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PERANCANGAN EVENT TRADING CARD GAME SEBAGAI BRAND ACTIVATION UNTUK MEMPERKENALKAN PRODUK CARD GAME HEXAGA Dwi Susestiyo Budijono; Hutomo Setia Budi
Jurnal Vicidi Vol. 6 No. 2 (2016): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v6i2.1063

Abstract

This design is made in order to make a trading card game event to introduce the card game hexaga in Surabaya. To introduce the event to Surabaya people, Hexaga game card will held a small event to introduce the card game Hexaga to a small card community. The event aims to make some of the players know the game and introduced the card game Hexaga to other players directly or indirectly. The main goal hexaga strengthen community card game that had the old players who know the game before the main event.
Perancangan Bisnis Token Untuk Trading Card Game Kimberly Noviana; Hutomo Setia Budi
Jurnal Vicidi Vol. 8 No. 1 (2018): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v8i1.1134

Abstract

Trading Card Game is a card game used for collection and play. In the game Card Trading Game has many types of cards in the game, one of which is Token. A token is a secondary card to represent something while the game is in progress. However, not all Trading Card Game players need to use this card. The purpose of this research is to know the opinion of Trading Card Game players regarding the use of Token card, and the business opportunity that can be achieved as Token card manufacturer. The population of this research is Trading Card Game Players across Indonesia, which are separated into 2 groups. The specified subject is specified only for members of the Trading Card Game community, which consists of 100 players of Trading Card Game and 5 experts in Trading Card Game. This research is done by qualitative and quantitative method toward the research object.Direct observation data collection tools as well as distributing questionnaires conducted using online media assistance. The results of this study concluded the importance of having a Token in Trading Card Game, and there is a good opportunity to market Trading Card Game Token type card.
Perancangan Ide Bisnis "Little Learners" Flashcards Jesslyn Faustina; Hutomo Setia Budi
Jurnal Vicidi Vol. 7 No. 2 (2017): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v7i2.1142

Abstract

This study focuses on the relationship between visual communication design and entrepreneurship, which aims to generate a solution for the educational issue in children aged 3 to 5 caused by over- attachment to mobile devices (Radesky & Schumacher, 2014), through designing a business concept. Research was conducted with qualitative methods, including interviews with three professionals in the field of early education, a group play observation of 5 children aged 4 and 5, supported by literature review from related journals, books, and online articles. Research and analysis produced the business concept “Little Learners” Flashcards, a learning aid in the form of flashcards with various activities to do for children aged 3 to 5. This study concludes that “Little Learners” Flashcards can be an effective solution, due to the fact that flashcards exercise different skills such as motor, visual, and verbal skills, and at the same time encouraging children to be more engaged. Moreover, flashcards can help parents be more involved and interactive with their children. Based on positive responses from the research, this business looks prospective. The sustainability of this business is also guaranteed, seeing as there are countless educational materials that are yet to be explored and represented in flashcard form.
Perancangan Ide Bisnis Buku Cerita Interaktif All About Todd Merlyn Olivia Sanjaya; Hutomo Setia Budi
Jurnal Vicidi Vol. 7 No. 1 (2017): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v7i1.1155

Abstract

This initiative is designed for children with the age range between 3 to 5 years old as there is an observed growth in dependency on technology among these children. This dependency has been shown to have a negative impact when there is no adult supervision. Furthermore, there is very little morale education since a young age and a lack of interest in reading which contributes to this ongoing issue. The methods which are used in this observation are literature study and interactive qualitative study by conducting interviews. From these methods combined, an interactive book, ‘All About Todd’ has been written and designed. This colorful, illustrated book contains narrated adventures as experienced by Todd, the main character of the book. This story book comes with a board game that can compete with other competitors.use of colorful illustration will help the children to understand the story told.
PEMBUATAN KARAKTER VIRTUAL SEBAGAI PEMANDU DALAM KONTEN VIDEO TUTORIAL MENGGAMBAR Natan Dwipangga Arisuwito; Hutomo Setia Budi
Jurnal Vicidi Vol. 10 No. 2 (2020): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v10i2.1927

