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LOGO BUKAN UNTUK KONTES KECANTIKAN: Kajian Semiotika pada Logo PT Telekomunikasi Indonesia Tbk. Dendi Pratama
Deiksis Vol 2, No 01 (2010): Deiksis
Publisher : Universitas Indraprasta PGRI, Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (471.979 KB) | DOI: 10.30998/deiksis.v2i01.394

Abstract

Seperti yang kita ketahui, perkembangan industri telekomunikasi di Indonesia kurun waktu sepuluh tahun terakhir mengalami peningkatan yang begitu pesat. Hal ini berdampak pada persaingan yang begitu sengit antara perusahaan-perusahaan penyedia layanan telekomunikasi, begitu pula PT Telekomunikasi Indonesia Tbk yang merupakan salah satu perusahaan telekomunikasi milik pemerintah Indonesia. Untuk menghadapi persaingan tersebut, Pt Telkom melakukan transformasi bisnis yang ditandai dengan perubahan logo dan semboyan. Logo baru PT Telkom banyak menuai kontroversi, terutama dari sisi visualisasi/ desain yang dianggap terlau sederhana dan kurang mewakili PT Telkom sebagai perusahaan telekomunikasi terbesar di Indonesia. Tulisan ini mengupas bagaimana logo baru PT Telkom dapat mengangkat citra perusahaan. Pengumpulan data dilakukan melalui kajian literatur dan mengumpulkan pendapat-pendapat yang didapat dari diskusi kelompok desainer grafis. Setelah didapat data-data, dilakukan analisis dengan mengaitkan teori semiotika untuk mengetahui atas dasar apa desain logo baru PT Telkom dirancang. Kata Kunci : Logo, PT Telkom, semiotika.
Introducing “Kembang Matahari” Noodle Crackers as Regional Specialty Products to the Global Market through Packaging Design Dendi Pratama; iis Purnengsih; Nurulfatmi Amzy; Pandu Pramudita
JURNAL PengaMAS Vol 4, No 2 (2021)
Publisher : UNIVERSITAS KHAIRUN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/.v4i2.2300

Abstract

The regional specialty products based on local identity is a government program that is intended to introduce products unique to the region to be sold to the market. Regional specialty products have a potent value because they can incorporate local identities that can penetrate global markets. Noodle Crackers is one of the specialty products originated in the region of Bogor, specifically in the Karadenan village. The conventional marketing, meaning that it is only distributed to Greater Jakarta areas, makes Noodle Crackers only to be produced during the fasting month of Ramadhan. Aside of that, the production decreases annually due to the lack of interest in the market outside of the fasting month. This resulted in the sale of Bogor Noodle Crackers to tank and affecting the production capacity, decreasing the revenue further every year even though the export market is a potential market for this Noodle Crackers. This paper discusses the effort in introducing the Noodle Crackers, specifically the “Kembang Matahari” brand, in order to bring the global market’s attention using a qualitative approach. The effort includes the logo and packaging design for Noodle Crackers as a part of its distinct visual identity within the global market. The results shown in this paper are the logo and the packaging meticulously designed for Noodle Crackers to prepare this regional specialty product in entering the export market, becoming one of the reliable international businesses in the Karadenan Village, Bogor. 
Model Desain Kemasan Untuk Pelaku Usaha Kerupuk Mie Karadenan Bogor di Era New Normal Iis Purnengsih; Dendi Pratama; Nurulfatmi Amzy; Pandu Pramudita
Adi Widya : Jurnal Pengabdian Masyarakat Vol 5 No 1 (2021): ADIWIDYA
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33061/awpm.v5i1.4595

