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PERANCANGAN RE-BRANDING UMKM BAKEDAY.CO DENGAN METODE MOSER UNTUK MENINGKATKAN BRAND AWARENESS Sulianto, Katherin Agatina; Pratama, Bintang Pramudya Putra; Rahmadyanto, Sultan Arief
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 1 (2024): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i1.328

Abstract

Micro, Small, and Medium Enterprises (MSME) significantly boost the ecoomy in Indonesia. One of the sectors within MSME that is highly favored is the culinary industry. Particulary, the food industry operates indifinitely and remains ever present. Recently, culinary delights such as cakes and desserts have become a trend, presenting lucrative opportunities for sales. Bakeday.co in Malang Cilty is one such example. In any business endeavor, competition with peers is inventable, which Bakeday.co experiences, especially in building brand awareness. Therefore, establishing a strong brand identity through precise planning becomes crucial. For the brand identity design of Bakeday.co, the Moser method is employed, focusing on core brand values, core brand messages, and brand personality.  
REDESAIN IDENTITAS MEREK UNTUK MENINGKATKAN KESADARAN MEREK OCHA KITCHEN DI KOTA MALANG Simajaya, Henry Himawan; Nirwana, Aditya; Pramudya, Bintang
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 1 (2024): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i1.333

Abstract

Micro, Small, and Medium Enterprises (MSMEs) are a fundamental pillar of the national economy, playing a crucial role in creating employment and distributing prosperity within society. Design plays a vital role in developing an effective visual identity through the creation of a Standard Guide Manual, which includes graphic design elements such as logos, packaging, and other components. Rebranding, which encompasses both evolutionary and revolutionary approaches, aims to establish a new image for a brand. Ocha Kitchen, an MSME in the culinary sector located in Malang, faces marketing challenges due to its diverse product range. To address this issue, a rebranding strategy is necessary, including the development of a sub-brand to focus on key products and enhance market competitiveness. Through effective rebranding, Ocha Kitchen is expected to improve its brand identity and marketing effectiveness, thereby attracting more consumer attention and meeting their needs. To achieve this, the Moser design methodology was utilized, resulting in a sub-brand called Baked Bliss, which focuses on cookies and includes the creation of a Guide Standard Manual Book and its related materials. 
PERANCANGAN IDENTITAS MEREK DAN KONTEN PEMASARAN LA ORLIND UNTUK MENINGKATKAN BRAND AWARENESS PRODUK KEBAYA UNTUK USIA 18-25 TAHUN DI KOTA MALANG Kurniawan, Desie; Nirwana, Aditya; Prasetya, Bintang Pramudya Putra
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 1 (2024): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i1.336

Abstract

Fashion plays a crucial role in human life, fulfilling various needs. Despite the continuous evolution of modern fashion trends, traditional attire like the kebaya remains popular. With modern and stylish touches, the kebaya presents an attractive business opportunity, especially in Malang City, where the brand La Orlind capitalizes on this potential. The design of La Orlind's brand identity aims to increase public awareness of the brand, using the Moser method to shape the brand’s identity through core brand values, core brand messages, and brand personality. The outcome of this design process includes La Orlind's logo and a GSM book that contains elements such as the logo, color palette, supergraphics, typography, visual elements, and other supporting media. This design is expected to contribute to the field of brand identity by enhancing brand awareness for the brand.
KKN Pemberdayaan terhadap Masyarakat menuju Desa yang Inovatif dan Kreatif serta Sosialisasi Kebersihan Lingkungan dan Pemanfaatan Sampah Rumah Tangga Sianturi, Nurli Dian Stefani; Ahiraf, Shidqul Azaim; Hidayatulloh, Syarif; Pramudya, Bintang; Fadillah, Muhammad Arief; Akbar, Fadhel Virgiawan; Dhivari, Danang; Putra, Firmansyah; Sitinjak, Jerico; Prasetyo
Jurnal Sains Teknologi dalam Pemberdayaan Masyarakat Vol. 5 No. 2 (2024): Desember 2024
Publisher : Fakultas Teknik Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/b82x6m32