Abstract

Drawing tutorial become a necessity for people who learn to draw. Drawing tutorial videos can be accessed via YouTube. On the other hand, virtual youtuber become a global trend including in Indonesia where dozens of virtual youtuber channels are popping up. Through this study, researcher designed virtual character which will guide the audiences through drawing tutorial videos on a YouTube channel. The purposes of this study are to find out how to design a virtual character and drawing tutorial which will attract the audiences and to take viewers response to the virtual characters as a guide for drawing tutorial. The research methods used in this study are qualitative and quantitative method. The approaches is carried out by spreading questionnaires, interviewing expert and extreme users and observing competitor. Keyword : virtual youtuber, virtual character, drawing tutorial
PERANCANGAN BRAND ACTIVATION DAN MEDIA PROMOSI UNTUK THERAPEUTIC Yemima Judithia Karsena; Hutomo Setia Budi
Jurnal Vicidi Vol. 11 No. 1 (2021): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v11i1.1990

Abstract

Currently, environmental issues are a sensitive matter and are widely discussed in the world and in Indonesia. Environmentally friendly products have started to be widely used and have become a new lifestyle for several groups of people. Many business actors take this opportunity to start a business which at the same time invites the public to care more about environmental health. Therapeutic is a new business created because of the founder's awareness of environmental issues that are currently happening. Carrying eco-friendly products, Therapeutic sells natural soap bar and scented products that are made from natural ingredients and do not cause environmental damage, as well as applying the concepts of less-waste, reuse, and eco-lifestyle. As a new brand that stands in the midst of a pandemic like today, Therapeutic has several obstacles, namely in Indonesia there have been many similar products or businesses that will cause Therapeutic to lose competitiveness and lose name when faced with competitors. In addition, Therapeutic still needs trust from consumers, which is very necessary for the types of products and systems from Therapeutic. From the problems faced, Therapeutic conducted research to find out what marketing strategies and promotional media were right to increase brand awareness. The formulation of the problem in this study is how the brand activation strategy and promotional media are in accordance with the target market to increase Therapeutic brand awareness in social media. This research uses qualitative and quantitative methods in collecting data. The qualitative method is carried out by interviewing several experts and extreme users of eco-lifestyle actors to find data on how to carry out the right promotion. The quantitative method is carried out by surveying the Indonesian people to find out what social media platforms are most effective in promoting. The results of this study concluded that the right brand activation strategy for Therapeutic is by carrying out activities that can attract public interest such as workshops, so that the activities carried out can simultaneously introduce products and brands and provide education. The right social media platform to promote Therapeutic activation is Instagram. Keywords: Brand Activation, Eco-Lifestyle, Eco-Friendly, Social Media.
Perancangan Brand Komunikasi Untuk Mori Hampers Guna Meningkatkan Awareness Melalui Media Sosial Angel Ang; Hutomo Setia Budi
Jurnal Vicidi Vol. 12 No. 2 (2022): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v12i2.3390

Abstract

Mori Hampers is a company engaged in the gift and delivery hampers are widely used for seasonal, birthday, wedding, etc. Mori Hampers was founded on April 11, 2020 in Mojokerto City. Mori Hampers has a target audience of Millennials aged 27-50 years and Generation Z with 17-26 years of age. So far, Mori Hampers has been promoting using Instagram feeds, stories and advertisements, just selling a product without the idea that communicating the values ​​of Mori Hampers is especially important for brand awareness. With this research, it aims to find out the right communication or promotion strategy to increase Mori Hampers Brand Awareness and Brand Communication in the intended target market. This study uses the Journal Literature Review method from various international and national journals and books in the last 10 years which discusses Brand Awareness, Brand Communication, Brand Identity, Marketing Strategy, Design Style and promotional objectives for Mori Hampers. Another method is the qualitative method by interviewing 3 Expert Users and 3 Extreme Users and quantitative in the form of surveys to people who are in accordance with the intended target market. The results of the study show that Brand Communication is very important to increase Brand Awareness in Mori Hampers. By improving Brand Communication, Mori Hampers can convey a Unique Value Proposition so that it can be well received by the target market. Keywords: Brand Communication, Brand Awareness, Brand Identity, Marketing Strategy, Design Style
Designing Horror-Themed Animated Content Titled "What Awaits in The Darkness" to Introduce Ruhilism Studio's Style Lintang Ruhil Hidayah; Hutomo Setia Budi
Jurnal Vicidi Vol. 13 No. 2 (2023): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v13i2.4355

