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Re-Branding dan Perancangan Promosi untuk Clothing Maker-Garmen di Malang Callista Ignacia; Etsa Astridya Setiyati; Ayyub Anshari Sukmaraga
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 3 No 02 (2021): Volume 03, Nomor 02, Oktober 2021
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.v3i02.675

Abstract

In beginning and building on a business, brand name and product quality are important things to note. Therefore, with branding or re-branding can be a limitation and differentiator of each business actor. Besides promotional media design is also very helpful in increasing awareness. Design object in this Final Project is Clothing Maker-Garmen in Malang. Clothing Maker-Garmen is one of the small and medium business working at clothes convection. Since established in 2014 Clothing Maker-Garmen has not been widely known by the public. Therefore, it is necessary to re-branding in order to increase brand awareness and business income. The resulting media are logo (positive and negative), tagline, corporate identity (letterhead, envelope, seal, payment note), graphic standart manual (GSM), as well as promotional media such as brochures, business cards, catalog books and merchandises. The method used is qualitative-descriptive and data retrieval is done through the process of interview (in depth interview) and book-related study. Data analysis used in re-branding and promotion design is Segmentation, Targeting and Positioning (STP). The design used in the form of media design and creative design. The result of re-branding design obtained in the form of increased brand awareness that hit or effect on increasing the number of person and business income.
Perancangan Buku Cerita Legenda Tiongkok Air Mata Putri Meng Jiang Jason Kristanto; Ayyub Anshari Sukmaraga
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 3 No 01 (2021): Volume 03, Nomor 01, Maret 2021
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.v3i01.325

Abstract

Based on research, Indonesians have a low interest in reading books and there is still a representation of the Chinese generation's culture and also reducing the lessons of character toward children, so theres a need for Chinese folklore story book. The used story is "Princess Meng Jiang" from Zuo's Interpretation set in Qin Dynasty (221-206 BC). This research method uses qualitative methods and Narrative Qualitative research strategies, so as to produce a picture of a story book that introduces the culture and history of the future state of the Qin Dynasty. The design story has the aim to visualized the legendary story of "Princess Meng Jiang" in the form of story books accompanied by minigames and infographic videos, so that children are not involved in reading alone, but also increase knowledge. The design is accompanied by supporting media such as video teasers, Instagram Feeds, infographic videos, posters, flyers, emoji stickers, Instagram filters and merchandise like mugs and bookmarks.
Perancangan Media Promosi Sebagai Upaya Pengenalan Toko Kopi Sido Mukti Malang Jonathan Jonathan; Sultan Arif Rahmadianto; Ayyub Anshari Sukmaraga
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 4 No 01 (2022): Volume 04, Nomor 01, Maret 2022
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.v4i01.686

Abstract

Industry 4.0 is marked with the increasing of information tecnology uses. This store which has been around since 1950 hasn’t been using information technology for its promotion. This final project has the purpose to design a promotion media with Insagram and printed media to promote Sido Mukti Coffeeshop so that it can compete in the industry era 4.0. Qualitative method is used to describe an object. Design technique is started with data collection through observation, interviews, and documentation. From the observation, the data obtained is about the situation of the store and its surounding. From the interviews, the data obtain is about the history of the store, the store development, photos, and videos. The theme of the design that is used is vintage with cross-hatching illustration. The final output is instagram design and other supporting printed media. The conclusion is, its better if all kind of business is up to date with the developments that exist so that they can compete without leaving any advantages that is offered. It is hoped that the next designer is able to explore Sido Mukti Coffeeshop’s advantages that hasn’t been showed yet.
PERANCANGAN BRAND IDENTITY UNTUK MENINGKATKAN BRAND AWARENESS KEDAI KIMBOS DI KOTA MALANG DENGAN MENGGUNAKAN METODE DESIGN THINKING Jocelyn, Michelle; Pratama, Bintang Pramudya Putra; Sukmaraga, Ayyub Anshari
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 1 (2024): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i1.316

Abstract

Chicken meat is a source of high quality protein with various other nutrients needed for the human body to function properly. One of the food stalls that serves fast food chicken menus at affordable prices and delicious taste is Kedai Kimbos. Having a very strategic location, located near three private universities in Malang City, namely the Malang City College of Economics, Merdeka University, and Ma Chung University. This is very profitable, making Kedai Kimbos quite popular among students, but unfortunately Kedai Kimbos does not yet have a brand identity to expand the scope of promotion in Malang City. By using the design thinking method from a book created by Lewrick, Link, and Leifer entitled: Design Thinking Playbook, the brand identity will be created. The data collection method uses qualitative methods according to Suyitno. By using the method above, research and design flow can be carried out in a directed manner and in accordance with brand needs. After conducting research and data synthesis, Kedai Kimbos' brand identity will be designed which will then be published in a guide standard manual book containing brand concepts and values, logo, tagline, visual identity, along with its implementation on packaging, social media, and other supporting media. After carrying out production trials of the design results, the brand identity can be visualized well and can differentiate Kedai Kimbos from similar brands.
PERANCANGAN BUKU FOTOGRAFI ESAI UNTUK MEMPERKENALKAN JAJANAN TRADISIONAL KHAS JAWA TIMUR BAGI REMAJA USIA 18-25 TAHUN Putri, Patricia Yuliana Endra; Sukmaraga, Ayyub Anshari; Nugroho, Didit Prasetyo
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 1 (2024): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i1.331

