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Visual Design to Support the Sundanese Princess Digital Campaign at the Living Museum of the Kaoetamaan Istri Bandung School Ghifari, Asy Syifa Rahma; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
Advances In Social Humanities Research Vol. 3 No. 6 (2025): Advances In Social Humanities Research
Publisher : Sahabat Publikasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46799/adv.v3i6.442

Abstract

The increasing public interest in historical and cultural tourism encourages the need for an attractive digital approach to support the preservation of cultural heritage. The Living Museum of Sakola Kaoetamaan Istri aims to increase public awareness of the history of Indonesia's first women's school as well as become an educational space for Sundanese cultural values. This museum is located in the cultural heritage building of the Dewi Sartika Foundation Elementary and Junior High School in Bandung City. This research aims to design visual support for digital campaigns to increase public awareness and understanding of Sundanese princess culture fought for by the national hero, Dewi Sartika. The design thinking  approach used includes the stages of empathize, define, ideate, prototype, and test. The empathize and define  stage was carried out through interviews, field observations, and literature studies, with data mapping using the 360 mapping  method and SWOT analysis. The ideate and prototyping  stage involved 8 tourists and 5 stakeholders in a brainstorming session and design selection. In the test stage, the digital poster mockup was evaluated by 54 respondents through a google form  questionnaire based on the Gestalt principle  . The digital poster developed contains information about the museum's tour guide services through social media as part of the campaign strategy. The poster visual is presented in the form of a mockup to provide a clear picture to stakeholders and potential visitors regarding the final appearance. The results of the evaluation showed that the majority of respondents understood the message well thanks to a combination of visual elements such as color, layout, font size, illustrations, and supporting photos. The consistency of the visual appearance improves readability, builds the atmosphere of the old women's school, and creates an emotional closeness with visitors. The design of this poster is expected to be a digital campaign model for other living museums in Indonesia.
PENGGUNAAN WEBSITE PORTAL BERITA SEBAGAI MEDIA INFORMASI UNTUK MAHASISWA Faizal, Mochammad; Abdillah, Muhammad Faqih; Sari I.M.S, Dea Aulia; Setiadi, Wahyu; Octavia, Denisha; Suhendari, Wulan; Soewardikoen, Didit Widiatmoko
Jurnal Bahasa Rupa Vol. 2 No. 1 (2018): Jurnal Bahasa Rupa Oktober 2018
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v2i1.217

Abstract

Abstract Website can serve as a medium to deliver information, related to academic and non-academic university activity. Telkom University as a technology-based university is appropriate to use the website as a means of supporting the activity going on inside. On the one hand, 55 Student Activity Units at Telkom University require publication media related to non-academic activities conducted. Related to this, there are already three official media that can accommodate it, but the results of the questionnaire said that students still feel that the dissemination of information is still not optimal. This is important, because website is the main channel used to disseminate information in real time. To answer these problems, the necessary data will be obtained through visual objects observation, interviews with experts, distributing questionnaires to the audience, as well as literature studies that related to relevant theories. Once the data is collected, it will be analyzed through comparative matrix to obtain conclusions and suggestions that can answer the formulation of research problems. This research aims to optimize the cyber media websites to deliver real-time and reliable information to students. The results obtained are standard forms that can be used to create an actual and trusted student news portal website.
STRATEGI PENGEMBANGAN KONTEN DIGITAL UNTUK MENINGKATKAN KESADARAN MASYARAKAT DAN DONATUR TERHADAP PROGRAM PANTI SOSIAL TRESNA WERDHA BUDI PERTIWI Azzahra, Shafa Tasya; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12065

Abstract

Panti jompo merupakan tempat yang menyediakan layanan perawatan dan tempat tinggal bagi orang lanjut usia yang membutuhkan bantuan dalam menjalani kehidupan sehari-hari. Panti Sosial Tresna Werdha Budi Pertiwi adalah salah satu dari sekian banyak panti jompo di Bandung. Dalam rangka mendukung kesejahteraan para lansia, Panti Jompo Budi Pertiwi ini tidak memungut biaya apapun dari para penghuninya, sehingga mereka mampu menghadapi tantangan pendanaan yang tidak menentu melalui penggalangan donasi masyarakat. Oleh karena itu, untuk meningkatkan kesadaran masyarakat mengenai pentingnya keberadaan panti jompo ini maka perlu memanfaatkan media sosial dengan menyajikan konten kreatif yang melibatkan para lansia, seperti video storytelling tentang kegiatan keseharian mereka. Panti ini berupaya membangun ikatan emosional antara penghuni panti dan audiens. Strategi komunikasi persuasif digunakan untuk mendorong lebih banyak donatur berkontribusi dalam memenuhi kebutuhan lansia. Pendekatan ini tidak hanya bertujuan menarik perhatian masyarakat, tetapi juga menciptakan empati dan kesadaran kolektif akan pentingnya memberikan dukungan kepada para lansia.
DESAIN BUKU ILUSTRASI PENDUKUNG PROGRAM KEPUTRIAN UNTUK MEMPERKUAT IDENTITAS DAN PEMIKIRAN DEWI SARTIKA Rahmi, Lutfia Fatihah; Soewardikoen, Didit Widiatmoko; Rahman, Yanuar; Azhar, Hanif; Koesoemadinata, Mohammad Isa Pramana
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12068

