Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v8i1.1132
Ade Kumala Putri, S. Sutanto
{"title":"Perancangan Ide Bisnis Produk Aromaterapi Fraise","authors":"Ade Kumala Putri, S. Sutanto","doi":"10.37715/vicidi.v8i1.1132","DOIUrl":"https://doi.org/10.37715/vicidi.v8i1.1132","url":null,"abstract":"This research contains the business idea of aromatherapy products, which aims to see what people think about aromatherapy with modern packaging in Indonesia. The methods which are used in this research are the methods of collecting data qualitatively and quantitatively by data extraction through interviews with expert and extreme users, questionnaries to potential customers, and literature studies. This research concludes that Fraise’s Aromatherapy Balm can be an effective solution for people who need a relaxation as well as both physically and mentally tranquilities, but do not have much free time. Based on all the positive responses obtained in this research, this business idea has a considerable opportunity and the sustainability of this aromatherapy business is also quite assured.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132044209","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v8i1.1133
Steffi Augusta Winata, Rendy Iswanto
{"title":"Inovasi Produk Home Decor JIIB Sebagai Sarana Penghias Ruangan dan Relaksasi","authors":"Steffi Augusta Winata, Rendy Iswanto","doi":"10.37715/vicidi.v8i1.1133","DOIUrl":"https://doi.org/10.37715/vicidi.v8i1.1133","url":null,"abstract":"This journal is written for a research focused on the business development of Jiib. Shortly, Jiib is an home decoration business, with concrete based, that is visually developed and uses the theories of entrepreneurship for its development. The objective of this research is to make a fixed model of the business, depends on the market demand, followed by design concept that can be applied in accordance with the market target, and as well as the strategies, visually and theoretically that is relevant with the market’s condition in this era. In this research, the methods used are primer data submission from some interviewees and direct market test to audience, and secondary data from theories that are picked from literature studies of existing books and journals. The final result of this research is a settled business model depends on the market demands, and the developed visuals that can be implemented to the brand relevantly for a long time.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125090391","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v8i1.1134
Kimberly Noviana, Hutomo Setia Budi
{"title":"Perancangan Bisnis Token Untuk Trading Card Game","authors":"Kimberly Noviana, Hutomo Setia Budi","doi":"10.37715/vicidi.v8i1.1134","DOIUrl":"https://doi.org/10.37715/vicidi.v8i1.1134","url":null,"abstract":"Trading Card Game is a card game used for collection and play. In the game Card Trading Game has many types of cards in the game, one of which is Token. A token is a secondary card to represent something while the game is in progress. However, not all Trading Card Game players need to use this card. The purpose of this research is to know the opinion of Trading Card Game players regarding the use of Token card, and the business opportunity that can be achieved as Token card manufacturer. The population of this research is Trading Card Game Players across Indonesia, which are separated into 2 groups. The specified subject is specified only for members of the Trading Card Game community, which consists of 100 players of Trading Card Game and 5 experts in Trading Card Game. This research is done by qualitative and quantitative method toward the research object.Direct observation data collection tools as well as distributing questionnaires conducted using online media assistance. The results of this study concluded the importance of having a Token in Trading Card Game, and there is a good opportunity to market Trading Card Game Token type card.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125591195","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v7i1.1154
Nurlita Priyandini, Rendy Iswanto
{"title":"Perancangan Buku Cerita Pengetahuan Anak dengan Tema Sains","authors":"Nurlita Priyandini, Rendy Iswanto","doi":"10.37715/vicidi.v7i1.1154","DOIUrl":"https://doi.org/10.37715/vicidi.v7i1.1154","url":null,"abstract":"The problems of education in Indonesia until today to make an impact to future generations. The learning process should be able to make children aware of what is learned. Besides the support of the parents is necessary for children. It would be more effective if given correctly learning starts from the age of development. The main objective of this study was to find out how to create a medium of learning for children aged development that is easily understood and applied with parents. This study uses qualitative research methods (interviews), observation and study of literature. The results of the research to produce a solution in the form of a story book knowledge themed science for ages 9-11 years.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132650333","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v8i1.1136
Elis Ambarwati, Paulina Tjandrawibawa
{"title":"Membuat Card Game Edukatif Yang Menyesuaikan Keinginan Konsumen","authors":"Elis Ambarwati, Paulina Tjandrawibawa","doi":"10.37715/vicidi.v8i1.1136","DOIUrl":"https://doi.org/10.37715/vicidi.v8i1.1136","url":null,"abstract":"Board game and Card game now quite popular, but there’s still some game that can not suit for consumer needs of educative game. This research aims to find out about how to make a educative game dan that consumer liked. For that needs some interview with expert and extreme user that understand about Surabaya culture and Game master. From this research, found out that to make a educative card game, there are a view elements that need to understand before planning on making game is to research the target consumer, Genre game, Game play, also create interfaces that will not bothering the player.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131936267","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v7i2.1149
Sharon Anindhita, Ferryanto Chia
