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Feri Irawan; Jupriani Jupriani

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Traditional games are an important part of cultural heritage rich in educational, social, and moral values. However, technological developments in the modern era have led children in Merangin Regency to abandon traditional games. They spend more time with gadgets, causing a decline in social interaction and awareness of local culture. Among various types of traditional games, congklak has become one of the least played. This situation encouraged designers to create an educational and engaging medium for children. As a solution, an Illustrated Book of the Traditional Game Congklak of Merangin Regency was designed as both a learning medium and an effort to preserve local culture. The illustrated book was chosen because it can convey messages visually and verbally in an appealing way, making it easier for readers to understand the story and the values contained within it. The design process used the 4D method (Define, Design, Develop, Disseminate) with 5W+1H analysis to meet design needs. In addition to the main book, supporting media such as posters, x-banners, t-shirts, tumblers, tote bags, bookmarks, and e-books were also developed. The design feasibility test obtained a score of 90%, categorized as very feasible, covering aspects of storyline, illustration, layout, and language. The content feasibility test achieved a score of 100%, also categorized as very feasible, including cultural, cognitive, social, and character education values. This book is declared highly feasible and effective as a learning medium as well as a means of preserving the local culture of Merangin Regency.

Fahimul Fuad; Harissman Harissman; Ary Leo Bermana; Rias Wita Suryani

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This design is entitled "Design of Information Media for Illustrated Books of Tapa Malenggang Folk Tales" such as learning media, to be an alternative solution to increase the expansion of information about Batanghari culture, namely the Tapa Malenggang Folk Tales through innovative information media. The solution is presented in the form of an illustrated book about the Tapa Malenggang Folk Tales using dynamic and colorful illustrations. This design method uses 5w + 1H analysis. While the design process includes interviews, field observations, library data, direct questionnaires to schools, and documentation. The process of creating works through several structured stages, namely brainstorming, sketches, storylines, color studies, typography studies and storyboards. Illustrated books are informative media that can be well captured by children's sense of sight. Supporting media for the design include e-books, posters, x-banners, stickers, pins, t-shirts, and key chains.

Indriani Wuri Puspitasari; Achmad Daengs GS; Enny Istanti; Rina Dewi

International Journal of Economic, Social and Development Sciences 2025 International Forum of Researchers and Lecturers

Business competition in the era of globalization has led various companies to compete in acquiring and maintaining their market share. This includes sectors such as trade, education, transportation, and others. This condition forces companies to develop appropriate strategies to achieve competitive advantage, ensuring they retain their market and win the competition. This research focuses on Sogo Surabaya, a shopping center visited by numerous consumers daily due to its strategic location in the city center, integrated with Tunjungan Plaza, and situated along a main road, making it easily accessible. Sogo Surabaya functions as a store providing various fashion-related needs, including formal attire such as suits and kebayas, as well as casual clothing for young people and teenagers, like t-shirts and jeans. The store atmosphere follows a typical shopping center design. Elements of the store atmosphere include interior design, product layout, air circulation, spatial arrangement, wall colors, room fragrance, furniture materials, and the products sold. The data used in this research is primary data obtained through questionnaires distributed to customers shopping at Sogo Surabaya. 

Wiguna, Debio Pararta; Wiguna, Debio Pararta; Aris Kurnia Wicaksono; Eka Wahyu Primadani; Naufal Labib

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Bis Mania Community is a community of bus lovers, especially regional coordinators in Surabaya, which was founded in 2012. In 2024, precisely on November 10, 2024, Bis Mania Community held its 12th Anniversary in Tulungagung. In celebrating this 12th Anniversary not only organizes Family Gathering and garage visits, but the Bis Mania Community also sells various kinds of Merchandise as a medium to display identity. One of the merchandise that will be made is a T-Shirt. Merchandise offered by brands or communities in the form of T-Shirts currently has value and appeal to the community itself. Merchandise itself is a souvenir that is often found in the community as a container or means in the form of promotion of a product or brand. Merchandise itself is made with various forms or items that are commonly used daily such as T-Shirts, Tumblers, Totebags, key chains, and others. Designing a Merchandise requires research and the right illustration design so that it can attract buyers to have the merchandise. In doing the design for the Bis Mania Community Anniversary Merchandise with the theme of a vacation to the beach featuring the Object Bus, Sura and Baya Characters, and Echo Beach as the destination chosen by the Bis Mania Community. Therefore, the use of merchandise can be a souvenir that is appropriate, memorable, and as a promotional medium as well as a souvenir.

