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DESAIN IDENTITAS VISUAL PADA UMKM RUANG KERAMIK STUDIO KOTA METRO LAMPUNG Muhammad Redintan Justin; Rohiman Rohiman; Abdi Darmawan
Gorga : Jurnal Seni Rupa Vol 11, No 1 (2022): 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.v11i1.34948

Abstract

Studio Muljati Ceramic Room sells various types of local ceramics of good quality. However, Ruang Keramik Studio Mulyojati does not have a brand that can give the impression of a strong character in marketing, and can bring out advantages and differences from its competitors. Therefore, this study intends to increase the selling and introduce to the foreign visitors of the Ceramic Studio Room by providing their own brand. This study used a qualitative method with a brainstorming approach and a communication approach. The data analysis used a mind-mapping data analysis. The initial stages of designing the Ruang Keamik Studio logo were done by making alternative sketches, then digitizing them using appropriate visual elements. The result of this study concluded that the concept in designing the identity of the Ceramic Studio Room was "STUDIO KERAMIC" (taking ceramics) for making and selling various ceramic models. Logos, stationery sets, promotional media, packaging, and uniforms are the media used in designing the visual identity of the ceramic studio space. Keywords: art, ceramics, identity, visual. AbstrakRuang Keramik Studio Muljati menjual berbagai macam jenis keramik lokal dengan kualitas yang tidak kalah dengan kualitas keramik dari luar negeri. Namun, dalam pemasarannya, Ruang Keramik Studio Mulyojati belum memiliki brand yang dapat memberikan kesan karakter yang kuat, serta dapat memunculkan kelebihan dan perbedaan dengan kompetitornya. Oleh karena itu, peneliti bermaksud ingin meningkatkan nilai jual dan mengenalkan ke masyarakat mancanegara mengenai Ruang Keramik Studio dengan memberikan brand tersendiri yang berbeda dengan yang lainnya.  Penelitian ini menggunakan metode kualitatif dengan pendekatan brainstorming dan pendekatan komunikasi. Analisis data yang digunakan adalah analisis data mindmaping. Tahapan awal perancangan logo Ruang Keamik Studio dilakukan dengan pembuatan sketsa alternatif, kemudian proses digitalisasi dengan menggunakan elemen-elemen visual yang sesuai. Hasil yang diproleh dari penelitian ini dapat diambil kesimpulan konsep dalam mendesain identitas Ruang Keramik Studio adalah “STUDIO KERAMIK” (mengambil keramik) yang merupakan tempat pembuatan serta penjualan berbagai model keramik. Logo, stationery set, media promosi, packaging, dan seragam merupakan media yang digunakan dalam mendesain identitas visual ruang studio keramik.Kata Kunci: seni, keramik, identitas, visual. Authors: Muhammad Redintan Justin : Institut Informatika dan Bisnis DarmajayaRohiman : Institut Informatika dan Bisnis DarmajayaAbdi Darmawan : Institut Informatika dan Bisnis Darmajaya References: Christine Suharto Cenadi. (1999). Corporate Identity  Sejarah Dan Aplikasinya. Nirmana, 1(2), 71–78. Davison, J. (2009). Icon, iconography, iconology: Visual branding, banking and the case of the bowler-hat. Accounting, Auditing and Accountability Journal, 22(6), 883–906. Devi, L. S., Trinawindu, I. B. K., & Dewi, A. K. (2020). Perancangan Corporate Identity Canggu Center Di Kuta Oleh Pt. Domisan Karya Utama. Amarasi: Jurnal Desain Komunikasi Visual, 1(02), 157–177.Farhana, M. (2012). Brand Elements Lead to Brand Equity: Differentiate or Die. Information Management and Business Review, 4(4), 223–233.Firmansyah, M. A. (2019). Buku Pemasaran Produk dan Merek. In Buku Pemasaran Produk dan Merek (Issue August, p. 336).Hidayati, U., Supardi, L., & Indahwati, R. (2019). Pengaruh Penerapan Metode Pembelajaran Brainstorming Dengan Soal Open-Ended Pada Materi Segi Empat. Sigma, 5(1), 16.Kirk, L. E. (2013). Visual Branding In Graphic Design. 127. http://aquila.usm.edu/honors_theses.Kusrianto. (2007). Pengantar Desain Komunikasi Visual. Jakarta: Kencana Press.Lianasari, D., & Purwanto, E. (2016). Model Bimbingan Kelompok dengan Teknik Brainstorming Untuk Meningkatkan Komunikasi Interpersonal Siswa. Jurnal Bimbingan Konseling, 5(1), 1–7. Listya, A., Junianto, R., & Mirta, M. (2019). Studi Kemiripan Logo Dua Perusahaan: Gtv Dan Google. Jurnal Dimensi DKV Seni Rupa Dan Desain, 4(1), 33–46. Nurabdiansyah, S. (2019). Penciptaan Logotype “Unm” Sebagai Identitas Visual Dalam Rangka Penyusunan Graphic Standard Manual Universitas Negeri Makassar. Universitas Negeri Malang ISoLEC Proceedings, 225–234. Nurhadi, Z. F. (2015). Brand Dalam Komunikasi Pemasaran. Komunikasi Volume 1 No.1 April 2015, 1(1), 44–61.Perry, A., & Wisnom, D. (2003). Before the brand: Creating the unique DNA of an enduring brand identity. McGraw Hill Professional.Rohiman, R. (2017). Kajian Ikonografi Pada Makam Raja-Raja Mataram Islam Di Kotagede Yogyakarta. Corak, 6(2).Rustan, S. (2009). Mendesain Logo. PT Gramedia Pustaka Utama.Tri, D., Graha, R., Waloejo, B. S., & Wicaksono, A. D. (2016). Perencanaan strategis industri kreatif sektor desain grafis kota malang aktor pemerintah dinas perindustrian. Tata Kota Dan Daerah, XVIII(2), 84–85.Van Den Bosch, A. L. M., De Jong, M. D. T., & Elving, W. J. L. (2006). Managing corporate visual identity: Exploring the differences between manufacturing and service, and profit-making and nonprofit organizations. Journal of Business Communication, 43(2), 138–157. Walker, & Piliang. (2010). Desain, Sejarah, Budaya: Sebuah pengantar komprehensif. Jakarta: Jalasutra.
PELATIHAN BRANDING PRODUK UMKM BAGI WARGA KELURAHAN MULYO JATI KOTA METRO Abdi Darmawan; Ade Moussadecq; Rohiman Rohiman; Hendra Kurniawan
Jurnal Publika Pengabdian Masyarakat Vol 4, No 01 (2022): Jurnal Publika Pengabdian Masyarakat
Publisher : Institut Informatika dan Bisnis Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.009 KB) | DOI: 10.30873/jppm.v4i01.3155

