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Environmental Graphic Design for The MPU Tantular Museum Using a Design Thinking Approach Prasetya, Ardian Jaya; Yurisma, Dhika Yuan
Nusantara Science and Technology Proceedings 8th International Seminar of Research Month 2023
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2024.4116

Abstract

Visitors to the MPU Sidoarjo Tantular Museum are dominated by school students who have assignments from school. The lack of information on each museum collection causes visitors to be less interested in visiting. This research aims to design environmental graphic designs as a branding effort for the Mpu Tantular Sidoarjo museum. The design is made in the form of wayfinding and museum signage. The method used in this research is Design Thinking with a basic scheme, namely Emphatize, define, ideate, prototype, test. direct data mining through observation and interviews. From the results of data analysis, a concept was obtained to design a prototype environmental graphic design so that visitors can improve their experience of visiting the MPU Tantular museum. Media implementation using sticker material. In the future, we suggest that this research can be developed using the latest technology such as virtual reality to improve visitor experiences.
Perancangan Infografis Asi Eksklusif sebagai Upaya Peningkatan Kesadaran Masyarakat pada Gizi Bayi Yurisma, Dhika Yuan; Bahruddin, Muh; P, Sigit
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 3 No. 02 (2017): August 2017
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v3i02.1299

Abstract

Media berbasis infografis masih jarang ditemui di dinas-dinas kesehatan, Pusat Kesehatan Masyarakat (Puskesmas), posyandu, BKIA, bidan, rumah sakit bersalin, dan lain sebagainya. Di tempat-tempat tersebut hanya menampilkan gambar ibu-ibu menyusui. Dari tahun ke tahun, gambar tersebut tidak banyak perubahan, kecuali hanya menginformasikan bahwa ASI Eksklusif adalah asupan utama bayi yang sangat penting.Penelitian ini bertujuan untuk merancang infografis yang akan diimplementasikan melalui media poster yang bertujuan memberikan informasi tentang pentingnya ASI Eksklusif. Peneliti berharap bahwa perancangan infografis ini mampu memberikan dampak signifikan bagi masyarakat, khususnya orangtua untuk meningkatkan kesadaran terhadap pentingnya gizi bayi. Infografis dimaksudkan untuk mengomunikasikan informasi dengan cara yang jelas melalui grafis (gambar), mudah dipahami masyarakat awam, dan menjadi media komunikasi yang efektif. Dengan menggunakan metode wawancara mendalam kepada tenaga kesehatan atau media, ibu rumah tangga, akademisi, maka hasil yang telah dicapai dalam penelitian ini adalah desain infografis yang dituangkan dalam sebuah poster menjadi media yang penting bagi masyarakat untuk memperoleh informasi tentang pentingnya ASI. Minimnya publikasi tentang ASI menjadikan poster desain infografis menjadi sangat dibutuhkan masyarakat. Untuk memenuhi kebutuhan itu, peneliti menggunakan gaya desain flat design dalam merancang desain infografis. Gaya ini mudah diaplikasikan dan relevan ditujukan sesuai target dan segmentasi.  Kata Kunci: ASI Eksklusif, Infografis, Flat design
3D AUGMENTED REALITY SEBAGAI PENDUKUNG BRANDING MUSEUM MPU TANTULAR SIDOARJO Prasetya, Ardian Jaya; Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1409

Abstract

Visitors to the Sidoarjo MPU tantular Museum are dominated by school students who receive assignments from school. Lack of attractions and information in each museum collection causes visitors to be less interested in visiting. The main objective of this research is to designing three-dimensional Augmented reality design as an effort to brand the mpu tantular museum in Sidoarjo. By using Augmented reality technology, visitors can interact directly with museum collections. The method used in this study is the Multimedia Development Life Cycle with a direct approach by observation and interviews. From the results of data analysis, it was found that the concept of augmented reality was used, namely in the form of an Instagram application filter so that visitors would immediately share their experiences visiting the mpu tantular museum on their social media and be able to communicate to the public. The media implementation uses a 5x5 cm sticker affixed near the selected collection as a marker, visitors only need to scan the marker.
Aset Budaya Sebagai Konsep Destination Branding Desa Ngadas Kabupaten Malang Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 5 No. 1 (2021): Jurnal Bahasa Rupa Oktober 2021
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v5i1.836

