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Pengaruh Daya Tarik Produk Terhadap Konsumen Melalui Strategi Konten Instagram Ca Fiber di PT. Colar Creative Industri Adam Avrilio Mustofa; Pungky Febi Arifianto
Journal of Creative Student Research Vol. 1 No. 6 (2023): Desember : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsrpolitama.v1i6.2963

Abstract

As time goes by, social media has an important role today, so it is widely used as a tool for sharing information and also as a marketing tool. As digital marketing continues to develop, one of the most widely used social media platforms is Instagram, which can become the main platform for products to market to consumers. This research aims to investigate the influence of product attractiveness on consumers through the implementation of content strategies on Instagram. The research method used is quantitative, collecting data through online surveys of Instagram users who have experience interacting with several products through the platform. The method used is a literature review of several studies.
Perancangan Konten Visual Instagram Ca-Fiber Untuk Meningkatkan Pemasaran Rafif Virian Darmanto; Pungky Febi Arifianto
Journal of Creative Student Research Vol. 1 No. 6 (2023): Desember : Journal of Creative Student Research
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jcsrpolitama.v1i6.2994

Abstract

In this digital era, Instagram is one of the social media that is popular among people. This presents an opportunity for business people to carry out digital promotions. To promote a business, strong branding is needed.CA-Fiber is a company that operates in the creative industry sector in improving customer branding. As a company that focuses on branding, it must have a strong brand identity to attract customer attention. Good visual content design can help a business to show their branding. This design uses the design thinking method with the stages of empathize, define, ideate, prototype, and test.
Perancangan Konsep Desain Antarmuka Website Sdit Attaqwa Ambulu Sebagai Media Informasi Terpadu Salsabila Nurrahma Nadiya; Pungky Febi Arifianto; Sri Wulandari
Jurnal Riset Rumpun Seni, Desain dan Media Vol. 4 No. 1 (2025): April : Jurnal Riset Rumpun Seni, Desain dan Media
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jurrsendem.v4i1.4473

Abstract

This research explores the process of designing a user interface for the SDIT Attaqwa Ambulu website, aimed at serving as a centralized digital information platform. It addresses the school’s communica-tion challenges, which still rely on traditional media like brochures and inconsistent social media management. A qualitative descriptive method was employed, using interviews, observations, and ques-tionnaires for data collection. The findings indicate a strong demand from parents and the local community for a digital platform that de-livers clear, organized, and visually appealing content. The design development process included audience identification, needs analy-sis, formulation of visual and verbal concepts, creation of wireframes, user flow mapping, and high-fidelity design work. Vali-dation involved guidance from academic advisors, feedback from stakeholders, and critique from a UI/UX practitioner—focusing on layout consistency, color readability, and the use of functional ele-ments such as buttons and cards. The final output is a user-friendly website design that combines a modern aesthetic with Islamic visual identity, aiming to enhance the school’s branding and improve pub-lic access to essential information.
PERANCANGAN DESAIN KARAKTER DALAM BUKU ILUSTRASI INTERAKTIF ‘MENARI DENGAN MUANG SANGKAL’ UNTUK ANAK USIA 9-12 TAHUN Maslahah, Safira Andini; Pungky Febi Arifianto; Mahimma Romadhona
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2527

Abstract

Madura Island has many uniqueness, not only in terms of its famous beach tourism but also in terms of its culture. One of them is the muang sangkal dance which is the culture of Sumenep Regency. However, the muang sangkal dance is less popular among 9-12 year olds than other traditional dances. To solve this problem, an interactive illustration book "Dancing with Muang Sangkal" was designed which contains several main characters in it to introduce muang sangkal dance to children 9-12 years old. This research uses a qualitative method through observation, interviews, and FGD (Focus Group Discussion). Through this design, it is hoped that the target audience will be proud and know the existing nation's culture better.
Perancangan Karakter Boardgame “Jejak Karapas: Pahlawan Laut Kecil” Dengan Pemanfaatan Enam Jenis Penyu Laut di Indonesia Nabilla, Zahra Rizky; Rizky, Zahra Rizky; Romadhona, Mahimma; Arifianto, Pungky Febi
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 18 No. 1 (2025): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v18i1.2557

