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Fenomenologi Personal Branding Cosplayer: Studi Desain Komunikasi Visual dan Media Sosial Chandra, Edy; Chandra, Nero Devanca
MAVIS : Jurnal Desain Komunikasi Visual Vol 7 No 01 (2025): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v7i01.1783

Abstract

Cosplay has evolved as both a form of identity expression and a personal branding strategy in the digital era. This study examines the phenomenology of cosplayer personal branding through a Visual Communication Design approach, highlighting the role of social media in identity formation and maintenance. This research is part of Edy Chandra's study entitled "Analysis of the Visualization of Indonesian Cosplayer Existence as a Potential for Branding Community Development, Entrepreneurship, and Creativity of Generation Z in Indonesia." Using a qualitative method comprising in-depth interviews, participatory observation, and content analysis, this research explores how Indonesian cosplayers construct their visual identity. Findings indicate that social media serves as a primary tool for shaping cosplayers' visual image, enhancing audience engagement, and fostering collaborations with communities and brands. Additionally, Visual Communication Design elements such as visual aesthetics, image composition, and digital storytelling contribute to effective personal branding. This study provides insights into how cosplayers strategically manage their identity through visual and digital approaches, offering valuable references for the creative industry and academia in understanding branding within the cosplay community.
Perancangan Visual Media Promosi Air Minum Nano Hexagonal Alkakua Chandra, Edy; Jesslyn, Jessica
MAVIS : Jurnal Desain Komunikasi Visual Vol 7 No 01 (2025): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v7i01.1787

Abstract

Bottled drinking water (AMDK) is an essential commodity widely consumed by modern society. Alkakua is an AMDK product utilizing nano-hexagonal technology aimed at enhancing body health. However, the brand faces challenges in communicating its benefits and raising public awareness. This study aims to design a visual promotional media strategy for Alkakua to increase awareness among young adults aged 20-26. This research employs a qualitative descriptive approach, utilizing data collection techniques such as interviews, observations, and literature studies. The findings indicate that an effective promotional strategy for Alkakua involves printed media designs such as posters, banners, display racks, and merchandise, employing visually engaging and communicative approaches. A well-crafted visual design that aligns with brand identity and color psychology plays a crucial role in attracting the target audience's attention.
Establishing Students' Environmental Care Character At The Adiwiyata School In The Framework Of Education For Sustainable Development (ESD) Sari, Hilda Putri; Chandra, Edy; Roviati, Evi
Biosfer: Jurnal Tadris Biologi Vol 12 No 1 (2021): Biosfer: Jurnal Tadris Biologi
Publisher : UNIVERSITAS ISLAM NEGERI RADEN INTAN LAMPUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/biosfer.v12i1.7334

Abstract

This study aims to analyze students' environmental care character and the obstacles faced by the Adiwiyata school. This study employed the descriptive qualitative method with the case study approach. The researchers analyzed the students' environmental care character with the Adiwiyata program, specifically SMAN 1 Dukuntang. In the aspect of classroom hygiene management, the school was in the very good category. Next, in the environmental education management aspect, the school was also in the very good category. The school also foster students' creativity through the DLS program by creating environmentally friendly products with economic value. The obstacle faced by the Adiwiyata school in shaping the students'  environmental care character was the need for free time for students to participate in environmental activities outside of school during the implementation of the SBL program.
Visual Storytelling in the AI Era: A Study of the Uketsu Channel's Narrative Graphic Design on YouTube Chandra, Edy
IMAGIONARY Vol 3 No 2 (2025): APRIL
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Paramadina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51353/bc6snw39

Abstract

This study concludes that artificial intelligence (AI) plays a transformative role in enhancing visual storytelling on YouTube, particularly through the case of the Uketsu channel. The integration of AI-generated visual elements—such as atmospheric illustrations, narrative-driven diagrams, and memory-based imagery—not only supports narrative immersion but also deepens emotional engagement with the audience. The use of niche AI tools like Kakashi, as explored in one of Uketsu's most-viewed videos, reveals how personalized and emotionally resonant visuals can amplify horror storytelling. Furthermore, the findings highlight the importance of balancing human creativity with AI assistance to maintain originality and ethical integrity in digital content creation. While AI tools offer efficiency and personalization, creators must navigate challenges such as potential loss of artistic authenticity and overdependence on automated systems. Ultimately, this study offers insights into the evolving dynamics of narrative graphic design in the AI era, where technology serves not just as a tool but as an active participant in shaping audience experiences.
Menghidupkan Identitas Visual Kegiatan Sekolah Dasar melalui Desain Poster: Pengalaman Kolaboratif di SD Sinar Dharma Chandra, Edy; Ciputra, Luvena Valencia; Wijaya, Naomi Gracia; Alicia, Deasy; Chandra, Nero Devanca
Jurnal Komunitas : Jurnal Pengabdian kepada Masyarakat Vol. 8 No. 1: Juli 2025
Publisher : Institut Ilmu Sosial dan Manajemen Stiami

