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Visual Identity and Packaging Design for Bécik Bécik Helena Calista; Brian Alvin Hananto
Jurnal Strategi Desain dan Inovasi Sosial Vol 4, No 1 (2022): Desain sebagai Strategi: Titik Awal Inovasi Desain Sosial
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v4i1.5956

Abstract

In association with the Indonesian Association of Graphic Designers (ADGI), Kemenparekraf organizes BEDA'KAN (Bedah Desain Kemasan) to encourage the growth of creative economic sectors in Indonesia. Throughout this enlightening activity, the authors had the opportunity to participate and be involved in designing a visual identity and packaging for Micro, Small, and Medium Enterprises (MSMEs) from Bali. Bécik Bécik has engaged in MSME in the craft sector since 1991 and is eager to grow and thrive in local and global markets. This design process is divided into three phases: pre-design, design, and post-design. These three phases guide the project's success in a systematic way to develop a representative brand identity. Hence, the design that can successfully represent the brand is then finalized and implemented in other media to present a powerful character of its identity. 
Desain Vernakular dari Poster "The Diva is Dismissed" oleh Paula Scher Brian Alvin Hananto
Titik Imaji Vol 5, No 2 (2022): Jurnal Titik Imaji
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/.v5i2.3434

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Desain vernakular adalah sebuah pendekatan desain yang kerap ditemukan pada arsitektur. Sejak tahun 1990, pendekatan desain tersebut ddigunakan dalam desain grafis oleh desainer-desainer seperti Paula Scher. Salah satu desain dari Scher, “The Diva is Dismissed” adalah desain yang kerap dianggap sebagai salah satu desain vernakular terbaik dalam desain grafis. Scher mampu mengimplementasikan artefak visual yang ditemukan dan populer di New York dan mengimplementasikan karakteristik dari orang-orang New York pada desain tersebut. Makalah ini berusaha memaparkan dan menjelaskan desain poster “The Diva is Dismissed” denghan harapan menggambarkan karakteristik vernakular yang kerap dikemukakan terkait poster tersebut. Penelitian ini menganalisis poster tersebut sebagai sebuah artefak yang dikaji dengan kerangka analisis form-konten-konteks yang telah dikembangkan dan diadaptasi. Kesimpulan dari penelitian ini adalah konklusi dari mengapa “The Diva is Dismissed” adalah sebuah obyek desain grafis yang dirancang dengan pendekatan vernakular.
Implementation of Design Thinking Method in Visual Communication Design Novena Ulita; Brian Alvin Hananto
Eduvest - Journal of Universal Studies Vol. 2 No. 8 (2022): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2216.017 KB) | DOI: 10.59188/eduvest.v2i8.539

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Design methodology is an important knowledge for student designers when doing design. However, in application in the design studio class, student designers often override this methodological aspect. This happens without realizing that students always have difficulty when asked to explain their work plans and the progress of their design work. With the methodology, student designers can more easily parse their work steps and convey their thinking ideas in a design concept when designing designs, especially visual communication designs (DKV). This journal aims to be able to describe the implementation of design methods in design design (DKV) so that it can describe logical and systematic thinking processes and work processes. Student designers can be able to apply and carry out correctly and present design design projects (DKV) in a responsible and professional manner so that it becomes an experience for them when they enter the world of work. With the theory of design methods and design thinking methods, the author reviews the application of design methods carried out at the two universities collaborating in this research project, namely Mercu Buana University and Pelita Harapan University. This research found the importance of methodological aspects in building motivation & design logic, the need to rearrange the curriculum structure according to the taxonomy of undergraduate education, the stages of work on the design report that are not in accordance with the work process in the design method used, and find the design thinking formula that is applied. on the DKV design.
Perancangan Ulang Identitas Visual & Kemasan “Omah Rempeyek Maheswari” Priscilla Gunarso; Brian Alvin Hananto; Kartika Magdalena Suwanto
Jurnal Strategi Desain dan Inovasi Sosial Vol 4, No 2 (2023): Implementasi Desain sebagai Strategi Pendorong Inovasi Sosial
Publisher : School of Design Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/jsdis.v4i2.6725