Abstract

Sea turtles play an essential role in marine ecosystems but are increasingly threatened by human activities. Promoting conservation awareness from an early age through engaging educational tools is crucial. This study presents the development of an educational board game titled “Jejak Karapas: Little Ocean Heroes”, designed to teach children aged 10–13 about sea turtle conservation in Indonesia. The game’s character designs were informed by scientific research and adapted to suit children's aesthetic preferences. Validation results indicated that expressive and imaginative characters resonated most with players. The game serves as a creative medium to encourage environmental responsibility in a fun and approachable format for young audiences.  
PERANCANGAN STORYBOARD VIDEO KAMPANYE AYO NAIK SUROBOYO BUS SEBAGAI MEDIA EDUKASI PENGGUNAAN TRANSPORTASI PUBLIK Safitri, Fania Imelda; Arifianto, Pungky Febi; Romadona, Mahimma
JURNAL IMAJINASI Vol 9, No 1 (2025): Januari-Juni
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/i.v9i1.64555

Abstract

Pertumbuhan penduduk Surabaya meningkatkan penggunaan kendaraan pribadi, menyebabkan kemacetan dan polusi. Penelitian ini merancang storyboard video kampanye “Ayo Naik Suroboyo Bus” untuk mengedukasi masyarakat tentang pentingnya transportasi publik. Metode kualitatif digunakan melalui wawancara, observasi, kuesioner, dan studi literatur. Hasil perancangan menunjukkan bahwa gaya visual real footage, infografis, dan cinematic dengan warna natural serta tipografi sans serif efektif menyampaikan pesan secara komunikatif kepada remaja dan dewasa. Video ini diharapkan membangun citra positif transportasi publik sebagai moda aman dan nyaman serta mendorong partisipasi masyarakat menjaga lingkungan.
PERANCANGAN MEDIA EDUKASI DAMPAK POLA ASUH OTORITER BERBASIS SOSIAL MEDIA: DESIGNING EDUCATIONAL MEDIA ON THE IMPACT OF AUTHORITARIAN PARENTING BASED ON SOCIAL MEDIA Yassinta Fitria; Pungky Febi Arifianto; Aninditya Daniar
Jurnal Dimensi Seni Rupa dan Desain Vol. 21 No. 2 (2025): Jurnal Dimensi Seni Rupa dan Desain
Publisher : Fakultas Seni Rupa dan Desain, Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/dim.v21.i2.22638

Abstract

Authoritarian parenting is one of the parenting approaches characterized by high levels of control and one-way communication, which can negatively affect a child's emotional and social development. This study is motivated by the issues arising from the implementation of authoritarian parenting, as this approach can significantly influence children's character development, particularly in an era of rapid technological advancement. The lack of public understanding regarding the impact of this parenting style highlights the need for the design of educational media that is informative and easily accessible, especially for millennial parents. This research aims to design educational media on authoritarian parenting by utilizing social media platforms. The design output consists of visual and narrative content. Through an engaging and innovative visual communication design approach, the media is expected to provide valuable insights for parents regarding authoritarian parenting in order to support the optimal development of children.
Perancangan Maskot sebagai Identitas Visual Klinik Fan Vet Petcare Gresik Vandhu Hidayat; Masnuna; Pungky Febi Arifianto
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 1 (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.v9i`1.1210

