{"title":"Analisis Komponen Visual pada Iklan Animasi Shoope “Sekotak Harapan dari Shopee”","authors":"Adya Mulya Prajana, Aisyi Syafikarani","doi":"10.30998/jd.v9i1.9221","DOIUrl":"https://doi.org/10.30998/jd.v9i1.9221","url":null,"abstract":"Kebijakan Pembatasan Sosial Berskala Besar (PSBB) yang dilakukan pemerintah sebagai langkah untuk pencegahan penyebaran virus Covid-19 menjadikan masyarakat melakukan kegiatannya hanya di rumah saja. Dalam melihat kondisi tersebut maka para produsen iklan dituntut untuk dapat selalu adaptif dalam membaca keadaan yang terjadi di lingkungan masyarakat. Iklan animasi Shopee “Sekotak Harapan dari Shopee” adalah iklan yang menampilkan berbagai macam kegiatan masyarakat di masa pandemi. Pendekatan visual tersebut dilakukan sebagai sebuah refleksi dari keadaan yang sedang terjadi di masyarakat. Namun pertanyaannya apakah dengan terbatasnya kegiatan masyarakat yang ditampilkan dalam iklan di masa pandemi menggunakan komponen visual. Hal tersebut menjadi pertanyaan karena lingkup visual yang ditampilkan terbatas. Penelitian ini dianalisa menggunakan teori Komponen Visual dengan metode deskriptif kualitatif. Observasi visual pada iklan animasi Shopee yaitu dengan mengambil setiap potongan gambar video iklan dengan menggunakan teknik screenshot. Analisis ini bertujuan untuk mengukur dan mengetahui penggunaan unsur-unsur komponen visual yang terdapat pada iklan animasi Shopee “Sekotak harapan dari Shopee” dalam membangun relasi antara visual dengan pesan yang disampaikan. Hasil dari penelitian ini adalah: 1) Iklan animasi Shopee “Sekotak Harapan dari Shopee” menggunakan komponen visual sebagai pemanfaatan teknis pada iklan, 2) Terdapat relasi antara visual dengan pesan yang disampaikan dalam iklan, 3) Iklan tersebut memanfaatkan kondisi yang terjadi di masyarakat sebagai pendekatan visual sehingga iklan dapat dengan mudah mendapat perhatian. ","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"27 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"72442175","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":"Redesain Kursi Taman Alun - Alun Sidoarjo di Era New Normal","authors":"Nabila Ayu Rizkiyanti, Mochamad Junaidi Hidayat","doi":"10.30998/jd.v9i1.9967","DOIUrl":"https://doi.org/10.30998/jd.v9i1.9967","url":null,"abstract":"","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"20 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85412949","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":"Pengkajian Tipologi Tanda dalam Konsep Visual Infografis Statis Taman Nasional Baluran Karya Indonesiabaik.Id","authors":"Sabila Damayu, Wulandari Wulandari, Winny Gunarti Widya Wardani","doi":"10.30998/jd.v9i1.9108","DOIUrl":"https://doi.org/10.30998/jd.v9i1.9108","url":null,"abstract":"Penelitian ini menganalisis Infografis Taman Nasional Baluran Karya Indonesiabaik.id. infografis ini menarik untuk dianalisis karena berupaya mengajak masyarakat untuk peduli terhadap kekayaan alam Indonesia. Penelitian ini menggunakan metode deskriptif kualitatif dalam penyajian data. Untuk membaca tanda-tanda visual dalm infografis Taman Nasional Baluran Karya Indonesiabaik.id ini menggunakan pendekatan Semiotika Charles Sanders Peirce berdasarkan pengelompokan tanda yaitu ikon, indeks dan simbol. Secara teoritis pada analisis ini akan menggambar pendekatan secara ilmiah desain komunikasi visual dalam upaya penyampaian makna melalui tanda-tanda yang ada dalam elemen visual infografis Taman Nasional Baluran Karya Indonesiabaik.id. Analisis infografis Taman Nasional Baluran Karya Indonesiabaik.id diharapkan dapar menjadi referensi untuk membaca makna tersirat yang terdapat pada infografis tersebut","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75019128","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":"Pengembangan “Jurnal Proses Desain” sebagai Media Pembelajaran Perancangan Desain","authors":"Siti Nurannissa P.B, Andreas Andeas, J. Nugroho","doi":"10.30998/jd.v9i1.10690","DOIUrl":"https://doi.org/10.30998/jd.v9i1.10690","url":null,"abstract":"","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"38 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-12-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77988445","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":"Kajian Semiotika Tokoh Tawang Alun pada Komik Wayang Beber Pacitan Adegan Ketiga