I Gusti Agung Alit Suryawati

International Journal of Communication, Tourism, and Social Economic Trends 2024 Asosiasi Penelitian dan Pengajar Ilmu Sosial Indonesia

This paper aims to discuss the meaning of the message of T-shirts labeled with Balinese terms that are traded as tourist souvenirs in Bali. As a result of qualitative research, research data were obtained through observation, document review, and interviews with several informants of t-shirt consumers as well as observers of fashion and Balinese arts and culture. The data collected were analyzed by communication theory and semiotic theory. The results of the study show that the fashion or form of the t-shirt is a t-shirt without a kra decorated with Latin writing or a Balinese script with artistic and ideological expression motifs. T-shirts labeled Balinese have become part of the creative industry for tourist souvenirs that continues to grow in line with the dynamics of Bali tourism. From the perspective of visual communication, the message of a Bali tourism souvenir t-shirt has the following meanings: (1) introducing Bali tourist destinations, (2) as an expression of the soul of the wearer; (3) introducing group identity, (4) information on a moment of Balinese tradition, and (5) introducing Balinese language and cultural identity to the public. T-shirt tourism souvenirs that introduce Balinese cultural identity need to be continuously developed.

Muhammad Khalif; Dini Faisal

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The objective of designing an animated music video for Wakas Kota Padang's "Bad Habit from Habit" song is to provide a medium of communication for the song's story, meaning, and message to its audience. The design process employs the 4-D Model, which consists of four stages: define, design, develop, and disseminate. Data analysis uses the SWOT method to gather necessary data according to the design requirements. The main medium for the video is animation, supported by additional media such as posters, Instagram reels, Instagram feed, zines, t-shirts, and stickers. The results of the video's usability test on "Bad Habit from Habit" by Wakas Kota Padang, conducted among 10 participants consisting of 2 animators, 3 students of visual communication, and 5 target audience members aged 17-30, received overwhelmingly positive responses, appreciation, and audience interest. Therefore, it can be concluded that the usability of the animated music video for "Bad Habit from Habit" by Wakas Kota Padang is suitable and worthy of publication.

M. Dimas Syahputra; Heldi Heldi

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Stress can be defined as a physiological and psychological response that occurs when individuals experience pressure or burdens that exceed their ability to cope. Stress in adolescents can be caused by various influencing factors such as academic demands, family problems, conflicts with peers, teenage romance and identity problems. However, teenagers still have a low understanding of the dangers of stress, in addition to the lack of optimal information through public service advertisements, especially for teenagers. The aim of the design is to build an "Electronic Poster for Public Service Advertisements about the Dangers of Stress that is informative, communicative, educative, effective and easy to understand for teenagers aged 10-18 years in Padang City." This design method uses the glass box method, namely a design method that is carried out rationally and logically on the work based on the information obtained, based on: analytical, synthetic and evaluative to get the best solution. The approach uses 5W+1H analysis (what, when, where, who, why, how). Results of designing the main media for Electronic Posters for Public Service Advertisements about the Dangers of Stress in Adolescents and supporting media: leaflets, flayers, social media, x-banners, tote bags, t-shirts and stickers. This design can provide creative thinking visually, informatively, communicatively, educatively and effectively for teenagers aged 10-18 years.