Abstract

Indonesia is rich in traditional cuisine, including that of East Java. With the advancement of time and increasing innovation, the presence of traditional snacks has diminished due to the rise of more varied modern snacks and changing consumer lifestyles. Changes in consumer preferences and the scarcity of raw materials also threaten the preservation of Indonesia's culinary heritage. Furthermore, many young people today prefer fast food that is convenient and visually appealing. However, traditional snacks can be just as enjoyable in terms of taste and presentation, and they carry significant socio-cultural values. Therefore, there is a need for an informational medium that can both introduce traditional snacks and rekindle the interest of teenagers in East Javanese traditional snacks. The design method used is creative communication design, incorporating qualitative data collection. This photo essay book is designed to be 22 x 16 cm in size with 126 full-color pages, bound in a hardcover with a matte lamination. The aim of this photo essay book is to create a visual presentation that introduces various traditional East Javanese snacks through a blend of modern and authentic concepts, using photography complemented by narratives and supporting media such as bookmarks, tote bags, postcards, stickers, tumblers, keyrings, notebooks, t-shirts, posters, banners, desk calendar and marketing through Instagram.  
PERANCANGAN WEBTOON “TRACK RECORD” BAGI REMAJA USIA 13-18 TAHUN SEBAGAI MEDIA TENTANG MENJAUHI KENAKALAN REMAJA DI ERA DIGITAL Syaharani Dewi, Fanidya; Nirwana, Aditya; Sukmaraga, Ayyub Anshari
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 1 (2024): September - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i1.335

Abstract

The transitional period between childhood and adulthood, is a phase brimming with potential yet fraught with challenges. Deviant behaviors or juvenile delinquency are often triggered by a strong desire for acceptance and self-exploration. These actions not only harm oneself, such as hindering academic achievement or damaging social relationships, but also have negative impacts on the surrounding environment. The authors aim to provide teenagers with insights into the causes and consequences of juvenile delinquency conflicts in the digital era. This Webtoon design on juvenile delinquency in the digital era leverages the advancements of technology in accessing digital comics, utilizing the LINE Webtoon platform as the primary medium for accessing the designed story. The authors chose comics as the primary medium due to their appeal and suitability for teenagers. The Webtoon, titled "Track Record," falls under the slice-of-life and drama genres, aligning with everyday conflicts. A qualitative method was employed for this design. Qualitative methods were used to gather data through observations, online interviews, and literature reviews to obtain real-world data on juvenile delinquency in the digital era for the "Track Record" Webtoon story. The result of this Webtoon design is a digital comic in JPG format with a size of 800 x 1280 pixels, uploaded to the LINE Webtoon application. The comic consists of 3 episodes with a minimum of 150 panels per story. The authors also designed supporting media such as tote bags, mugs, tumblers, keychains, and stickers. 
PENGENALAN DIGITAL MARKETING MELALUI APLIKASI “TIKTOK” SEBAGAI SARANA PENGUATAN BUMDES DI DESA KUCUR Sultan Arif Rahmadianto; Aditya Nirwana; Ayyub Anshari Sukmaraga
Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024 Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) 2021
Publisher : Konferensi Nasional Pengabdian Masyarakat (KOPEMAS) #5 2024