Abstract

The Community Service Team (PKM) of the Visual Communication Design Study Program has carried out PKM activities in Mulyojati Village, Metro City with a focus on service in the form of branding MSME products for residents of Metro City Urban Village. The importance of the role of product branding in a marketing activity is the background of this activity. The brand of a product will be easily remembered by potential consumers because of the emotions and imagination of consumers (brand awareness) that arise due to the impact of the branding. The method applied in this activity is the Presentation Method regarding the definition, function, purpose, and benefits of product branding. After completing the presentation, the service team conducted an evaluation in the form of a partner understanding survey regarding branding before and before the activity.
Designing IoT-Based Camera on the House Doors for Securing the House Novi Herawadi Sudibyo; Zaidir Jamal; Abdi Darmawan; Suspiana Suspiana
Prosiding International conference on Information Technology and Business (ICITB) 2020: INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND BUSINESS (ICITB) 6
Publisher : Proceeding International Conference on Information Technology and Business

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Abstract

Doors were the first access when entering a room or house. The access of the doors (e.g., office and house doors) should have been given only for certain people. The security system on the doors was very important because it was accessible only for the persons who had authorization. In this study, the security system was built through RFID as a substitute for a house key, a camera as a recorder around the front door of the house, and the camera canals as a controller to capture real time through the telegram application. In the remote control system (IoT) application, there were several menus or commands with different functions that met the needs of the system and the user. Command "/start" was used to activate and connect security applications and systems, command "/portrait" was used to capture conditions around the door, command "/close" was used as a command to lock the door, and command"/open" was used to lock the door.Keywords:Camera, RFID, Nod Mcu, Telegram, and Home Security
CAREER PATH SYSTEM STRUCTURAL LECTURERIN PRIVATE UNIVERSITIES IN BANDAR LAMPUNG Anggalia Wibasuri; Abdi Darmawan; Dona Yuliawati
Prosiding International conference on Information Technology and Business (ICITB) 2016: INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND BUSINESS (ICITB) 2
Publisher : Proceeding International Conference on Information Technology and Business

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Abstract

Lecturer is one of the essential components of a system in higher education. Lecturers have a role, duties and responsibilities in realizing the goal of national education. So that the lecturer is the most important component in the college. The main task is Tridarma college lecturers are arranged in standard faculty workload. career systems lecturer in private universities is not only contained in the Act's regulations No. 14 2015 on teachers and lecturers. professional development of lecturers through functional or academic position, while career development in a structural position of secretary courses starting up the post of rector. For private colleges in the determination of structural positions is done without seeing the competency of a person to be served, but it generally is someone who has an emotional connection, meaning not based on seniority, rank, and functional academics. Based on this, we need a system of career paths / career path for lecturers in a structural position to be more focused and measurable so that governance and academic atmosphere in the college better. KEYWORDS: Competence Lecturer, Lecturer Performance, Promotions Department.
THE USAGE OF WARD AND PEPPARD METHOD IN IS/IT STRATEGIC PLAN COMPILATON IN DISHUBKOMINFO EAST LAMPUNG Abdul Lathif Sampurna; Abdi Darmawan; Handoyo Widi Nugroho
Prosiding International conference on Information Technology and Business (ICITB) 2015: INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND BUSINESS (ICITB) 1
Publisher : Proceeding International Conference on Information Technology and Business

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Abstract

Dishubkominfo in running the coordination task in Nexus,Communication and Informatics field must charged towork fast. Therefore, the support from the reliableinformation technology (IS/IT) is really needed. To makesure the usage of IS/IT actually support the purpose ofgovernment administering, with noticing the efficiency theusage of resources and the management of risk that relatedto it, it required strategic planning related to IS/IT, in thisdocument called Strategic Planning IT/IS.The methodology that used in preparation of documentusing reference that developed by Ward and Peppard.Analysis method that used includes SWOT analysis, CSF,Value Chain, McFarlan Strategic Grid, BalancedScorecard. The result that achieved in this thesis isstrategic plan framework that include system informationstrategy, information technology and IT/IS managementintegrated and portfolio and roadmap from 2015 until2019.KEYWORDS : Strategic Plan IT/IS, Planning, Ward andPeppard, Dishubkominfo
PELATIHAN VISUAL BRANDING DAN COREL DRAW BAGI PELAKU UMKM DI KECAMATAN GEDONG TATAAN. Ade Moussadecq; Abdi Darmawan; Muhammad Redintan Justin; Rohiman Rohiman; Desiana Muryasari
Jurnal Publika Pengabdian Masyarakat Vol 4, No 02 (2022): Jurnal Publika Pengabdian Masyarakat
Publisher : Institut Informatika dan Bisnis Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30873/jppm.v4i02.3321