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31334/jks.v8i1.4725

Abstract

Kegiatan seni di sekolah dasar memiliki peran penting dalam membentuk ekspresi dan karakter siswa. Namun, kegiatan semacam ini sering kali tidak diiringi dengan media komunikasi visual yang efektif. Melalui pengabdian kepada masyarakat ini, penulis berkolaborasi dengan SD Sinar Dharma untuk merancang poster kegiatan Pentas Seni bertema "Around the World". Tujuannya adalah menciptakan identitas visual kegiatan yang komunikatif, kontekstual, dan edukatif. Kegiatan ini menggunakan metode partisipatif, mulai dari briefing, eksplorasi desain, hingga produksi dan distribusi poster. Hasilnya menunjukkan bahwa desain komunikasi visual mampu menghidupkan identitas kegiatan, memperkuat keterlibatan siswa, dan meningkatkan daya tarik kegiatan di mata masyarakat sekolah.
Eksplorasi Visual Personal Branding sebagai Alat Diferensiasi dalam Pemasaran Properti: Pendekatan Desain Komunikasi Visual Chandra, Edy; Elysia, Celine
VISUAL Vol 20 No 2 (2025)
Publisher : FAKULTAS SENI RUPA DAN DESAIN - UNIVERSITAS TARUMANAGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/vis.v20i2.34049

Abstract

Penelitian ini bertujuan mengeksplorasi penerapan personal branding secara visual sebagai strategi diferensiasi dalam pemasaran properti di tengah persaingan yang ketat. Melalui pendekatan desain komunikasi visual, penelitian ini menganalisis bagaimana agen properti menggunakan elemen visual seperti logo personal branding, desain konten media sosial, dan tampilan profesional untuk membangun kepercayaan dan menarik perhatian calon klien. Studi kasus berfokus pada agen properti di Ray White Tomang, Jakarta Barat, dengan sasaran audiens berusia 25–40 tahun. Hasil penelitian menunjukkan bahwa penerapan personal branding visual yang konsisten, profesional, dan menarik mampu menciptakan persepsi positif, meningkatkan kepercayaan, serta memperkuat identitas merek agen properti secara efektif. Penelitian ini juga menyoroti pentingnya integrasi elemen visual yang relevan dengan karakteristik audiens target sebagai kunci sukses diferensiasi dalam industri properti.
PERANCANGAN IDENTITAS VISUAL LAYANAN MOBILE GROOMING HI PETS Lemuela, Jemima Katherine; Chandra, Edy
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i2.43343