Dicki Akdhan Chrisnawan

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Flowdys Thrift is a clothing shop owned by Bunga Rahmadillah which was founded in mid-2021. It operates in the field of fashion or used clothing that is suitable for use. Located on Jalan Pasir Parupuk Tabing Simp. Gia no 17 Kec. Koto Tangah, Padang City, West Sumatra. However, the basic problem with Flowdys Thrift is that it is faced with many competitors who are old and new who will be involved in the same business field. The aim of designing a visual identity is to design a logo by applying good design principles, so that it will produce a logo that is unique, simple and easy to remember in order to form a consistent identity, increase business aspiration, as well as differentiate it from other competitors so that it is more easily recognized and remembered by the public. consumer The visual identity design method used is the Glass box method, starting from data collection, interviews and observations so that problems that occur can be identified, which will later be analyzed using SWOT theory, resulting in a Manual Book as the main media containing concepts, gird systems, colors, typography, and supporting media such as posters, stickers, T-shirts, tumblers/thermos, lanyards, stamps.    

Satrianto Alpisa; Defrizal Saputra

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Villa kayu putih one of the villa that locate at Jorong Galagah Alahan Panjang, Lembah Gumanti Sub District, Solok Regency. Villa Kayu Putih do not have a catalog yet as a promotion and information media, thus making the customer having a hard time to obtain the information about facilities and service of Villa Kayu Putih. So the author decided to designing promotional media that is informative, communicative, useful and interesting to market the products to be offered. The design method used is the glass box method with SWOT analysis techniques. This design uses a simple concept where this style will make the information to be conveyed look clear and simple so it is easy to understand. The main media designed is e-catalog which will provide information about Villa Kayu Putih's products, facilities and services, also accompanied by other supporting media such as printed catalogs, Instagram content, posters, x-banners, stickers, t-shirts, business cards , and key chains.

Muhammad Hanif Syofwan; Eko Purnomo

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Teenagers, especially in West Sumatra, do not know about kerambit as a traditional weapon originating from West Sumatra. Even though the kerambit itself was used by the US army as a military weapon, its origins were not really known by the West Sumatran teenagers themselves. This is the result of teenagers' lack of curiosity about history and a lack of media that can attract their attention. The aim of designing this 2D animation is to foster teenagers' interest in studying history with new media and provide education about kerambit and its history through 2D animation media by utilizing social media as promotional media. The method used in this design is the 4D method, which consists of define, design, develop and disseminate. Using the 5W+1H data analysis method. This design produces main media in the form of 2D animated videos, and supporting media in the form of t-shirts, printed posters, stickers, social media content, Acrylic stands, and x-banners.

Muhammad Wahyudi; Arius Medi

ARDHI : Jurnal Pengabdian Dalam Negri 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This study employs promotional videos as a strategic tool for shaping personal and corporate identity. Focused on Agen46 BNI, the design objective is to create a compelling promotional medium leveraging the musical drama concept to heighten public awareness and educate the audience on the benefits of Agen46 BNI. Utilizing the 4-D method (Define, Design, Develop, Disseminate), and employing the 5W+1H data analysis method, the design process ensures alignment with specific campaign needs. The resulting promotional video for Agen46 BNI in the Padang Region takes the form of a musical drama, progressing through creative stages of pre-production, production, and post-production. The primary outcome is a promotional video, serving as the main media. To amplify its impact, supporting media such as t-shirts, calendars, posters, notebooks, QRIS stands, and X-banners. This strategy aims to not only enhance public awareness but also educate the audience on the distinct benefits of Agen46 BNI, establishing a comprehensive and engaging promotional campaign.

M.Luqvi Wahyudi; Defrizal Saputra

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The increasing spread of Barbershop has led to competition in similar businesses where business owners are certainly required to be able to implement effective marketing strategies, one of which is by utilizing platforms that are often used today such as Instagram, Facebook, Tiktok and others. The method of designing the promotion of Barageh Cuts Barbershop located in Padang City uses the glass box method. Data collection in designing promotional videos uses observation and interview methods accompanied by documentation as data support. The data obtained during data collection was analyzed using the 5W+1H method. This promotional design aims to overcome these problems with the main media output is a promotional video with a cinematic video concept using a storyline so that the video does not only contain advertising offers or promotions, but also has moral and educational values. Supporting media used are member cards, posters, x-banners, aprons, t-shirts, totebags, mugs, and stickers. The feasibility test of promotional videos that have been carried out through several respondents received positive responses. The design of this promotional video is expected to help Barbershop Barageh Cuts in improving marketing strategies and ready to compete with similar businesses.

