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Brand Communication through Logos in the F&B Industry: A Case Study of Lakeside Fit+ Using Peirce’s Triadic Model Rahmat Panji Wirayudha; Riksa Belasunda; Ira Wirasari
Jurnal ISO: Jurnal Ilmu Sosial, Politik dan Humaniora Vol. 4 No. 1 (2024): June
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/iso.v4i1.1666

Abstract

This study explores the strategic deployment of visual elements in the Lakeside Fit+ logo using Peirce's Triadic Model within the competitive food and beverage (F&B) industry. By analyzing how symbols, icons, and indexes such as leaf and fruit illustrations, the cup and straw, hand holding and emphatically pointing, black color, and the typographies, communicate health, freshness, and accessibility, the research elucidates the logo's effectiveness in connecting with health-conscious consumers. The methodology leveraged qualitative visual content analysis to decode these elements, offering insights into how they align with the brand's identity and consumer perceptions. The findings reveal that each component of the logo synergistically reinforces Lakeside Fit+'s commitment to quality and wellness, resonating well with the target audience. Future research is recommended to expand this analysis by comparing the visual branding strategies of other competitors. This research not only contributes to semiotic studies in marketing but also provides actionable insights for enhancing corporate brand communication in the F&B sector.
SELF-EXPRESSION AND IDENTITY NEGOTIATION IN GRADUATION PHOTOGRAPHS ON INSTAGRAM Moh Rochim Alamsa; Mohammad Isa Pramana Koesoemadinata; Riksa Belasunda
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 7 (2026): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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

Abstract

This article examines graduation photographs on Instagram as a contemporary visual practice that reflects a shift in the meaning of graduation. Employing a descriptive qualitative method grounded in Roland Barthes’ semiotic approach at the level of connotation encompassing trick effects, pose, objects, photogenia, and Aestheticism. This study analyzes expressive graduation photographs by drawing visual data from three Indonesian cities with the highest student populations: Jakarta, Bandung, and Yogyakarta. The findings indicate that graduation photographs on Instagram not only represent academic achievement but also function as a medium of self-expression and identity negotiation across personal, relational, and cultural dimensions. The analysis further reveals that graduation is interpreted as a multifaceted transitional event in which institutional symbols coexist with personal and context specific self-narratives. This article contributes to visual and cultural studies by demonstrating how graduation is re-signified as a plural transitional practice, where institutional legitimacy is articulated alongside personal and contextual narratives through photographic representation.
VISUAL COMMUNICATION DESIGN STRATEGY FOR MUARADUA VILLAGE, SUKABUMI, AS AN EFFORT TO DEVELOP THE CREATIVE ECONOMY THROUGH A PARTICIPATORY ACTION RESEARCH APPROACH Muhammad Fawwazianaufal Zidane; Riksa Belasunda; Ranti Rachmawanti
Multidiciplinary Output Research For Actual and International Issue (MORFAI) Vol. 6 No. 3 (2026): Multidiciplinary Output Research For Actual and International Issue
Publisher : RADJA PUBLIKA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20681976

Abstract

This study aims to formulate a visual communication design strategy for Muaradua Village, Sukabumi, as an effort to develop a bamboo craft–based creative economy through a structured participatory approach. The method employed is Participatory Action Research (PAR), involving artisans, village youth, and local government officials actively across all stages of the research process, including problem identification, potential mapping, concept development, and media design. This approach was chosen based on preliminary findings indicating that the village’s main challenges lie not in the availability of bamboo raw materials or the artisans’ technical skills, but in weak collective management systems, limited coordination among local actors, and the absence of a shared village identity narrative. The research output, a village profile video, was developed through a collaborative process so that it functions not only as an external promotional medium but also as a tool for social reflection and a learning medium for the community. The findings indicate that community involvement in the creative process significantly increases a sense of ownership toward the resulting media, strengthens awareness of Muaradua Village’s identity as a bamboo village, and encourages the emergence of new initiatives in managing local potential. Conceptually, this study proposes a participatory-based village profile video design model as a visual communication design strategy that positions social processes as the primary foundation, so that development orientation is not limited to the quality of the final product but also emphasizes the social processes that support sustainability.
Cultural Identity Through the Background Design of Three Animated Advertisements: The Perceptions of Z Generation Arum Wulandari; Riksa Belasunda; Syarip Hidayat
Gondang: Jurnal Seni dan Budaya Vol. 10 No. 1 (2026): GONDANG: JURNAL SENI DAN BUDAYA, JUNE 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/nctwq488

