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WORKSHOP BRANDING & MARKETING STRATEGY DALAM RANGKA PENINGKATAN KAPASITAS PEMUDA DI SUMATERA BARAT Haris Satria; Dwi Mutia Sari; Budiwirman Budiwirman
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 5 (2023): SWARNA: Jurnal Pengabdian Kepada Masyarakat, Mei 2023
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v2i5.491

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk mempersiapkan kader pemuda kreatif yang unggul dan berdaya saing baik di tingkat nasional maupun internasional. Adapun materi workshop yang disajikan yaitu Branding & Marketing Strategy. Metode pelaksanaan dengan menggunakan pendekatan SCL (Student Centered Learning) tatap muka/ luring di pondok pemuda lubuk selasih kab. solok provinsi Sumatera Barat selama dua pekan dengan durasi 2 x 60 menit per angkatan. Pelaksanaan workshop menghasilkan new knowledge dan new experience bagi peserta dalam pengembangan bisnis berbasis inovasi pada sub sektor kuliner dan sub sektor kriya dengan memahami strategi branding dan marketing. Workshop branding & marketing strategy telah dilaksanakan pada tanggal 8 dan 15 februari 2023 serta mendapatkan respon yang baik dari peserta. Sinergi dan kolaborasi dalam peningkatan kapasitas pemuda di Sumatera Barat.
PERANCANGAN QUICK RESPON (QR) CODE PADA INFOGRAFIS MITIGASI BENCANA ALAM GEMPA DAN TSUNAMI Dwi Mutia Sari; Rifqi Aulia Zaim; Ary Ramadhan
Gorga : Jurnal Seni Rupa Vol 12, No 1 (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.v12i1.42181

Abstract

This design aims to make it easier for user to obtain information about earthquaeke and tsunami natural disaster mitigation in the Universitas Negeri Padang (UNP) area, because this design generates an application pattern using QR code technology from natural disaster mitigation infographics, which is desperately needed as a form of knowledge in early reaction to earthquake and tsunami natural disasters that can threaten at any time, it intends to make it simpler for users to access information about earthquake and tsunami natural disaster mitigation in the Padang State University (UNP) area. The advancement of this technology can undoubtedly make it easier for consumers to find information quickly. In order to give consumers access to knowledge regarding rescue mitigation and preparation in the event of an earthquake and tsunami natural disaster anytime, anyplace, this technology is utilized to deliver earthquake and tsunami natural disaster mitigation infographics in the UNP region. The infographic about earthquake and tsunami natural disaster mitigation in the Padang UNP area uses a QR code to provide information on understanding of earthquake and tsunami natural disaster mitigation. The design process utilized is the 4D method (define, design, develop, and distribute). Because it can be accessible at any time and from any location, the adoption of infographics in the form of a QR code as a result of this design makes it simpler for consumers to receive information.Keywords: design, quick respon code. AbstrakPerancangan ini bertujuan untuk mempermudah user dalam memperoleh informasi mengenai mitigasi bencana alam gempa dan tsunami di kawasan Universitas Negeri Padang (UNP), karena perancangan ini menghasilkan sebuah patern aplikasi berteknologi QR code dari infografis mitigasi bencana alam yang sangat dibutuhkan sebagai bentuk pengetahuan dalam penanggulanan dini terhadap bencana alam gempa dan tsunami yang dapat mengancam sewaktu-waktu. Perkembangan teknologi ini tentu dapat memberikan kemudahan bagi user dalam memperoleh informasi dalam waktu yang singkat. Teknologi tersebut dimanfaatkan dalam penyampaian infografis mitigasi bencana alam gempa dan tsunami kawasan UNP sehingga user dapat mengakses informasi pengetahuan mengenai mitigasi penyelamatan dan persiapan apabila terjadi bencana alam gempa dan tsunami kapan saja dan dimana saja. Metode perancangan yang digunakan adalah metode 4D (define, design, develope dan disseminate) untuk mencapai hasil pembuatan QR code yang sesuai dengan tujuannya dalam pemberian informasi pengetahuan mitigasi bencana alam gempa dan tsunami tersebuah infografis mitigasi bencana alam gempa dan tsunami di kawasan UNP Padang. Hasil dari perancangan ini berupa implementasi infografis dalam bentuk QR code yang mempermudah usernya dalam memperoleh informasi karena dapat diakses kapan saja dan dimana saja.Kata Kunci: perancangan, quick respon code. Authors:Dwi Mutia Sari : Universitas Negeri PadangRifqi Aulia Zaim : Universitas Negeri PadangAry Ramadhan : Universitas Negeri Padang References:Adha, R. (2010). Message Digest dalam bentuk QR Code Sebagai Tanda Tangan Digital. Bandung: Program Studi Teknik Informatika STEI ITB.Azis, N., Pribadi, G., & Nurcahya, M. S. (2020). Analisa dan Perancangan Aplikasi Pembelajaran Bahasa Inggris Dasar Berbasis Android. Ikraith-Informatika, 4(3), 1-5.Fariyanto, F., Suaidah, S., & Ulum, F. (2021). Perancangan Aplikasi Pemilihan Kepala Desa Dengan Metode Ux Design Thinking (Studi Kasus: Kampung Kuripan). Jurnal Teknologi dan Sistem Informasi, 2(2), 52-60.Nugraha, M. P., & Munir, R. (2011). Pengembangan Aplikasi QR Code Generator dan QR Code Reader dari Data Berbentuk Image. In Informatics National Conference (pp. 148-149).Sari, D. M., Afriwan, H., Purnomo, E., & Kharisma, M. (2021). Perancangan Infografis Shelter Bangunan di Kawasan Universitas Negeri Padang sebagai Mitigasi Bencana Alam Gempa dan Tsunami. Gorga: Jurnal Seni Rupa, 10(2), 287-294.Simorangkir, A., Mesra, M., Azis, A. C. K., & Sugito, S. (2022). Analisis Gambar Karya Siswa SD Swasta Karang Sari Medan Menurut Lowenfeld. ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED, 12(1), 57-61.
Perancangan Skin Outfit Minangkabau Pada Game PUBG Mobile Sebagai Bentuk Promosi Konten Lokal Minangkabau Hafizatul Ismi; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1065