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Bersama Gambaran Brand, DKV UPH melakukan kolaborasi untuk melakukan redesain terkait identitas visual yang dimiliki oleh para UMKM (Usaha Mikro, Kecil, dan Menengah). Penulis mendapatkan kesempatan untuk meredesain identitas visual dari salah satu UMKM yang bergerak di bidang makanan yaitu Omah Rempeyek Maheswari. Omah Rempeyek Maheswari adalah sebuah usaha rumah tangga yang memproduksi dan menjual rempeyek dan sambel pecel khas Blitar. Dalam perancangannya, penulis diberikan kesempatan untuk meningkatkan kualitas desain dari logo dan kemasan dari Omah Rempeyek Maheswari yang dibagi menjadi beberapa tahapan mulai dari riset, analisis, alternatif desain, pemilihan, konsultasi dan finalisasi desain. Dalam laporan ini, penulis ingin menjelaskan proses perancangan identitas visual untuk produk rempeyek dari Omah Rempeyek Maheswari.
Perancangan Ulang Identitas Visual dan Desain Kemasan UMKM Fesyen KonnuKu Sharon Hardjono; Brian Alvin Hananto; Kartika Magdalena Suwanto
Titik Imaji Vol 6, No 1 (2023): Jurnal Titik Imaji
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/.v6i1.4319

Abstract

Dalam rangka menjalin kerja sama dengan Gambaran Brand, penulis diberi kesempatan untuk berkontribusi dalam melakukan perancangan identitas visual dan kemasan untuk KonnuKu. KonnuKu adalah brand fesyen lokal yang menjual pakaian kasual wanita, pria, gamis, dan pakaian muslim wanita. KonnuKu pertama kali dibentuk pada tahun 2013. Menghadapi beberapa permasalahan desain pada identitas visual sebelumnya, KonnuKu ingin melakukan perancangan ulang sembari membangun persepsi brand yang modern serta terjangkau. Proses pengambilan data dan perancangan visual berlangsung sekitar kurang lebih 9 minggu, sebagai dasar penelitian, penulis menggunakan berbagai studi literatur sebagai landasan desain. Teori-teori dan pemahaman konkret inilah yang akan membantu penulis dalam membentuk identitas visualyang tidak hanya tepat secara visual namun juga secara konseptual. Penulis mengembangkan sebanyak tiga alternatif pilihan komprehensif untuk brand yang akan disertai dengan penjabaran alternatif dan filosofinya. Dari ketiga alternatif pilihan tersebut akan dipilih satu yang kemudian akanmelewati proses finalisasi dan kemudian diimplementasikan menjadi identitas baru KonnuKu. Mencerminkan identitas yang tepat adalah tujuanutama dari pelaksanaan proyek ini. Penulis berharap dengan diselesaikannya perancangan Identitas Visual dan desain kemasan untuk brand KonnuKu, tampilan visual ini kemudian bisa menjadi solusi desain yang baik, tidak hanya bagi KonnuKu tetapi juga kepada masyarakat yang memegang peranan penting sebagai seorang konsumen.
Traditional Food Packaging Redesign to Expand Target Market Onde-Onde Gandoem Njonja Moeda in BEDA’KAN 11 Stefanny Kusuma; Brian Alvin Hananto
IMATYPE: Journal of Graphic Design Studies Vol 2, No 1: February 2023
Publisher : Penerbit Fakultas Desain Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37312/imatype.v2i1.5919

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Onde-Onde Gandoem Njonja Moeda is one of the Small-to-Medium Enterprises affected by the COVID-19 outbreak in Indonesia. In collaboration with Asprodi DKV and DJKI in the BEDA'KAN event, the authors made a proposal for a new packaging design for Njonja Moeda with the expectation of solving existing problems and fulfilling their intention. The activity was carried out by following the pre-design, design, and post-design framework, resulting in two alternative packaging, which was then selected to be finalized and printed. The final approved design is then being published in a live Zoom presentation meeting on March 26th, 2022.
Lokakarya Desain Grafis untuk Siswa Panti Asuhan Eben Haezer Ministry Bandar Lampung Medelyn Aurellia; Brian Alvin Hananto
Jurnal Sinergitas PKM & CSR Vol 7, No 2 (2023): OCTOBER
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/jspc.v7i2.6188

Abstract

Eben Haezer Ministry Bandar Lampung is an orphanage with students close to productive age. In hopes of introducing and enriching the students, the author conducted a workshop to learn to use Canva and understand graphic design. The workshop was conducted offline in two days. The workshop results are that the students can use Canva and practice graphic design to create a simple poster. The pretest and post-test results found that the students had become more understanding, interested, and able to do graphic design. The author hopes that through the workshop, the students will have the capacity and the opportunity to learn graphic design.abstract in bahasaPanti asuhan Eben Haezer Ministry Bandar Lampung memiliki siswa-siswi yang mendekati usia produktif. Guna memperkenalkan dan juga memperkaya wawasan para siswa-siswi, penulis menginisiasi lokakarya desain grafis dan Canva kepada para siswa-siswi Eben Haezer Ministry Bandar Lampung. Lokakarya dilaksanakan secara luring selama dua hari. Hasil dari lokakarya ini adalah para siswa-siswi mampu menggunakan Canva secara mendasar dan membuat desain poster sederhana. Dari data pretest dan post test ditemukan bahwa melalui lokakarya ini, para peserta menjadi lebih paham, tertarik, dan merasa mampu mempraktekkan desain grafis. Penulis berharap melalui kegiatan ini para peserta lokakarya dapat memiliki kemampuan dan juga kesempatan untuk bisa mempelajari desain grafis lebih lanjut.
PERSEPSI DAN CARA MAHASISWA DESAIN KOMUNIKASI VISUAL DALAM PEMBUATAN MOODBOARD (STUDI KASUS: MAHASISWA DESAIN GRAFIS UNIVERSITAS PELITA HARAPAN) Brian Alvin Hananto; Ellis Melini; Kartika Magdalena Suwanto; Shannon Glenda Tenardi
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 9 No. 1 (2024): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v9i1.19729

