Articles
Alternative Design for Visual Identity of Yayasan Batik Indonesia
Nugroho, Puspita Putri;
Basiroen, Vera Jenny
Humaniora Vol 6, No 1 (2015): Humaniora
Publisher : Bina Nusantara University
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DOI: 10.21512/humaniora.v6i1.3305
The research objective is to create a logo as the main visual identity. It is together with the graphic elements to support the overall visual identity of the organization and also apply the corporate identity to various applications to effectively foster the professional and trustworthy image of the organization as the foundation in Indonesia aiming for preserving and advancing Batik as the national asset. The writer used qualitative and quantitative method. Qualitative method included Face-to-face interview with the vice secretary of YBI, e-mail interview with the previous logo designer and direct survey to Textile Museum Jakarta and Batik Gallery; and Quantitative method through online survey. The result of the project is a new visual identity for Yayasan Batik Indonesia, which portrays its vision and mission. Design is the core in attaining an advantageous visual identity that could portray the image of the respected organization. When a consistency is applied through the whole visual identity, professional character of the organization is achieved.
Creating An Alternative Design for Asita Corporate Identity
Elise, Michelle;
Basiroen, Vera Jenny
Humaniora Vol 6, No 4 (2015): Humaniora
Publisher : Bina Nusantara University
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DOI: 10.21512/humaniora.v6i4.3384
The objective of the study is to find the solution to the problem outlined, which is to create an alternative design for corporate identity of ASITA. ASITA is a non-profit organization to foster tours and travel agencies in Indonesia. The writer conducted interview to the ASITA Jakarta Chapter, which was appointed to represent ASITA in providing the data needed by the writer. The writer interviewed the advisor of the organization, which had once served as chairperson of ASITA. The result of the research is new corporate identity system of ASITA based on a concept that ASITA as an organization, serves as a compass that guides and assists in every direction. The writer found that corporate identity is an important element to define an organization as well as giving impact on its first impression. To create good corporate identity, several things such as elements of design, color, typography, etc need to be put into attention.
The Acculturation of Batik Lasem’s Culture With Chinese Motif in the 18th to 20th Century
Basiroen, Vera Jenny
Lekesan: Interdisciplinary Journal of Asia Pacific Arts Vol 2 No 2 (2019): October
Publisher : Institut Seni Indonesia Denpasar
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DOI: 10.31091/lekesan.v2i2.890
Batik Lasem is one of the famous heritages in Indonesia. Lasem has a unique batik motif because it is a blend of Chinese and Javanese culture, which results in a combination of motifs with distinctive shapes and colors, as well as having motifs that are full of meaning. The city of Lasem was chosen because it plays an important role as a batik producer in Indonesia, which is bought by Chinese culture. The purpose of this research is to study and analyze the variety of Chinese decoration in Lasem and its development in the 18th century until the 20th century. The research method used is the study of literature, while the theory used is cultural acculturation theory and discussion of the theory from previous research.
Creating an Awareness Campaign Against the Fomo Phenomenon in Young Adults’ Social Media Usage
Basiroen, Vera Jenny;
Hapsari, Adinda
Humaniora Vol 9, No 3 (2018): Humaniora
Publisher : Bina Nusantara University
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DOI: 10.21512/humaniora.v9i3.4725
This research aimed to create an awareness campaign on raising the understanding of the topic as prevention toward the happiness and productivity-killing phenomenon or FoMO (Fear of Missing Out) phenomenon in young adults? social media usage. Qualitaive method was applied in the research by (1) using questionnaire; (2) interviewing the psychological experts; (3) using secondary research such as books, journals, printed articles, and online sources. Then, the researchers drew a solution by analyzing the collected data. The distribution also focused on people who were active users of social media. This research finds that promoting positive thoughts in people who experience FoMO might be an effective solution to combat this type of anxiety. Therefore, the data become the underlying basis toward the making of SayNomoToFomo campaign. Its main strategy is to educate and encourage the target audience to understand and tackle FoMO using a mixture of interactive and printed medium.
Experimental Design: Javanese Folktale Preservation Using Augmented Reality Technology
Permatasakti, Damba;
Basiroen, Vera Jenny
Humaniora Vol 9, No 3 (2018): Humaniora
Publisher : Bina Nusantara University
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DOI: 10.21512/humaniora.v9i3.4501
This research was conducted to discover innovative and interesting methods to preserve also to reintroduce Javanese folktale to today?s society. The data were gathered from primary research through quantitative research to 104 respondents to know about folktale and opinion of modern preservation medium such as augmented reality medium, and also qualitative research through an in-depth interview to enrich the researcher?s fashion knowledge about printed technic and fabrics. Besides primary research, the researchers also conducted secondary research through various sources such as websites, e-articles, survey, and interview. The result of this research is an interactive scarf as a collaboration of fashion accessory as a physical medium and augmented reality technology to enhance its interactive experience. Based on the survey held, the most favorite fashion accessory among woman from the age of 18 until 30 years old is a scarf. Most women will have a scarf inside their bag, just in case they need it. By making an illustration of Javanese folktale on a scarf, it will hopefully attract the target market to retrace their memory and raise people?s awareness about Javanese folktale that seems to be forgotten in today?s era. The usage of augmented reality feature in this research is to give further information such as videos, images, or texts towards the illustration of the scarf by scanning the pattern by using the user?s smartphone.