Abstract

Real Work Lectures (KKN) are community empowerment activities by students as an embodiment of the tridharma activities of higher education. KKN activities aim to enable students to implement science and technology as well as skills in society so that they can become agents of change and sustainable development. The participation of KKN students in community activities plays an important role in the success of work program activities while at the KKN location. This participation can be demonstrated by involving oneself directly in several activities such as fogging activities, activities to sort waste that can be recycled, socialization of diligent savings and creativity for PAUD and Kindergarten children, and tilapia fish hatchery activities. Bhayangkara University Jakarta Raya with its vision, namely "The realization of Bhayangkara University Jakarta Raya as a superior university at the national and international level with a national perspective and security-based in order to produce human resources who are able tocompete and behave well". Producing human resources who behave well is interpreted as successfully serving society by carrying out real work studies. This is proven by the participation of Bhayangkara University students in Greater Jakarta in variouscommunity activities carried out.
Kajian Korelasi Visual Karakter Desain Ainz Ooal Gown Pada Serial Overlord Dalam Pembentukan Persepsi Audience Bintang Pramudya Putra; Melany Agustina
Jurnal Desain Komunikasi Visual Asia Vol 2 No 2 (2019): Volume 2 Nomor 2 (5)
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v2i2.318

Abstract

Overlord dirilis pada tahun 2012, dengan rating IMDB sebesar 7.8/10. Karakter utama dalam seri tersebut adalah Ainz Ooal Gown sebagai karakter penguasa terkuat berbentuk skeleton, umumnya skeleton diasosiasikan dengan karakter lemah. Apakah dengan penggunaan bentuk tubuh skeleton mampu membentuk persepsi penonton sebagai tokoh yang berkuasa atau tidak. Metode pembedahan karakter Ainz Ooal Gown mengadaptasi konstruksi manga matrix untuk dapat menjabarkan berbagai unsur yang terdapat didalamnya serta komunikasi yang ingin disampaikan oleh perancangnya kepada audiens. Hasil pada proses analisa karakter desain adalah adanya berbagai objek atau atribut pendukung yang mampu meningkatkan citranya sebagai magic caster terkuat. Tubuh tengkorak yang berasosiasi dengan karakter lemah dapat berubah dengan dukungan atribut pendukung lain. Ainz juga memiliki tubuh besar serta jubah berwarna gelap yang dapat meningkatkan efek intimidasi bagi seluruh musuh yang dihadapinya. Berdasarkan studi kasus yang dilakukan maka dapat disimpulkan bahwa karakter desainer dapat memutar balikkan persepsi penonton dengan menambah atau mengurangi atribut visual. Kata Kunci: Karakter Desain, Overlord, Semiotika Overlord was released in 2012, with an IMDB rating of 7.8 / 10. Ainz Ooal Gown is the the strongest character and also the main character in the story, Ainz displayed with a skeleton body at the series, generally skeletons are associated with weak characters. If the story chose to use the skeleton shape to represent the strongest character in the story, then how to switch audiences’ perception. The analysis shows that Ainz Ooal Gown charater adapted by the manga matrix method, first step is to separate various elements on the character and review each element and describe perception behind the visual element. Final result of this research is each visual element on the characters could build audiences’ perception; character designer has capability to switch audiences’ perception, control audiences’ believe, and separate from common image of character design. Keywords: Design Character, Overlord, Semiotic
Perancangan Perancangan 25 Packaging Template Untuk Meningkatkan Peluang Usaha Bagi Pelaku Usaha Makanan Dan Minuman Dengan Metode Tempel Di Kota Malang Bintang Pramudya Putra; Sultan Arif Rahmadianto
Jurnal Desain Komunikasi Visual Asia Vol 5 No 2 (2021): Jeskovsia 5.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v5i2.661

