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KOMPOSISI WARNA WEBSITE UNIVERSITAS KELAS DUNIA, STUDI KASUS HARVARD UNIVERSITY, UNIVERSITY OF CAMBRIDGE DAN NATIONAL TAIWAN UNIVERSITY Arif Ranu Wicaksono; Wachid Marindras, H. S; V. Ipung Kristianto
Seminar Nasional Informatika (SEMNASIF) Vol 1, No 1 (2013): Information System and Application
Publisher : Jurusan Teknik Informatika

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Abstract

Warna sangat besar pengaruh dalam kehidupan manusia sehari – hari, baik dalam dunia seni lukis, media masa cetak, desain interior, presentasi, dunia politik dan tentunya juga pada desain web. Warna merupakan sebuah bidang yang menarik untuk dikaji karena warna mempengaruhi psikologis,  kognitif, rasa dan warna memberikan identitas pada setiap obyek yang dilekatinya. Komposisi warna bisa diibaratkan dua sisi mata pisau, bila tepat mengkombinasikannya maka akan memberikesan positif dan apabila salah dalam mengkombinasikan maka akan memberikan kesan negatif kepada orang yang melihatnya. Pada penelitian ini penulis akan menganalisis komposisi warna pada website universitas kelas dunia (Harvard University, University Of Cambridge, National Taiwan University) dan mencoba menerjemahkan arti dibalik warna website tersebut berdasarkan teori warna budaya barat.
PERANCANGAN COFFEE TABLE BOOK UNTUK MENDUKUNG PROGRAM PEMASARAN DESA WISATA TRANGSAN DENGAN IMPLEMENTASI 5W+1H Nidyah Widyamurti; Jauhari Jauhari; Hermansyah Muttaqin; Lalita Gilang; Arif Ranu Wicaksono
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 6 No 2 (2021): 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.v6i2.3318

Abstract

Dalam konsep komunikasi pemasaran terintegrasi atau Integrated Marketing Communication (IMC), Desa Trangsan di Gatak, Kabupaten Sukoharjo, Jawa Tengah sudah mempunyai positioning sebagai desa wisata dengan produk olahan rotan sebagai produk unggulan. Desa Trangsan memiliki sistem kemasyarakatan yang baik. Ditunjukkan dengan adanya Unit Kecil Menengah (UKM) Klaster Rotan sebagai motor penggeraknya. Sebagai destinasi wisata, aktifitas UKM Klaster Rotan menjadi sajian atraksi wisata yang menarik, ditambah lagi dengan acara Grebeg Penjalin yang diselenggarakan setiap tahun. Desa Trangsan membutuhkan dukungan program komunikasi pemasaran secara terintegrasi untuk mempromosikan destinasi wisatanya agar menarik perhatian turis domestik dan mancanegara. Program komunikasi pemasaran Desa Trangsan ini selain bertujuan untuk meningkatkan perekonomian masyarakat, tapi juga dapat digunakan untuk mempersiapkan masyarakat desa untuk menghadapi persaingan global atas produk kerajinan rotan mereka. Penelitian dengan metode kualitatif dan menggunakan strategi deskriptif ini merupakan riset terapan sebagai pengembangan dari Tugas Akhir Prodi Diploma III Desain Komunikasi Visual UNS dan hasil penelitian lain sebelumnya. Penelitian dalam satu periode ini bertujuan untuk mendapatkan data kemudian memaparkan potensi sumber daya wisata Desa Trangsan dalam bentuk coffee table book dalam wujud cetak dan digital dengan kekuatan fotografi sebagai daya tariknya. Coffee table book ini akan digunakan sebagai media komunikasi dalam kegiatan pemasaran Desa Trangsan sebagai desa wisata dengan pemangku kepentingan. Keyword: coffee table book, program komunikasi pemasaran, desa wisata
TINJAUAN KEMASAN PRODUK UMKM PADA DESTINATION BRANDING KOTA SOLO Nidyah Widyamurti; Hermansyah Muttaqin; Jauhari; Sigied Himawan Yudhanto; Arif Ranu Wicaksono; Lalita Gilang
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 7 No. 1 (2022): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