Alternative Design for Visual Identity of Yayasan Batik Indonesia
Puspita Putri Nugroho;
Vera Jenny Basiroen
Humaniora Vol. 6 No. 1 (2015): Humaniora
Publisher : Bina Nusantara University
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DOI: 10.21512/humaniora.v6i1.3305
The research objective is to create a logo as the main visual identity. It is together with the graphic elements to support the overall visual identity of the organization and also apply the corporate identity to various applications to effectively foster the professional and trustworthy image of the organization as the foundation in Indonesia aiming for preserving and advancing Batik as the national asset. The writer used qualitative and quantitative method. Qualitative method included Face-to-face interview with the vice secretary of YBI, e-mail interview with the previous logo designer and direct survey to Textile Museum Jakarta and Batik Gallery; and Quantitative method through online survey. The result of the project is a new visual identity for Yayasan Batik Indonesia, which portrays its vision and mission. Design is the core in attaining an advantageous visual identity that could portray the image of the respected organization. When a consistency is applied through the whole visual identity, professional character of the organization is achieved.
Creating An Alternative Design for Asita Corporate Identity
Michelle Elise;
Vera Jenny Basiroen
Humaniora Vol. 6 No. 4 (2015): Humaniora
Publisher : Bina Nusantara University
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DOI: 10.21512/humaniora.v6i4.3384
The objective of the study is to find the solution to the problem outlined, which is to create an alternative design for corporate identity of ASITA. ASITA is a non-profit organization to foster tours and travel agencies in Indonesia. The writer conducted interview to the ASITA Jakarta Chapter, which was appointed to represent ASITA in providing the data needed by the writer. The writer interviewed the advisor of the organization, which had once served as chairperson of ASITA. The result of the research is new corporate identity system of ASITA based on a concept that ASITA as an organization, serves as a compass that guides and assists in every direction. The writer found that corporate identity is an important element to define an organization as well as giving impact on its first impression. To create good corporate identity, several things such as elements of design, color, typography, etc need to be put into attention.
Experimental Design: Javanese Folktale Preservation Using Augmented Reality Technology
Damba Permatasakti;
Vera Jenny Basiroen
Humaniora Vol. 9 No. 3 (2018): Humaniora
Publisher : Bina Nusantara University
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Original Source
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DOI: 10.21512/humaniora.v9i3.4501
This research was conducted to discover innovative and interesting methods to preserve also to reintroduce Javanese folktale to today’s society. The data were gathered from primary research through quantitative research to 104 respondents to know about folktale and opinion of modern preservation medium such as augmented reality medium, and also qualitative research through an in-depth interview to enrich the researcher’s fashion knowledge about printed technic and fabrics. Besides primary research, the researchers also conducted secondary research through various sources such as websites, e-articles, survey, and interview. The result of this research is an interactive scarf as a collaboration of fashion accessory as a physical medium and augmented reality technology to enhance its interactive experience. Based on the survey held, the most favorite fashion accessory among woman from the age of 18 until 30 years old is a scarf. Most women will have a scarf inside their bag, just in case they need it. By making an illustration of Javanese folktale on a scarf, it will hopefully attract the target market to retrace their memory and raise people’s awareness about Javanese folktale that seems to be forgotten in today’s era. The usage of augmented reality feature in this research is to give further information such as videos, images, or texts towards the illustration of the scarf by scanning the pattern by using the user’s smartphone.
Creating an Awareness Campaign Against the Fomo Phenomenon in Young Adults’ Social Media Usage
Vera Jenny Basiroen;
Adinda Hapsari
Humaniora Vol. 9 No. 3 (2018): Humaniora
Publisher : Bina Nusantara University
Show Abstract
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Original Source
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DOI: 10.21512/humaniora.v9i3.4725
This research aimed to create an awareness campaign on raising the understanding of the topic as prevention toward the happiness and productivity-killing phenomenon or FoMO (Fear of Missing Out) phenomenon in young adults’ social media usage. Qualitaive method was applied in the research by (1) using questionnaire; (2) interviewing the psychological experts; (3) using secondary research such as books, journals, printed articles, and online sources. Then, the researchers drew a solution by analyzing the collected data. The distribution also focused on people who were active users of social media. This research finds that promoting positive thoughts in people who experience FoMO might be an effective solution to combat this type of anxiety. Therefore, the data become the underlying basis toward the making of SayNomoToFomo campaign. Its main strategy is to educate and encourage the target audience to understand and tackle FoMO using a mixture of interactive and printed medium.
Interactive AR Book As Media For Educating Children About Colorism in Jakarta
Vera Jenny Basiroen;
Damba Permatasakti;
Renalda Elnesia Paath
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i2.2775
The obsession with skin whiteness as a symbol of beauty has long been rampant in the Asian continent, including Indonesia. During the colonial period in Indonesia, white women had become beauty icons, as shown in old magazines. Research and the media have shown that colorism remains largely ignored in the modern era. This study aims to find an effective way to educate the younger generation about the problem of colorism. The research target was limited to the city of Jakarta by observing and interviewing six to eight-year-old students at two local schools in the South. The methods used in this study were interviews with child psychology experts and focus group discussions with the target market. The results show that the stigma of colorism exists among children in big and modern cities like Jakarta. There is a need for education and triggering action on this issue. Using an interactive children’s AR book can be an educational and emotional tool for understanding colorism. AR features deepen the story through animated illustrations and increase interaction with readers. Keywords: colorism; educating; children; AR book; illustration