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PERANCANGAN IDENTITAS VISUAL DAN MEDIA PROMOSI GRIYA SARANA LABEL Richi Fenus Yoselinus; Irwan Harnoko; Nugroho Widya Prio Utomo
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 7 No. 2 (2022): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1135.002 KB) | DOI: 10.25105/jdd.v7i2.12474

Abstract

Griya Sarana Label berdiri sejak 1990, Perusahaan ini adalah perusahaan yang menawarkan jasa pencetakan label. Perusahaan ini berkembang dengan menjual jasa percetakan label ke perusahaan lain yang membutuhkan label dalam jumlah yang banyak. Penulis mendapati masalah terhadap kemampuan Griya Sarana Label dalam mempromosikan jasa yang ditawarkan perusahaan tersebut sampai saat ini, Griya Sarana Label tidak memiliki identitas visual dan media promosi di platform media sosial dan sejak awal berdiri Griya Sarana Label masih mengandalkan promosi dari mulut ke mulut. Dewasa ini merancang identitas visual dan media promosi sangatlah dibutuhkan untuk sebuah perusahaan untuk dapat berkembang. Oleh karena itu perancangan media promosi yang layak melalui media sosial perlu dibentuk sebaik-baiknya. Tujuan penulis membuat penulisan ini untuk merancang identitas visual dan media promosi yang terstruktur dan menggunakan media daring sebagai sarana promosi yang efektif dan desain yang menarik untuk dapat bersaing di dalam pasar. Metode yang dilakukan pada perancangan ini adalah wawancara dan observasi dan pada akhir, penulis melakukan pameran di Summarecon Mal Serpong.
ANALOGI DAN METAFORA DALAM IKLAN KREATIF (STUDI KASUS: KAMPANYE UNIVERSITAS) Irwan Harnoko; Nugroho Widya Prio Utomo; Agung Zainal Muttakin Raden
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 9 No. 1 (2024): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v9i1.17597

Abstract

AbstractAnalogies and Metaphors in Creative Advertising (Case Study: University Campaign). Visual communication design plays a crucial role in conveying a strong and compelling message to the audience. This research reviews the work of students of the Campaign Design course at Pradita University, who faced the challenge of differentiating themselves from their competitors with parity advertising. The method used is a qualitative method using Mario Pricken's metaphor and analogy approach. The results of this analysis found that some of the student works were appropriate in applying metaphors and analogies, but other works were less appropriate in applying metaphors and analogies to advertising works.Keywords: analogy, metaphor, campaign design, university campaign, advertising AbstrakAnalogi dan Metafora Dalam Iklan Kreatif (Studi Kasus: Kampanye Universitas). Desain komunikasi visual memainkan peran krusial dalam menyampaikan pesan yang kuat dan menarik bagi khalayak. Penelitian ini mengulas hasil karya mahasiswa mata kuliah Desain Kampanye di Universitas Pradita, yang menghadapi tantangan dalam membedakan diri dari pesaingnya dengan iklan paritas. Metode yang digunakan adalah metode kualitatif dengan menggunakan pendekatan metafora dan analogi dari Mario Pricken. Hasil dari analisis ini ditemukan bahwa karya-karya mahasiswa tersebut beberapa sudah sesuai penerapan metafora dan analogi, namun karya lain kurang tepat dalam menerapkan metafora dan analogi pada karya iklan.Kata kunci: analogi, metafora, desain kampanye, kampanye universitas, iklan  
Perancangan Board Game Sebagai Media Untuk Melestarikan Kue Tradisional Nusantara Kepada Anak-Anak Grasella Davina Audria; Irwan Harnoko; Nugroho Widya Prio Utomo
SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi Vol. 2 No. 4 (2024): Oktober : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi
Publisher : STIKes Ibnu Sina Ajibarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59841/saber.v2i4.1899