Abstract

This visual branding training for UMKM prioritizes the crucial role of logos as the main component of visual branding for product marketing activities for benefits and how to design a logo that is easy to remember in accordance with logo principles so that the logo can give a memorable impression to potential consumers. The achievement of this activity is how the future training participants will know and be able to produce logo designs that represent the image of their business. Presentation of visual branding materials using presentation, discussion and practice methods. Presentations are used when the service team explains the function of visual branding and its components such as logos, taglines and promotional strategies. In the stage of introducing the graphics application, the service team gave the Corel Draw module to the trainees. The first day of the training, after the presentation of the material, the service team immediately installed the application on the trainees who brought laptops. The service team asked participants to understand and study the tools in Corel Draw in accordance with the content of the modules that have been given. Keywords— Trainning, Visual Branding, Gedong Tataan.
PERANCANGAN AMBIENT MEDIA SEBAGAI MEDIA IKLAN LAYANAN MASYARAKAT BAHAYA ADIKSI INTERNET Ade Moussadecq; Abdi Darmawan; Rohiman Rohiman
Gorga : Jurnal Seni Rupa Vol 11, No 2 (2022): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The internet has both positive and negative effects on life. The positive impact of the internet is all the convenience in obtaining information, creating citizen journalism, social media and so on. But at the same time the massive internet growth also has negative impacts such as internet addiction (internet addiction). The purpose of research on Ambient Media (non-conventional advertising media) is related to the dangers of internet addiction as well as the brand positioning of the Darmajaya Institute of Informatics and Business. Institutions not only provide insight regarding information technology but also protect students from being negatively affected by information technology. This study uses a qualitative method, with a brainstorming approach that aims to generate ideas, spontaneity and creativity. The design process goes through the stages of drafting the concept, the process of designing sketches and continuing with the digitization of the sketch or the creation of ambient media designs. After that the process of designing the framework and continued with the formation of the body of the statue, the coloring of the statue and the final process of assembling the ambient media components. The results of this ambient media design research are a social media campaign tool for the community, especially students to avoid excessive behavior in using the internet that exceeds reasonable limits, as well as creating a visual appeal for the audience to receive social campaign messages "Let's Be Smart in Using the Internet".Keywords: ambient media, public service announcements. AbstrakInternet menimbulkan efek positif maupun negatif dalam kehidupan. Dampak positif dari internet yaitu semua kemudahan dalam memperoleh informasi, melahirkan citizen journalism, media sosial dan lain sebagainya. Namun disaat bersamaan pertumbuhan internet yang masif juga memberikan dampak negatif seperti kecanduan internet (adiksi internet). Tujuan dari penellitian Ambient Media (media iklan non konvensional) terkait bahaya adiksi internet serta sebagai brand positioning Institut Informatika dan Bisnis Darmajaya. Institusi tidak hanya memberikan wawasan terkait teknologi informasi tapi juga memproteksi agar mahasiwa tidak terkena dampak negatif dari teknologi informasi tersebut. Penelitian ini menggunakan metode kualitatif, dengan pendekatan