Abstract

A mascot is a character or form that can be formed from humans, animals, or objects that are used as figures that are considered to depict and/or reflect the image of a company. Mascots have an important role in the visual identity of a company because they can make promotional activities more attractive. In a promotional activity, Mascots can interact with the audience in their way which can make the atmosphere more lively and interesting. The design of the mascot for the Fan Vet Petcare Gresik clinic was carried out to strengthen the visual identity of a veterinary clinic so that it can attract more attention from animal lovers. The Fan Vet Petcare Gresik Clinic quite educational content as well as holding promotions and campaigns for the good of animals that are still not well cared for on the streets and pets, so the presence of a mascot for the Fan Vet Petcare Gresik Clinic is hoped that it can improve the activities carried out by the clinic. Fan Vet Petcare Gresik was delivered well and interestingly. The data analysis process and techniques use qualitative methods through the preparation and design creation stages. The data obtained will be analyzed descriptively to obtain conclusions as a reference for finding solutions to existing problems. This mascot design aims to be the visual identity of the Fan Vet Petcare Gresik Veterinary Clinic and become its visual identity in promoting or campaigning for positive activities for animal lovers. In designing the mascot design, there will be several mascot design implementations with promotional design campaigns or educational content on social media.
Analisis Pengaruh Tone Warna dalam Media Desain Board Game di Genre Game Edukasi untuk Anak-Anak Hakim, Moch. Rofi; Restu Ismoyo Aji; Pungky Febi Arifianto
J-CEKI : Jurnal Cendekia Ilmiah Vol. 4 No. 5: Agustus 2025
Publisher : CV. ULIL ALBAB CORP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jceki.v4i5.9538

Abstract

Board game merupakan media permainan yang tidak hanya mengandalkan mekanik dan aturan, tetapi juga visual yang kuat untuk membangun pengalaman bermain. Dalam konteks permainan edukatif untuk anak-anak, desain visual, khususnya tone warna, memainkan peran penting dalam menarik perhatian dan memfasilitasi pemahaman konsep permainan. Warna mampu menyampaikan emosi, suasana, dan makna secara instan, sehingga pemilihan tone warna yang tepat menjadi faktor krusial dalam perancangan board game edukatif. Penelitian ini bertujuan untuk menganalisis bagaimana tone warna digunakan dalam media board game edukasi anak, serta bagaimana pengaruhnya terhadap persepsi, minat, dan pemahaman anak terhadap isi permainan. Metode yang digunakan adalah pendekatan kualitatif berbasis studi literatur, yang memungkinkan peneliti menggali makna dan simbol visual secara mendalam. Hasil penelitian diharapkan dapat memberikan wawasan tentang pentingnya strategi pemilihan warna dalam meningkatkan efektivitas media pembelajaran melalui board game bagi anak-anak.
Konsep Visual Website Global Geopark Batur: Media Wisata Budaya Ni Made Diana Rani, Diana; Pungky Febi Arifianto; Aris Sutejo
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 6 No. 1 (2024): Vol. 6 (2024) No. 1
Publisher : fakultas Desain Koomunikasi visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v6i1.182

Abstract

Global Geopark Batur, sebagai salah satu warisan budaya dan alam yang penting di Indonesia, memerlukan platform digital yang efektif untuk mempromosikan keindahan alam dan kekayaan budayanya kepada masyarakat lokal dan wisatawan global. Penelitian ini bertujuan untuk mengeksplorasi konsep visual dalam pengembangan website Global Geopark Batur sebagai media wisata budaya. Pendekatan yang digunakan melibatkan teknik pengumpulan data kualitatif, termasuk observasi langsung, wawancara dengan stakeholder terkait, dan analisis konten dari website wisata yang sudah ada. Fokus penelitian adalah pada identifikasi estetika visual yang paling sesuai dengan karakteristik dan nilai-nilai Global Geopark Batur, serta kebutuhan pengguna dalam konteks informasi dan interaksi. Hasil analisis menunjukkan bahwa konsep visual yang efektif harus mampu mencerminkan keindahan alam dan kekayaan budaya secara autentik dan menarik. Integrasi elemen-elemen visual seperti gambar berkualitas tinggi, video dokumenter, dan grafis informatif menjadi krusial dalam menyampaikan pesan-pesan yang ingin disampaikan kepada pengunjung website. Selain itu, desain website harus memperhatikan pengalaman pengguna dengan menyediakan navigasi yang intuitif dan antarmuka yang responsif. Dengan menggunakan teknologi visual yang inovatif, website Global Geopark Batur dapat menjadi platform interaktif yang mengundang pengunjung untuk menjelajahi keindahan alam dan keunikkan budaya secara virtual. Melalui representasi digital yang kuat, diharapkan website ini dapat meningkatkan kesadaran masyarakat akan pentingnya pelestarian budaya dan lingkungan serta mempromosikan destinasi wisata secara lebih luas.