Abstract

Indonesia has a variety of traditional Nusantara cakes that are not only unique, but also appetizing. However, along with the development of the times, traditional Nusantara cakes are increasingly rare. Only a handful of sellers are still loyal to selling these snacks. One of the reasons for the decline in the popularity of these traditional cakes is the growing perception among the public, especially children, who consider these cakes "old-fashioned." Many elementary school-aged children are now more interested in modern snacks, such as donuts, cakes, or candy, than traditional cakes such as klepon, onde-onde, or layered cakes. Therefore, this study aims to design a board game as a fun and educational interactive media, with the hope of introducing and preserving traditional Nusantara cakes to children aged 8-11 years. The methods used in this study include an in-depth analysis of relevant traditional cakes, development of game mechanics that are appropriate to the target age, and prototype trials to see children's responses and involvement in this game. Thus, this research is expected to provide a significant contribution to efforts to preserve culture while promoting a deeper understanding of the culinary richness of the archipelago among the younger generation, so that this tradition can continue to be passed down from one generation to the next.
Perancangan Komik Edukasi Cosplay untuk Generasi Muda di Indonesia Glennesha Geneviene; Irwan Harnoko
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1435

Abstract

 Cosplay (コスプレ, kosupure) is an act in which someone imitates the identity or character of an anime, comic, cartoon, or another famous character by wearing clothes, hats, wigs, shoes, and other accessories. The development of cosplay as pop culture in Indonesia provides many opportunities for ordinary people, especially teenagers, to start this hobby. However, there are still many beginner teenagers and ordinary people who do not have the resources to start cosplay. Therefore, designing comics as an educational medium to start cosplay is very much needed so that beginners can get direction and get the essence of cosplay in it. The method used in this design is qualitative descriptive and phenomenology with professional cosplayers, the Surabaya cosplay community (COSURA), and also comic artist Kang Cilok. The results of this study are expected to provide education on how to start a cosplay hobby for beginners in an entertaining way and can be used as a reference for the development of further educational comics.
Design of Gradual Contemporary Wayang Visual Character Indonesia For Sticker Chatting And Game Applications James Darmawan; Irwan Harnoko
Journal of Games, Game Art, and Gamification Vol. 2 No. 1 (2017): Special Issue: International Conference of Games, Game Art and Gamification (IC
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v2i1.7217

Abstract

UNESCO international recognition in 2003 stated that wayang is one of Indonesia's cultural heritage, but the sense of belonging for wayang is still low among the nation's next generation of Indonesia. So at this time, both the government and the educators, still working to improve the regeneration of wayang knowledge and recognition for the young nation and the world, including through game application. In this study, the researchers created a contemporary virtual character of wayang, and will be inserted as a character sticker chatting and game application. This wayang virtual characters can be used as tools for reintroduction to young people around the world. This method will be conducted by researchers include depictions classification of facial expressions of emotion, collaborate with simplified visual approach, to obtain the corresponding visual characteristics of the wayang virtual characters. Researchers also used visual basic character as a prototype for contemporary form deformation, so it can be applied to the target games application and communication functions.
KONSISTENSI PENGGUNAAN BRAND GUIDELINES PADA MATERI PROMOSI DI PERGURUAN TINGGI SWASTA: The Consistency of Using Brand Guidelines in Private University's Promotional Materials Irwan Harnoko; Nugroho Widya Prio Utomo; Agung Zainal Muttakin Raden
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 1 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i1.22593

Abstract

The Consistency of Using Brand Guidelines in Private University's Promotional Materials. Brand identity consistency is a crucial factor in building brand image and consumer loyalty. This study examines the implementation of brand guidelines at Pradita University by analyzing promotional materials based on visual elements such as typography, color, and graphic elements. Observations reveal inconsistencies with the brand guidelines, particularly in the use of typefaces, background colors, and graphic elements. Titillium, the designated standard font, is not consistently applied and is often replaced by decorative and script fonts. The university’s signature green color is also frequently substituted with orange. These inconsistencies risk weakening the university's brand identity. Strict adherence to brand guidelines is essential to maintain visual identity uniformity, enhance memorability, and strengthen the university's image and reputation in the long term.