Claim Missing Document
Check
Articles

Found 39 Documents
Search

Perancangan Signage Lapangan Gasmin Kota Bandung Soedewi, Sri; Murdowo, Djoko; Wulandari, Ratri; Yuniati, Arnanti Primiana; Gunawan, Putu Harry; Aditsania, Annisa; Adrin, Athaya Fatharani; Prabasworo, Bhanu
Visualita Jurnal Online Desain Komunikasi Visual Vol 9 No 1 (2020)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.194 KB) | DOI: 10.34010/visualita.v9i1.3335

Abstract

The Gasmin Field is a public facility area located in Antapani, Bandung city. This field often uses for general community activities such as sports, gatherings, bazaars, ceremonies, and other activities. The condition of the environment around the Gasmin Field area is not well maintained. The absence of signage makes comfortless and makes it difficult for visitors when they want to find the target area. Therefore, signage and wayfinding designs are needed to make it easier to access locations around the Gasmin Field and increase visitor convenience. Design-based research use as a design method for Environmental Graphic Design (EGD) includes predesign, design, and post-design and data collection. Observations, interviews, and literature studies were carried out to obtain data and analyzed. The results of data analysis used to design signage and wayfinding in the Gasmin Field, Bandung City, West Java.
PERANCANGAN MEDIA PEMBELAJARAN MENGENAL HURUF BAGI ANAK USIA DINI (4-5 TAHUN) Rika Mustika; Sri Soedewi; Efan Kusuma
Kreatif : Jurnal Karya Tulis, Rupa, Eksperimental dan Inovatif Vol. 2 No. 1 (2020): Kreatif : Jurnal Karya Tulis, Rupa, Eksperimental dan Inovatif
Publisher : Sekolah Tinggi Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (37.476 KB)

Abstract

Membaca merupakan kegiatan untuk mencari informasi dan pesan dalam bentuk tulisan dam simbol. Membaca harus dibiasakan sedari kecil agar dapat melatih imajinasi, kreatifitas dan menambah daya ingat anak. Membaca merupakan proses pembelajaran agar mendapat informasi yang diinginkan. Proses pembelajaran dimulai dari masa kanak-kanak. Pengalaman pada anak berperan penting untuk perkembangan kepribadian anak. Proses belajar anak dilakukan dengan cara bermain. Belajar sambil bermain memberi kesempatan kepada anak untuk memanipulasi, menemukan sendiri, dan mengeksplor. Peran media dalam pembelajaran anak sangat berpengaruh terhadap perkembangan pikiran anak. Dalam proses pembelajaran di sekolah pun menggunakan media, media yang menunjang belajar anak ketika di sekolah dan media pembelajaran yang membantu perkembangan motorik anak. Metode yang baik agar anak mudah dalam menangkap pelajaran yaitu dengan melakukan pembelajaran dengan metode belajar sambil bermain. Disini anak tidak dituntut belajar, tapi tanpa disadari anak tersebut sedang belajar.
INFORMATION ARCHITECTURE PADA APLIKASI E-COMMERCE: (STUDI KOMPARASI APLIKASI SHOPEE DAN TOKOPEDIA) Sri Soedewi; Wirania Swasty; Arry Mustikawan; Fariha Eridani Naufalina
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : LPPM Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.848

Abstract

Shopee and Tokopedia are popular marketplace applications in Indonesia that provide facilities for buying and selling goods online from various sellers or stores. Application is very influential for user convenience in the preparation of information architecture. The Information Architecture uses to compile the information. It is easier to understand for users when interacting with mobile applications. This study uses quantitative research methods by conducting observations, questionnaires distributing, and literature studies to analyzing the information architecture or structure, and knowing the user experience on the Shopee and Tokopedia applications using the tool Optimal Workshop. Information Architecture on Shopee and Tokopedia results is conducted based on the research and analysis, as a whole are good.
Artikulasi Jersey Persib 2014 Sri Soedewi
PANTUN Vol 2, No 1 (2017): Media Dalam Dinamika Seni
Publisher : Pascasarjana ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1077.482 KB) | DOI: 10.26742/pantun.v2i1.752