Belas","authors":"M. Margana","doi":"10.33633/andharupa.v7i2.4947","DOIUrl":"https://doi.org/10.33633/andharupa.v7i2.4947","url":null,"abstract":"AbstrakWayang beber Pacitan merupakan jenis seni tradisi asli Nusantara yang unik dan langka, tetapi keberadaannya saat ini hampir punah karena tergeser oleh budaya modern. Jenis wayang tersebut mengangkat cerita Panji dengan beberapa tokoh yang memiliki sifat dan karakter beragam. Penelitian ini bertujuan untuk menganalisis karakter tokoh Tawang Alun pada adegan ketiga belas wayang beber Pacitan. Penelitian ini termasuk jenis penelitian deskriptif kualitatif. Data penelitian dikumpulkan melalui observasi, wawancara, dan analisis dokumen. Pengambilan sampel penelitian dengan cara purposive sampling. Data penelitian dianalisis dengan metode analisis interaktif dan menggunakan teori semiotika. Untuk mengetahui validitas data digunakan triangulasi. Kesimpulan penelitian adalah Tawang Alun sebagai tokoh utama pada adegan ketiga belas wayang beber Pacitan memiliki karakter kuat yaitu setia pada atasan, rela berkorban dan penuh dedikasi dalam menjalankan tugasnya. Kata kunci: adegan, karakter, komik, semiotika, wayang beber AbstractWayang Beber Pacitan is a unique and rare piece of traditional art from Indonesia, but its existence is presently almost extinct because it was shifted by modern culture. This type of wayang raises the of Panji with several characters who have various traits and characters. This study aims to analyze the characters of Tawang Alun in the 13th scene of Pacitan’s wayang Beber. This research is qualitative descriptive, research data was collected through observation, interviews, and document analysis. The research sample was taken by purposive sampling. The research data were analyzed by interactive analysis method and using semiotic theory. To determine the validity of the data used triangulation. The study concludes that Tawang Alun is the main character in the thirteenth scene of Pacitan’s wayang Beber and it has a strong character that is loyal to his superiors, willing to sacrifice, and full of dedication in carrying out his duties. Keywords: character, comic, semiotic, scene, wayang beber","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"39 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74391375","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":"Keterlibatan Ilustrasi dan Warna sebagai Stimulus Visual dalam Konsep ‘Interaksi Ruang Belajar’ pada Sekolah Dasar Kelas 1–3 Di Bali","authors":"I. Julianto, Cokorda Alit Artawan","doi":"10.33633/andharupa.v7i2.4276","DOIUrl":"https://doi.org/10.33633/andharupa.v7i2.4276","url":null,"abstract":"AbstrakPenelitian ini dilatarbelakangi adanya kebutuhan ruang belajar yang dapat berperan sebagai medium interaksi bagi anak usia Sekolah Dasar Kelas 1–3 di Bali. Adapun permasalahannya adalah kebutuhan sebuah konsep interaksi ruang belajar yang memberikan stimulasi visual dalam mendukung proses pembelajaran. Tujuan penelitian adalah menciptakan konsep interaksi ruang yang menghasilkan respon dari sebuah stimulus visual yang memiliki tahapan organisme (perhatian, pengertian, dan penerimaan) serta dapat mendukung capaian pembelajaran. Analisis kualitatif dengan metode prosedural dalam penelitian ini diawali dengan tahap pengumpulan data mengenai warna dan ilustrasi yang mampu memberikan efek rangsang visual bagi anak. Hasil analisis kemudian menjadi landasan berpikir dalam menciptakan sebuah konsep interaksi ruang belajar. Hasil penelitian menyatakan bahwa konsep interaksi ruang belajar harus memiliki nilai interaksi. Nilai tersebut dihasilkan melalui penerapan konsep interaksi ruang belajar yang bersifat tematik. Prinsip tematik mengacu pada upaya untuk meningkatkan motivasi serta menumbuhkan minat belajar anak dalam pencapaian tujuan pembelajarannya. Kata Kunci: anak sekolah dasar, Bali, interaksi, ruang tematik AbstractThis research was motivated by the need for a learning space that can act as an interaction medium for elementary school-aged children in grades 1-3 in Bali. The problem is the need for a concept of learning space interaction that provides visual stimulation in supporting the learning process. The research objective is to create a spatial interaction concept that produces a response from a visual stimulus that has an organism stage and can support learning outcomes. In this research, qualitative analysis with procedural