Abstract

Destination branding is an effort to build people's perceptions of a destination, by marketing or introducing existing potentials and advantages, so that it can become an identity for a destination. Ngadas Village, located in Malang Regency, is one of the four villages of the Tengger tribe that has cultural potential and natural wealth that can be developed into a tourist destination. Therefore, it is necessary to design a destination branding for Ngadas Village so that its potential can be recognized and become a characteristic of the village. The main purpose of this design is to communicate Ngadas Village to the wider community so that the cultural heritage of Ngadas Village can be maintained and sustainable, besides that it can also help the welfare of the people of Ngadas Village. With this Destination branding, Ngadas village has the opportunity to introduce its potential, while preserving the cultural heritage for its successors. The research method used in Destination branding uses qualitative methods with a direct approach to the field and in-depth interviews with related parties to deepen knowledge about Ngadas village. From this method, it is found that the Ngadas village has cultural assets that become verbal concepts, visual concepts and media strategies in this design.
3D AUGMENTED REALITY SEBAGAI PENDUKUNG BRANDING MUSEUM MPU TANTULAR SIDOARJO Ardian Jaya Prasetya; Dhika Yuan Yurisma
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1409

Abstract

Visitors to the Sidoarjo MPU tantular Museum are dominated by school students who receive assignments from school. Lack of attractions and information in each museum collection causes visitors to be less interested in visiting. The main objective of this research is to designing three-dimensional Augmented reality design as an effort to brand the mpu tantular museum in Sidoarjo. By using Augmented reality technology, visitors can interact directly with museum collections. The method used in this study is the Multimedia Development Life Cycle with a direct approach by observation and interviews. From the results of data analysis, it was found that the concept of augmented reality was used, namely in the form of an Instagram application filter so that visitors would immediately share their experiences visiting the mpu tantular museum on their social media and be able to communicate to the public. The media implementation uses a 5x5 cm sticker affixed near the selected collection as a marker, visitors only need to scan the marker.
Representasi Perubahan Sosial dalam Kampanye LGBT pada Produk IKEA Muh. Bahruddin; Setya Putri Erdiana; Dhika Yuan Yurisma
Jurnal ILMU KOMUNIKASI Vol. 21 No. 2 (2024)
Publisher : Departemen Ilmu Komunikasi FISIP Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jik.v21i2.7763

Abstract

Advertisement can be used to campaign on social issues, such as the IKEA’s product campaign on the issue of equality for the LGBT community viewed negatively by the people. This article aims to identify the IKEA attempts to change people's perspective through visual communication. This research uses the theory of structuration and Saussure's semiotic method to interpret signs based on signifiers and signifieds. As a result, the social change represented by IKEA with the theme of equality in American history is a donation communication strategy for the LGBT community, that is vulnerable to suicide, by considering local views and culture.
Environmental Graphic Design for The MPU Tantular Museum Using a Design Thinking Approach Ardian Jaya Prasetya; Dhika Yuan Yurisma
Nusantara Science and Technology Proceedings 8th International Seminar of Research Month 2023
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2024.4116

Abstract

Visitors to the MPU Sidoarjo Tantular Museum are dominated by school students who have assignments from school. The lack of information on each museum collection causes visitors to be less interested in visiting. This research aims to design environmental graphic designs as a branding effort for the Mpu Tantular Sidoarjo museum. The design is made in the form of wayfinding and museum signage. The method used in this research is Design Thinking with a basic scheme, namely Emphatize, define, ideate, prototype, test. direct data mining through observation and interviews. From the results of data analysis, a concept was obtained to design a prototype environmental graphic design so that visitors can improve their experience of visiting the MPU Tantular museum. Media implementation using sticker material. In the future, we suggest that this research can be developed using the latest technology such as virtual reality to improve visitor experiences.
PERANCANGAN DESTINATION BRANDING KAWASAN PANTAI PUCANGLABAN SEBAGAI UPAYA MENINGKATKAN BRAND AWARENESS Nadya Cahya Faradita; Siswo Martono; Dhika Yuan Yurisma
Gorga : Jurnal Seni Rupa Vol. 12 No. 2 (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.v12i2.49570