brainstorming yang bertujuan untuk membangkitan ide, spontanitas dan kreativitas. Proses Perancangan yang melalui tahapan penyusunan konsep, proses sketsa rancangan dan dilanjutkan digitalisasi sketsa atau pembuatan rancangan (desain) ambient media. Setelah itu proses perancangan kerangka dan dilanjutkan dengan pembentukan badan patung, pewarnaan patung dan proses terakhir perakitan komponen ambient media. Hasil penelitian perancangan ambient media ini menjadi sarana media kampanye sosial bagi masyarakat khususnya mahasiswa agar terhindar dari perilaku berlebihan dalam menggunakan internet yang melebihi batas kewajaran, serta menciptakan daya tarik secara visual bagi audience untuk menerima pesan kampanye sosial “Yuk Cerdas dalam Menggunakan Internet”.Kata Kunci: ambient media, iklan layanan masyarakat. Authors:Ade Moussadecq : Institut Informatika dan Bisnis DarmajayaAbdi Darmawan : Institut Informatika dan Bisnis DarmajayaRohiman : Institut Informatika dan Bisnis Darmajaya References:Agung, M., Asril, A., Syafwandi, S., & Movitaria, M. A. (2021). Redesign Logo Cafe dan Resto Rumah Bako Payakumbuh. Gorga : Jurnal Seni Rupa, 10(2), 295-301. https://doi.org/10.24114/gr.v10i2.27245.Azmi, A., & Azis, A. C. K. (2021). Perubahan Masyarakat Melayu di Kota Medan: Suatu Kajian tentang Tradisi Membangun Rumah Tinggal. Gorga: Jurnal Seni Rupa, 10(2), 478-485. https://doi.org/10.24114/gr.v10i2.31020.Creswell, J. W. (2015). Penelitian Kualitatif dan Desain Riset (Memilih diantara Lima Pendekatan). Pustaka Pelajar.Justin, M. R., Rohiman, R., & Darmawan, A. (2022). Desain Identitas Visual Pada UMKM Ruang Keramik Studio Kota Metro Lampung. Gorga : Jurnal Seni Rupa, 11(1), 156-164. https://doi.org/10.24114/gr.v11i1.34948.Kadiasti, R. (2018). Pendekatan Juxtaposition Sebagai Dasar Perancangan Ambient Media Kampanye Sadar Skoliosis. Imajinasi : Jurnal Seni, 12(1), 1-8. https://doi.org/10.15294/imajinasi.v12i1.14351.Luxton, S., & Drummond, L. (2000). What is this thing called ‘Ambient Advertising’. Visionary Marketing for the 21st Century: Facing the Challenge, ANZMAC, 735.Media, K. C. (2020, May 29). Kecanduan Game Online, Pemuda di Kebumen Curi Gabah Setiap Ingin ke Warnet. KOMPAS.com. https://regional.kompas.com/read/2020/05/29/14002531/kecanduan-game-online-pemuda-di-kebumen-curi-gabah-setiap-ingin-ke-warnet (diakses tanggal 28 Oktober 2022).Murwonugroho, W., & Pilliang, Y. A. (2015). Subjektivitas Dalam Iklan Ambient Media Miracle Aesthetic Clinic. Panggung, 25(2), 164-176. https://doi.org/10.26742/panggung.v25i2.6.Sari, A. P., Ilyas, A., & Ifdil, I. (2017). Tingkat Kecanduan Internet pada Remaja Awal. JPPI (Jurnal Penelitian Pendidikan Indonesia), 3(2), 110–117. https://doi.org/10.29210/02018190.Tinarbuko, S. (2015). DEKAVE: Penanda Zaman Masyarakat Global. CAPS Publishing.Tsao, Y. C., & Wang, J. J. (2021). Interveners’ Experience Aanlysis in Ambient Media Design. 14(1), 10-21. https://ijoi-online.org/attachments/article/334/1159%20Final.pdf.Wicaksono, E., Susilo, M. E., & Lestari, P. (2008). Iklan Luar Ruang: Antara Kepentingan Ekonomi Ddengan Kepentingan Publik. Jurnal Ilmu Komunikasi, 6 (2), 131-144. https://doi.org/10.31315/jik.v6i2.51.Wijaya, B. S. (2011). Model Komunikasi Berasa Dalam Komunikasi Pemasaran. Journal Communication Spectrum, 1(1), 55-74. https://doi.org10.13140/2.1.2159.3124.Yasa, M., Rahmanto, R. M., & Putra, S. J. (2019). Perancangan Iklan Layanan Masyarakat Tentang Bahaya Balap Liar Di Jalan Udayana. Jurnal SASAK : Desain Visual dan Komunikasi, 1(2), 73–81. https://doi.org/10.30812/sasak.v1i2.522. 
PERANCANGAN AMBIENT MEDIA SEBAGAI MEDIA IKLAN LAYANAN MASYARAKAT BAHAYA ADIKSI INTERNET Ade Moussadecq; Abdi Darmawan; Rohiman Rohiman
Gorga : Jurnal Seni Rupa Vol 11, No 2 (2022): 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.v11i2.43009