Abstract

Persib jersey 2014 is the pride for bobotoh, because Persib became a champion for Indonesia Super League (ISL) competition in 2014. Not only to a! ract the customer, good performance of Persib also to attract the sponsor to promote their brands. Local culture of West Java use for Persib jersey 2014 design elements and become an interesting phenomenon in the middle of the issue of local culture decrease. Production of Persib jersey 2014 trough some processes, like simplifi cation to icon, logo, and design elements in jersey. Artwork design created from internal and external infl uences. The internal infl uences are idea/concept, regulation of FIFA, PSSI, and media requirements. The External infl uence is to understand the audience taste/trend. There are some processes such as regulation, signifi cation, consumption, production, and identity relates each others. In order to understand the meaning of Persi  jersey of 2014, the Circuit of culture was created to fi nd the interrelated from as many angles, and in as many contexts, as possible to articulating the meaning. From the relation between Circuit of culture moments in Persib jersey, the meaning is spirit of team togetherness to victory until they become the pride of West Java.Keywords: Persib jersey, local culture, articulation, circuit of culture, the pride
DESAIN KEMASAN SEBAGAI MEDIA PROMOSI STUDI KASUS SHENY KELOM GEULIS TASIKMALAYA Fariha Eridani Naufalina; Gayuh Nugraha; Sri Soedewi
Wacadesain Vol 2 No 1 (2021): Jurnal Wacadesain
Publisher : LPPM Universitas Adhirajasa Sanjaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (443.775 KB) | DOI: 10.51977/wacadesain.v2i1.507

Abstract

Sheny Kelom Geulis adalah galeri usaha sandal tradisional di Tasikmalaya. Produk dari Sheny merupakan produk yang terbuat dari bahan kayu mahoni yang sangat terjamin kualitasnya. Selain itu, Sheny dikenal sebagai produk sandal cantik dengan varian desain, bahan, dan warna yang sedang digandrungi masyarakat. Walau telah mencoba bangkit kembali sejak 2014 namun tidak ada perkembangan yang signifikan terhadap usaha ini. Hal ini dikarenakan tidak adanya strategi media promosi yang efektif. Promosi yang sudah dilakukan antara lain adalah media online dikalangan yang cukup sempit sehingga informasi tidak menyebar luas. Jika terus dibiarkan maka tak lama usaha ini akan hilang dari pasar walaupun memiliki potensi yang baik. Strategi media promosi ini dilakukan untuk memberi solusi atas permasalahan tersebut. Metode penelitian yang dilakukan yaitu pengumpulan data melalui observasi lapangan dan wawancara dengan melihat proses produksi serta pengamatan terhadap daya jual produk di galeri. Hasil strategi media promosi ini diharapkan dapat tercipta brand awareness dibenak masyarakat akan produk sandal tradisional Sheny Kelom Geulis melalui desain kemasan sebagai media promosi yang menarik dan memberi ciri khas yang unik.
PENERAPAN METODE DESIGN THINKING PADA PERANCANGAN WEBSITE UMKM KIRIHUCI Soedewi, Sri; Mustikawan, Arry; Swasty, Wirania
Visualita Jurnal Online Desain Komunikasi Visual Vol 10 No 2 (2022)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (4118.529 KB) | DOI: 10.34010/visualita.v10i02.5378

Abstract

The rapid growth of MSMEs in West Java and the decline in consumer purchasing power due to the pandemic can cause MSME to innovate their products and carry out broader marketing/promotion strategies to survive and compete with similar businesses. MSME can use a website to increase product marketing as one of the promotional media. The advantage of a website can reach consumers widely, globally, and anyone can access it anywhere. Kirihuci is one of the SMEs from Bandung West Java, with good potential business but has not used the website as a promotional medium. The purpose of this study was to design the Kirihuci SMEs website using the Design Thinking method. The method focused on the user interface, user empathy, and user experience. Mixed-method is the research method, by conducting observations, interviews, distributing questionnaires, and searching for data literature through books or journals related to research. The results obtained in this study are the application of the Design Thinking method to the design of the Kirihuci UMKM website has provided convenience for its users. The results are from user feedback carried out at the usability testing stage regarding the appearance of the website interface design with good results.
Perancangan Label Kemasan UMKM Kirihuchi Sebagai Media Promosi Untuk Meningkatkan Pemasaran Produk Soedewi, Sri; Mustikawan, Arry; Swasty, Wirania; Mohd Pahme, Nur Faizah; Mohd Shuib, Ahmad Sofiyuddin
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.8952