Abstract

Seiring era adaptasi kebiasaan baru (new normal) akibat pandemi Covid-19. pelaku industri kecil menengah (IKM) selain mengedepankan fungsi pada umumnya juga harus dapat memperhatikan desain produknya agar dapat mendukung penerapan protokol kesehatan. Sebab, dengan desain yang menarik, daya saing dan nilai jual produk diyakini akan meningkat karena itu desain produk IKM mulai dituntut untuk bisa mendukung implementasi protokol kesehatan. Tujuan artikel ini adalah merancang model desain kemasan untuk para IKM kerupuk mie Karadenan Bogor di era new normal. metode penelitian kualitatif dengan pendekatan penelitian berbasis praktik (Practice Based Research) dalam upaya mencari informasi, menganalisa data dan memecahkan permasalahan. Dengan komposisi elemen grafis, tipografi, ilustrasi yang epiks sehingga menghasilkan model desain kemasan kerupuk mie yang menarik dan sesuai dengan protokol kesehatan.
Kerajinan Wayang Golek sebagai Produk Unggulan Daerah untuk Pemberdayaan Ekonomi Desa Tegalwaru M.I. Qeis; Agung Zainal Muttakin Raden; Santi Sidhartani; Dendi Pratama
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 2 (2019): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (509.17 KB) | DOI: 10.31849/dinamisia.v3i2.3140

Abstract

Tegalwaru Village has tried to develop by making itself a tourism village for Micro, Small, and Medium Enterprises (MSMEs) since 2018. However, MSMEs of Tegalwaru Village have difficulty establishing their identity in the business world due to the lack of specialty products that are unique in the market. Therefore, there is a need to innovate the regional specialty products as one of the efforts to improve the village's economy through the development of science and technology by considering the potential and uniqueness of the resources available in Tegalwaru Village. As part of the community service program, research on specialty products in this area uses qualitative methods in the form of field studies through observation and in-depth interviews. The result shows that one of the potential MSMEs of Tegalwaru Village that can be developed as a regional specialty product is Wayang Golek craft. This potential is supported by thre factors which are natural resource in the form of Pulai trees which grow around Pulekan road, human resources who have expertise in handicrafts, and the uniqueness of the product compared to the MSME around the area. However, there were major problems in the ability of MSME production and diversity of products regarding Wayang Golek in Tegalwaru Village. The implication of this study is to offer solution regarding the ability to increase MSME production and to innovate a diverse Wayang Golek product to strengthen the position of Tegalwaru Village MSMEs in market competition.
Pelatihan Membuat Hiasan Dinding Kepala Wayang Golek Berbahan Resin di UKM Golek Waris Desa Tegalwaru Muhammad Iqbal Qeis; Santi Sidhartani; Agung Zainal Muttakin Raden; Dendi Pratama
DHARMA RAFLESIA Vol 20, No 1 (2022): JUNI (ACCREDITED SINTA 5)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dr.v20i1.19263

Abstract

Wayang golek identik dengan boneka yang terbuat dari kayu, memakai pakaian lengkap, dan beberapa tokoh memiliki mahkota atau ukiran yang unik. Ukiran pada kepala wayang golek menjadi ciri khas dan identitas tokoh wayang tersebut. Pengrajin wayang golek akan langsung mengukir kepala wayang golek sesuai dengan karakter yang akan dibuatnya. Karya yang dibuat memiliki nilai estetika. Kendala yang dihadapi adalah hanya pengrajin saja yang dapat membuat kepala wayang golek, dilain sisi kurangnya minat generasi muda dalam mempelajari pembuatan wayang golek. Program Pengabdian Kepada Masyarakat dilakukan untuk menarik minat generasi muda dalam mempelajari seni tradisi Indonesia melalui kegiatan pelatihan pembuatan hiasan dinding kepala wayang golek. Teknik yang dilakukan adalah dengan membuat  cetakan wayang golek dari silicone rubber, sehingga wayang golek yang dihasilkan bukan lagi berbahan kayu, melainkan berbahan resin dan campuran kalsium. Hiasan dinding wayang golek berbahan resin ini dapat diproduksi secara massal sehingga produksi dapat terpenuhi dengan jumlah yang banyak.
Pelatihan Foto Produk UMKM Wayang Golek Sebagai Upaya Promosi Pasca Pandemi Covid-19 Santi Sidhartani; Dendi Pratama; Agung Zainal Muttakin Raden; Muhamad Iqbal Qeis
DHARMA RAFLESIA Vol 18, No 2 (2020): DESEMBER (ACCREDITED SINTA 5)
Publisher : Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/dr.v18i2.13522

