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Iterative Design Metodh sebagai Pendekatan dalam Perancangan Boardgame Aksara Lontara untuk Sekolah Alam di Kabupaten Gowa Nugraha, Ahmad Ade; Mansoor, Alvanov Zpalanzani
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.v6i2.225

Abstract

Indonesia memiliki beragam aksara dari berbagai daerah, salah satunya adalah Aksara Lontara dari suku Bugis. Aksara Lontara mulai diperkenalkan di Sekolah Dasar di Sulawesi Selatan, namun implementasinya belum menyeluruh dan masih menghadapi beberapa kendala yang cukup signifikan. Kendala tersebut antara lain adalah kurangnya tenaga pendidik yang kompeten, ketersediaan materi ajar yang terbatas, serta minimnya variasi media pembelajaran yang menarik bagi siswa. Penggunaan board game muncul sebagai salah satu alternatif yang menarik dan inovatif dalam memperkenalkan Aksara Lontara kepada anak-anak sekolah dasar. Hal ini menjadi penting mengingat tidak semua sekolah mengizinkan atau mendukung penggunaan smartphone atau perangkat digital selama proses belajar mengajar di kelas. Selain itu, board game juga berfungsi untuk meminimalisasi paparan berlebihan anak terhadap media digital dan memaksimalkan interaksi nyata serta kolaborasi dalam proses belajar. Dalam penelitian ini, pendekatan Iterative Design Method digunakan untuk mentranslasi digital game bertema Aksara Lontara menjadi sebuah board game. Tahapan proses perancangan meliputi generate ideas, formalize ideas, test ideas, dan evaluate results. Proses iteratif dilakukan beberapa kali dalam proses desain yang dilakukan hingga menghasilkan board game berupa flashcard interaktif dengan konten aksara Aksara Lontara. Hasil dari playtesting yang dilakukan menunjukkan adanya perbedaan pengalaman bermain antara pemain yang pernah mempelajari Aksara Lontara dan pemain yang sama sekali belum familiar dengan aksara tersebut. Meskipun demikian, rancangan board game ini mendapatkan respon positif dari berbagai tahap pengujian yang dilakukan. Hal ini menunjukkan bahwa board game memiliki potensi sebagai media pembelajaran alternatif yang dapat digunakan dalam memperkenalkan Aksara Lontara kepada siswa Sekolah Dasar dalam mendukung literasi budaya lokal melalui metode pembelajaran.
WARNA DAN EMOSI UNTUK MEDIA DESAIN INTERAKTIF: LITERATURE REVIEW Zahra, Nurmalita; Mansoor, Alvanov Zpalanzani
Gorga : Jurnal Seni Rupa Vol. 13 No. 1 (2024): 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.v13i01.57946