{"title":"Perancangan Bisnis Udang Crispy dan Sambal Bawang Ebisiji Sebagai Oleh-Oleh Asli Surabaya","authors":"Sharon Anindhita, Ferryanto Chia","doi":"10.37715/vicidi.v7i2.1149","DOIUrl":"https://doi.org/10.37715/vicidi.v7i2.1149","url":null,"abstract":"The activity of buying “oleh-oleh” or food souvenir has become a strong Indonesian culture, regardless of someone’s social economic status. However, due to the fact that almost all food souvenir products look similar, along with the increasing activity of urban population, this activity has turned into something rather dull and meaningless. Based on this fact, comes an idea to utilize an original recipe for crispy fried shrimp to be a food souvenir product that appeals to Indonesia’s urban population who fall under the upper-middle and lower-middle class, particularly those who travels regularly. This research was conducted to understand customers’ response to Ebisiji crispy fried shrimp and “sambal bawang”, along with their response related to the activity of buying “oleh-oleh”. The process consists of several phase, including observation, interview, questionnaire, production test, market test, and collecting feedback. All data are obtained through field studies (primary) and literature reviews (secondary), by applying both quantitative and qualitative research method. The researcher then concludes that by making some adaptive changes into the business model, Ebisiji can become a viable solution for the problem stated above.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128355902","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v7i1.1153
Steven Renaldo Hartono, S. Sutanto
{"title":"Pentingnya User Experience Dalam Mengenalkan Home Greeneries ke Masyarakat Urban","authors":"Steven Renaldo Hartono, S. Sutanto","doi":"10.37715/vicidi.v7i1.1153","DOIUrl":"https://doi.org/10.37715/vicidi.v7i1.1153","url":null,"abstract":"This research is aimed to fullfill the assignment of Visual Communication Design using the development of entrepreneurship through a business engaged in home greeneries, namely home decor that has elements of living plants in it such as succulent, cactus, fern, living moss, and others. This paper will describe the research process and influence of user experience in introducing a greeneries product to a target market. The purpose of making this business idea itself stems from the observation about the lack of living plant presence in a residence or work environment. The research used qualitative methods. Qualitative methods are carried out through interviews and workshops in the form of a market test. Result of this research is that the presence of living plant is important, but required a clear user experience to be able to introduced to the urban society.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131229010","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v7i1.1155
Merlyn Olivia Sanjaya, Hutomo Setia Budi
{"title":"Perancangan Ide Bisnis Buku Cerita Interaktif All About Todd","authors":"Merlyn Olivia Sanjaya, Hutomo Setia Budi","doi":"10.37715/vicidi.v7i1.1155","DOIUrl":"https://doi.org/10.37715/vicidi.v7i1.1155","url":null,"abstract":"This initiative is designed for children with the age range between 3 to 5 years old as there is an observed growth in dependency on technology among these children. This dependency has been shown to have a negative impact when there is no adult supervision. Furthermore, there is very little morale education since a young age and a lack of interest in reading which contributes to this ongoing issue. The methods which are used in this observation are literature study and interactive qualitative study by conducting interviews. From these methods combined, an interactive book, ‘All About Todd’ has been written and designed. This colorful, illustrated book contains narrated adventures as experienced by Todd, the main character of the book. This story book comes with a board game that can compete with other competitors.use of colorful illustration will help the children to understand the story told.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122610637","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v7i1.1150
Sienny Anggraeni, Christian Anggrianto
{"title":"Mainan Edukasi Menggunakan Media Membantu Perkembangan Psikomotorik Anak Usia Dini","authors":"Sienny Anggraeni, Christian Anggrianto","doi":"10.37715/vicidi.v7i1.1150","DOIUrl":"https://doi.org/10.37715/vicidi.v7i1.1150","url":null,"abstract":"In scientific research, entitled \"USING MEDIA CAN HELP PSYCOMOTOR DEVELOMPMENT ERLY CHILDHOOD\" discusses the importance of parents' role in overseeing the growth and development of children at an early age. This study will provide some basic information about the stages of child development. So that researchers can make some educational toys that can really help the psychomotor development of children at an early age. The research method that I use in this paper is a survey and study of literature. The aim of this study to determine know theories of child development and how the situation of children at age 1-3 years game is what they use, how they psycomotor development, how to behave habits of children at that age.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"81 6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129620266","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}
Jurnal VICIDIPub Date : 2020-02-05DOI: 10.37715/vicidi.v7i1.1151
Stephanie Wijaya, Marina Wardaya
{"title":"Perancangan Untuk Produk Origin - Indonesian Heritage Apparel","authors":"Stephanie Wijaya, Marina Wardaya","doi":"10.37715/vicidi.v7i1.1151","DOIUrl":"https://doi.org/10.37715/vicidi.v7i1.1151","url":null,"abstract":"This research was done to know what people think about ORIGIN – Indonesian Heritage Apparel business idea and to research why people began to be abandoned and forgotten because it is regarded as second-class outfit, especially among young people, this thing happened because the design it self seem tradisional. Besides, the author want to change the design concept to be more modern. The research was conducted using quantitative and qualitative methods. The quantitative method using online quistionnaire which is distributed to woman aged 22-35 years who lived in Surabaya. While the qualitative method by interview to the expert usher and literature study. The result of the research shows that most of the correspondents like to buy top and dress instead of skirt and outer. Furthermore, the identity and design should represent exclusive and trusted. Media marketing is done by using bazaar and through social media.","PeriodicalId":192332,"journal":{"name":"Jurnal VICIDI","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-02-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114445394","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}