Abstract

Awal tahun 2012 menjadi pembuka populernya online market place di Indonesia, sejak saat itu pola pemasaran sebuah produk berubah, tidak hanya berorientasi pada penjualan toko fisik, melainkan mulai memasarkan produk mereka secara online atau daring pada berbagai platform market place. Sebuah riset dilakukan oleh sebuah perusahaan GoJek di Indonesia yang menunjukkan bahwa 70.4% masyarakat di Indonesia memilih atau membeli sebuah produk berdasarkan presentasi produk yang mereka lihat pada halaman market place. Seorang pemasar dapat menggunakan text, soara, ataupun gambar yang dapat saling menunjang satu unsur dan yang lainnya. Metode perancangan template serta desain kemasan berikut penggunakan metode kulitatif model ADDIE diantaranya: Analysis, Design, Development, Implementation, and Evaluation. Perancangan 25 packaging template berikut bertujuan untuk meningkatkan peluang usaha bagi pelaku usaha makanan dan minuman di kota Malang, dengan menggunakan metode tempel pada kemasan, diharapkan pelaku usaha atau UMKM tidak terbebani dengan beban biaya desain ataupun produksi kemasan yang terlalu tinggi. Kata Kunci: Pemasaran, media sosial, template
PROGRAM KEMITRAAN MASYARAKAT STIMULUS JAJANAN SEHAT PADA TK/PAUD KOSAYU MALANG Triwijayati, Anna; Melany, Melany; Broto, Felik Sad Windu Wisnu; Wilujeng, Lilis Lestari; Nugroho, Didit Prasetyo; Prasetya, Bintang Pramudya Putra
International Journal of Community Service Learning Vol. 4 No. 2 (2020): May 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.898 KB) | DOI: 10.23887/ijcsl.v4i2.20923

Abstract

Konsumen anak mulai aktif membeli jajanan ketika memasuki usia sekolah sehingga bagi Taman Kanak-kanak, penting untuk menanamkan pembelajaran tentang jajanan sehat sebagai bekal ketika masuk sekolah dasar. Permasalahannya adalah sekolah belum memiliki materi jajanan sehat dalam materi ajar dan program edukasi jajanan sehat yang menarik bagi anak. Mitra program adalah sekolah Taman Kanak-kanak Yayasan Kolese St. Yusuf (Kosayu) Malang. Tujuan dari program pengabdian kepada masyarakat ini adalah memberikan pelatihan tentang jajanan, kantin dan lingkungan sekolah yang sehat, konten dan metode pengajaran dalam jajanan sehat, serta alat bantu pengajaran jajanan sekolah yang interaktif dan menarik bagi siswa yakni dengan food model. Hasil pelatihan yang diperoleh adalah bahwa sekolah dan para guru telah memahami pentingnya pembelajaran jajanan sehat dalam kurikulum, mampu membuat materi, metode dan model contoh belajar interaktif untuk siswa. Tindak lanjut dari pembelajaran ini adalah bahwa materi tentang jajanan sehat diadopsi dalam konten belajar/kurikulum sekolah.Kata-kata kunci: Jajanan sehat, Taman Kanak-Kanak, Media belajar interaktif, konsumen anak, sekolah Child consumers start actively buying snacks when entering school age so for kindergartens it is important to instill learning about healthy snacks as provisions when entering elementary school. The problem is that schools do not have healthy snacks in teaching materials and healthy snacks education programs that are attractive to children. The program partners are the Kindergarten College Foundation St. Yusuf (Kosayu) Malang. The purpose of this community service program is to provide training on snacks, canteens and a healthy school environment, content and teaching methods in healthy snacks, as well as interactive and interesting teaching tools for school snacks for students using food model. The training results obtained are that schools and teachers have understood the importance of learning healthy snacks in the curriculum, able to create interactive learning materials, methods and models for students. The follow up of this lesson is that material about healthy snacks is adopted in the learning content / school curriculum. Keywords: Healthy snacks, kindergarten, interactive learning media, child consumers, school
Perancangan Konten Instagram Gerakan “Aku.Anxiety” Sebagai Media Edukasi Gangguan Kecemasan Gen-Z Usia 20-27 Tahun Ivony Angriani; Bintang Pramudya Putra Prasetya; Aditya Nirwana
DEKAVE : Jurnal Desain Komunikasi Visual Vol 14, No 3 (2024)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v14i3.130584