Abstract

Minangkabau has a variety of cultures, starting from clothing, architecture, motifs, beliefs, songs, and visual characters. One of the uniqueness of Minangkabau is that it has traditional clothing that is its own characteristic. One of the famous traditional clothes in Minangkabau is Bundo Kanduang clothing. Skins have various types, one of which is Skin outfit which is a skin for characters in the game. This Minangkabau skin outfit is designed for the PUBG mobile game or known as Player Uknown's Battleground mobile. The delivery in designing this skin outfit uses the main media Manual Book. Manual book that contains history, making skin outfits, skin items and supporting media, namely T-shirts, posters, stickers, x banners, totebags, hangers / merchandise and Instagram social media to promote. The compounding method used is Glassbox with a 5w + 1h data analysis method, namely what, who, when, where, why, and how. With the completion of this Manual Book, it is hoped that it can become a media that has effective and communicative information for the target audience.
Kampanye Minimalist Lifestyle Bagi Mahasiswa Di Kota Padang Fajriah Utami; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1068

Abstract

Consumption is an activity aimed at reducing or utilizing a product, whether it is a physical product or a service. Along with the times, the level of consumption is getting higher, especially among students. This increase in consumption activity is based on the attractiveness of an item, thus providing satisfaction to consumers. If consumption cannot be controlled, it will lead to consumptive behavior. Therefore the authors designed a minimalist campaign to reduce the amount of consumption and chose to optimize the use of goods to make them more effective and useful. This design uses the Research and Development (R&D) 4-D model with the stages: define, design, develop and disseminate. In the process of solving the problem the writer applies 5W+1H data analysis (what, where, when, who, why and how). The main media for this design is the Instagram feed as a medium for voicing a minimalist lifestyle campaign.
Concept Art Adaptasi dari Novel “Tujuh Kelana” Karya Nellaneva Arrel Betha Anarsya; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1089

Abstract

"Tujuh Kelana" is a local novel by Nellaneva with the genre fantasy fiction. This novel was published on August 05, 2020. This novel was published in Jakarta by Elex Media Komputindo. The purpose of designing concept art adaptations of the novel "Tujuh Kelana" by Nellaneva is to visualize a written work into the form of concept art so that it can be glimpsed by creative industry players or entertainment developers to be used as works of adaptation of entertainment products such as films, animations, and video games. In the design of the concept art adaptation of the novel "Tujuh Kelana" by Nellaneva is a 4d development method consisting of Define, Design, Develop, and Disseminate. The data analysis method used in this design is SWOT analysis. The final result of this design is the main media in the form of artbooks and supporting media in the form of merchandise and informative print media.
Perancangan E-Katalog Brand Emonstore Rafika Duri; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1094

Abstract

Emonstore which was established in 2020 was carried out from social media and also opened a boot in front of the post office, Jalan Garuda no.20 Lubuklinggau City, selling the Emonstore brand through promotional supporting information media with E-catalogs. This research makes promotional media that contains information data about products and attracts consumers through the right promotional media so that in the future it is easily recognized by consumers and increases sales results. The design of the Emonstore E-catalog is made based on sources, namely in the form of data that has been collected through interviews with owners. The purpose of designing is to design the right promotional media according to the target audience of Emonstore. Promotional media in the form of a catalog makes it easier for consumers to see products, because the catalog designed contains product information data. The purpose of promotion is to inform an audience who do not yet know the product or service being promoted. The writing is designed using the glass box approach. Emonstore catalog, it is evident that the E-catalog's design was created using the idea of Emonstore's attributes.
Promosi Popping Dance Oleh Fusion Crew Padang Yulio Raihan Fernando; Dwi Mutia Sari
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 1 No. 2 (2023): November : Jurnal Publikasi Desain Komunikasi Visual
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1102

