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Intan Purwi Maharani; Miftahus Saadah; Nanda Silvia Br Galingging; Riska Ferdiana

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This research aims to evaluate Mixue's corporate communication methods to create a positive perception of the wider audience. In this digital era, corporate image is one of the assets that affect the trust of customers. This research uses a qualitative approach based on critical analysis. The results show that the Mixue company uses several communication strategies, such as utilizing social media, open communication and transparency, cooperation with influencers, and using mascots as branding. These strategies help the brand's good reputation in the eyes of the public. It is hoped that this research will help develop corporate communication theory as well as provide practical examples of how a company builds and creates an image using good and effective strategies.

Eneng Wulan Sari; Suhadi Parman; Rifqi Fahrudin

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Museum is an institution that collects, receives, and studies collections of items that have knowledge and informational value as well as valuable assets. Generally, the items in a museum are solid objects that cannot interact directly with visitors. Therefore, each museum has a special staff, known as museum guides, to accompany visitors in exploring all museum collections. However, not all visitors want to be guided by museum guides, so there is a need for supporting media to help guides manage visitors who do not want to be guided. The media to be created is an interactive e-book. This interactive e-book can help visitors who want to explore the museum independently to obtain information from the museum collections. The e-book contains a menu of content consisting of information about museum collections, images of museum collections, text and audio information about museum collections, and animation illustrations of museum mascots. With a total of 33 pages containing information from 8 museum rooms. This design was made using the ADDIE method and evaluated using UEQ (User Experience Questionnaire) with a result of "Excellent".

Reviana Ardila; Aryoni Ananta; Izan Qomarats

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

Indonesia is a country known for its linguistic diversity, which is considered one of its national treasures. Recently, the use of the Minangkabau language has experienced a significant decline. This design is created to help foster interest in learning the Minangkabau language among elementary school students. In the field of Visual Communication Design, designing creative educational media to enhance student interest and engagement, as well as introduce local culture, can be realized through the design of a board game. The design process includes data collection through questionnaires, interviews, and analysis using the 5W+1H method. The designed board game incorporates elements that teach Minangkabau vocabulary, phrases, and sentences, as well as introduce Minangkabau culture through interactive gameplay. The design results in a mascot, board game, logo, playing pieces, and a media mix from the TITAH board game design. It is hoped that this board game can serve as an effective and engaging alternative learning medium to preserve the Minangkabau language and culture among the younger generation.

Gebi Herry; William Widjaja

Jurnal Manajemen Riset Inovasi 2024 Pusat Riset dan Inovasi Nasional

The current phenomenon is that the entertainment and beauty industry releases many products that can be used by the whole community, so this can create a different culture, encouraging the attraction of celebrity endorsers, who are figures (a person, mascot or group) who are known by the social community and celebrity endorsers. one of them is Twice (K-pop girl group) which is currently collaborating or has an agreement to endorse a brand in the form of Scarlett Whitening skincare products or services.  This will influence a brand ambassador on the buyer's decision through the intention to purchase the product, so the author aims to analyze how much influence the brand ambassador has on the buyer's decision through people's purchase intention by using a survey research type method and a quantitative approach as a data collection tool through questionnaires. Data obtained through questionnaires shows that the percentage of women is 84% ​​and the percentage of men is 16%. The results of this research are that brand ambassadors have a positive and significant effect on purchasing interest. Where Scarlett Whitening has superior quality products including consumer trust so it can be concluded that brand ambassadors do not increase purchasing decisions for Scarlett Whitening products. The author gives advice to Scarlett Whitening as the object of this research, even though Twice is already quite good, it still needs to seek more brand awareness and increase consumer trust.      

Adelia Aura Diva Zainanda; Adelia Aura Diva Zainanda; Hersatoto Listiyono

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

A mascot is a character or symbol used to represent a brand, product or company. Mascots aim to create a strong, easily recognizable identity and give a positive impression. The definition of a mascot is very important in relation to the branding carried out by the company. In this article the author wants to design a work about mascot design based on the background of one of the studios in the Semarang city area, namely Viula Studio. VIULA STUDIO wants to strengthen its identity by showing its identity using its own logo and also wants to have its own mascot.

Nathaniela Sabitah Haq; Diana Aqidatun Nisa

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

This community service was carried out in Penanggungan Village, Trawas District, Mojokerto Regency. Penanggungan Village is one of the tourist villages in Mojokerto Regency and one of the tourist attractions owned by Penanggungan Village is Lembah Kecubung Agrotourism. The problem faced by the manager is the lack of a promotion strategy. The solution that can be done is to do branding to help improve the image of Amethyst Valley Agrotourism, one of which is by designing a mascot.

Aimmatus Solikhah; Bayu Setiawan

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

Desa Penanggungan, Kecamatan Trawas, Kabupaten Mojokerto, Provinsi Jawa Timur is a village that has great potential to become a tourist destination because of its beautiful natural scenery. For this reason, the village government and local residents built the Wisata Agro Lembah Kecubung which is still in the development stage. Therefore, as a tourist attraction that has just started and is not yet known to many people, supporting tools are needed to attract public attention to the existence of the Lembah Kecubung, one of which is by using character or mascot designs. This mascot design method begins with data collection through surveys and interviews. Then it continues with the creative process which refers to Brown's design thought theory, including the emphatize, define, ideate, prototype and test stages. The result of this design is an alternative mascot design inspired by the shape of the Javanese Serak owl which is designed using farmer attributes, such as hats, towels and rice scythes.