methods began with collecting data about colors and illustrations that can provide visual stimulation effects for children. The results of the analysis became the basis of thinking in creating a concept of learning space interaction. The outcome of the research stated that the concept of learning space interaction must have interaction value. This value emerges through the application of the thematic learning space interaction concept. Thematic principles refer to efforts to increase motivation and foster children's interest in learning in achieving their learning goals. Keywords: Bali, interaction, primary school children, thematic space","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"17 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91069466","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}
Tri Lathif Mardi Suryanto, N. Wibowo, Masnuna Masnuna
{"title":"Desain Logo sebagai Identitas Visual Aplikasi Jelajah Kampus Virtual (Jejakatua) UPN Veteran Jawa Timur","authors":"Tri Lathif Mardi Suryanto, N. Wibowo, Masnuna Masnuna","doi":"10.33633/andharupa.v7i2.3838","DOIUrl":"https://doi.org/10.33633/andharupa.v7i2.3838","url":null,"abstract":"AbstrakJelajah Kampus Virtual (Jejakatua) adalah aplikasi virtual tour kampus UPN “Veteran” Jawa Timur (UPNVJ) yang hadir sebagai media digital untuk memberikan layanan kampus yang baik dan prima. Aplikasi Jejakatua bisa diakses di website UPN “Veteran” Jatim melalui koneksi internet di mana saja dan kapan saja sehingga perlu adanya identitas visual untuk mempromosikan aplikasi Jejakatua kepada masyarakat yang membutuhkannya. Melalui perancangan logo, aplikasi Jejakatua diharapkan bisa dikenal masyarakat dan berfungsi sebagai tanda jaminan kualitas, mencegah peniruan atau pembajakan. Penelitian ini menggunakan dua tahapan yaitu tahap persiapan dan tahap penciptaan. Tahap persiapan meliputi pengumpulan data, analisis 5w+1H, dan sintesis. Tahap penciptaan meliputi pra produksi, produksi, dan pasca produksi. Logo aplikasi Jejakatua dirancang sesuai aspek pembuatan logo yang meliputi efektivitas, teknik, warna, dan regulasi. Sehingga dapat tercipta sesuai kaidah desain dan memiliki kebaruan dan desain kekinian yang berbeda dengan logo lainnya dan mampu mencitrakan dirinya sebagai aplikasi virtual tour di lingkungan UPNVJ. Logo diimplementasikan di aplikasi Jejakatua dan media promosi seperti stationary dan merchandise. Media promosi tersebut dipublikasikan di laman resmi www.upnjatim.ac.id dan Instagram. Kata kunci: aplikasi, jejakatua, logo, UPN, virtual tour AbstractJejakatua is a virtual tour application for UPN \"Veteran\" East Java (UPNVJ) campus as digital media to provide excellent campus services. Jejakatua application can be accessed on the UPNVJ website through an internet connection, anywhere and anytime, so that there is a need for a visual identity to promote the Jejakatua application to the people who need it. By designing the logo of Jejakatua, it can be known to the public and serves as a sign of quality assurance, preventing imitation or piracy. This study uses two methods: The preparation phase includes data collection, analysis of 5w + 1H, and synthesis. The creation phase covers pre-production, production, and post-production. Jejakatua application logo is designed according to the aspects of making a logo which includes effectiveness, technique, color, and regulation so that it can be created according to design rules and has a novelty and contemporary design that is different from other logos and can image itself as a virtual tour application in the UPNVJ environment. The logo is implemented in the Jejakatua application and promotional media such as stationery and merchandise. Then the promotional media was published on the official pages of www.upnjatim.ac.id and instagram. Keywords: application, jejakatua, logo, UPN, virtual tour","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"824 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88743677","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}
Erni Masdupi, Tri Kurniawati, Halkadri Fitra, Dini Faisal