Abstract

One of the beaches in Tulungagung Regency known for its beautiful waves and pristine white sand is Pucanglaban Beach. It is suitable for swimming, sunbathing, or simply relaxing by the shore. This tourist destination is directly adjacent to the southern sea. The natural potential of Desa Pucanglaban encompasses the coastal area, including Pacar Beach, Kedung Tumpang Beach, and Molang Beach. The entrance fee to access this beach area is highly affordable, costing only Rp. 8,000, allowing visitors to enjoy all three beaches simultaneously. Facilities in the Pucanglaban Beach area include a mosque, restrooms, safety equipment, tent rentals, food and beverage stalls, parking facilities, and photo spots. However, despite the comprehensive facilities, this beach area lacks a strong brand identity. This research aims to design a destination branding strategy for the Pucanglaban Beach area with the goal of increasing brand awareness, contributing to the economic growth of Desa Pucanglaban, introducing the beauty and allure of Pucanglaban Beach to a wider audience, and creating a positive image. The design methodology used is design thinking, which involves various stages such as empathy, definition, ideation, prototype, and testing. The result of this design process is a key concept, namely "happiness," which signifies that this natural tourist destination can evoke a sense of happiness during and after a visit to Pucanglaban Beach by enjoying its natural beauty. This design is applied to create a logo, develop branding materials for the Pucanglaban Beach area, and implement it through various promotional tools such as x-banners, Instagram feeds, brochures, as well as various merchandise including clothing, mugs, stickers, keychains, and office stationery.Keywords: design, destination branding, brand awareness. AbstrakSalah satu pantai di kabupaten Tulung Agung  yang terkenal dengan ombaknya yang indah dan pasir putihnya yang bersih adalah pantai pucanglaban. Cocok untuk berenang, berjemur, atau bersantai di tepi pantai. Destinasi wisata ini berbatasan langsung dengan laut  selatan. Potensi alam yang dimiliki oleh Desa Pucanglaban meliputi area pesisir pantai, meliputi  Pantai Pacar, Pantai Kedung Tumpang, dan Pantai Molang. Tiket masuk untuk mengakses kawasan pantai ini sangat terjangkau, hanya seharga Rp. 8000, yang memungkinkan pengunjung untuk menikmati ketiga pantai tersebut secara sekaligus. Sarana dan prasarana di kawasan pantai Pucanglaban diantaranya adalah mushola, toilet, peralatan keselamatan, penyewaan tenda, stan makanan dan minuman, tempat parkir, serta lokasi untuk mengabadikan kegiatan dengan berfoto. Namun, meskipun fasilitasnya lengkap, kawasan pantai ini belum memiliki identitas merek yang kuat. Penelitian ini bertujuan untuk merancang strategi branding destinasi bagi kawasan pantai Pucanglaban, dengan tujuan meningkatkan kesadaran akan merek, berkontribusi pada pertumbuhan ekonomi Desa Pucanglaban, memperkenalkan keindahan dan daya tarik Pantai Pucanglaban kepada masyarakat secara lebih luas, serta menciptakan citra yang positif. Metode perancangan yang digunakan adalah desain berpikir (design thinking), yang melibatkan berbagai tahap seperti empati, definisi, berideasi, pembuatan prototipe, dan pengujian. Hasil dari perancangan ini adalah sebuah konsep utama, yaitu "kebahagiaan," yang menggambarkan bahwa destinasi wisata alam ini mampu memberikan pengalaman kebahagiaan selama dan setelah berkunjung ke Pantai Pucanglaban dengan menikmati keindahan alamnya. Perancangan ini diterapkan dalam pembuatan logo, pengembangan materi branding untuk kawasan Pantai Pucanglaban, dan implementasinya dalam beraneka pendukung promosi,  seperti x-banner, feed Instagram, brosur, serta berbagai merchandise seperti pakaian, mug, stiker, gantungan kunci, dan peralatan tulis kantor.Kata Kunci: perancangan,destination branding, brand awareness. Authors:Nadya Cahya Faradita : Universitas DinamikaSiswo Martono : Universitas DinamikaDhika Yuan Yurisma : Universitas Dinamika References:Adam, M., Siswo, A., Setya, M., & Erdiana, P. (2023). Perancangan Destination Branding Desa Jatipasar Sebagai Upaya Meningkatkan Brand Awareness. Jurnal Art Nouveau, 1(1).Michandani, E. S., & Arida, I. N. S. (2019). Perancangan Destination Branding Desa Wisata Kerta di Kecamatan Payangan Kabupaten Gianyar. JURNAL DESTINASI PARIWISATA, 7(1).https://doi.org/10.24843/jdepar.2019.v07.i01.p17.Sayatman, S., Soewito, B. M., & Noordyanto, N. (2021). Pengembangan Konsep Brand Identity dan Visual System ITS yang Lebih Terintegrasi. Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya, 20(1), 10.https://doi.org/10.12962/iptek_desain.v20i1.9329.Seragih, Y. G., & Azis, A. C. K. (2021). Tinjauan Hasil Gambar Ilustrasi Kartun dengan Objek Binatang. Ekspresi Seni: Jurnal Ilmu Pengetahuan dan Karya Seni, 23(2), 302-318.Simarmata, J. G., Azis, A. C. K., & Syukri, A. (2023). Desain Kemasan Bubuk Bandrek Betalana Desa Pohan Tonga. Seni Rupa, 19(02), 6-13.Tarumanagara, U., Barat, K. J., & Manual, S. (2023). Perancangan ulang identitas visual sebuah usaha elektronik rumah tangga. 12. Gorga¯: Jurnal Seni Rupa, 12(1), 26-32.Todings, R. E., E, P., & Nurfitri, R. (2022). Perancangan Corporate Identity Cv Arya Wasa Sebagai Citra Perusahaan. Gorga¯: Jurnal Seni Rupa, 11(2), 480. https://doi.org/10.24114/gr.v11i2.37300.Sayatman, S., Soewito, B. M., & Noordyanto, N. (2021). Pengembangan Konsep Brand Identity dan Visual System ITS yang Lebih Terintegrasi. Jurnal Desain Idea: Jurnal Desain Produk Industri Institut Teknologi Sepuluh Nopember Surabaya, 20(1), 10.https://doi.org/10.12962/iptek_desain.v20i1.9329.Seragih, Y. G., & Azis, A. C. K. (2021). Tinjauan Hasil Gambar Ilustrasi Kartun dengan Objek Binatang. Ekspresi Seni: Jurnal Ilmu Pengetahuan dan Karya Seni, 23(2), 302-318.Simarmata, J. G., Azis, A. C. K., & Syukri, A. (2023). Desain Kemasan Bubuk Bandrek Betalana Desa Pohan Tonga. Seni Rupa, 19(02), 6-13.Tarumanagara, U., Barat, K. J., & Manual, S. (2023). Perancangan ulang identitas visual sebuah usaha elektronik rumah tangga. 12. Gorga¯: Jurnal Seni Rupa, 12(1), 26-32.Todings, R. E., E, P., & Nurfitri, R. (2022). Perancangan Corporate Identity Cv Arya Wasa Sebagai Citra Perusahaan. Gorga¯: Jurnal Seni Rupa, 11(2), 480. https://doi.org/10.24114/gr.v11i2.37300.
DEVELOPMENT STRATEGY FOR DESTINATION BRANDING OF PONOROGO REGENCY Dhika Yuan Yurisma; Setya Putri Erdiana
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

