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Efektivitas Visual Storytelling di Instagram sebagai Strategi Pemulihan Citra Merek Pasca Boikot pada Starbucks Indonesia Manar, ada Faris; Fiandra, Yosa; Anwar, Ardy Aprilian
eProceedings of Art & Design Vol. 12 No. 4 (2025): Agustus 2025
Publisher : Telkom University

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

Abstract

Penelitian ini mengkaji efektivitas visual storytelling di Instagram sebagai strategi pemulihan citra merek setelah terjadinya aksi boikot publik akibat isu geopolitik antara Israel dan Palestina, dengan fokus khusus pada kasus Starbucks Indonesia. Penelitian ini menggunakan metode kualitatif dengan menggabungkan pendekatan analisis naratif dan teknik analisis Multimodal Discourse Analysis (MDA) untuk mengamati unggahan pada akus resmi Instagram Starbucks Indonesia setelah masa puncak boikot pada awal tahun 2024. Temuan penelitian menunjukkan bahwa Starbucks Indonesia secara konsisten menggunakan tema tanggung jawab sosial perusahaan (CSR), aksi sosial, dan narasi kehidupan masyarakat urban untuk mengalihkan fokus audiens dari isu boikot. Konten naratif pendek ini, yang disampaikan melalui Reels menampilkan situasi yang mudah diasosiasikan oleh audiens dan membangun resonansi emosional. Starbucks Indonesia membentuk narasi alternatif yang berfokus pada hal-hal positif, keterlibatan komunitas, dan koneksi emosional yang dikemas untuk penyampaian pesan secara implisit. Strategi ini terbukti efektif dalam membangun kembali kepercayaan, meredam kerusakan reputasi, dan meningkatkan keterlibatan di platform digital. Penelitian ini menyimpulkan bahwa visual storytelling di Instagram dapat menjadi alat yang halus namun kuat dalam mengelola krisis merek di era digital. Kata kunci: visual storytelling, Instagram, Starbucks Indonesia, pemulihan citra merek, CSR
Perancangan Signage Buruan SAE D’Lima Tohir, Mohamad; Anwar, Ardy Aprilian; Belasunda, Riksa
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.
Musical Drama Audio Production for MI Asy Syifa Rancamanyar Teachers: Produksi Audio Drama Musikal bagi para Guru MI Asy Syifa Rancamanyar Anwar, Ardy Aprilian; Fiandra, Yosa; Belasunda, Riksa
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 8 No. 5 (2024): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v8i5.21292

Abstract

When celebrating graduation or promotion at school level, they are used to holding a celebration event all day long. Various types of competitions were held and competed in, and various artistic performances were shown openly. Performing arts include musical group performances, solo singing, dance, musical ensembles and musical drama. There are still several schools, including MI Asy Syifa Rancamanyar, which still use external assistance to prepare activities on the grounds that they donot have knowledge in the related field. For example, when creating singing accompaniment music, dance accompaniment music, and even audio for musical drama performances with a more complex level of complexity. This study aims to understand teachers who are involved in extracurricular activities, particularly their ability to create audio-musical dramas. The method used is service learning-based training with an active participatory approach that focuses on meeting the community needs identified in previous year's training. The research results indicate an improvement in participants' understanding and knowledge of the recording and audio rendering processes. This audio production training helps teachers gain a better understanding and trains them in audio production for musical dramas using Reaper DAW software. As a result, teachers become more productive and independent in preparing materials for art performances at their schools
KONSTRUKSI IKON, INDEK, DAN SIMBOL DALAM MEMBANGUN VISUALISASI KARAKTER VIDEO GAME HARVEST MOON BACK TO NATURE Budiman, Arief; Anwar, Ardy Aprilian
Jurnal Bahasa Rupa Vol. 4 No. 1 (2020): Jurnal Bahasa Rupa Oktober 2020
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v4i1.566

Abstract

The presence of character visualization becomes part of the aesthetic value in video games, with its presence making events in the video game become interwoven and have a narrative flow. In the end it creates a fantasy as well as the occurrence of increasing emotion in playing video games, where players are expected to feel an understanding of indigo - value. Seeing the magnitude of the role of the presence of character visualization in video games. Then through the study of reading visual signs, it is done as a means to find out the sign construction on character visualization in the Harvest Moon Back to Nature video game. Descriptive Interpretative research methods using the semiotics approach with qualitative data analysis as an instrument to describe and interpret the object of study. Researchers use the Peirce semiotic approach as a signatory analysis theory can read visual signs in the form of icons, indices, and symbols contained in the visualization of characters oriented to aspects of the story in the Harvest Moon Back to Nature video games. Overall the existence of character visualization presented by the construction of visual signs (icons, indices, symbols) in the Harvest Moon Back to Nature video game has been able to describe the characteristics of each character in the game world that suits the personality and profession of the character played in the the Harvest Moon Back to Nature video game.