Abstract

Dewi Sartika adalah tokoh pendidikan Indonesia yang memberikan kontribusi besar dalam memajukan pendidikan perempuan pada awal abad ke-20. Nilai-nilai pendidikan yang diajarkannya, seperti keterampilan hidup, kini mulai terlupakan dalam sistem pendidikan modern, termasuk di SD-SMP Dewi Sartika Bandung. Berdasarkan analisis kondisi sekolah, diidentifikasi bahwa kurangnya penerapan nilai-nilai Dewi Sartika berdampak pada lemahnya identitas sekolah. Penelitian ini bertujuan untuk tersedianya rancangan buku ilustrasi sebagai pendamping program mini course berbasis kriya untuk melestarikan nilai-nilai pendidikan Dewi Sartika. Buku ilustrasi pendukung program keputrian ini dirancang dengan fokus pada materi kriya, seperti teknik hot press untuk mengolah plastik menjadi produk baru, mengadopsi narasi visual yang relevan dengan gaya belajar generasi muda. Pendekatan design thinking digunakan untuk memastikan solusi yang dirancang mampu memenuhi kebutuhan pengguna, yaitu siswa, pengajar, dan wisatawan, dengan memadukan elemen estetika, ergonomi, dan budaya Sunda. Peracangan ini tidak hanya mendukung pelestarian aspek tradisional dan keterampilan, tetapi juga mendukung pencapaian tujuan pembangunan berkelanjutan (SDGs), khususnya dalam pendidikan berkualitas dan kesetaraan gender.
Designing The Room 19 Mascot as a Promotional Strategy Medium Shafira Nursyah Putri; Didit Widiatmoko Soewardikoen; Hanif Azhar; Mahendra Nurhadiansyah
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 10 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i10.7026

Abstract

The rapid development of technology has led to innovations such as library cafes, which aim to promote literacy among young people. However, the concept of library cafes is still not widely known. This research explores the effectiveness of using a mascot as a promotional strategy to enhance public awareness of The Room 19 library cafe and encourage reading interest. The study employed interviews, observations, questionnaires, and literature reviews for data collection. The findings show that the mascot, designed with an approachable and creative visual identity, effectively increases the visibility of The Room 19 among students and young professionals. The mascot represents the library cafe's brand values and creates an emotional connection with the target audience. In conclusion, using a mascot as a promotional medium has significant potential to foster literacy promotion and establish a stronger relationship with the community through engaging branding efforts.
MELALUI BOARD GAME UNTUK MENINGKATKAN RASA KEBERSAMAAN DAN KOGNITIF PARA LANSIA DI PANTI SOSIAL TRESNA WERDHA BUDI PERTIWI Amaliani, Ragil Nahya; Soewardikoen, Didit Widiatmoko; Azhar, Hanif; Rahman, Yanuar
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 02 (2025): Vol. 11 No. 2 (2025): Juni 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i02.12062