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Abstract

Abstract  MSMEs’ Product Packaging Review on Solo’s Destination Branding. With its designation (Solo.red) as the City of Culture, Solo has a distinct image and its positioning on the Indonesian tourism map, which is very appealing if showcased on the packaging of its souvenir products.  MSMEs' processed food products are souvenirs that tourists find attractive when visiting a tourist destination. Packaging that promotes regional specialties commonly encourages tourists to purchase products. The product packaging can include storytelling about the areas visited, but this strategy is not used for all MSMEs' processed food products. The identification of design elements on the packaging and the literature study on how to package processed food according to government legality for processed food products of SMEs were performed in this study to investigate the implementation of the destination branding concept of Solo as a City of Culture on the packaging of souvenir products. It is expected that packaging labels developed with such a strategy empower MSMEs and support their products to become the spearheads in the tourism sector in Solo City.   Keywords: processed food products, packaging, MSMEs, destination branding   Abstrak Tinjauan Kemasan Produk UMKM pada Destination Branding Kota Solo. Dengan penetapan Kota Surakarta (Solo.red) sebagai Kota Budaya, Solo mempunyai citra khas dan positioning tersendiri dalam peta pariwisata Indonesia yang akan sangat menarik apabila ditampilkan dalam kemasan produk oleh-olehnya. Produk makanan olahan UMKM merupakan produk oleh-oleh yang cukup diminati wisatawan saat mengunjungi suatu destinasi wisata. Kemasan yang menampilkan kekhasan daerah seringkali mendorong pembelian produk oleh wisatawan. Kemasan produk bisa menampilkan storytelling atas daerah yang dikunjungi, tapi tidak semua produk makanan olahan UMKM dikemas dengan strategi demikian. Identifikasi atas elemen-elemen desain pada kemasan dan studi literatur tentang cara pengemasan makanan olahan sesuai legalitas pemerintah atas produk makanan olahan UMKM dalam penelitian ini dilakukan untuk melihat implementasi konsep destination branding Kota Solo sebagai Kota Budaya pada kemasan produk oleh-olehnya. Diharapkan, Label kemasan dengan strategi demikian akan membuat UMKM semakin berdaya dan produk mereka mampu menjadi ujung tombak dalam bidang pariwisata di Kota Solo. Kata kunci: produk makanan olahan, kemasan, UMKM, destination branding
Developing Whiteboard Animation as an Educational Media for Electronic Waste Management in the Special Region of Yogyakarta (DIY) Arif Ranu Wicaksono
Mudra Jurnal Seni Budaya Vol 39 No 2 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v39i2.2585

Abstract

The Electronic waste is included in the B3 (hazardous and toxic materials) waste category, requiring special handling. Based on statistical data from the Independent Waste Management Information System website managed by the Environment and Forestry Service (DLHK) of the Special Region of Yogyakarta, the daily electronic waste collected is around 78 kg. Of the 78kg of electronic waste, 48kg can be processed, consisting of 45kg of electronic waste and 30kg of used battery waste, leaving the remaining 3kg as residue. Yogyakarta City's electronic waste is expected to grow year after year, meaning that a solution is required. One of the solutions is to provide communicative and easy-to-understand educational media to the public, with a broad impact on the residents of Yogyakarta City, so that, electronic waste can be managed effectively in the future, with the hope of reducing the negative impact of environmental pollution on land, water sources, and air. Educational media about electronic waste is still limited, and residents of Yogyakarta City remain unaware of the issue, as evidenced by the fact that when disposing of electronic waste, they mix organic and inorganic waste. Researchers developed an animated video using the Whiteboard application as an educational media for electronic waste management in Yogyakarta. The Whiteboard animation video was developed using the ADDIE method (Analysis, Design, Development, Implementation, and Evaluation). It is expected that this media design will increase the awareness of Yogyakarta City residents of proper electronic waste management practices.
Nirmana Motion Graphic Video: Innovation in Learning Design Principles and Elements Deny Tri Ardianto; Arif Ranu Wicaksono; Sayid Mataram; RahmanuWidayat
Mudra Jurnal Seni Budaya Vol 39 No 1 (2024)
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v39i1.2586

Abstract

The use of technology in education has become increasingly important in facilitating effective learning. However, the lack of diversity and innovation in using technology to develop learning materials poses new challenges for educators. In response, this research aims to develop and test the feasibility of a motion graphic video called Nirmana, which includes learning materials on design elements and principles. The research and development (R&D) process applied the ADDIE model to develop the motion graphic video media. The media testing involved 101 design major students. The data collection used questionnaires, observations, interviews, and documentation, which were analyzed using qualitative and quantitative methods. The result of this research is a Nirmana motion graphic video with learning materials about the elements and principles of design. The media was field-tested based on student assessment using the mean results per aspect. The assessment criteria included clarity of information and instructions, media attractiveness, usability and accessibility of media, and material arrangement and use of illustrations. The results showed that the Nirmana motion graphic video media received good to excellent scores on all of these assessment criteria. Specifically, the clarity of information and instructions received a good score of 78.7%, the media attractiveness received an excellent score of 81.7%, the usability and accessibility of media received an excellent score of 89.6%, and the material arrangement and use of illustrations received an excellent score of 85.8%. These results indicate that the developed Nirmana motion graphic video media is suitable for use as a design learning media. Furthermore, this research suggests that using technology to develop relevant and innovative learning materials can positively impact student attitudes and interest in learning design.