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PERANCANGAN BRAND IDENTITY DESTINASI WISATA BATANG AGAM KOTA PAYAKUMBUH SUMATERA BARAT: DESIGNING THE BRAND IDENTITY OF BATANG AGAM TOURIST DESTINATION PAYAKUMBUH CITY WEST SUMATERA Akmal; Elda Franzia Jasjfi; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 2 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i2.20919

Abstract

Designing The Brand Identity Of Batang Agam Tourist Destination Payakumbuh City West Sumatera. Batang Agam is one of the tourist destinations located in Payakumbuh City, West Sumatra Province. Batang Agam is a destination that has 4 types of tourism, including natural tourism, history, culture, and hydroponic agriculture. This tour has been quite widely known and visited by many local and foreign tourists, but until now Batang Agam tourism has not had a brand identity so that the brand name of this tour tends to change and is inconsistent. In addition, the name of Payakumbuh City is also better known than the name of the tourist itself. Therefore, the research with the title “Designing The Brand Identity Of Batang Agam Tourist Destination Payakumbuh City West Sumatera” aims to produce strategies, concepts, and visual designs of brand identity in order to encourage the creation of a brand image. The data collection methods used are observation, interviews, documentation, and questionnaires. Meanwhile, the method of designing works is carried out using 5 stages of Design Thinking, namely: empathize, define, ideate, prototype and test. The results of this brand identity design have formed strategies, concepts, and visual designs of brand identity in the form of logos, brand guidelines, and the application of identity to media in accordance with brand needs.
PENGEMBANGAN DESAIN BAHAN AJAR CETAK BERBASIS MULTIMEDIA UNTUK MENDUKUNG PEMBELAJARAN MANDIRI DI UNIVERSITAS TERBUKA: DEVELOPMENT OF MULTIMEDIA-BASED PRINT TEACHING MATERIAL DESIGN TO SUPPORT INDEPENDENT LEARNING AT OPEN UNIVERSITY Bangun Asmo Darmanto; Drajatno Widi Utomo; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 2 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i2.22201

Abstract

Development of Multimedia-Based Print Teaching Material Design to Support Independent Learning at the Open University. Development of Multimedia-Based Print Teaching Material Design to Support Independent Learning at the Open University. This research aims to increase the effectiveness of self-learning in Entrepreneurship in the Digital Era course for Open University students, especially in the 3T region. The printed teaching materials that have been used are considered less than optimal in utilizing information technology and visual communication design, thus hindering students' understanding of dynamic entrepreneurship concepts. The development of information technology offers significant potential to support the development of innovative multimedia-based printed teaching material designs by combining the concept of hypercontent and QR Code features. Hypercontent allows students to access additional materials, video tutorials, and business simulations interactively. Meanwhile, the QR Code will connect students with relevant online learning resources, such as journal articles, case studies, and discussion forums. The research method used is Research and Development (R&D) with the Four-D model (Define, Design, Develop, Disseminate). The development of multimedia-based print teaching materials is expected to increase the effectiveness of independent learning and facilitate understanding of the material for students. This study provides several recommendations for further development, including: (1) a variety of more interesting visual and graphic elements to enrich the material content, (2) exploration of other interactive features such as videos, animations, or mini-quizzes to increase student engagement, and (3) utilization of link codes or URLs in the form of QR codes that lead to relevant and up-to-date learning resources. Thus, the multimedia-based print teaching materials developed in this study have great potential to be an effective and flexible learning media, especially for Open University students who study independently. It is expected that with this innovative teaching material design, student learning motivation will increase, understanding of entrepreneurship concepts will be deeper, and students' ability to apply the knowledge gained will be better.
MEDIA INTERAKTIF SEBAGAI EDUKASI VISUAL UNTUK MENINGKATKAN KESADARAN ISU PEOPLE PLEASER PADA MAHASISWA JAKARTA: INTERACTIVE MEDIA AS A VISUAL EDUCATIONAL TOOL TO RAISE AWARENESS OF PEOPLE-PLEASER ISSUES AMONG UNIVERSITY STUDENTS IN JAKARTA Cavin Joo Dauneeaaron; Sangayu Ketut Laksemi Nilotama; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 3 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i3.23736

Abstract

Interactive Media as a Visual Educational Tool to Raise Awareness of People-Pleaser Issues Among University Students in Jakarta. People pleaser behavior refers to an individual's tendency to prioritize others' needs over their own in order to gain social acceptance. This pattern often appears unconsciously among university students, particularly those in the process of identity formation and seeking social belonging. The lack of awareness regarding the psychological impact of this behavior highlights the need for an educational communication strategy that resonates with youth. This study aims to design a social campaign using interactive visual media to increase student understanding of the people pleaser issue. The research adopts the Design Thinking approach, comprising five key stages: problem identification, definition, ideation, prototyping, and testing. A survey conducted among students in Jakarta revealed that most respondents were unfamiliar with the term, yet exhibited common characteristics of the behavior. Based on these findings, a campaign titled NoThanks was developed in the form of a short educational video and talk show, distributed via Instagram and YouTube. The campaign is designed to deliver information in a reflective, emotionally engaging way. Through this visual and communicative approach, the campaign aims to foster greater awareness and encourage students to establish healthier personal boundaries in their everyday social interactions.
RELASI MITOS DAN PERSEPSI KHALAYAK PADA IKLAN YOUTUBE MOTOR HONDA BEAT DELUXE SMART KEY X KOBO KANAERU: THE RELATION BETWEEN MYTH AND PUBLIC PERCEPTION IN THE YOUTUBE COMMERCIAL FOR THE HONDA BEAT DELUXE SMART KEY X KOBO KANAERU MOTORCYCLE Syarifah Arsitadewi Putri Gayanti; Wegig Murwonugroho; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 3 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i3.23783

Abstract

The Relationship Between Myths and Public Perceptions in the Honda Beat Deluxe Smart Key x Kobo Kanaeru YouTube Advertisement. In recent years, advances in the digital era have given rise to a phenomenon of transformation in advertising in Indonesia. This study is motivated by the urgency to understand the impact of innovation in digital advertising strategies, particularly the potential use of Virtual YouTubers (VTuber) as a more efficient alternative to human models, in terms of cost, reduced risk of controversy, and message delivery effectiveness. However, the utilization of VTuber in the context of marketing in Indonesia remains suboptimal. Digital advertising transformation now enables advertisements to function not only as promotional media but also as a means of building narratives through myths, as seen in the use of VTuber as an advertising model. The Honda Beat Deluxe Smart Key x Kobo Kanaeru YouTube advertisement was selected as the focus of this research because it contains symbolic complexity and mythical construction that are intriguing and have not been extensively studied previously. This study aims to examine the relationship between the myths constructed in the advertisement and audience perception to understand the impact of this innovation on the potential for unique digital marketing communication strategies implemented by Honda. To achieve this objective, this study employs a qualitative descriptive method using Roland Barthes' semiotic analysis to identify the myths contained in the advertisement, as well as Schmitt's sociological theory approach to analyze how the audience interprets and responds to the message conveyed. Based on the discussion, it is found that myths in advertisements have a significant influence on how audiences understand messages, while also offering novelty in digital advertising creativity. The conclusion of this study emphasizes the close relationship between constructed myths and audience perception as an important element in digital advertising strategies.