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

Abstract

The importance of destination branding is becoming more evident in the competition among places that serve as tourist, business, and even residential locations. The image or perception formed is vital as it shapes the identity of a destination. Essentially, destination branding is an effort to build individual perceptions of a destination by promoting its potential and strengths, ultimately forming a unique identity for that place. Ponorogo known for its strong cultural heritage, has not yet attracted much attention from the general public as a tourist destination. This study aims to identify the factors influencing tourist visits through demand analysis and to analyze the mapping of tourism potential by inventorying human resources, natural resources, supporting infrastructure, local community lifestyle patterns, and the support of the local government of Ponorogo Regency in developing a destination branding strategy. The methodology in this research destination strategy. Data collection techniques involve observation, documentation and literature review, as well as interviews with government officials, tourists or visitors. The collected data will be analyzed to create a mind map used in the concept of destination branding strategy design. The result of this research on the strategy for developing destination branding for Ponorogo Regency is a brand guideline book, complete with examples of its implementation in various promotional media., offering recommendations to the local government of Ponorogo Regency to increase tourist visits.
Perancangan UI/UX Personal Color Test sebagai Upaya Penunjang Penampilan Generasi Z Setya Putri Erdiana; Dhika Yuan Yurisma; Indah Aulia Damayanti
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 2 (2024): Vol. 6 (2024) No. 2
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i2.192

