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Pengaruh Nilai Kegunaan dan Keunikan Desain Terhadap Keputusan Pembelian Produk Home Decor Plaster Air Freshener Angela Priscila Montolalu; Marina Wardaya
Jurnal Vicidi Vol. 9 No. 1 (2019): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v9i1.1325

Abstract

In recent time, the trend and the people’s interests in home decor products are growing rapidly. So now, home decor products should have more added value, so it can be more attractive to the customers.The objective of this study is to determine the value and the uniqueness about the plaster air freshener as the home decor products. There are two methods of this study such as qualitative and quantitative methods. The activities we did to do the qualitative methods are by interviewing the experts and the end-users (expert user and extreme user), and also a literature study from books and journals. However, the activities that will be done for doing quantitative methods in this study are by taking an online questioner to 50 target markets who are interested in home decors and fragrances. The result of this study indicates that the usefulness and design uniqueness of a product play important role in affecting home decor product purchase decision especially plaster air freshener.
Penggunaan Kids Corner Dalam Sebuah Kegiatan Untuk Meningkatkan Interaksi Sosial Anak Maria Riezqie Firnanda; Marina Wardaya
Jurnal Vicidi Vol. 9 No. 2 (2019): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v9i2.1330

Abstract

The purpose of this research is to find out the use of kids corner in Surabaya and Sidoarjo in an activity that can increase children's social interaction. The research method used in this research are qualitative and quantitative research methods. Qualitative data research methods by interviewing informants and users of kids corner services (expert users and extreme users) as well as literature studies from books and scientific journals about the use of gadgets on early childhood, the effect of gadgets on children's social interactions and the use of kids services corner in an activity. Quantitative research methods by distributing online and offline questionnaires to 52 potential customers in Surabaya and Sidoarjo. The conclusion of this research is the need for the use of kids corner in an activity to increase children's social interaction and minimize the use of gadgets to children.
Pengaruh Merchandise Terhadap Customer Engagement 504 Slowbar Senna Satrio; Marina Wardaya
Jurnal Vicidi Vol. 9 No. 2 (2019): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v9i2.1335

Abstract

The purpose of this research is to discover the effect of merchandise produced by 504 Slowbar towards the level of engagement with the customers. The research method used in this research is interview to 3 experts and 3 extremes ( qualitative method, along with questionnaires spread to 50 504 Slowbar Customers. From the research the conclusion that The right merchandise that is suitable with the customer will increase the customer engagement towards the brand 504 Slowbarcan be drawn.
MENCARI MODEL DESAIN KARAKTER DAN VISUALISASI PENOKOHAN DISC TEAM DALAM PEMBUATAN KOMIK Joy Christy Fidelin Nicolay; Marina Wardaya
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.v11i1.1985

Abstract

This design is made with the purpose of answering the problem that DISC Team is facing about product development. DISC Team is a series of short comics that has4 main characters that are inspired by the DISC personality trait. This comic tells the story of their daily lives and how they face problems according to the DISC personality trait. DISC Team has a target market that consists of young adults age from 15-25 years old who has an interest in reading comics and has the drive to learn about personality and how to face them. But after doing a survey with the target market and interviewed the extreme and expert users, there are problems that DISC Team is facing. These problems are the lack of interaction and knowledge about the presence of DISC Team, so further product development is needed. And because of that, the writer has a come up with a solution by changing the comic design. The research method that is used for this Final Project is literature study from sources like books, scientific journals and online articles. After the literature studies, the results are the designs for comic and its’ characters. Keywords: Product development, Comic, DISC personality
PERSEPSI DAN PREFERENSI KONSUMEN INDONESIA TERHADAP PRODUK ASING DAN PRODUK LOKAL MELALUI MEDIA SOSIAL Ruth Nehemia Staal; Marina Wardaya
Jurnal Vicidi Vol. 11 No. 2 (2021): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v11i2.2394

