of women's struggle in MV \"YELLOW\" of Lim Kim. This research uses a qualitative approach and Charles Sanders Peirce's semiotic theory by examining the meaning of signs in MV \"YELLOW\" of Lim Kim. The research results show three types of struggle found in this MV; resistance to Orientalism, resistance to the views and sentiments of Asian women, and resistance to patriarchy. This research concludes that the MV \"YELLOW\" is a form of Lim Kim's anger and struggle depicted in a setting of an oriental style; the use of traditional culture from various Asian countries, as well as an aggressive song that seems to be mocking. Keywords: orientalism, patriarchy, semiotics, stereotypes, video music, yellow","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"64 10","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139452853","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Raden Hadapiningrani Kusumohendrarto, Nofria Doni Fitri, Novan Edo Pratama
{"title":"Analysis of Photographer's Color Mood as a Japanese Brand Image Identity on Instagram Social Media","authors":"Raden Hadapiningrani Kusumohendrarto, Nofria Doni Fitri, Novan Edo Pratama","doi":"10.33633/andharupa.v9i4.9057","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.9057","url":null,"abstract":"AbstrakManusia merupakan makhluk visual yang sebagian besar ingatannya berkaitan erat dengan apa yang dilihatnya. Ibarat seorang fotografer yang menggunakan kameranya untuk mengabadikan objek visual guna menyampaikan pesan visual melalui hasil tangkapan kameranya. Saat ini media sosial Instagram menjadi ruang pameran bagi sebagian besar fotografer untuk menunjukkan ciri khas dan keindahan objek yang diambilnya, termasuk ciri khas foto yang diambil oleh fotografer Jepang dapat menjadi identitas visual yang kuat. Penelitian ini dilakukan untuk melihat seberapa penting peran dari fotografer dalam kesamaan penggunaan color mood pada hasil foto yang diunggah di akun media sosial Instagram, adapun ciri khas ini dapat terlihat pada hasil foto dari fotografer Jepang. Penelitian akan menggunakan jenis penelitian kualitatif deskriptif dengan diperkuat survei terhadap pengguna media sosial Instagram yang kemudian dianalisa berdasarkan teori visual perception. Berdasarkan hasil dari penelitian ini menemukan bahwa kesamaan color mood pada hasil foto yang dipamerkan di media sosial Instagram fotografer Jepang dapat menjadi pemeran penting dalam sebuah brand image branding negara Jepang. Kata Kunci: brand image, city branding, fotografi, instagram, Jepang AbstractHumans are visual creatures whose memories are closely related to what they see. It's like a photographer who uses his camera to capture visual objects in order to convey visual messages through his camera's captures. Currently, Instagram social media has become an exhibition space for most photographers to show the characteristics and beauty of the objects they take, including the characteristics of photos taken by Japanese photographers that can become a strong visual identity. This research was conducted to see how important the role of photographers is in the similarity of the use of color mood in photos uploaded to Instagram social media accounts. This characteristic can be seen in photos from Japanese photographers. The research will use descriptive qualitative research, reinforced by a survey of Instagram social media users, which will then be analyzed based on visual perception theory. Based on the results of the research, it was found that the similarity of color mood in the photos exhibited by Japanese photographers on their Instagram social media can play an important role in the brand image of Japan's branding Keywords: brand image, city branding, Instagram, Japan, photography","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"12 12","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139452872","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nelly Rosaline, I. Nyoman, Larry Julianto, Wayan Mudra
{"title":"Media Pembelajaran Interaktif Smart Finger Tenses Berbasis Website untuk Siswa Sekolah Menengah Pertama di Badung","authors":"Nelly Rosaline, I. Nyoman, Larry Julianto, Wayan Mudra","doi":"10.33633/andharupa.v9i4.9172","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.9172","url":null,"abstract":"Abstrak Pada era teknologi 4.0 saat ini, materi pembelajaran Bahasa Inggris masih kurang dipahami oleh siswa khususnya mengenai tenses yang dianggap rumit, dan proses penyampaiannya masih menggunakan media konvensional. Dari hal tersebut, dibutuhkan adanya inovasi metode dan media pembelajaran baru yang praktis dalam bentuk digital. Maka tujuan dari penelitian ini adalah merancang sebuah media pembelajaran interaktif menggunakan teknik smart finger tenses berbasis website dengan pendekatan gamifikasi. Metode pengumpulan data dilakukan di empat Sekolah Menengah Pertama (SMP) perintis melalui observasi, kuesioner, dan studi literatur. Pada penelitian sebelumnya, ditemukan teknik menghafal tenses dengan mudah menggunakan jari tangan yang disebut dengan smart finger, dengan menggunakan pendekatan teori dari Aristoteles. Kekurangan dari teknik ini adalah tidak memiliki media dan teknik ini masih dapat