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Analisis Media Kampanye Branding Augmented Reality di Museum Menggunakan Teori Desain Komunikasi Visual: Studi Kasus: Museum Perumusan Naskah Proklamasi Hasian, Irene; Rinaldo, Bryan
Magenta | Official Journal STMK Trisakti Vol. 3 No. 01 (2019): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v3i01.44

Abstract

The research was conducted on the object of research, namely the design of augmented reality branding campaign media Museum of Proclamation Manuscript Formulation during the months of January - July 2018. The object of research was in the form of standing posters, mini posters and augmented reality content. Object analysis is done by describing in theory Visual Communication Design, Communication, Campaign, Branding, Promotion, Multimedia, Augmented Reality and Museum. Meanwhile, the design elements described in the form of illustrations, shapes, layouts, colors, typography, with additional duration and audio. In the presentation, the media branding augmented reality campaign has several constituent elements that always appear in every content, including the Digital Museum logo. ABSTRAK Penelitian dilakukan terhadap objek penelitian yaitu desain media kampanye branding augmented reality Museum Perumusan Naskah Proklamasi selama bulan Januari – Juli 2018. Objek penelitian berupa standing poster, mini poster dan konten augmented reality. Analisa objek dilakukan dengan menjabarkan secara teori Desain Komunikasi Visual, Komunikasi, Kampanye, Branding, Promosi, Multimedia, Augmented Reality dan Museum. Sementara itu, elemen desain yang dijabarkan berupa ilustrasi, bentuk, layout, warna, tipografi, dengan tambahan durasi dan audio. Dalam penyajiannya, media kampanye branding augmented reality memiliki beberapa elemen penyusun yang selalu muncul pada setiap kontennya, diantaranya logo Museum Digital.
Analisis Elemen Desain Grafis dari Visual Konten Instagram Indonesia Tanpa Pacaran Ditinjau dari Teori Retorika Hasian, Irene; Putri, Irsya; Ali, Ferdiansyah
Magenta | Official Journal STMK Trisakti Vol. 5 No. 01 (2021): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v5i01.63

Abstract

Indonesia Tanpa Pacaran is a popular da’wah account, the number of their followers is very large compared to other da’wah accounts. Nothing but a lot, the contents of their accounts are controversial and viral in various other media. The media chosen in this thesis is Instagram. In this study, the authors analyzed how the application of graphic design elements in Indonesian Instagram content without dating in terms of Rhetoric Theory. The author chooses rhetoric theory in this analysis because the purpose of rhetoric is persuasion, as the da’wah or da'wah account itself is used as a medium of persuasion to the people. ABSTRAK Indonesia Tanpa Pacaran adalah akun dakwah yang populer, jumlah pengikut mereka sangat banyak dibanding dengan akun dakwah lainnya. Tidak lain banyak, konten-konten dari akun mereka yang menuai kontroversi dan viral di berbagai media lainnya. Media yang dipilih dalam skripsi ini adalah Instagram. Pada kajian ini penulis menganalisis bagaimana penerapan elemen desain grafis dalam konten Instagram Indonesia Tanpa Pacaran yang ditinjau dari Teori Retorika. Penulis memilih teori retorika dalam Analisa ini karena tujuan retorika adalah persuasi, sebagaimana akun dakwah ataupun dakwah itu sendiri digunakan sebagai media persuasi kepada umat.
Perancangan Media Promosi Desain Aplikasi Mobile Tentang Tepung Mocaf Pengganti Tepung Terigu Pada UMKM Arum Ayu Healthy Local Food Hasian, Irene; Segara, Adi; Safira, Ishma
Magenta | Official Journal STMK Trisakti Vol. 6 No. 02 (2022): Magenta : Jurnal Ilmiah Komunikasi dan Media
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Sekolah Tinggi Media Komunikasi Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61344/magenta.v6i02.87

Abstract

Micro, Small and Medium Enterprises (MSMEs) are a category of small-scale businesses that are believed to be able to contribute to the Indonesian economy. One of the most preferred MSME businesses, even by young people, is the culinary business. One of them is MSME Arum Ayu Healthy Local Food as a supplier of gluten-free cassava flour (mocaf flour) in Tangerang Banten, in addition to selling raw materials for mocaf flour, it also provides a variety of Indonesian food made from tuber flour (gluten-free). Mocaf flour is a modification of cassava flour with a fermentation technique so that the resulting product has characteristics similar to wheat flour, soft white and no cassava taste so that the viscosity is better. Not many people are familiar with mocaf flour and its benefits and this is an obstacle for Arum Ayu Healthy Local Food SMEs in distributing their products. Therefore, Arum Ayu Healthy Local Food SMEs in carrying out promotions using online media mobile applications, where mobile applications are made with a visual approach in order to provide education about mocaf flour and build partnerships to expand business networks through resellers or drop shippers.
Strategies and Steps Taken by Tourism Stakeholders to Communicate Urban Tourism Promotions to Generation Z in Jakarta Linda RM Gurning; Marta Eriska; Friska Nurlina Sirait; Irene Hasian; Putu Swasti Asparini
Jurnal Penelitian Pariwisata Vol 10 No 1 (2026): (TRJ) Tourism Research Journal
Publisher : Institut Pariwisata Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30647/trj.v10i1.310

Abstract

Urban tourism in Jakarta faces both challenges and opportunities in attracting Gen Z as potential domestic tourists. This study proposes promotional strategies based on the strategic steps taken by tourism stakeholders in communicating urban tourism promotions to Gen Z. This study employs a qualitative approach using the design thinking method through five stages: empathize, define, ideate, prototype, and test. Data were collected through observation, semi-structured interviews, and literature review. The results indicate that stakeholders adopt three main approaches: (1) strengthening their role through digital ecosystems, culturally informed policies, and creative public spaces; (2) leveraging technological innovations such as Augmented Reality/Virtual Reality, gamification, and interactive social media content; and (3) promotion strategies based on community engagement, digital accessibility, and cross-sector collaboration. These findings underscore that the integration of technology, creativity, and participatory approaches is key to building an emotional connection with Gen Z and strengthening Jakarta’s position as an urban tourism destination relevant to the lifestyle of the younger generation. Kata kunci : Gen Z, urban tourism, design thinking, gamification