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Generasi Z, yang lahir antara tahun 1997 hingga 2012 dan saat ini berusia 12-27 tahun, dikenal sebagai generasi yang melek teknologi karena tumbuh dan berkembang dengan perkembangan pesat teknologi. Ketergantungan mereka terhadap media sosial, khususnya Instagram, sangat tinggi karena pemahaman dan penggunaan mereka terhadap platform ini untuk berbagai tujuan. Instagram menawarkan berbagai fitur untuk mengunggah foto, video, dan berinteraksi di dunia maya. Di Indonesia, terdapat kecenderungan tinggi masyarakat mengalami gangguan kecemasan. Penelitian ini bertujuan untuk memberikan informasi tentang gangguan kecemasan melalui media sosial Instagram dengan pendekatan desain komunikasi visual yang ditujukan pada Generasi Z yang berusia 20-27 tahun, melalui akun Instagram @Aku.Anxiety. Studi ini akan mengeksplorasi bagaimana konten yang dirancang dengan baik dapat meningkatkan kesadaran dan pemahaman tentang gangguan kecemasan di kalangan Generasi Z.
PERANCANGAN COVER DIGIPAK ALBUM FISIK ”SEJAK TAK LAGI BERSAMA” KARYA GUNSALEH BERBASIS AUGMENTED REALITY Rasi, Valentina; Bakti, Amar Ma'ruf Stya; Pramudya, Bintang
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.379

Abstract

The advancement of technology today has driven a significant transformation in the music industry, particularly for independent musicians. One of the challenges faced is the declining interest in physical albums due to the dominance of streaming platforms. This final project aims to create an innovative visual solution by designing a physical album integrated with Augmented Reality (AR), focusing on the album "Sejak Tak Lagi Bersama" by Gunsaleh, an indie musician from Malang. This approach not only serves as a visual communication strategy but also enhances audience engagement through interactive experiences. The design process employs a qualitative method, including literature studies, interviews, and visual observations. The visual concept utilizes the cactus as a representation of emotional resilience reflected in the songs’ narratives, applied through illustrations, layout, color schemes, and interactive elements. The album consists of eight panels, each measuring 15 x 15 cm, which can be scanned using a supporting application to activate AR content, adding both aesthetic and functional value. The main output of this project is an interactive physical album, accompanied by supporting media such as a display box, NFC keychain, journal, and other merchandise. The result is expected to serve as a reference for the development of technology-based visual design for independent musicians in Indonesia, and to offer a new alternative for experiencing physical music in the current era.
PERANCANGAN INSTAGRAM GUIDEBOOK DAN KONTEN PROMOSI BRAND INFINITE APPAREL UNTUK MENJANGKAU TARGET PASAR USIA 17-30 TAHUN DI KOTA MALANG Kurniawan, Michael Nathanael; Pratama, Bintang Pramudya Putra; Nugroho, Didit Prasetyo
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 1 (2025): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i1.385

Abstract

The rapid growth of social media usage, especially Instagram, has created significant opportunities for local brands to strengthen their identity and expand their market reach. Infinite Apparel, a local clothing brand from Malang with a modern spiritual concept, has yet to develop a directed visual communication strategy, resulting in low brand awareness among the target audience aged 17-30 in Malang City. This study aims to design an Instagram Guidebook and promotional visual content as a strategic solution to build brand identity and enhance audience engagement. The design process follows the Design Thinking framework, which consists of five phases: empathize, define, ideate, prototype, and test. Data collection was carried out using a mixed-method approach (qualitative and quantitative) through interviews with the brand owner, competitor content observation, literature review, and questionnaire distribution to the target audience in Malang. The main outcomes of the design include a comprehensive Instagram Guidebook containing visual and communication style guidelines, as well as promotional content designs for formats like feed, reels, and stories. Additionally, supporting media such as product mockups were also designed. Implementation test results of the guide showed that 80% of the content produced by designers complied with the established visual standards, proving the guidebook's effectiveness in maintaining consistency and strengthening the brand's visual identity on the digital platform.