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Sarah Nafila Rosyada; Aris Sutejo

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

The logo serves as a visual representation encapsulating the essence and unique characteristics of the orphanage, creating a first impression that can shape a positive perception of the institution. More than just a personal expression, the importance lies in the observer's perception and response, making it the primary focus in the visual communication design process. The success of a design is determined by its ability to effectively communicate ideas, stories, or information to the observer or targeted audience. Therefore, alignment between the intended message and the observer's perspective and understanding becomes the key to success in visual communication design. With a well-crafted design, the logo can establish an emotional connection with stakeholders, build trust, and enhance the appeal of the orphanage in the eyes of the public.  

Dafy Cahya Nugroho; Alfian Candra Ayuswantana

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

A logo is a medium for communicating values, goals, and creating an impression of professionalism from an institution. Meanwhile, standard logo graphic manuals are a medium for communicating values, goals, and creating an impression of professionalism from an institution. These two elements are interrelated and inseparable. This journal discusses visual identity design, especially logos and graphic manual standards for the Sukses Bersama Simpang Village-Owned Enterprise which is implemented in the Merdeka College Competency Program (PKKM). Village Development Students at the East Java "Veteran" National Development University, Visual Communication Design Study Program were assigned to create a new logo design and standard graphic manual for the business entity. This design was carried out by means of direct observation, interviews and data collection through SWOT analysis. The aim of this design is to facilitate the identification of the Sukses Bersama Simpang Village-Owned Enterprise, reflect the institution's values and mission, and improve its image and reputation. Benefits include providing an impression of professionalism, increasing trust, and creating a strong, consistent identity. This program is carried out with the aim of community service carried out in Simpang Village, Prambon District, Sidoarjo Regency

Tirta Adi Nugraha; Sri Wulandari

Kegiatan Positif : Jurnal Hasil Karya Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

Alas Outbound is an educational tourist destination in Simpang village, Prambon District, Sidoarjo regency, which offers various facilities and activities, such as playground rides, swimming pools, fish ponds, mud ponds, and education about animals, plantations, Fisheries, and natural scenery. The Merdeka Campus Competition Program (PKKM) of the Visual Communication Design Education Program of the National Development University "Veteran" East Java was held here with the aim of designing a sign system design and a floor plan for the educational outbound area. Its remote location makes it difficult for the community to find it, so it needs environmental graphics in the form of a sign system that includes area plans, location instructions, and information about various areas on the educational outbound pedestal. The design of this sign system is divided into three phases: pre-production, production, and post-production. The graphics used in this sign system are taken from the theme of several areas in Alas Outbound education that focuses on the advantages of Agro Education. There are three main types of sign systems, including 14 animal education information sign designs, 6 plantation education information sign designs, 1 fisheries education information sign Design, 2 welcome signs that highlight animal education & agro education, and 1 map sign. Although each type of sign system has uniformity in the form of boards and text colors, gate signs have differences in the form of plates and text colors to be easily distinguished by visitors. All signs are placed around the educational animal and Agro educational educational outbound Alas Prambon, Sidoarjo, in accordance with the type and purpose of each to provide clear guidance to visitors about the location, information, and areas that they can visit in the educational outbound Alas.

Muhammad Divo Yursal; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

The background for the design of the user interface for the Hola-Hola mobile application is the problems that exist in the Hola-Hola premium gadget accessories business. Namely the limited space for product sales in businesses, which only provide offline services, so marketing is not effective and results in product sales being relatively low. This design uses the "Design Thinking" method with a user-focused approach, as well as "S.W.O.T" as a data analysis method, and uses the elements and principles that exist in U.I. Design and visual communication design in general. This application functions as a forum for conveying information about products and services, and user transactions, as well as a feature called "custom case", which is designing case designs directly through the application. The output of this design is an application prototype, aiming to see the user flow in the application later, as well as supporting media that have their respective functions. From the feasibility tests that have been carried out on several targets, a positive response has been received in terms of interface appearance as well as existing functions and features. Fresh appearance, the message conveyed and the flow is clear. The custom case feature is the main attraction for users, and the placement of sales features needed by Hola-Hola is in one application, so this application is expected as a business strategy for businesses, in increasing and expanding marketing.

Diana Erwilla Rahmi; Jupriani Jupriani

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

This research aimed to describe visual meaning in animation movie Pacu Baluluak. study used qualitative descriptive method. This research problem on visual analysis (colour, gesture, and character), with a little review about Pacu Baluluak animation. In order to analyze the data, the researcher used semiotics review by Roland Barthes to define three meaning levels (denotative, connotative, and myth) on some scenes and visual (colour, gesture, and character) in Pacu Baluluak animation documented by the researcher. From the research result, it can be concluded that Pacu Baluluak animation has a good visual communication strategy in creating character, in a form of gesture, colour, and character so that it illustrates a strong character. The moral value in this animation is arranged well with a simple illustration, so that we can easily follow and understand the storyline.

Apsari Dj. Hasan; Risti Puspita Sari Hunowu

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

Manners or manners are one of the most important and influential things in social life. For example, when a student talks to someone with a cell phone or gadget. So to avoid unwanted activities when a student contacts the lecturer via gadget, a standard is made regarding the rules for communicating through gadgets properly and politely. This research generally discusses the problem of students' lack of understanding about the rules of communicating with lecturers using gadgets. Based on these problems, a design was made that aims to provide information and understanding to students about the rules for communicating between students and lecturers using gadgets. In this design, the media that will be used as a media campaign is a poster. This study uses observations on how students communicate with lecturers using gadgets as well as literature studies on the theory of visual design communication media campaigns in the form of posters. With the results of research based on the aspects and theories used, it is hoped that it can enrich the repertoire of visual communication science in the design of social campaigns as a reference for subsequent studies. Keywords: social campaigns, gadgets, posters.

Vergiawan Aldrianto Putra; Hendra Afriwan

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

Books are one of the media that provide various information and knowledge on each page. Picture storybooks are among the most popular media for children because they contain interesting illustrations. Most regions in Indonesia have folklores or legends that contain strong local cultural elements, one of which is the legend of Goa Putri. At this time the legend of Goa Putri is conveyed through the signboard in front of the entrance to the Goa Putri Destination which has faded due to weather factors. In addition, the legend of Goa Putri is still conveyed orally by parents to their children from generation to generation without any supporting media. So the need for visual communication media to convey the legend of Goa Putri in the form of Pictures Book as a medium of information that can increase knowledge about existing local cultures. Therefore, this design is used to get a design concept and create a picture story based on the visualization of the legend of the Goa Putri the Paper Cut Digital style that applies Shading, silhouette style, Perception of depth and detailing. The method used in the design of the Glass Box method and for data analysis using the 5W + 1H method. In this design, in addition to the picture book as the main media, there are supporting media presented in the form of E-Book media, Paper Cut Shadow Box, Poster, Tote Bag, Pouch, Sticker, and Bookmark.

Joko Supriyanto; Sri Rejeki

Jurnal Manajemen Pariwisata dan Perhotelan 2023 International Forum of Researchers and Lecturers

Institute of Business and Informatics STIKOM Surabaya is one of the private universities in Surabaya. STIKOM Surabaya has two faculties namely Faculty of Technology and Informatics, and Faculty of Economics and Business. Faculty of Technology and Informatics has several departments. They are S1 Information System, S1 Computer System, S1 Visual Communication Design, Graphic Design S1, Multimedia Computer DIV, and DIII Informatics Management, while Faculty of Economics and Business has three departments. They are: S1 Management Department, S1 Accounting Department, and DIII Computerized Office and Secretarial Department