Abstract

The internet has both positive and negative effects on life. The positive impact of the internet is all the convenience in obtaining information, creating citizen journalism, social media and so on. But at the same time the massive internet growth also has negative impacts such as internet addiction (internet addiction). The purpose of research on Ambient Media (non-conventional advertising media) is related to the dangers of internet addiction as well as the brand positioning of the Darmajaya Institute of Informatics and Business. Institutions not only provide insight regarding information technology but also protect students from being negatively affected by information technology. This study uses a qualitative method, with a brainstorming approach that aims to generate ideas, spontaneity and creativity. The design process goes through the stages of drafting the concept, the process of designing sketches and continuing with the digitization of the sketch or the creation of ambient media designs. After that the process of designing the framework and continued with the formation of the body of the statue, the coloring of the statue and the final process of assembling the ambient media components. The results of this ambient media design research are a social media campaign tool for the community, especially students to avoid excessive behavior in using the internet that exceeds reasonable limits, as well as creating a visual appeal for the audience to receive social campaign messages "Let's Be Smart in Using the Internet".Keywords: ambient media, public service announcements. AbstrakInternet menimbulkan efek positif maupun negatif dalam kehidupan. Dampak positif dari internet yaitu semua kemudahan dalam memperoleh informasi, melahirkan citizen journalism, media sosial dan lain sebagainya. Namun disaat bersamaan pertumbuhan internet yang masif juga memberikan dampak negatif seperti kecanduan internet (adiksi internet). Tujuan dari penellitian Ambient Media (media iklan non konvensional) terkait bahaya adiksi internet serta sebagai brand positioning Institut Informatika dan Bisnis Darmajaya. Institusi tidak hanya memberikan wawasan terkait teknologi informasi tapi juga memproteksi agar mahasiwa tidak terkena dampak negatif dari teknologi informasi tersebut. Penelitian ini menggunakan metode kualitatif, dengan pendekatan brainstorming yang bertujuan untuk membangkitan ide, spontanitas dan kreativitas. Proses Perancangan yang melalui tahapan penyusunan konsep, proses sketsa rancangan dan dilanjutkan digitalisasi sketsa atau pembuatan rancangan (desain) ambient media. Setelah itu proses perancangan kerangka dan dilanjutkan dengan pembentukan badan patung, pewarnaan patung dan proses terakhir perakitan komponen ambient media. Hasil penelitian perancangan ambient media ini menjadi sarana media kampanye sosial bagi masyarakat khususnya mahasiswa agar terhindar dari perilaku berlebihan dalam menggunakan internet yang melebihi batas kewajaran, serta menciptakan daya tarik secara visual bagi audience untuk menerima pesan kampanye sosial “Yuk Cerdas dalam Menggunakan Internet”.Kata Kunci: ambient