Abstract

Abstract AbstractPerceptions and Ways Visual Communication Design Students in Moodboards Making (Case Study: Graphic Design Students of Universitas Pelita Harapan). Moodboard is a technique in the design process that is also studied in design education. This researchexamines the perception and how to design moodboards that students in the Visual Communication Design Study Program at Pelita Harapan University have carried out. This research was conducted with a qualitative approach using the case study method of nine informants by conducting interviews and making moodboard samples. In the end, the informants judged that moodboarding was an essential design method, by assessing its importance based on the context in which the design was to be carried out. Methodically, informants who created moodboards with each keyword were also found separately, but some used all keywords cohesively. This research also gives three recomendations of moodboards for design.Keywords: moodboard, idea, design education, graphic design AbstrakPersepsi dan Cara Mahasiswa Desain Komunikasi Visual Dalam Pembuatan Moodboard (Studi Kasus: Mahasiswa Desain Grafis Universitas Pelita Harapan). Moodboard merupakan sebuah teknik dalam proses mendesain yang dipelajari juga dalam pendidikan desain. Penelitian ini bertujuan untuk meneliti mengenai persepsi dan cara merancang moodboard yang selama ini dilakukan oleh mahasiswa-mahasiswa di Program Studi Desain Komunikasi Visual di Universitas Pelita Harapan. Penelitian ini dilakukan dengan pendekatan kualitatif dengan menggunakan metode studi kasus terhadap sembilan informan dengan melakukan wawancara dan membuat sampel moodboard. Pada akhirnya, para informan menilai bahwa moodboard merupakan sebuah metode yang penting dalam desain, dengan menilai seberapa pentingnya berdasarkan konteks perancangan yang akan dilakukan. Secara metode, ditemukan juga informan yang membuat moodboard dengan masing-masing kata kunci secara terpisah, namun ada juga yang menggunakan semua kata kunci secara kohesif. Penelitian ini juga memberikan tiga rekomendasi moodboard yang dapat digunakan dalam perancangan.Kata kunci: moodboard, ide, pendidikan desain, desain grafis
ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’ Brian Alvin Hananto; Jennifer Audiah
Jurnal Bahasa Rupa Vol. 2 No. 2 (2019): Jurnal Bahasa Rupa April 2019
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.v2i2.367

Abstract

Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the visuals and interface of the game. The author concludes that the main issue is found on the visual of ‘The Art of Batik’ card game. The cards have poor information arrangement and hierarchy, which can be properly addressed by reconsidering the layout of the pieces of information. From this conclusion, the author suggests that a redesign of ‘The Art of Batik’ can be executed based on the author's foundings so that the game can be more effectively played and easier to understand.
REDESAIN VISUAL PERMAINAN KARTU ‘THE ART OF BATIK’ Jennifer Audiah; Brian Alvin Hananto
Jurnal Bahasa Rupa Vol. 3 No. 1 (2019): Jurnal Bahasa Rupa Oktober 2019
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.v3i1.392

Abstract

Previously, the author had done a study towards ‘The Art of Batik’ board game in terms of graphic design, especially in the aspect of information grouping and visual hierarchy. From that study, it is found that some game component there was too much information that wasn’t properly visualized and there was lack of visual hierarchy. This drives the author to conduct a redesign in response to the findings that were previously found. This paper will discuss the redesign of the 'The Art of Batik' card game that was made by the authors. The paper will describe the steps and design considerations that were made in the design process. At the end of the design, the authors conclude the paper and give a recommendation on how to design a game from the perspective of a visual communication designer. The authors hope that this paper can be a reference for further game design and game visual designs. The design process was based on the paradigm that each design needs to accommodate a hierarchy of needs before attempting to pursue additional features. With that principle in mind, the authors remapped the pieces of information of the game and redesigned the form of the game components. The result was a playable new set of 'The Art of Batik' that is ready to be evaluated in further research.