Abstract

Hi Pets was founded in 2020, selling dog and cat equipment. hi pets is also a provider of grooming services. hi pets already has a physical store in the kelapa gading area, north jakarta. in the last 2 years the pet shop business has grown rapidly, thereby increasing competition. this is the background behind the owner of hi pets to create a new business unit, namely mobile grooming services. with this new service, a visual identity is needed that can represent the value of the service. this design was made with the aim of producing a visual identity design for mobile grooming services that displays the value of the service, as well as the application of visual identity in supporting media. the methods used in this design are problem identification, data collection, data analysis, research, creative process, and design execution. in addition, qualitative methods are also used which aim to obtain descriptive and in-depth data. and supported by an analysis of strengths and weaknesses to find out the right strategy to use in this design. the results of designing this visual identity are in the form of a logo, as well as its application in various media in the form of car boxes / van grooming, staff uniforms, apron groomers, name cards, stationery sets, price list designs, invoice designs, loyalty cards, social media content, mini websites, grooming equipment and merchandise.Keywords: mobile grooming, design, visual identity. AbstrakHi Pets berdiri pada tahun 2020, dengan menjual perlengkapan anjing dan kucing. Hi Pets juga merupakan penyedia jasa layanan grooming. Hi Pets telah memiliki toko fisik di Kawasan Kelapa Gading, Jakarta Utara. Dalam 2 tahun terakhir bisnis usaha pet shop berkembang pesat, sehingga meningkatkan persaingan. Hal ini lah yang melatarbelakangi owner dari Hi Pets untuk membuat unit bisnis baru yaitu layanan mobile grooming. Dengan adanya layanan baru tersebut maka diperlukan sebuah identitas visual yang dapat merepresentasikan value layanan tersebut. Perancangan ini dibuat bertujuan untuk menghasilkan rancangan identitas visual layanan mobile grooming yang menampilkan value dari layanan tersebut, serta pengaplikasian identitas visual pada media pendukung. Metode yang digunakan dalam perancangan ini adalah identifikasi masalah, pengumpulan data, analisis data, riset, proses kreatif, dan ekesekusi perancangan desain. Selain itu digunakan juga metode kualitatif yang bertujuan untuk mendapatkan data yang bersifat deskriptif dan mendalam. Serta didukung dengan analisis kelebihan dan kekurangan untuk mengetahui strategi yang tepat untuk digunakan dalam perancangan ini. Hasil dari perancangan identitas visual ini berupa logo, serta pengaplikasiannya di berbagai media berupa Mobil Box / Van Grooming, Seragam staff, Apron groomer, Kartu Nama, Stationery Set, Desain Daftar Harga, Desain Invoice, Loyalty Card, Konten Sosial Media, Mini Website, Peralatan grooming, dan Merchandise.Kata Kunci: mobile grooming, desain, identitas visual. Authors:Jemima Katherine Lemuela : Universitas TarumanagaraEdy Chandra : Universitas Tarumanagara References: Cornellin, E., & Paramita, S. (2019). Komunikasi Pemasaran Brand Lokal Kepada Masyarakat Indonesia (Studi Terhadap Beras Sikoki). Prologia, 3(1), 86“98.Darmawanto, E. (2019). Desain Komunikasi Visual II Perancangan Identitas Visual. Unisnu Press.Hanum, A., Azani, B., Purnomo, E., & Zaim, R. A. (2022). Perancangan Kemasan Rakik Mak Nis. Gorga: Jurnal Seni Rupa, 11(2), 286“379.Karsono, K., Purwanto, P., & Salman, A. M. Bin. (2021). Strategi Branding Dalam Meningkatkan Kepercayaan Masyarakat Terhadap Madrasah Tsanawiyah Negeri. Jurnal Ilmiah Ekonomi Islam, 7(2), 869“880.Landa, R. (2018). Graphic Design Solutions. Cengage Learning.Press, E. (2009). Start Your Own Pet Business and More: Pet Sitting, Dog Walking, Training, Grooming, Food/treats, Upscale Pet Products. Entrepreneur Press.Putra, R. W. (2021). Pengantar Desain Komunikasi Visual dalam Penerapan. Penerbit Andi.Rustan, S. (2021). LOGO 2021. Jakarta: Nulis Buku Jendela Dunia.Sari, D. M., Fitryona, N., & Sandra, Y. (2022). Konsep Kreatif Desain Ikon Bangunan Peta Shelter Mitigasi Universitas Negeri Padang. Gorga: Jurnal Seni Rupa, 11(2), 355“360.Soleh, O., Wuryani, R., & Farizi, R. (2017). OPet™s is Petshop Mobile Application to Meet All The Needs of Pets (Day-Care, Shopping And Grooming): Development And Business. 2017 2nd International Conferences on Information Technology, Information Systems and Electrical Engineering (ICITISEE), 141“146.Wispandono, M. (2012). Penciptaan Entrepreneur Kompetitif Melalui Pengoptimalan Otak Kanan (Studi Kasus Pada Mahasiswa UTM). Prosiding Seminas Competitive Advantage, 1(2).Wrona, K. (2015). Visual Identity and Rebranding. Marketing of Scientific and Research Organizations, 16(2), 91“119.
MEMBANGUN IMAJINASI KEHIDUPAN SOSIAL MELALUI PERANCANGAN KARAKTER PENDUKUNG PROFIL MASKOT KAMPUS FSRD UNTAR Darmo, Budi; Chandra, Edy
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i01.49534