Abstract

Color is considered in the application of emotion or psychological themed interactive design media. Previous research on color and emotion shows that color manipulates a person's emotions. This article discuss about association of color and emotion or psychology for reference to the use of color in interactive design media with psychological themes. This research method is a literature review with limitations related to emotions and psychology to find out what things need to be considered for deciding what colors can be used in research and designing psychology-based interactive design media.. The result of this research is a color can be associated with different emotions in different people. Things that affect the difference are religion, geography, language, culture, gender, age, duration of color exposure, and hue, saturation, and lightness (HSL), duration of color exposure, linguistics, culture, perception of the environment, gender, and age. This research can be used as a reference for researchers or designers in researching or creating interactive design media related to emotions and psychologyKeywords: Color, Emotion, Interactive Design MediaAbstrakWarna merupakan hal yang perlu diperhatikan dalam pengaplikasian pada media desain interaktif yang bertemakan emosi atau psikologi. Pada penelitian terdahulu tentang warna dan emosi menunjukan bahwa warna memanipulasi emosi seseorang. Artikel ini membahas tentang asosiasi warna dan emosi atau psikologi untuk acuan penggunaan warna dalam media desain interaktif bertemakan psikologi. Metode penelitian ini adalah literature review dengan batasan warna yang terkait dengan emosi dan psikologi untuk mengetahui hal apa saja yang perlu dipertimbangkan dalam memutuskan penggunaan warna apa saja yang dapat digunakan dalam penelitian maupun perancangan media desain interaktif berbasis psikologi. Hasil dari penelitian ini adalah sebuah warna dapat diasosiasikan dengan emosi yang berbeda pada orang yang berbeda. Hal yang mempengaruhi perbedaan tersebut adalah religi, geografis, bahasa, budaya, jenis kelamin, usia, durasi paparan warna, dan hue, saturation, dan lightness (HSL). Penelitian ini dapat digunakan sebagai acuan untuk peneliti atau desainer dalam meneliti atau menciptakan media desain interaktif yang berhubungan dengan emosi maupun psikologi.Kata Kunci: Warna, Emosi, Media Desain Interaktif. Authors:Nurmalita Zahra : Institut Teknologi BandungAlvanov Zpalanzani Mansoor : Institut Teknologi Bandung ReferencesDarmaprawira, S. (2002). Warna. Penerbit ITB.Dewi, F. N., & Rizky Mutiaz, I. (2023). Muatan Budaya China Dalam Desain Karakter Yun Jin Game Genshin Impact. Jurnal Seni Rupa, 12.Fugate, J. M. B., & Franco, C. L. (2019). What color is your anger? Assessing color-emotion pairings in english speakers. Frontiers in Psychology, 10(FEB). https://doi.org/10.3389/fpsyg.2019.00206Hanada, M. (2018). Correspondence analysis of color“emotion associations. Color Research and Application, 43(2). https://doi.org/10.1002/col.22171Jonauskaite, D., Dael, N., Chèvre, L., Althaus, B., Tremea, A., Charalambides, L., & Mohr, C. (2019). Pink for Girls, Red for Boys, and Blue for Both Genders: Colour Preferences in Children and Adults. Sex Roles, 80(9“10). https://doi.org/10.1007/s11199-018-0955-zJonauskaite, D., Parraga, C. A., Quiblier, M., & Mohr, C. (2020). Feeling Blue or Seeing Red? Similar Patterns of Emotion Associations With Colour Patches and Colour Terms. I-Perception, 11(1). https://doi.org/10.1177/2041669520902484Joosten, E., Van Lankveld, G., & Spronck, P. (2010). Colors and Emotion in Videogames. Proceedings on the 11th International Conference on Intelligent Games and Simulation GAME-ON 2010.Korkmaz, S., Özer, Ö., Kaya, Åž., Kazgan, A., & Atmaca, M. (2016). The correlation between color choices and impulsivity, anxiety and depression. European Journal of General Medicine, 13(3). https://doi.org/10.15197/ejgm.1592Liu, Y. (2022). The Colour-Emotion Association. Journal of Education, Humanities and Social Sciences, 5, 272“277. https://doi.org/10.54097/ehss.v5i.2912Livingstone, S. R., & Brown, A. R. (2005). Dynamic Response: Real-Time Adaptation for  Music Emotion. Creativity & Cognition Studios Press, University of Technology, Sydney.Miswar, M., Rica, R., Yunis, M., & Rajudin, R. (2022). Studi Warna dan Gaya Pada Karya Yazid. Gorga¯: Jurnal Seni Rupa, 11.Pope, D. J., Butler, H., & Qualter, P. (2012). Emotional Understanding and Color-Emotion Associations in Children Aged 7-8 Years. Child Development Research, 2012, 1“9. https://doi.org/10.1155/2012/975670Purbasari, M., Luzar, L. C., & Farhia, Y. (2014). Analisis Asosiasi Kultural Atas Warna (Vol. 5, Issue 1).Zam, R., Dharsono, & Raharjo, T. (2022). Transformasi Estetik Seni Kriya; Kelahiran dan Kriya Masa Kini. Gorga¯: Jurnal Seni Rupa, 11(19).
COMMUNICATION STRATEGY IN LIVE COMMERCE: A CASE STUDY OF SHOPEE LIVE FINNA FOOD BY CREVITI MEDIA AGENCY Munir, Miftakhul; Mansoor, Alvanov Zpalanzani
DEKAVE : Jurnal Desain Komunikasi Visual Vol 15, No 3 (2025): inpress
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v15i3.135159