media, iklan layanan masyarakat. Authors:Ade Moussadecq : Institut Informatika dan Bisnis DarmajayaAbdi Darmawan : Institut Informatika dan Bisnis DarmajayaRohiman : Institut Informatika dan Bisnis Darmajaya References:Agung, M., Asril, A., Syafwandi, S., & Movitaria, M. A. (2021). Redesign Logo Cafe dan Resto Rumah Bako Payakumbuh. Gorga : Jurnal Seni Rupa, 10(2), 295-301. https://doi.org/10.24114/gr.v10i2.27245.Azmi, A., & Azis, A. C. K. (2021). Perubahan Masyarakat Melayu di Kota Medan: Suatu Kajian tentang Tradisi Membangun Rumah Tinggal. Gorga: Jurnal Seni Rupa, 10(2), 478-485. https://doi.org/10.24114/gr.v10i2.31020.Creswell, J. W. (2015). Penelitian Kualitatif dan Desain Riset (Memilih diantara Lima Pendekatan). Pustaka Pelajar.Justin, M. R., Rohiman, R., & Darmawan, A. (2022). Desain Identitas Visual Pada UMKM Ruang Keramik Studio Kota Metro Lampung. Gorga : Jurnal Seni Rupa, 11(1), 156-164. https://doi.org/10.24114/gr.v11i1.34948.Kadiasti, R. (2018). Pendekatan Juxtaposition Sebagai Dasar Perancangan Ambient Media Kampanye Sadar Skoliosis. Imajinasi : Jurnal Seni, 12(1), 1-8. https://doi.org/10.15294/imajinasi.v12i1.14351.Luxton, S., & Drummond, L. (2000). What is this thing called ‘Ambient Advertising’. Visionary Marketing for the 21st Century: Facing the Challenge, ANZMAC, 735.Media, K. C. (2020, May 29). Kecanduan Game Online, Pemuda di Kebumen Curi Gabah Setiap Ingin ke Warnet. KOMPAS.com. https://regional.kompas.com/read/2020/05/29/14002531/kecanduan-game-online-pemuda-di-kebumen-curi-gabah-setiap-ingin-ke-warnet (diakses tanggal 28 Oktober 2022).Murwonugroho, W., & Pilliang, Y. A. (2015). Subjektivitas Dalam Iklan Ambient Media Miracle Aesthetic Clinic. Panggung, 25(2), 164-176. https://doi.org/10.26742/panggung.v25i2.6.Sari, A. P., Ilyas, A., & Ifdil, I. (2017). Tingkat Kecanduan Internet pada Remaja Awal. JPPI (Jurnal Penelitian Pendidikan Indonesia), 3(2), 110–117. https://doi.org/10.29210/02018190.Tinarbuko, S. (2015). DEKAVE: Penanda Zaman Masyarakat Global. CAPS Publishing.Tsao, Y. C., & Wang, J. J. (2021). Interveners’ Experience Aanlysis in Ambient Media Design. 14(1), 10-21. https://ijoi-online.org/attachments/article/334/1159%20Final.pdf.Wicaksono, E., Susilo, M. E., & Lestari, P. (2008). Iklan Luar Ruang: Antara Kepentingan Ekonomi Ddengan Kepentingan Publik. Jurnal Ilmu Komunikasi, 6 (2), 131-144. https://doi.org/10.31315/jik.v6i2.51.Wijaya, B. S. (2011). Model Komunikasi Berasa Dalam Komunikasi Pemasaran. Journal Communication Spectrum, 1(1), 55-74. https://doi.org10.13140/2.1.2159.3124.Yasa, M., Rahmanto, R. M., & Putra, S. J. (2019). Perancangan Iklan Layanan Masyarakat Tentang Bahaya Balap Liar Di Jalan Udayana. Jurnal SASAK : Desain Visual dan Komunikasi, 1(2), 73–81. https://doi.org/10.30812/sasak.v1i2.522.
P Pelatihan Desain Grafis Bagi Siswa-Siswi SMA negeri 5 Bandar Lampung ade Moussadecq; Desiana Muryasari; Abdi Darmawan; Iki Nursyanto; Ketut Artaye; Helen Larissa
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 4 No. 1 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN)
Publisher : Cv. Utility Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (954.887 KB)