Abstract

Ruhilism is an animation studio that presents horror and thriller-themed animated content as entertainment for fans of both genres. Ruhilism is unique in its creepy and eerie art style. However, Ruhilism does not have a portfolio to show its uniqueness in order to be recognized by the public. The purpose of this design is to show the uniqueness of Ruhilism Studio's distinctive style to the public through a portfolio in the form of animated content uploaded on Instagram and Youtube media. The design method used is a combination of qualitative and quantitative, namely interviews and surveys conducted online. The results of the design are in the form of horror and thriller-themed animated content uploaded on the Ruhilism Youtube Channel and Ruhilism Instagram as supporting media.
Perancangan Komunikasi Brand Untuk Perusahaan Mandiri Makmur Kelvin Aditya Prastyo; Hutomo Setia Budi
Jurnal Vicidi Vol. 13 No. 2 (2023): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v13i2.4365

Abstract

Mandiri Makmur adalah perusahaan yang bergerak di bidang jual beli barang yang menjual gagang kawat yang dijual ke perusahaan yang membutuhkan gagang kawat untuk produk timbah mereka, Mandiri Makmur berdiri pada tahun 2012 selama ini Mandiri Makmur melakukan marketing secara tradisional yaitu menggunakan word of mouth dan juga direct marketing yang setelah dievaluasi kurang mengkomunikasikan value dari produk mandiri makmur dan tidak dapat menyebarkan brand awareness. Penelitian ini bertujuan untuk mengetahui strategi marketing untuk promosi perusahaan Mandiri Makmur yang dapat meningkatkan brand awareness dan dapat mengkomunikasikan value produk yang dapat menarik perusahaan menengah. Penelitian ini menggunakan metode studi literatur dari buku dalam kurun waktu 10 tahun dan jurnal dalam kurun 5 tahun terakhir yang membahas tentang strategi marketing dan media sosial apa yang cocok digunakan oleh perusahaan Mandiri Makmur. Terdapat juga metode kuantitatif 3 narasumber dengan background sosial media expert dan desainer sebagai expert user dan juga 3 extreme user yang adalah pengguna produk. Metode kuantitatif juga dilakukan dengan menggunakan 100 responden yang memiliki bisnis di Indonesia. Kesimpulan ini didapatkan bahwa strategi marketing yang cocok untuk menyebarkan brand communication dan brand awareness dari perusahaan mandiri makmur adalah strategi AIDA yang menggunakan sosial media dikarenakan strategi tersebut dapat menarik perhatian dan membuat target audience dapat terus melakukan transaksi dengan perusahaan Mandiri Makmur
PENINGKATAN KAPASITAS PRODUKSI DAN PEMASARAN REBANA MELALUI INOVASI TTG OVEN REBANA DAN DIGITAL MARKETING Iswoyo, Andi; Fauzuddin, Yanuar; Muchid, Muhammad; Budi, Hutomo Setia
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 6 (2023): INOVASI PERGURUAN TINGGI & PERAN DUNIA INDUSTRI DALAM PENGUATAN EKOSISTEM DIGITAL & EK
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v6i0.2082

Abstract

Mitra PMUPD ini adalah UD. Rabana Gresik Tiga Putri dan Rebana Spesial Adnan Khozin Gresik Jepara, keduanya beralamat di Kabupaten Gresik dan memproduksi alat musik rebana. Urgensi PMUPD ini adalah kapasitas produksi masih belum bisa memenuhi kebutan pasar dan pemasaran digital masih belum optimal sehingga diperlukan sentuhan iptek dan teknologi. Tujuan PMUPUD ini adalah (i) meningkatkan jumlah kapasitas produksi mitra dan (ii) meningkatkan jumlah omset mitra. Permasalahan prioritas yaitu (i) pengeringan rebana masih menggunakan matahari dengan panas yang tidak teratur, (ii) kurangnya peralatan sehingga kapasitas produksi rendah, (iii) pengetahuan tentang manajemen usaha, perpajakan dan keuangan masih rendah, mitra 2 belum memiliki badan usaha, (iv) pemasaran digital mitra 1 perlu dioptimalkan dengan konten-konten yang lebih kreatif, dan mitra 2 belum banyak melakukan pemasaran digital. Metode pelaksanaan melalui diseminasi TTG, pelatihan, pendampingan dan kemitraan. Dampak dari kegiatan ini yaitu adanya peningkatan peningkatan jumlah omzet Mitra 1 sebesar 30% dan mitra 2 sebesar 50%, mitra 2 memiliki Nomor Induk Berusaha (NIB), peningkatan ketrampilan mitra membuat konten kreatif sebesar 50%, peningkatan kemampuan mitra dalam administrasi perpajakan sebesar 60%, adanya perluasan pasar mitra 2 ke luar daerah sebesar 40%, adanya peningkatan pendapatan kedua mitra sebesar 30% dengan mengoptimalkan pemasaran melalui website, medsos dan marketplace.