{"title":"Kedinamisan dalam Kearifan Lokal: Perancangan Identitas Visual Galeri Sulam Pinjaik Patah","authors":"Erni Masdupi, Tri Kurniawati, Halkadri Fitra, Dini Faisal","doi":"10.33633/andharupa.v7i2.4097","DOIUrl":"https://doi.org/10.33633/andharupa.v7i2.4097","url":null,"abstract":"AbstrakGaleri Sulam Pinjaik Patah sebagai usaha kolektif warga Nagari Panampuang memiliki potensi menjadi salah satu ikon produk sulam di Sumatra Barat. Namun, dari sisi desain grafisnya belum memiliki solusi desain yang baik. Logo yang dimiliki belum dapat memperkenalkan karakter, kepribadian, dan ciri khas Sulam Pinjaik Patah. Identitas visual merupakan jawaban bagi permasalahan Galeri Sulam Pinjaik Patah karena penggunaan identitas visual yang sistematis, terstruktur dan konsisten akan mampu membangun brand awareness. Identitas visual dirancang dengan menggunakan metode research and development (R&D) yang terdiri dari tahapan mengenali potensi dan masalah, merancang desain produk, validasi dan uji coba. Hasil rancangan identitas visual memiliki elemen yang dinamis, aplikasi yang fleksibel sehingga memberi ruang bagi entitas untuk mengembangkan elemen dari identitas visual. Kata kunci: galeri sulam, identitas visual, kearifan lokal, pinjaik patah AbstractGaleri Sulam Pinjaik Patah has the potential of becoming one of the icons of embroidery products in West Sumatra. However, the gallery does not have a better graphic design solution. Its current logo does not introduce the character, personality, and characteristics of the origin of the name Pinjaik Patah embroidery. The problem is gallery needs more recognition to create brand awareness. It demands a systematic and consistent use of visual identity, not just a logo. The research and development (R&D) method is used to design the visual identity. The stages are identifying potentials and problems, designing product designs, validating, and testing. The final design of Galeri Sulam Pinjaik Patah’s visual identity has dynamic elements and flexible applications that allowed the gallery to improve and develop its visual identity. Keywords: embroidery gallery, local wisdom, pinjaik patah, visual identity","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"86 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84658984","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}
Rahmatsyam Lakoro, Agus Sachari, Agung Eko Budiwaspada, Setiawan Sabana
{"title":"Perancangan Media Edukasi Mitigasi Bencana dengan Pendekatan Desain Partisipatif di Kecamatan Bojongsoang","authors":"Rahmatsyam Lakoro, Agus Sachari, Agung Eko Budiwaspada, Setiawan Sabana","doi":"10.33633/andharupa.v7i2.4156","DOIUrl":"https://doi.org/10.33633/andharupa.v7i2.4156","url":null,"abstract":"Abstrak Kawasan Sungai Citarum di Jawa Barat memiliki karakteristik bencana hidrometeorologi yang khas terkait kualitas air. Edukasi kesiapsiagaan dan pengetahuan tentang bencana menjadi hal yang mutlak, dikaitkan dengan siklus manajemen bencana, yaitu pada tahap pra-bencana. Kelompok budaya yang berbeda memiliki kepercayaan yang berbeda-beda pula tentang bagaimana menghadapi bencana, sehingga seringkali merespon sebuah fenomena bencana dengan cara yang tidak diduga oleh masyarakat modern. Pendekatan desain partisipatif digunakan untuk melakukan edukasi bencana dengan nilai-nilai setempat pada masyarakat Sunda khususnya Kecamatan Bojongsoang. Pelibatan partisipan dari kelompok protagonis memungkinkan pesan dikembangkan, diproduksi dan didistribusikan oleh masyarakat setempat. Pengembangan media poster, animasi, poster digital berbasis media sosial dan buku memiliki karakteristik yang berbeda sehingga penelitian ini juga dapat menemukan rekomendasi strategi media dan metode desain yang spesifik-tempat untuk kampanye edukasi bencana hidrometeorologi. Konsep yang lahir dari penelitian kemudian digunakan sebagai rekomendasi untuk melakukan proses desain berikutnya terkait metode dan pendekatan desain, desain visual, serta strategi media untuk menyampaikan pesan pada khalayak sasaran. Kelompok protagonis dilibatkan dalam distribusi pesan pada masyarakat di daerahnya. Pengetahuan dan pengalaman partisipan yang berada di lingkungan komunitasnya memperkaya desain, produk komunikasi, dan pendekatan dalam konten edukasi yang ditampilkan dalam kampanye sosial. Kata Kunci: desain partisipatif, media edukasi, mitigasi bencana AbstractThe Citarum River area in West Java has typical hydrometeorological disaster characteristics related to water quality. Education on disaster preparation and knowledge are essential, linked to the disaster management cycle, as part of the pre-disaster stage. Different cultural groups have different beliefs