Abstract

The design of the promotional video aims to introduce popping dance. It is hoped that it will attract the attention of dancers in the city of Padang to learn it. The problem found is that there is no next generation of popping dance in the city of Padang and no one is promoting popping dance anymore. To overcome this problem, the design method used is the 4D (four-D) method which consists of 4 stages, namely definition, design, development, and dissemination. This 4D development method and model was chosen because it aims to find the next generation of popping dance and it is hoped that dancers in the city of Padang will be interested in learning it. The results of the design of the popping dance promotional video with a duration of 4 minutes 30 seconds have been tested for its feasibility with several audiences. The main media is a popping dance promotional video as a medium to promote or introduce popping dance to the target audience. As a support, several other media such as posters, xbanners, t-shirts, stickers, lanyards, speakers, and dance floors were also designed.
KELAYAKAN INFOGRAFIS PETA SHELTER UNP SEBAGAI MITIGASI BENCANA GEMPA DAN TSUNAMI Dwi Mutia Sari; Haris Satria; Eko Purnomo; Siti Aisyah
Narada : Jurnal Desain dan Seni Vol 10, No 2 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2023.v10.i2.003

Abstract

The purpose of this study was to analyze the development process, feasibility and academic community response to the Universitas Negeri Padang (UNP) shelter map infographic as one of the media in earthquake and tsunami disaster mitigation. The method in this study uses the development research method or Research and Development (R&D), in order to produce certain products based on the stages so as to produce a feasible product. The validation test was carried out by design and media experts using validation sheets, then field trials on 20 students. The results showed that: 1) the feasibility of UNP shelter map infographics as one of the media in earthquake and tsunami disaster mitigation with the results of design and media expert validation with a very feasible category of 94.23%, 2) student responses to understanding UNP shelter map infographics as one of the media in earthquake and tsunami disaster mitigation obtained results of 91.66% which can be categorized as easy to understand as one of earthquake and tsunami disaster mitigation.
PENGEMBANGAN KAPASITAS KEPEMUDAAN DI SUMATERA BARAT MELALUI WORKSHOP BRANDING DAN DIGITAL MARKETING Haris Satria; Dwi Mutia Sari; Budiwirman Budiwirman; Eko Purnomo
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 11 (2023): SWARNA: Jurnal Pengabdian Kepada Masyarakat, November 2023
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v2i11.992

Abstract

Program Kemitraan Masyarakat (PKM) ini bertujuan untuk mengembangkan kapasitas kepemudaan di Sumatera Barat melalui workshop branding dan digital marketing. Adapun mitra dalam pelaksanaan workshop yaitu DPD KNPI Sumatera Barat. Metode workshop menggunakan pendekatan student centered learning (SCL), dilaksanakan secara offline/ tatap muka dan dibagi menjadi dua sesi yang menghadirkan praktisi branding dan digital marketing. Luaran workshop yaitu menghasilkan new knowledge dan new strategy dalam pengembangan bisnis berkelanjutan untuk anak muda. Implementasi branding dan digital marketing dapat dilaksanakan dengan sinergi dan kolaborasi yang dilaksanakan secara masif.
WORKSHOP BRANDING & MARKETING STRATEGY DALAM RANGKA PENINGKATAN KAPASITAS PEMUDA DI SUMATERA BARAT Haris Satria; Dwi Mutia Sari; Budiwirman Budiwirman
SWARNA: Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 5 (2023): SWARNA: Jurnal Pengabdian Kepada Masyarakat, Mei 2023
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi 45 Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/swarna.v2i5.491

Abstract

Pengabdian kepada masyarakat ini bertujuan untuk mempersiapkan kader pemuda kreatif yang unggul dan berdaya saing baik di tingkat nasional maupun internasional. Adapun materi workshop yang disajikan yaitu Branding & Marketing Strategy. Metode pelaksanaan dengan menggunakan pendekatan SCL (Student Centered Learning) tatap muka/ luring di pondok pemuda lubuk selasih kab. solok provinsi Sumatera Barat selama dua pekan dengan durasi 2 x 60 menit per angkatan. Pelaksanaan workshop menghasilkan new knowledge dan new experience bagi peserta dalam pengembangan bisnis berbasis inovasi pada sub sektor kuliner dan sub sektor kriya dengan memahami strategi branding dan marketing. Workshop branding & marketing strategy telah dilaksanakan pada tanggal 8 dan 15 februari 2023 serta mendapatkan respon yang baik dari peserta. Sinergi dan kolaborasi dalam peningkatan kapasitas pemuda di Sumatera Barat.