Abstract

This literature review was conducted with the aim of collecting supporting data of perception and preference of Indonesian consumers towards foreign and local product, about ethnocentrism as well as the role of social media in shaping consumer perception and preference. The method used is literature study by collecting the results of pre-existing studies to answer the problems. The studies are sourced from international journals and national journals to support the level of accuracy of this journal. The result of the study shows that there is difference in consumer perception and preference of foreign and local product, so it is necessary to improve the quality of local product that it would be possible to compete with foreign product. Keywords: Consumer’s Perception, Consumer’s Preference, Local Product, Foreign Product, Social Media
MASA PANDEMI: UMKM DALAM MENGGUNAKAN SOCIAL MEDIA DAN E-COMMERCE DALAM MEDIA PROMOSI Devi Permatasari Wijoyo; Marina Wardaya
Jurnal Vicidi Vol. 11 No. 2 (2021): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v11i2.2395

Abstract

Journal of Literature review which contains the condition of MSMEs, especially tailors who have been affected by job losses during the pandemic. Starting from the description of “UMKM”, what are the impacts of the Covid 19 Pandemic felt by MSME entrepreneurs, the need to take online promotional actions through social media, what are the benefits of e-commerce, why is it necessary to move “UMKM” from offline to online shop, and the influence of online stores on trade relations. Keywords : Tailor, Pandemic, Social Media, Online Shop, UMKM, E-commerce, Promotion
Perancangan Campaign dan Media Promosinya untuk Meningkatkan Brand Awareness Hobee Marcelina Hartono; Marina Wardaya
Jurnal Vicidi Vol. 12 No. 1 (2022): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v12i1.2939

Abstract

The pandemic has been a highlight for the last three years and has changed many aspects of life. Life is not the same anymore, people have to shift and adjust their lifestyles due to the pandemic, and mental health is also affected by this phenomenon. Studies show that the stress level is increasing due to pandemic, it happens along with the rules to limiting activities outside the home. To overcome it, many people look for alternative activities to reduce stress and spend time productively. Hobbies have many positive impacts and can be a stress reliever, another advantage of having a hobby is it's easier to create connections with individuals who have similar interests, self-development, and skill improvement. However, because many people are still confused about where to start a hobby, and buying the equipment separately will cost more money and if it probably won’t be necessarily be pursued for a long time, Hobee is comes up as a solution by providing a complete starter kit for beginners who are exploring their interests. Hobee need a branding strategy that can create brand awareness, so that Hobee's mission and values ​​can be acknowlegde by the audience. Instagram was chosen as a medium to develop Hobee's branding because Instagram has many features that support business and make it easier for Hobee to reach wider market so that the brand can be recognized. This research conducted using data collection methods in the form of interviews, surveys, and literature studies. The research is carried out to find out what content is appealing to the audience the most, and effective for Hobee to build its branding and promotion, and also to help Hobee determining an approach to the audience. Therefore, by designing Hobee, teenagers and young adults can be facilitated by Hobee's educational content and Hobee’s products in developing interests and skills. Keywords: Branding, Brand Awareness, Promotion, Education, Hobby
Perancangan Aktivasi Brand Untuk Sunny’s Time Beserta Media Promosinya Maureen Tirza; Marina Wardaya
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.v12i2.3391

Abstract

Many young children nowadays begin using electronic devices without parental supervision, which can lead to addiction and a lack of motor exercise. As a result of this phenomena, Sunny's Time is here to give educational games for children, with the goal of playing games that may encourage children to play and learn in a fun way enabling children's growth and development, along with helping minimize children's gadget hours. Sunny's Time expects recognition and trust from the target market as a new brand that has yet to be heard by the general public. The purpose of this research is to discover the best marketing and promotion approach to boosting brand awareness. The problem in this research is to figure out how to boost Sunny's Time brand awareness on social media by using the correct brand activation strategy and promotional platform. This design combines both qualitative and quantitative research approaches. To acquire the proper promotion data and conduct a design review, the qualitative method was used, which included interviews with three expert and three extreme users. The quantitative method is used to collect information on the most successful social media sites as well as webinars by assessing 121 respondents who meet the target market requirements, including parents who are female, between the ages of 29 and 35, and live in Indonesia. According to the findings of this research, the effective brand activation strategy for Sunny's Time is a parenting webinar including credible experts who will also introduce products and how to play. The Instagram app is the most effective social media platform for promoting Sunny's Time activation. Keywords: Brand Activation, Educational Games, Social Media
Penerapan Metode Pendekatan Design Thinking dalam Perancangan Produk Woman Multifunction Pouch Jessica Debra Sentono; Marina Wardaya
Jurnal Vicidi Vol. 13 No. 1 (2023): VICIDI
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vicidi.v13i1.3950