Abstract

Background design in animated advertising is often treated as a secondary visual element, while most studies focus on character design and narrative. This study examines how background design in three Indonesian animated advertisements Sasa, Khong Guan, and Pocari Sweat functions as a representation of culture and how Generation Z audiences interpret the cultural meanings embedded within those backgrounds. Using a qualitative descriptive approach, the research applies Kurtz’s (2020) background art framework, including form, color, perspective, shadow and light, texture, art style, image placement, and narrative function. Cultural representation is analyzed through Koentjaraningrat’s concepts of ideas, activities, and artifacts, while audience reception is examined using Stuart Hall’s encoding–decoding theory through semi-structured interviews with 28 Generation Z informants aged 18–27. The findings show that each advertisement uses distinct visual strategies to construct representations of Indonesian cultural identity. Warm and cool color palettes function as cultural signifiers, perspective shapes the perception of space, and anime-inspired visual styles make local cultural content more globally accessible and commercially appealing. Among the 28 informants, 22 occupied the Dominant position, recognizing the cultural environments as familiar and emotionally resonant. Four informants occupied the Negotiated position, acknowledging tensions between anime aesthetics and Indonesian visual specificity, while two occupied the Oppositional position, criticizing the simplification and homogenization of regional cultural representation. This study demonstrates that animated advertisement backgrounds function not merely as decorative settings, but as culturally meaningful visual spaces that influence audience perception and cultural recognition among Generation Z.
Perancangan Signage Buruan SAE D’Lima Mohamad Tohir; Ardy Aprilian Anwar; Riksa Belasunda
Charity : Jurnal Pengabdian Masyarakat Vol. 8 No. 1 (2025): Charity-Jurnal Pengabdian Masyarakat
Publisher : PPM Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/charity.v8i1.8533

Abstract

Buruan SAE D’LIMA adalah sebuah komunitas yang digagas oleh para penggerak lingkungan yang mengacu pada program pemerintah kota Bandung dalam rangka meningkatkan ketahanan pangan dengan memanfaatkan lahan sempit di pekarangan rumah atau pada lahan-lahan tidak terpakai. Buruan SAE D’LIMA berdiri diatas lahan fasilitas umum yang terbengkalai seluas kurang lebih 450 m2, terbagi kedalam beberapa jenis tanaman, ternak dan lahan pemilahan sampah, Metode yang digunakan adalah perancangan melalui observasi lapangan, wawancara dan studi pustaka yang hasilnya mengatakan bahwa Buruan SAE D’LIMA belum mempunyai penanda yang tertata dan berkarakter sesuai dengan kegiatan dan tujuan dari komunitas tersebut, sehingga kurang dapat memberikan informasi yang tepat kepada para pengguna. Diharapkan proses perancangan ini dapat menghasilkan signage berkarakter yang dapat digunakan dan diterapkan di lapangan.
REDESIGN WEBSITE PEMINJAMAN FASILITAS UMUM DI TELKOM UNIVERSITY DENGAN METODE DESIGN THINKING Siwi Anjar Sari; Mohammad Isa Pramana Koesoemadinata; Riksa Belasunda
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 1 (2025): Maret 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v11i1.11266

Abstract

Telkom University, sebagai perguruan tinggi swasta terbaik di Indonesia, harus menyediakan fasilitas berkualitas tinggi untuk mendukung proses akademik dan non-akademik. Fasilitas umum pada perguruan tinggi berfungsi untuk menunjang, memudahkan dan melancarkan kegiatan belajar mengajar menjadi lebih bermutu. Beberapa penelitian membuktikan bahwa fasilitas kampus dan lingkungan kampus secara simultan berpengaruh terhadap motivasi belajar serta berpengaruh dalam loyalitas mahasiswa yang dimediasi oleh kepuasan mahasiswa. Apabila mahasiswa memiliki motivasi belajar serta loyal terhadap kampusnya, maka program-program yang dicanangkan oleh perguruan tinggi untuk meningkatkan mutu akan terlaksana dengan mudah karena didukung oleh mahasiswanya. Telkom University memiliki fasilitas yang lengkap dan memadai, namun tidak akan berfungsi secara optimal apabila dari mahasiswanya sendiri tidak menggunakan fasilitas yang tersedia. Hal tersebut dikarenakan kurangnya media informasi mengenai alur peminjaman dan proses peminjaman fasilitas umum Telkom University yang dinilai masih sulit dijumpai. Telkom University sendiri telah mengembangkan website TERRAS untuk peminjaman fasilitas namun masih belum optimal dikarenakan tampilan visual yang kurang informatif. Penelitian ini menggunakan metode design thinking yang dimulai dari tahap empathize, define, ideate, dan prototype. Hasil penelitian ini berupa rancangan desain interface pada website layanan fasilitas umum di Telkom University yang informatif dengan menggunakan prinsip UI/UX.
The LANCAR strategy in designing BACA+ media for elementary schools using the design thinking approach Randi Apriansyah; Riksa Belasunda; Andreas Rio Adriyanto
Journal of Research in Instructional Vol. 6 No. 2 (2026): Journal of Research in Instructional
Publisher : Universitas Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30862/jri.v6i2.50