Muhammad Akhdan Sytra; Defrizal Saputra

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

Dieonic is an Alternative Rock music group with the Shoegaze subgenre hailing from Padang, Indonesia. Formed in 2022, Dieonic presents a fusion of key shoegaze elements within a series of alternative rock tracks, refining the essence of emo music. In the midst of Padang's vibrant underground music scene, Dieonic emerges with a distinctive sound, deviating from the conventional trends. This latest project aims to develop a visual communication concept that mirrors the artistic visualization of Dieonic's musical creations and their unique identity. Beyond offering educational insights into the significance of album design in the music industry, this endeavor concentrates on fortifying Dieonic's visual branding as a pivotal aspect of the band's identity, employing a semiotic approach. The cover design for Dieonic's 'Collide' album underwent a meticulous process, utilizing the 5W+1H analysis and the 4D method design for data analysis. The subsequent creative design seeks to encapsulate the band's essence. The resulting design serves as the primary medium in the form of the album itself, accompanied by supplementary materials such as album CDs, booklets, Spotify previews, posters, t-shirts, and flags. These diverse media will undergo thorough testing for their efficacy with a verified target audience to gauge their overall success.

Kurniadi, Edi; Margana, Margana; Supriyadi, Slamet; Kurniawati, Estetika Mutiaranisa

Adi Widya: Jurnal Pengabdian Masyarakat 2021 Lembaga Penelitian dan Pengabdian Masyarakat

Surakarta is one of the cities in Central Java which is known as the city of batik and a tourist destination area which is supported by tourist attractions in the form of various historical sites that have integrated with the culture of the local community. The arrival of tourists to various tourist destinations in Surakarta in addition to enjoying existing tourist objects is also to get souvenirs that have local uniqueness. Apart from hunting batik for souvenirs, many also hunt for distinctive T-shirts, especially for young tourists, because they are inspired like traveling to Bali and Jogja. To provide a new alternative in the form of t-shirts with designs that have local uniqueness, it is planned to partner with CV. Asta Saka Semesta which produces t-shirts, convection, and merchandising. Service methods in the form of training and assistance in making innovative designs for tourist souvenirs; lectures to increase knowledge about survival strategies in business; expansion of marketing through participation in exhibitions; documentation of product samples and procurement of shelves for product documentation that has been produced. The results are 5 innovative designs, namely the design of a tourist attraction patterned t-shirt combined with classic batik motifs, as well as the production process for tourist souvenirs, 2 t-shirt designers have increased their knowledge and skills in making designs to meet the needs of tourists.

Irawan Adi Wibowo

JURNAL ILMIAH KOMPUTER GRAFIS 2016 UNIVERSITAS STEKOM

PT Kota Jati Furindo is a private company engaged in furniture especially outdoor and indoor furniture and has been established since 1987, having its address at Jl. Raya Jepara - Bangsri Km. 6.5 Jepara, originated from a company that makes products based only on orders, prioritizing high quality product quality. In mid-2008 there was a financial crisis that hit countries in Europe which then affected orders for furniture products from companies. In early 2009 PT Kota Jati Furindo created a website aimed at promoting and introducing products throughout the world, the website creation target was for the export market or overseas, therefore the website used an international language, English. In early 2013 the company began to look for consumers from within the country so that the sustainability of the business can run well. Efforts made by companies to get consumers in the country began with introducing their products to the public, it was done because there are still many people in Indonesia who are not familiar with furniture products from PT Kota Jati Furindo, to support the efforts of the company needed a promotional media that is in accordance with current company needs. Based on the above problems, it is necessary to make a promotional media at PT. Kota Jati Furindo to facilitate consumers and of course increase company sales in the form of catalogs, brochures, wall clocks, t-shirts and mugs. Therefore the writer will make a study entitled Development of Information Submission and Promotion Media at PT Kota Jati Furindo Jepara