Abstract

Live commerce through the Shopee Live feature has emerged as an increasingly popular digital marketing strategy in Indonesia. However, few studies have specifically examined how communication strategies are constructed by creative agencies in live streaming sessions. This study aims to explore the verbal and visual communication strategies implemented by Creviti Media Agency in the execution of Shopee Live sessions for the Finna Food brand, using the AIDMA model and Marketing Mix framework. A qualitative descriptive case study method was employed, with data collected through interviews, participant observation, and documentation. The findings reveal that verbal communication strategies include interactivity, storytelling, and call-to-action. Meanwhile, visual communication involves lighting, the use of audio-visual devices, product placement, brand attributes, audio gimmicks such as bells, and supporting content for pre-event reminders. Each communication element is conceptually linked to the stages of AIDMA and the components of the marketing mix to create a shopping experience that is interactive, emotionally engaging, and conversion-oriented. These findings emphasize the importance of structured communication design and consumer experience-based planning in enhancing the effectiveness of live commerce.Keywords: Live Commerce, Communication Strategy, AIDMA, Marketing Mix, Shopee Live
KAJIAN ADVOCATE SEBAGAI TAHAPAN PEMASARAN FILM DOKUMENTER “EKSIL” Bangun, Zanetta Charissa Eliezer; Satria, Firmanda; Mansoor, Alvanov Zpalanzani
Cinelook: Journal of Film, Television, and New Media Vol 3, No 1 (2025): Cinelook: Journal of Film, Television, and New Media (Juanuary-June 2025)
Publisher : Institut Seni Indonesia Padang Panjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/cl.v3i1.4288

Abstract

During the past 2024 general election of Indonesia, the public got encouraged to find out more about Indonesian politics, especially about sensitive Indonesian history. One of the mediums used to show history more effectively is historical documentary films. A historical documentary film which was recently released and went viral in early 2024 is “Eksil”, a film about the testimonies of Indonesian students who were exiled to European countries in 1965—1966 because of their disagreement towards the New Order. Because the film contains sensitive Indonesian history, the film crew of “Eksil” didn’t carry out extensive marketing and limited screenings of the film. The film crew and the audience mainly uses X and Instagram to market the film, especially using testimonies. Therefore, they unconsciously apply the 5A Marketing Model, primarily applying the advocate stage. This research is done to learn about how the film crew and the audience applied the advocate stage of the 5A Marketing Model to market “Eksil”.  Data is collected by collecting screenshots of X and Instagram posts of testimonies regarding the film and mapping them based on time, which are before, during, and after the release of the film in cinemas using content analysis and descriptive qualitative methods. The results show that the application of the advocate stage of the 5A Marketing Model made the public gain interest on watching the film with sixty thousand viewers garnered after 1,5 months of release in cinemas and the marketing isn’t centralized and spread separately, but is continuous from one account to another regardless of influence.
Membangun Identitas Jakarta Melalui Kampanye Plus Jakarta: Kota Kolaborasi Matahariputri, Galuh Mawarni; Mansoor, Alvanov Zpalanzani; Nawawi, Dody Achmad
Serat Rupa: Journal of Design Vol 8 No 1 (2024): SRJD - JANUARI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v8i1.6511

Abstract

With the increasing intensity of urban competition, city branding strategies are becoming more widely adopted by major cities around the world, including Jakarta. Despite experiencing political turbulence, the Plus Jakarta City of Collaboration campaign is considered a breakthrough amongst other Indonesian city brands. The aim of this study is to question the success of the campaign to Anholt’s city branding hexagon theory using explanatory research and qualitative approach. This theory discusses six variables that create a successful city branding: presence, place, potential, pulse, people, and prerequisite. The study concludes that Plus Jakarta have succeeded in variables people and prerequisite and have shown efforts towards the other variables but have yet to succeed in them due to its short lifespan and having no support from the current government as stakeholder.  
Kajian Retorika Visual Iklan dalam Kampanye BCA “Don’t Know? Kasih No!” (Versi Audio Visual) Gozali, Jessica; Mansoor, Alvanov Zpalanzani; Satria, Firmanda
Serat Rupa: Journal of Design Vol 9 No 1 (2025): SRJD - JANUARI
Publisher : Faculty of Humanities and Creative Industries, Maranatha Christian University (formerly Faculty of Fine Arts and Design)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/srjd.v9i1.8994