about the concepts of dealing with disaster, so they often respond to a catastrophic phenomenon in ways that modern society does not expect. The participatory design approach was used to implement disaster education with local values in the Sundanese community, especially in Bojongsoang Regency. The involvement of participants from the protagonist group allows messages to be developed, produced, and distributed by the community. The development of media posters, animations, digital posters based on social media and books have different characteristics that can also find strategic recommendations on media and design methods that are site-specific for hydrometeorological disaster education campaigns. The concept was born from the research is then used as a recommendation to carry out the next design process related to design methods and approaches, visual design, and media strategies to convey the message to the target audience. The protagonist group is also involved in the distribution of information to the community in the area.","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"409 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74358434","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 Iklan Gojek #Gakpakelama dan Iklan Grab #Antingaret pada Layanan Transportasi Online di Indonesia","authors":"Betha Almanfaluthi, Juniar Juniar","doi":"10.33633/andharupa.v7i2.4275","DOIUrl":"https://doi.org/10.33633/andharupa.v7i2.4275","url":null,"abstract":"AbstrakGojek dan Grab adalah salah satu perusahaan jasa online terbesar di Indonesia. Baik Gojek maupun Grab memiliki banyak jenis jasa yang ditawarkan, akan tetapi transportasi menjadi jasa utama keduanya. Kondisi jalanan di kota-kota besar di Indonesia khususnya Jakarta yang sering mengalami kemacetan, menjadikan kendaraan roda dua menjadi alternatif berkendara yang populer. Sebagai dua perusahaan transportasi online yang memiliki layanan dan sasaran konsumen yang sama sehingga dalam membuat iklan Gojek dan Grab ada kecenderungan memiliki pesan yang sama dan tema yang mirip namun juga terlihat berbeda. Kajian ini bertujuan untuk menganalisa makna iklan kampanye #gakpakelama oleh Gojek dan #antingaret oleh Grab dengan mengurai tanda-tanda visual untuk melihatkan perbedaan antar kedua layanan transportasi online tersebut. Penelitian dilakukan dengan metode analisis isi yang dikombinasikan dengan pendekatan semiotika Roland Barthes yang menganalisis perluasan makna tanda. Dari hasil analisis didapatkan bahwa pengguna transportasi online digambarkan sebagai pekerja kantoran usia muda yang butuh solusi berupa layanan transportasi online yang siap kapan pun sebagai sebuah solusi yang dapat membantu orang-orang berjuang menghadapi kehidupan pekerjaan di kota besar terkait waktu. Kata Kunci: analisis isi, gojek, grab, iklan, semiotika AbstractGojek and Grab are some of the largest online service companies in Indonesia. Both Gojek and Grab have various types of services, but transportation is the primary service. Road conditions in big cities in Indonesia, especially Jakarta, often experience traffic jams so that two-wheeled vehicles are a popular alternative to driving. As two online transportation companies have the same services and target consumers, Gojek and Grab advertisements tend to have the same message and similar themes but also look different. This study purpose to analyze the meaning of the #gakpakelama by Gojek and #antingaret by Grab campaign advertisements by parsing visual signs to show the distinctions between the two online transportation services. The research was conducted using the content analysis method combined with the semiotic approach of Roland Barthes that analyzed the expansion of the meaning of the sign. From the analysis of the results, it was found that online transportation users are described as young office workers who need solutions in the form of online transportation services that are ready at any time as a solution that can help people struggle with working life in big cities related to time. Keywords: campaign, content analysis, gojek, grab, semiotic","PeriodicalId":33990,"journal":{"name":"ANDHARUPA Jurnal Desain Komunikasi Visual Multimedia","volume":"301 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2021-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83442403","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}