disederhanakan. Hasil dari penelitian ini berupa video animasi 2D menggunakan warna yang variative dan diimplementasikan teknik gamifikasi untuk memberikan kesan hiburan dan memotivasi pengguna agar tidak monoton dan membosankan. Teknik smart finger dipadukan dengan fitur permainan untuk memberikan cara yang praktis dan menyenangkan dalam meningkatkan pemahaman siswa terhadap tenses. Media ini juga dapat diakses secara fleksibel sehingga dapat mendukung proses pembelajaran di kelas maupun secara mandiri. Kata Kunci: gamifikasi, jari-jari pintar, media pembelajaran, situs web, tenses AbstractIn the current era of technology 4.0, English learning materials are still poorly understood by students, especially regarding tenses which are considered complicated, and the delivery process still uses conventional media. From this, there is a need for innovative methods and practical new learning media in digital form. So, the purpose of this research is to design an interactive learning media using website-based smart finger tenses technique with a gamification approach. The data collection method was conducted in four pioneering junior high schools (SMP), through observation, questionnaires, and literature studies. In the previous research, a technique to memorize tenses easily using fingers called smart finger was found, using the theoretical approach from Aristotle. The disadvantage of this technique is that it has no media and this technique can still be simplified. The result of this research is a 2D animated video, using varied colors, and implemented gamification techniques to give the impression of entertainment and motivate users so as not to be monotonous and boring. The smart finger technique is combined with game features to provide a practical and fun way to improve students' understanding of tenses. This media can also be accessed flexibly so that it can support the learning process in class or independently. Keywords: gamification, learning media, smart fingers, tenses, website","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"106 8","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139391080","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muljono Muljono, Nur Rokhman, Junta Zeniarja, R. A. Nugroho, Valentina Widya Suryaningtyas, Bayu Aryanto
{"title":"Perancangan Aplikasi Kamus Istilah Jawa Berbasis Android sebagai Upaya Pelestarian Budaya Jawa","authors":"Muljono Muljono, Nur Rokhman, Junta Zeniarja, R. A. Nugroho, Valentina Widya Suryaningtyas, Bayu Aryanto","doi":"10.33633/andharupa.v9i4.9282","DOIUrl":"https://doi.org/10.33633/andharupa.v9i4.9282","url":null,"abstract":"AbstrakSalah satu bahasa daerah di Indonesia yang paling beragam dan kaya kosakatanya adalah bahasa Jawa. Namun, seringkali sulit bagi orang memahami arti istilah-istilah Jawa. Tujuan penelitian ini adalah untuk mengembangkan aplikasi kamus digital istilah Jawa yang akan membantu pengguna memahami dan menggunakan istilah Jawa. Aplikasi dikembangkan dalam penelitian ini memungkinkan akses cepat dan mudah bagi pengguna dalam mencari istilah Jawa beserta definisi, contoh penggunaan, dan informasi terkait lainnya. Aplikasi ini dilengkapi fitur-fitur tambahan seperti pengucapan audio dan fitur urun daya yang memungkinkan masyarakat dapat menambah database tetapi tetap menunggu validasi dari pengelola aplikasi. Dalam pengembangan aplikasi kamus digital ini menggunakan metode waterfall dan metode blackbox untuk metode pengujiannya. Penelitian ini menghasilkan aplikasi kamus digital bahasa Jawa yang bernama \"Senarai Istilah Jawa\" yang bertujuan untuk membantu masyarakat memahami dan menggunakan istilah Jawa dan sebagai salah satu bentuk upaya membantu pelestarian bahasa daerah di Indonesia. Kata Kunci: aplikasi android, budaya, kamus istilah Jawa, metode waterfall AbstractOne of the regional languages in Indonesia that is most diverse and rich in vocabulary is Javanese. However, it is often difficult for people to understand the meaning of Javanese terms. The aim of this research is to develop a digital dictionary application of Javanese terms that will help users understand and use Javanese terms. The application developed in this research allows users quick and easy access to search for Javanese terms along with definitions, usage examples and other related information. This application is equipped with additional features such as audio pronunciations and a crowdsourcing feature that allows people to add to the database but still wait for validation from the application manager. In developing this digital dictionary application, the waterfall method and black box method were used for testing methods. This research produces a digital Javanese dictionary application called \"Senarai Istilah Jawa\" which aims to help people understand and use Javanese terms and as a form of effort to help preserve regional languages in Indonesia. Keywords: android application, culture, dictionary of Javanese terms, waterfall method ","PeriodicalId":127884,"journal":{"name":"ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia","volume":"92 25","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139390497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}