Abstract

Increased cybercrime in modern era has prompted Bank Central Asia (BCA), the largest private bank in Indonesia, to release an audio-visual advertisement for the “Don't Know? Kasih No!” Campaign to educate people regarding the dangers and modes of phishing crimes on December 8, 2023, on BCA's YouTube. The ad received lots of positive responses and reached 45 million views within two months, proving its quality. This descriptive qualitative study analyzes the ad's visual rhetorical messages through scene screenshots. This research uses visual rhetoric theory by Sonja K. Foss and content analysis methods to study the advertisement, with the steps of taking screenshots of scenes then analyzing the audio, angles, shots, and figures of speech of those scenes. The results of the analysis show that the majority used in the scenes are metaphors, eye level angles, and close-up shots to convey an interesting and effective message, engage the audience, and emphasize the message about the importance of being cautious of unclear sources links and rethink before giving out personal identification. The use of strong visual rhetoric in the advertisement has the potential to increase public awareness and understanding of phishing. The findings of this research have significant implications for advertising practitioners, mass media, and researchers. Advertising practitioners can use these findings to develop more effective educational advertising using visual rhetoric. Mass media can use these findings to increase public awareness about phishing. Researchers can use these findings in future research to develop a more comprehensive use of visual rhetoric. 
Agenda Setting Kampanye Prabowo dalam Memperbaiki Citra Pada Pemilu Tahun 2024 Hidayah, Nurul Ulhaq; Budiwaspada, Agung Eko; Mansoor, Alvanov Zpalanzani
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 6 No 02 (2024): Volume 06, Nomor 02, Oktober 2024
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v6i02.1000

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Abstract Agenda setting in political campaigns is a common strategy, including by Prabowo Subianto as presidential candidate number 2 in the 2024 Presidential and Vice-Presidential Election. Prabowo, who has a controversial past, needs to design a strategy to change public perception and increase his electability. One of the most effective ways to dominate voters' votes is to attract support from the younger generation, namely Gen Z and Millennials, through social media and offering relevant visions and missions. This study aims to analyze how the agenda setting strategy carried out by Prabowo Subianto can change his image in the eyes of the public and attract the interest of the younger generation, resulting in an increase in the electability of candidate pair 2 in the 2024 election. The focus of this study is on the agenda setting that is considered the most viral or influential on public opinion. The results of the study show various data that describe the agenda setting strategy implemented by Prabowo's successful team, which succeeded in changing the image and increasing the electability of candidate pair 2.
Kajian Kampanye Organik Kpopfication "Aniesbubble" di Platform Twitter/X sebagai Ekspresi Partisipasi Anak Muda dalam Kampanye Pemilihan Presiden Indonesia 2024 Kurniasih, Kiyasati Putri; Mansoor, Alvanov Zpalanzani; Mustikadara , Ifa Safira
Retorika: Jurnal Komunikasi, Sosial dan Ilmu Politik Vol. 1 No. 3 (2024): Retorika: Jurnal Komunikasi, Sosial dan Ilmu Politik
Publisher : Retorika: Jurnal Komunikasi, Sosial dan Ilmu Politik

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

Abstract

Penelitian ini bertujuan untuk menganalisis penggunaan elemen-elemen khas yang digunakan oleh penggemar K-pop dalam kampanye politik calon presiden Anies Baswedan melalui akun Twitter/X @aniesbubble, serta untuk memahami dampaknya terhadap partisipasi politik generasi muda. Metode penelitian yang digunakan adalah pendekatan deskriptif kualitatif dengan menggunakan teori imitasi Aristoteles sebagai kerangka teoretis. Data diperoleh dari observasi terhadap konten akun @aniesbubble dan akun penggemar K-pop, serta dari analisis literatur terkait. Hasil penelitian menunjukkan bahwa akun @aniesbubble berhasil mengadopsi strategi komunikasi yang mirip dengan fandom K-pop, termasuk penggunaan struktur bahasa, layout visual, representasi emoji, dan strategi promosi. Implementasi strategi-strategi ini kemudian membentuk komunitas penggemar calon presiden Anies Baswedan di platform Twitter/X. Hasil analisis menunjukkan bahwa @aniesbubble secara kreatif mengadopsi elemen-elemen khas yang digunakan oleh penggemar K-pop, yang diimplementasikan untuk mendukung calon presiden Anies Baswedan.
KAJIAN KAMPANYE SOSIAL WORLD WILDLIFE FUND: THE LAST SELFIE Egie E. Yusadhi; Mansoor, Alvanov Zpalanzani
Jurnal Bahasa Rupa Vol. 3 No. 2 (2020): Jurnal Bahasa Rupa April 2020
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v3i2.559