Abstract

Produk pouch hari-hari ini menjadi semakin populer dan sedang menjadi tren dikalangan remaja, khususnya perempuan. Banyaknya variasi yang mencakup model, ukuran, desain, efektivitas serta fungsionalitas produk tersebut menjadi salah satu alasan mengapa produk ini banyak diminati oleh kaum perempuan. Berdasarkan penelitian yang dilakukan pada tahun 2021, motif floral dan motif geometris merupakan dua dari enam motif tas wanita yang paling populer dan laris di pasaran. Oleh sebab itu, agar dapat memanfaatkan peluang yang ada tersebut, dibuatlah rancangan ide produk woman multifunction pouch dengan menggunakan metode pendekatan design thinking. Woman multifunction pouch merupakan sebuah tas berukuran sedang untuk menaruh berbagai keperluan wanita saat bepergian dengan variasi desain yang tersedia. Ukurannya yang ergonomis menjadikan produk ini mudah dibawa kemanapun dan kapanpun. Metode pendekatan design thinking merupakan metode yang sesuai untuk penelitian ini karena dapat melihat point of view subjektif dan objektif dalam menentukan keputusan. Proses pengumpulan ide dan solusi yang dilakukan berdasarkan observasi yang kemudian diklarifikasi oleh pengalaman dari calon pengguna yang menjadi target pasar produk woman multifunction pouch. Melalui lima tahapan design thinking yaitu empathize, define, ideate, prototype, dan testing, mampu memberikan kemudahan peneliti dalam pencarian data, analisa dan identifikasi sebuah permasalahan.
Perancangan Buku Cerita Interaktif Mengenal Emosi Anak Attention Deficit Hyperactivity Disorder Calista Valencia; Marina Wardaya
Jurnal SASAK : Desain Visual dan Komunikasi Vol 6 No 1 (2024): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v6iNo 1.3870

Abstract

Attention Deficit Hyperactivity Disorder merupakan gangguan pada seseorang yang bisa diketahui dengan gejala tingkat inatensi yang kronis dan bisa diikuti hiperaktivitas. Kondisi ini dapat memengaruhi kemampuan anak dalam belajar, bersosialisasi, dan mengelola emosinya. Masih belum banyak media yang secara spesifik diperuntukkan untuk mendukung anak dengan Attention Deficit Hyperactivity Disorder dalam mengembangkan kemampuan kognitif, edukasi, dan pengenalan emosi. Tujuan penelitian adalah merancang buku cerita interaktif “Otto: Mengenal Emosi” untuk membantu meningkatkan kecerdasan bahasa, kognitif, minat membaca, dan keterampilan pengenalan emosi pada anak Attention Deficit Hyperactivity Disorder usia 6-8 tahun. Metode penelitian ini adalah metode deskriptif dengan pengumpulan data melalui wawancara dan studi pustaka. Data yang diperoleh dianalisis untuk mendapatkan gambaran yang jelas dan deskriptif serta pemahaman yang sistematis, faktual, dan akurat mengenai fakta-fakta, sifat-sifat, dan hubungan antar hal yang sedang diselidiki terkait pengenalan emosi pada anak. Berdasarkan hasil temuan penelitian, anak Attention Deficit Hyperactivity Disorder memiliki kemampuan ingatan visual yang baik sehingga akan ada media visual berupa buku cerita interaktif bergambar yang akan menjadi solusi untuk bisa menarik perhatian anak yang bisa mudah bosan dan tidak bisa fokus. Hasil penelitian ini adalah memperoleh gambaran visual dan informasi berguna yang dapat menunjukkan dan mampu memenuhi spesifikasi kebutuhan untuk anak. Implikasi yang diberikan adalah buku cerita interaktif ini dapat menjadi solusi edukatif yang bermanfaat bagi anak dengan Attention Deficit Hyperactivity Disorder dalam meningkatkan kemampuan kognitif, bahasa, minat membaca, dan keterampilan pengenalan emosi.