Abstract

Mascots in their development have become a visual identity tool for a company, for designers must know the main factors needed by users to recognize mascots (Lin et al., 1999). The form of a mascot is generally in the form of representatives in the form of animals and the like. Campus is an educational institution that is equivalent to companies that need mascot figures to build their image. Mascots are fictional figures who are able to build identity in creating and expressing the personality of the brand they represent (Ardi &; Munawarah, 2021). FSRD Untar as an educational institution that seeks to build its visual character through mascot figures in human form which are generally the hallmark of mascots of a company (Chandra, 2022). The form of the mascot designed by FSRD is only limited to the appearance of its visual profile, not yet to an interesting and more complex "storytelling". Ronald McDonald and his colleagues are one example of the success of a storytelling-based visual product campaign. Through the process of creating works that refer to the process of stages of exploration, experimentation and visualization , it becomes a reference solution for the creative process in an effort to build the visual imagination of the supporting characters of the FSRD mascot profile named "Sarang." The hope to be achieved in this design study is the creation of a social group of "Sarang" mascot figures that can liven up the atmosphere of the FSRD mascot community. The atmosphere of life will be a character that is in accordance with the character of educational products at FSRD Untar.Keywords: Visual Character, Nest, Imagination, SocialAbstrakMaskot pada pengembangannya telah menjadi alat identitas visual bagi sebuah perusahaan, bagi desainer wajib mengetahui faktor utama yang dibutuhkan pengguna untuk mengenali maskot (Lin et al., 1999). Wujud maskot pada umumnya berwujud perwakilan dalam bentuk binatang dan sejenisnya. Kampus merupakan sebuah lembaga pendidikan yang disetarakan dengan perusahaan yang membutuhkan figur maskot untuk membangun pencitraannya. Maskot merupakan figur fiksional yang mampu membangun identitas dlam menciptakan dan mengekpresikan personalitas brand yang diwakilinya (Ardi & Munawarah, 2021). FSRD Untar sebagai lembaga pendidikan yang berupaya membangun visual karakternya melalui figur maskot dalam wujud manusia yang umumnya menjadi ciri khas maskot dari sebuah perusahaan (Chandra, 2022). Wujud maskot yang di rancang oleh FSRD hanya sebatas pada kemunculan profil visualnya saja, belum sampai pada sebuah sebuah storytelling yang menarik dan lebih kompleks. Ronald McDonald dan rekan-rekannya merupakan salah satu contoh keberhasilan sebuah kampanye visual produk yang berbasis storytelling. Melalui proses metode penciptaan karya yang mengacu kepada proses tahapan eksplorasi, eksperimen dan visualisasi menjadi solusi rujukan proses kreatif dalam upaya membangun imajinasi visual karakter pendukung profil maskot FSRD yang diberi nama Sarang. Harapan yang akan dicapai dalam studi perancangan ini adalah terciptanya sebuah kelompok sosial dari figur maskot œSarang yang dapat menghidupkan suasana dari masyarakat maskot FSRD. Suasana kehidupan yang hidup akan menjadi sebuah karakter yang sesuai dengan karakter produk pendidikan di FSRD Untar.Kata Kunci: Karakter Visual, Sarang, Imajinasi, Sosial Authors:Budi Darmo : Universitas TarumanegaraEdy Chandra : Universitas Tarumanegara References:Alim, B., & Chandra, E. (n.d.). REBRANDING UMKM MENTAI MELALUI PERANCANGAN IDENTITAS VISUAL. Gorga: Jurnal Seni Rupa, 12(1), 174“181.Allison, A. (2000). A challenge to Hollywood? Japanese character goods hit the US. Japanese Studies, 20(1), 67“88.Ardi, F. P., & Munawarah, P. A. (2021). Kajian Perancangan Karakter Maskot Universitas Pendidikan Mandalika. JTIM: Jurnal Teknologi Informasi Dan Multimedia, 3(1), 46“52.Bouissou, J.-M. (2006). Japan™s growing cultural power. The example of manga in France. Leipziger Universitätverlag.Chandra, E. (2022). Peran Figur Maskot œSarang Sebagai Brand Personality Fsrd Untar Dimata Masyarakat Indonesia. Prosiding SENAPENMAS, 2(1), 1052“1958.Gravett, P. (2004). Manga: Sixty years of Japanese comics. (No Title).Kampfner, J. (2002). Ronald McDonald has a new friend. New Statesman, 131(4611), 14“15.Kern, A. (2020). Manga from the floating world: comicbook culture and the kibyōshi of Edo Japan. Brill.Kern, A. L. (2007). Kibyōshi in the Harvard-Yenching Library: A Guided Tour.Kinsella, S. (2015). Adult manga: Culture and power in contemporary Japanese society. Routledge.Lin, R., Lin, P. C., & Ko, K. J. (1999). A study of cognitive human factors in mascot design. International Journal of Industrial Ergonomics, 23(1“2), 107“122. https://doi.org/https://doi.org/10.1016/S0169-8141(97)00106-6Paberz, C. (2020). Communities of Craftsmen: Reflections on Japanese Manga from South Korean Manhwaga. Mechademia, 12(2), 6“23.Patriani, S. R. (2019). Pembelajaran Menggambar Ilustrasi Gaya Realis. SNHRP, 381“389.Power, N. O. (2009). God of comics: Osamu Tezuka and the creation of post-World War II manga. Univ. Press of Mississippi.Purwatia, A. G. (2017). PENCIPTAAN KARAKTER FANTASI ILUSTRASI GRAFIS MELALUI MANGA STUDIO EX5 YANG SESUAI TIPE KEPRIBADIAN MANUSIA MENURUT ENNEAGRAM.Susanto, M. (2011). Diksi rupa: Kumpulan istilah dan gerakan seni rupa (Edisi revisi). Dicti Art Dan Djagat Art House.Takahashi, R. (2004). InuYasha Ani-Manga, Vol. 1 (1st ed.). VIZ Media LLC. https://www.goodreads.com/book/show/22715.InuYasha_Ani_Manga_Vol_1Widyokusumo, L. (2013). Fungsi Garis pada Desain dan Sketsa. Humaniora, 4(1), 339“347.
INOVASI DESAIN VISUAL DAN BRANDING PRODUK COSPLAY: STUDI POTENSIAL DALAM PROYEK PERANCANGAN TEKNIK DAN SISTEM INDUSTRI Chandra, Edy
Jurnal Ilmiah Teknik Industri Vol. 13 No. 1 (2025): Jurnal Ilmiah Teknik Industri : Jurnal Keilmuan Teknik dan Manajemen Industri
Publisher : Program Studi Teknik Industri, Fakultas Teknik Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/jitiuntar.v13i1.35053