Abstract

The cases of protecting endangered animals around the world are difficult to solve. Lack of public awareness of the survival of these animals become one of the contributing factors. Given the importance of the survival of these animals, World Wildlife Fund as a global fund-raising agency invitesDanish and turkey advertising agencies to create a social campaign where they invited millennials to donate their money to help the survival of endangered animals and comes up with #LastSelfie. It is social media based campaign using Snapchat which then integrated with other social media. This campaign generated 40,000 tweets in a week and meets donation goal in just three days. This is a descriptive explanative research which itspurpose is to find out whether #LastSelfie campaign through breaking the structure of campaign materials and depict its relationship with the aim of campaign based on copywriting and target audience Engagement Process in social media theory. Through the application of this concept which encompasses various aspects of the campaign, at the end of this writing, the authors concludes that #LastSelfie campaign corresponds to the process sequence of Engagement in social media — consuming, curation, creation, collaboration, through meticulous campaign naming, copywriting strategy, sharing among peers, and collaborative donation to help preserve endangered animals.
Kajian Fenomena Viral Meme Internet Chuck Norris Khasanah, Annisa Nurul; Mansoor, Alvanov Zpalanzani
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 1 No. 1 (2020): DESKOMVIS: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v1i1.8

Abstract

Meme Internet merupakan salah satu komedi kontemporer yang menyebar melalui jaringan internet global yang dirancang memalui pembajakan dan pengubah-suaian konten keseharian manusia dan populer. Meme internet Chuck Norris adalah salah satu meme populer yang menyebar secara global pada tahun 2007 sampai 2015. Tujuan penelitian ini adalah untuk memaparkan menganalisis secara kualitatif deskriptif yang dikaji dengan teori Tipping Point dari Malcolm Gladwell. Adapun temuan penelitian ini adalah fenomena populernya meme internet Chuck Norris disebabkan oleh penggunaan penekanan konten keseharian yang dibuat bombastis dan penunggangan pada konten populer lain yang menyebar melalui forum online dan media sosial.
Co-Authors Acep I. Saidi Agung Eko Budi Waspada Agus Sachari Ahmad Ade Nugraha Amar Leina Chindany Anasthasia D, Erline Andrea, Elba Arya Pati, Lentya Permata Sari Astri Adhiningsih Avisenna E. Ramadhana Avisenna Eka Ramadhana Bangun, Zanetta Charissa Eliezer Basyarayni Mawla Fatha Bima Nurin Aulan Budiwaspada, Agung Eko Caesar Esaputra Sutrisna, Caesar Esaputra Cintya, Hedi Amelia Bella Dody Achmad Nawawi Egie E. Yusadhi Egie E. Yusadhi Fadhilah Amalia Fajar Persada Supandi Fatha, Basyarayni Mawla Fathin Hanifah Langga Galuh Mawarni Matahariputri Gisca Fransisca, Gisca Gozali, Jessica Hafiz Aziz Ahmad Hafiz Aziz Ahmad Haris Mustafa Hidayah, Nurul Ulhaq Ifa S. Mustikadara Iffada, Attin Rizqita Iman Sudjudi Intan Rizky Mutiaz Irawati Tirtaatmadja Irfansyah Irfansyah Khairi, Ardes Muhammad Naufal Khasanah, Annisa Nurul Kurniasih, Kiyasati Putri Lesmana, Moh. Eka Lies Neni Budiarti Luki Ahmadi Hari Wardoyo Lukman Putra Farera Lulu Afifah Ichsan Mahatma Putri Maslan, Riama Matahariputri, Galuh Mawarni Maulana, Akmal Mikha Widy Mukhlis Nur Munir, Miftakhul Mustikadara , Ifa Safira Mustikadara, Ifa Safira Mutiaz, Intan Rizki Naomi Haswanto Nawawi, Dody Achmad Nina Nurviana Pahlevi, Anthoni Reza Pandu Sotya Kusuma Pindi Setiawan Puji Antari Rahayu Rabendra Yudistira Alamin Rahmadini, Siti Rama Dwissa Wiana Rangga Priadinta Rendra M. Ridwan Rizal A. Dzulfiqar Safira Rizky Rachmania Hadi Saimima, Rahman Muslim Sarah Sofia S. Putri Sari Hatmawarti Satria, Firmanda Savitri Putri Ramadina Sherly Fransisca Sophia Purbasari Syaika, Namira Mudia Tsamarah Nadiyah Wantoro, A M Wing Yudha Adya Pratama Yasraf Amir Yasraf Amir Piliang Zahra, Nurmalita Zulfikarini, Raudya Tuzzahra