Abstract

Improving graphic design skills for high school students can be organized by the school through extra-curricular activities or external activities between the school and other parties (Sitompul et al., 2022). SMA Negeri 5 Bandar Lampung is one of the state high schools located on Jl. Soekarno-Hatta (By Pass), New Waydadi, Sukarame, Bandar Lampung City. Graphic design training for SMA Negeri 5 Bandar Lampung students aims to provide knowledge and skills in the field of graphic design so that these students can use their abilities to help design flyers, information media, and posters for school activities or even to prepare them to enter the industrial world. after graduating from school. This community service activity is carried out using presentation, discussion, and practicum methods. After the presentation of the introductory material at the beginning of the session by the presenter, the students immediately practiced on their respective computers according to the directions or modules are given by the presenter. The initial stages of design are making pattern sketches, preparing layouts, and choosing colors that match the visual form of the designed graphic design work.
PERANCANGAN SLIDE SHOW VIDEO BER-GENRE GLICT ART SEBAGAI MEDIA PROMOSI PRODI DKV IIB DARMAJAYA Ade Moussadecq; Abdi Darmawan; Yan Aditya Pratama
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 10, No 2 (2023): Mei - Agustus
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v10i2.45600

Abstract

Promotion is an activity carried out by an entity to influence consumer behavior to try a product or service offered by that entity (A'lawiyyah et al., 2021). A promotional activity required media that can reach a wider audience. The use of Instagram media as the main media for promotional activities is certainly the right choice, taking into account the activities of modern humans at this time that are never separated from gadgets or smartphones. The use of video as an advertisement representation will certainly be very effective in today's digital era. The implementation of this research uses applied methods resulting from research to solve the problems of the IIB Darmajaya visual communication design study program. After obtaining research data, data analysis using the SWOT method is needed to assist in the preparation of marketing content and important components that have been neglected so far. The design method used in this research is pre-production, production, and post-production.Â