Abstract

Permasalahan yang ada di Indonesia, ahli personal color test masih terbatas sehingga pemesanan tempat yang sulit didapatkan dan harganya yang cukup mahal. Sedangkan aplikasi desain personal color yang telah ada, dianggap masih belum mampu mencapai akurasi pengguna warnanya bagi orang asia dan juga tahapannya serta bahasa yang sulit dipahami untuk orang Indonesia. Maka dari itu dengan adanya perancangan desain user interface dan user experience aplikasi personal color test diharapkan mampu menyediakanmedia yang dapat digunakan dan dijangkau oleh generasi z di Indonesia dalam menunjang penampilan. Dengan menggunakan metode design thinking yang memiliki lima tahapan yaitu empathize, define, ideate, prototype, dan test. Hasil penelitian menunjukkan bahwa perancangan UI/UX aplikasi Persona dengan menggunakan metode design thinking dapat memberikan pengalaman pengguna yang lebih baik. Aplikasi ini dirancang dengan fokus pada kebutuhan pengguna, termasuk fitur seperti test undertone, test personal color, hasil test, shop, menambahkan postingan, pemberitahuan dan profile. Selain itu, penelitian ini menunjukkan bahwa penggunaan metode design thinking dalam perancangan aplikasi user interface dan user experience dapat memberikan informasi kepada pengguna terkait personal color. Oleh karena itu, penelitian ini dapat menjadi acuan bagi rancangan susunan pengguna untuk mengembangkan aplikasi yang lebih baik dan lebih efektif untuk memenuhikebutuhan pengguna
Co-Authors A.A. Ketut Agung Cahyawan W Abdullah Khoir Riqqoh Achmad Yanu Aliffianto Agus Sachari Alfathan, Ika Alisia, Stella Anggara, Fredian Dwi Ardian Jaya Prasetya Ardian Jaya Prasetya Ardian Jaya Prasetya Balya, Ahmad Candraningrat, Candraningrat Chandra, Cynthia Joanna Darwin Yuwono Riyanto, Darwin Yuwono EBW, Agung Eko Cahyono Saderi, Eko Cahyono Erdiana, Setya Putri Faradita, Nadya Cahya Fenty Fahminnansih, Fenty Firdaus, Muhammad Yusuf Firmansyah, Rahmat Aulia Hardman Budiardjo, Hardman Hidayah, Maula Imansyah, Surya Adi Indah Aulia Damayanti Islamiyah, Ainun Ixsora Gupita Cinantya, Ixsora Gupita Jamhari Jamhari Karsam Karsam Kusuma, Mahardika Rachman Mochammad Charis Hidayahtullah Muh Bahruddin Munthasor, Ghavin Nizar Mustakim, Wilyan Nadya Cahya Faradita Nathanael, Clemen Ogi Nurdiansyah, Pungky Gilang OKTAVIANI, RIA Oktaviyan, Erwin Patricia, Florens Debora Permadi, Anggriano Sandy Prakasa, Aditya Agung Pranata, Nino Septian Prasetya, Ardian Jaya Pratiwi, Novita Prayoga, Al Lukman Arif Priyambudi, Eko Religi, Nadia Sakinah Ridariono, Noviani Rizky Rizal Afriansyah Rudi Santoso, Rudi Sadewo, Herlin Roesmarlina Saputro, Dwi Cahyo Ponco Setya Putri Erdiana Setya Putri Erdiana Shofi Sabian Sjam, Shofi Sabian Sholekhah, Risna Awalia Sigit P, Sigit Siswanto, Edwind Adryan Siswo Martono Siswo Martono, Siswo Siti Mujanah Sumedi, Misbahul Suwandi, Fikri Tamalanrea, Alpha Dian Taufik Akbar Uqba, Muhammad Tuhmadu Wicaksono, Yohanes Anggoroadi Yekti, Rendy Bramestian Pratama YULIVIANA, LISA ACDHA