Abstract

Lansia merupakan fase terakhir dalam kehidupan manusia. Seiring bertambahnya usia, terdapat banyak kemunduran yang dihadapi oleh lansia, salah satunya adalah fungsi sosial. Lansia cenderung mengurangi interaksi sosial dan aktifitas bersama orang lain. Di sisi lain, lansia juga mengalami penurunan fungsi kognitif seperti gangguan fungsi memori, disorientasi, waktu, tempat dll. Permasalahan tersebut dapat mengganggu keseharian lansia dalam melakukan berbagai hal. Oleh karena itu, dibutuhkan sebuah media yang menyenangkan yang dapat dimainkan seperti permainan papan (board game) untuk lansia. Penelitian ini akan difokuskan pada perancangan board game yang memfokuskan pada kebersamaan yang memungkinkan terjadinya peningkatan interaksi antar lansia serta peningkatan kognitif lansia. Pada penelitian ini menggunakan pendekatan design thinking untuk memahami kebutuhan lansia. Proses design thinking diimplementasikan dimulai dari tahap pengumupulan data melalui observasi, wawancara, analisa data dan menentukan akar permasalahan, perancangan ide sebagai solusi dan pengujian secara langsung oleh pengguna.
Perancangan totebag upcycle dari limbah pakaian dan botol plastik bank sampah Bersinar Fia Izzah Maylinda; Didit Widiatmoko Soewardikoen; Hanif Azhar; Mahendra Nur Hadiansyah
Jurnal Desain Vol 12, No 2 (2025): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v12i2.26105

Abstract

IMPLEMENTATION OF DESIGN THINKING IN THE BRAND ACTIVATION PROCESS OF BAGUS KUMBAH MSME (SHOE CARE SERVICE BUSINESS) Putra Pangestu, Desthyo; Soewardikoen, Didit Widiatmoko
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 11 No 1 (2026): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v11i1.9490

Abstract

Shoe fashion trends are increasingly influenced by various needs, such as functional, collection, or resale. This trend opens up business opportunities for shoe care services, as not all members of the general public can carry out appropriate shoe care, because it requires special knowledge and expertise. However, there are obstacles in introducing shoe care service brands to the public, as experienced by the Bagus Kumbah brand, one of the shoe washing service brands that is relatively new. In the initial stage, business improvement efforts were mapped on the business model canvas after identifying various problems, such as the need to increase public awareness of the brand.Efforts to reach and determine consumer targets to expand the scope of consumer targets and establish treatment processes for interaction with consumers directly and indirectly through social media to provide an impression of experience during the transaction process through various design solutions produced. The problem-solving process usesdesign thinking, which includes the process of data acquisition, data processing, generating various problem solutions, and implementing the initial solution. As a result, a series of brand activation processes has an impact on increasing the number of engagements on Bagus Kumbah's social media, increasing the number of new consumers,and further increasing the loyalty of existing consumers.meningkatkan loyalitas konsumen lama.
ANALISIS SEMIOTIKA PADA LOGO CITY BRANDING KABUPATEN BANDUNG Takbir Maliek Muhammad; Riky Azharyandi Siswanto; Didit Widiatmoko Soewardikoen; Wirania Swasty
Fon: Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol 22 No 1 (2026)
Publisher : Pendidikan Bahasa dan Sastra Indonesia Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/adweda24

Abstract

ABSTRAK: Kabupaten Bandung mempunyai sebuah citra yang merepresentasikan potensi alam dan budaya sebagai daya tarik wisata. Kehadiran logo city branding yang diharapkan dapat merepresentasikan citra tersebut ternyata kurang berdampak. Hal tersebut menjadi permasalahan yang dapat diteliti. Penelitian ini menggunakan pendekatan deskriptif kualitiatif dengan analisis menggunakan semiotika Roland Barthes .Teknik pengumpulan data menggunakan studi literatur, wawancara dan kuesioner. Analisis data yang dilakukan pada penelitian ini melewati tiga tahap diantaranya adalah: reduksi data, penyajian dan penarikan kesimpulan serta vertifikasi data. Hasil dalam penelitian ini adalah terdapat makna yang terdapat pada logo city branding menggunakan kajian semiotika Barthes. Dalam logo Kabupaten Bandung ditemukan makna potensi wisata alam, dengan wisata budaya di representasikan dalam bentuk karakter wayang Arjuna. Pengetahuan tentang makna logo dapat meningkatkan komunikasi terkait potensi wisata di Kabupaten Bandung. Sebuah daerah yang terepresentasi dengan baik membuat sebuah ekosistem partisipasi masyarakat lokal yang dapat mempromosikan daerahnya sendiri. Diharapkan akan berdampak pada pertumbuhan pariwisata dan perekonomian sekitar. KATA KUNCI: Semiotika; Barthes,;city branding,;Kabupaten Bandung   SEMIOTIC ANALYSIS OF THE BANDUNG REGENCY CITY BRANDING LOGO   ABSTRACT: Bandung Regency has an image that represents its natural and cultural potential as a tourist attraction. The city branding logo, which was expected to describe this image, has proven to have little impact. This issue requires further investigation. This study employed a qualitative descriptive approach with analysis using Roland Barthes' semiotics. Data collection techniques included literature review, interviews, and questionnaires. Data analysis in this study involved three stages: data reduction, presentation and conclusion drawing, and data verification. The results of this study reveal the meaning embedded in the city branding logo using Barthes' semiotics. The Bandung Regency logo reveals the potential for natural tourism, with cultural tourism represented by the wayang character Arjuna. Understanding the logo's meaning can improve communication regarding Bandung Regency's tourism potential. A well-represented region creates an ecosystem of local community participation that can promote its own region. This is expected to impact tourism growth and the surrounding economy. KEYWORDS: Semiotics; Barthes; city branding; Bandung Regency
APPLICATION OF INTERACTIVE MEDIA AND DIGITAL MEDIA FOR THE REVITALIZATION OF THE MUSEUM POS INDONESIA Sasangka Bhima Asmara; Didit Widiatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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