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

Abstract

Pada era modern dan serba digital seperti saat ini, manusia dituntut untuk bisa beradaptasi dengan cepat. Hal ini dikarenakan pengaruh perkembangan teknologi yang begitu pesat telah merubah peradapan manusia secara global. Pendekatan “tradisional” yang biasa digunakan sudah tidak relevan dalam mengatasi permasalahan yang kompleks. Permasalahan dalam bidang usaha salah satunya pada sektor pemasaran atau marketing juga membutuhkan peran teknologi untuk bisa diselesaikan secara efektif dan efisien. Semua bidang usaha sangat bergantung pada marketing sebagai ujung tombak kesuksesan. Badan Usaha Milik Desa (BUMDes) di Desa Kucur, salah satunya desa wisata Lembah Gunung Sari (LGS) memiliki permasalahan dalam pengembangan potensi wisata khususnya dibagian marketing di era digital dan pandemi covid 19. Digital marketing adalah strategi pemasaran menggunakan media digital dan internet. Strategi ini memiliki peran penting sebagai sebuah solusi atas permasalahan marketing BUMDes di Desa Kucur. Sehingga tujuan dari kegiatan pengabdian pada masyarakat ini adalah memberikan pengetahuan digital marketing melalui aplikasi “tiktok“ sebagai sarana penguatan BUMDes di Desa Kucur. Metode pelaksanaan yang dilakukan melalui kegiatan terstruktur dengan peserta terbatas yang dikoordinir oleh 1 perwakilan pengelola BUMDes dengan durasi 8 Bulan. Kegiatan terstruktur terbagi dalam dua skema kegiatan, pertama adalah kegiatan pelatihan dengan tema digital marketing melalui aplikasi tiktok kemudian yang kedua adalah kegiatan pendampingan dengan luaran adalah video konten promosi melalui aplikasi tiktok. Hasil dan manfaat dari kegiatan pengabdian ini adalah meningkatnya wawasan, pengetahuan dan ketrampilan masyarakat khususnya di Desa Kucur tentang digital marketing BUMDes menggunakan aplikasi tiktok. Saran untuk kegiatan selanjutnya adalah terus mensosialisasikan tentang pentingnya digital marketing bagi BUMDes
Empowering Visual Communication Design Students to Support Tourism Village through Entrepreneurship Education Sukmaraga, Ayyub Anshari; Pahlevi, Andreas Syah; Arizal, Fariza Wahyu; Hidayat, Ima Kusumawati; Daud, Khairul Azhar bin Mat
International Research-Based Education Journal Vol 7, No 1 (2025)
Publisher : Faculty of Education Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um043v7i1p75-84

Abstract

This study investigates the effectiveness of integrating Entrepreneurship Education into Visual Communication Design (VCD) curricula to enhance students' empathy and their capacity to support community development. By embedding entrepreneurial principles, the program aims to cultivate social responsibility and practical skills, empowering students to contribute to the economic and cultural sustainability of local communities. The research involved two student cohorts from Universitas Negeri Malang and Universitas Ma Chung, who collaborated with Kampung Warna-Warni, a renowned tourism village in Malang, Indonesia. Over a one semester workshop, students designed souvenirs to boost creativity and income for village residents while fostering their own empathy. Result show a the potential of combining academic learning with practical application to achieve both educational and community development objectives.
PERANCANGAN ADAPTASI CERITA RAKYAT “RANGKAYO HITAM” DALAM BENTUK KOMIK DIGITAL UNTUK MEMPERKENALKAN BUDAYA DAERAH PROVINSI JAMBI DI KALANGAN REMAJA USIA 15 – 25 TAHUN Prasetya, Dimas; Sukmaraga, Ayyub Anshari; Nugroho, Didit Prasetyo
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 2 (2025): Maret - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i2.337

Abstract

Teenagers today are less interested in traditional culture. This is due to technological advancements that make the younger generation addicted to gadgets and outside culture. This threatens the existence of traditional culture. One of the threatened cultures is folklore. There are thousands of folktales throughout Indonesia that teach moral values and character education to children and adolescents. Therefore, it is important to reintroduce folklore to the younger generation by adapting it into media that is close to teenagers, namely digital media. One of the lesser-known folktales is a story from Jambi Province. One of them is entitled Rangkayo Hitam. The design of the folklore comic "Rangkayo Hitam" utilizes digital media, namely LINE Webtoon as the main media for reading stories designed by the author. Comic media was chosen because there are illustrations and dialog arranged in sequence according to the chronology of the story, and digital-based so that it can be accessed easily anytime and anywhere. The results of designing a digital comic "Rangkayo Hitam" in the form of comic illustrations with a size of 800 x 1280 pixels that have been uploaded to the LINE Webtoon application in JPG format. This comic consists of 5 episodes with a minimum of 30 panels in each episode. The author also designed supporting media in the form of t-shirts, acrylic standees, tumblers, mugs, mouse pads, acrylic keychain, hat, and poster.
PERANCANGAN BUKU ILUSTRASI TENTANG PENTINGNYA PENAMPILAN DIRI BAGI REMAJA USIA 11-17 TAHUN Natalie, Yenni; Nirwana, Aditya; Sukmaraga, Ayyub Anshari
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 5 No. 2 (2025): Maret - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v5i2.338

Abstract

Appearance is something we must pay attention to. Having a good, neat and appropriate appearance will form a good first impression. Appearance is not only seen from the clothes worn, but also the cleanliness and health of the body. Various aspects that need to be considered to maximize appearance are maintaining and caring for the body and face. To introduce the importance of paying attention for appearance to teenagers, by providing media that can be an inspiration for teenagers to pay attention to their appearance, author designed the ilustration book. Books are an easy medium to convey knowledge, entertainment and various other message contents. This illustrated educational book will present various tips for managing a good lifestyle.