Abstract

The creative industry is rapidly evolving, presenting product innovations that originate from visual ideas, one of which is cosplay product design. Currently, cosplay has become a major trend among Generation Z in Indonesia, as reflected in the dynamic growth of cosplay communities and events that stimulate the demand for creative products with strong visual identities. This study aims to analyze the potential for innovation in visual design and branding of cosplay products as a prospective study in engineering and industrial system design projects. A case study is conducted on the development of themed textile products by Cosplay Fabrics by Wyla, which translates creative visual concepts into industrial materials specifically designed for the cosplay community. The research method employs market needs analysis, visual design studies, and identification of branding strategies. The results show that cosplay products developed professionally with strong visual branding can enhance competitiveness, added value, and user loyalty. This study concludes that creative product objects such as cosplay hold significant potential to be adopted in engineering and industrial system design projects as a form of visual design-based innovation that is highly relevant to modern industrial development.
Effectiveness of H5P Interactive Video in Promoting the Development of Science Critical Thinking Skills Chandra, Edy; Kartimi, Kartimi; Sarjana, Moh
Journal of Natural Science and Integration Vol 8, No 2 (2025): Journal of Natural Science and Integration
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/jnsi.v8i2.32493

Abstract

This study was conducted to examine the effectiveness of H5P interactive videos in enhancing students’ critical thinking skills within an online biochemistry learning environment. A true experimental design employing a pretest-posttest control group model was utilized, involving two randomly selected third-semester student classes. The experimental group received instruction through H5P interactive videos, while the control group was taught using conventional methods. The findings revealed that the students who engaged with H5P interactive videos demonstrated significantly greater improvement in critical thinking skills compared to those in the control group. The mean critical thinking score of the experimental group was 80.08, exceeding the control group’s score of 66.08. The incorporation of interactive features such as embedded quizzes and real-time feedback within the H5P videos encouraged more active participation and deeper cognitive engagement, thereby fostering the development of critical thinking. The results of this study confirm that the integration of interactive digital technology into the learning process can substantially improve the quality of education, particularly in online settings. Furthermore, the implementation of H5P supports higher levels of student engagement and enables more personalized and adaptive learning experiences, both of which are essential for cultivating reflective and critical learners.Keywords: interactive video, H5P, critical thinking, science