Abstract

Museum Pos Indonesia in Bandung has the potential to be a rich educational and historical tourism center, but faces challenges in attracting visitors, especially the younger generation, due to its conventional presentation and lack of utilization of digital technology. In the revitalization effort, an interactive technology-based design approach is seen as a solution to create a more engaging, informative, and relevant museum experience. This research applies a qualitative method with a Design Thinking approach, which includes five stages: empathize by conducting observations and interviews with visitors and managers, define to formulate the main problems of the museum, ideate in designing interactivity-based design solutions, prototype as a visualization of space and media, and test to test the effectiveness of the visitor experience. Digital interactive media such as touch screens, video mapping, augmented reality, and QR code-based audio systems are designed and adapted to visitor segmentation from children to adults. It is hoped that the results of this research will create a showroom atmosphere that is educative, inclusive and fun, and strengthen the position of Museum Pos Indonesia as a modern cultural institution that is able to adapt in the digital era.
Co-Authors Abdillah, Muhammad Faqih Abdillah, Muhammad Faqih AlAzhari, Muhamad Roihan Alghonyu, Dhara Alit Kumala Dewi Amaliani, Ragil Nahya Aminahtul Zahroh Andreas Rio Adriyanto Andrina, Hanifaturrahmi Anggie Khairunnisa Apip Apip Ari Riadi Aris Sutejo Avison Xaquil Azhar Azhari, Irfan Azizah Septiningtyas Azlina Ahmad Azzahra, Shafa Tasya Dandi Yunidar Dea Aulia Sari I.M.S Denisha Octavia Diani Apsari Diswatra, Krishna Dody Achmad S.Sn Fafi Rahmatillah Faishal Mufied Al Anshary Faizal, Mochammad Faizal, Mochammad Fajriani, Mediva Dyah Fauzy, Mohamad Tohir Fia Izzah Maylinda Gagat Ekasakti Pertiwi Ghifari, Asy Syifa Rahma Guntur Guntur Hanif Azhar Hanifah, Harum Iffah I Dewa Alit Dwija P I Gusti Agung Rangga Lawe Ilhamsyah Indrawan, Ricky Irfan Dwi Rahadianto Isyaturrodiyah, Amalina Mahendra Nur Hadiansyah Mochammad Faizal Mohamad Taha Ijab Mohammad Isa Pramana Koesoemadinata Muhammad Faqih Abdillah Muhammad Yudhi Rezaldi Muhammad Yudhi Rezaldi Octavia, Denisha Octavia, Denisha Oktavian Eka Wahyuning Tyas Prabandaru, Hanindito Putra Pangestu, Desthyo Putra, I Dewa Alit Dwija Putri, Alisa Dwi Rabiah Abdul Kadir Rahmandito Dwiatno Rahmi, Lutfia Fatihah RATNA SARI Razi, Aria Ar Rifanti, Alifah Hanifia Riky Azharyandi Siswanto Riky Azharyandi Siswanto Rizka Arika Romadhoni, Bobby Sari I.M.S, Dea Aulia Sari I.M.S, Dea Aulia Sari Ramadeni Sasangka Bhima Asmara Setyonugroho, Kukuh Nur Shafira Nursyah Putri Soewarlan, Santosa Suhendari, Wulan Suhendari, Wulan Sunarmi Sunarmi Syarif Hidayat Takbir Maliek Muhammad Tanzila Vibia Mumtaza Taufik Murtono Wahdan Arum Inawati Wahyu Setiadi Wahyu Setiadi, Wahyu Wirania Swasty Wulan Suhendari Yanuar Rahman Yusantiar, Renta