Abstract

Product packaging is an effective marketing tool that can influence buyer decisions, increase product selling value, and increase sales. The packaging of the Kirihuci, MSME product from Bandung produces chips made from Cilembu sweet potato has little selling value because it only uses ordinary plastic with packaging labels attached and does not contain complete information needed by consumers. The problem is Cilembu sweet potato chips are prone to breakage. Design packaging and attractive packaging labels are necessary to keep good quality of food and influence consumers. Qualitative research methods are used by conducting observations, interviews, and literature studies to collect design audits and obtain creative briefs. Then the analysis is carried out to get the packaging design references. The research is to purpose a packaging design with the Primary Display Panel standards (color, typography, visuals, and elements on the packaging). So, it can influence consumer purchasing decisions and can improve product marketing.
INFORMATION ARCHITECTURE PADA APLIKASI E-COMMERCE: (STUDI KOMPARASI APLIKASI SHOPEE DAN TOKOPEDIA) Sri Soedewi; Wirania Swasty; Arry Mustikawan; Fariha Eridani Naufalina
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.848

Abstract

Shopee and Tokopedia are popular marketplace applications in Indonesia that provide facilities for buying and selling goods online from various sellers or stores. Application is very influential for user convenience in the preparation of information architecture. The Information Architecture uses to compile the information. It is easier to understand for users when interacting with mobile applications. This study uses quantitative research methods by conducting observations, questionnaires distributing, and literature studies to analyzing the information architecture or structure, and knowing the user experience on the Shopee and Tokopedia applications using the tool Optimal Workshop. Information Architecture on Shopee and Tokopedia results is conducted based on the research and analysis, as a whole are good.
PERANCANGAN BRANDING KEMASAN PADA KUE LONTAR ASAL PAPUA Ramadhani, Safira Atha; Nugraha, Novian Denny; Soedewi, Sri
eProceedings of Art & Design Vol. 12 No. 1 (2025): Februari 2025
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Indonesia adalah sebuah negara berkepulauan, memiliki lebih dari 17.000 pulau, maka dari itu Indonesia juga memiliki keberagaman budaya yang sangat banyak dan unik. Salah satu ciri khas Indonesia adalah makanan khas-nya. Makanan khas daerah dapat merefleksikan identitas sosial seseorang, karena di dalamnya terdapat unsur-unsur budaya, seperti resep-resep tradisional.salah satu contohnya adalah Kue Lontar yang berasal dari Papua. Kue Lontar belum popular dikalangan masyarakat karena kurangnya dukungan media visual dalam memasarkan produknya. Masalah ini disebabkan oleh kurangnya identitas produk yang tertera pada kemasannya. Oleh karena itu, diperlukan perancangan media untuk mempromosikan produk kue Lontar Papua. Metode yang digunakan adalah pendekatan kualitatif melalui observasi, wawancara, dan studi pustaka. Sementara itu, analisis dilakukan menggunakan matriks dan SWOT untuk mengatasi permasalahan yang ada. Diharapkan, perancangan ini dapat meningkatkan kesadaran masyarakat luas terhadap budaya Papua, terutama terkait Kue Lontar. Kata kunci: Branding Kemasan, Kue Lontar, Papua
PERANCANGAN BUKU CERITA INTERAKTIF UNTUK MENGEMBANGKAN SENSORIK DAN MOTORIK HALUS ANAK BERUSIA 3-5 TAHUN DI KOTA BANDUNG Adella, Wina; Nugraha, Novian Denny; Soedewi, Sri
eProceedings of Art & Design Vol. 12 No. 1 (2025): Februari 2025
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kemampuan sensorik dan motorik halus anak sangat penting dalam masa Golden Age, terutama untuk perkembangan kecerdasan. Namun, tren penggunaan Gadget pada anak berusia dini mengurangi perhatian orang tua terhadap pelatihan sensorik dan motorik halus pada anak. Dampaknya, progres sensorik dan motorik halus pada anak dapat terhambat, mengakibatkan penurunan keterampilan motorik halus serta gangguan sensorik, sosial, emosional, dan perilaku. Oleh karena itu, dibutuhkan solusi inovatif seperti buku cerita interaktif untuk merangsang pengembangan sensorik dan motorik halus anak berusia 3-5 tahun. Penelitian bertujuan merancang buku interaktif yang menyenangkan dan edukatif agar meningkatkan keterampilan sensorik dan motorik halus pada anak. Menggunakan teori desain grafis, metode buku cerita anak, dan visual storytelling, Penelitian ini dilakukan dengan metode kualitatif, yang melibatkan analisis data dari kuisioner dan wawancara yang dilakukan dengan orang tua dari anak-anak berberusia 3 hingga 5 tahun di Kota Bandung. Harapannya, buku cerita ini efektif dalam memfasilitasi pengembangan sensorik dan motorik halus pada anak dalam masa Golden Age. Kata kunci: buku anak, ilustrasi, interaktif, motorik halus, sensorik