Abstract

Reading literacy is still a challenge in Indonesia, especially in primary education. Many students have low literacy skills, which shows the need for tools that support integrated learning. This study set out to design a web-based learning platform called BACA+ to help teachers provide differentiated reading instruction. The platform combines reading assessments, adaptive content, interactive activities, and tools to monitor student progress. The research used a design thinking approach with the stages of empathize, define, ideate, prototype, and test. Data was collected through observation, interviews, a survey of 19 teachers, and a literature review. The prototype was tested with 15 primary school students and reviewed by 13 teachers. The result was the BACA+ platform, built using the LANCAR strategy (Level, Assessment, Navigation, Content, Activity, and Reporting). Evaluation showed strong alignment in key areas: reading stages (6.65/7), content differentiation (6.64/7), process differentiation (6.59/7), product differentiation (6.79/7), and usability (6.62/7). The user acceptance score was 4.77 out of 5. Most students were able to complete the learning activities on their own or with little help. The findings suggest that BACA+ has the potential to support the implementation of differentiated reading literacy instruction in primary schools.
TRADITIONAL GAMES AS NARRATIVE ELEMENTS IN INDONESIAN ANIMATED SERIES Nurulita Widianti; Mohammad Isa Pramana Koesoemadinata; Riksa Belasunda
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 8 (2026): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.21615383

Abstract

Traditional games represent an important part of Indonesia's intangible cultural heritage, yet their presence in contemporary society has gradually declined due to the increasing dominance of digital entertainment. Animation has emerged as a potential medium for preserving cultural heritage by incorporating traditional cultural practices into visual storytelling. Research on animation has largely highlighted cultural representation, whereas the narrative role of traditional games remains less examined. This research aims to analyze how traditional games function as narrative elements in Indonesian animated series. A qualitative case study approach was employed using qualitative content analysis of three Indonesian animated series: Desa Timun, Doyok Otoy Ali Oncom (D.O.A.), and Entong. Data were collected through repeated visual observation of scenes featuring traditional games and analyzed based on their narrative position, mode of presentation, and level of exposure. The findings reveal three distinct narrative functions. In Desa Timun, traditional games serve as narrative drivers that shape plot progression and character development. In D.O.A., they function as everyday narrative activities that support social interaction and reinforce the realism of daily life. In Entong, traditional games primarily act as cultural markers that strengthen local identity and narrative settings. The analysis shows that traditional games contribute to animated storytelling in diverse ways beyond their role as visual representations of culture.
Design of 2D Animation Character Concept Art as a Promotional Medium for the Dewi Sartika Museum and Bandung Good Guide Lutfia Fatihah Rahmi; Mohammad Isa Pramana Koesoemadinata; Riksa Belasunda; Wirania Swasty
Indonesian Journal of Multidisciplinary Science Vol. 5 No. 4 (2026): Indonesian Journal of Multidisciplinary Science
Publisher : International Journal Labs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/ijoms.v5i4.1246

Abstract

Dewi Sartika is an Indonesian education pioneer who fought for women’s right to education in the early 20th century. However, her values are gradually being forgotten, even at SD–SMP Dewi Sartika Bandung, which carries her educational legacy. The institution faces challenges such as weak identity, limited promotion, and low appeal to young audiences and tourists. This study focuses on designing 2D character concept art as part of a digital promotional strategy for the Living Museum Sakola Kaoetamaan Istri, in collaboration with Bandung Good Guide. The characters are designed as local tourists joining cultural walking tours, serving as visual representations that connect Dewi Sartika’s educational heritage with Bandung’s creative tourism. with design thinking approach, the research applies the empathize and define stages to understand audience behavior, and the ideate and prototype stages to visualize character designs using user persona–based character design approach within the framework of participatory design for character design. The results show that character-based storytelling supported by Bandung Good Guide’s media network is more effective than conventional methods in attracting young audiences and cultural tourists. This approach helps revitalize historical values while strengthening the museum’s role as a cultural heritage destination in Bandung.
Bus stop design strategy based on visual comfort level in Bandung City Nada Elfira Dwi Kania; Agustinus Nur Arief Hapsoro; Irwan Sudarisman; Riksa Belasunda
ARTEKS : Jurnal Teknik Arsitektur Vol 9 No 2 (2024): ARTEKS : Jurnal Teknik Arsitektur | Mei 2024 ~ Agustus 2024
Publisher : Program Studi Arsitektur Fakultas Teknik Universitas Katolik Widya Mandira

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30822/arteks.v9i2.3187

Abstract

High sunlight and poor air quality in the city of Bandung affect the level of visual comfort. In designing bus stops, space is needed that has visual comfort so that the facilities are maintained and can function well. This research was conducted to determine visual comfort as measured using the Daylight Factor (DF) at bus stops in Bandung. The method used is a quantitative experiment using Drajmarsh and Ladybug software. To identify a bus stop design with stable visual comfort, analysis was conducted at various times and places. The results of the study are guidelines for creating publicly accessible spaces, such as bus stops, in Bandung that make utilization of natural light from the sun from morning to night. This light is crucial for visual information, thermal comfort, and building energy efficiency.