Abstract

Covid-19 yang melanda beberapa negara berdampak pada perlambatan ekonomi. UMKM di Indonesia terkena dampak paling signifikan. Pandemi yang diikuti dengan Pembatasan Sosial Skala Besar ini membuat para pelaku UMKM banyak merumahkan pekerjanya. Golek Waris, salah satu UMKM di wilayah Tegalwaru, mengalami hal serupa. Sejak Covid-19 melanda pada pertengahan Maret 2020, UMKM ini harus menghentikan produksinya yang mengakibatkan penjualan menurun dan pendapatan negatif. Era kenormalan baru yang dicanangkan oleh pemerintah mulai memberikan harapan bagi UMKM untuk menghidupkan kembali perekonomian. Maka dari itu, artikel ini bertujuan untuk berbagi pengalaman Pengabdian kepada Masyarakat yang dilakukan dalam memberikan edukasi untuk membantu UMKM melalui pelatihan foto produk agar mereka mempersiapkan promosi produk yang nantinya akan digunakan di pasar yang tersedia sehingga wayang golek sebagai produk unggulan Desa Tegalwaru bisa kembali bersaing di pasar pasca pandemi Covid-19.
Understanding Visual Novel As Artwork of Visual Communication Design Dendi Pratama; Winny Gunarti; Taufiq Akbar
Mudra Jurnal Seni Budaya Vol 32 No 3 (2017): September
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v32i3.177

Abstract

Visual Novel is a kind of audiovisual game that offers visual strength through the narrative and visual characters. The developer community of Visual Novel (VN) Project Indonesia indicated a limited local game developer that produces Visual Novel of Indonesia. In addition, Indonesian Visual Novel production was also more influenced by the style of anime or manga from Japan. Actually, Visual Novel is part of the potential of  creative industries products. The study is to formulate the problem, how to understand Visual Novel as artwork of visual communication design, especially among students? This research is a case study conducted on visual communication design student at the University Indraprasta PGRI Jakarta. The results showed low levels of knowledge, understanding, and experience of  the Visual Novel game, which is below 50%. Qualitative and quantitative methods combined with structural semiotic approach is used to describe the elements of the design and the signs structure at the Visual Novel. This research can be a scientific reference for further introduce and encourage an understanding of Visual Novel as artwork of Visual Communication Design. In addition, the results may add to the knowledge of  society, and encourage the development of Visual Novel artwork that  reflect the culture of Indonesia.Visual Novel adalah sejenis permainan audiovisual yang menawarkan kekuatan visual melalui narasi dan karakter visual. Data dari komunitas pengembang Visual Novel (VN) Project Indonesia menunjukkan masih terbatasnya pengembang game lokal yang memproduksi Visual Novel Indonesia. Selain itu, produksi Visual Novel Indonesia juga lebih banyak dipengaruhi oleh gaya anime dan manga dari Jepang. Padahal Visual Novel adalah bagian dari produk industri kreatif yang potensial. Studi ini merumuskan masalah, bagaimana memahami Visual Novel sebagai karya seni desain komunikasi visual, khususnya di kalangan mahasiswa? Penelitian ini merupakan studi kasus yang dilakukan terhadap mahasiswa desain komunikasi visual di lingkungan Universitas Indraprasta PGRI Jakarta. Hasil penelitian menunjukkan masih rendahnya tingkat pengetahuan, pemahaman, dan pengalaman terhadap permainan Visual Novel, yaitu di bawah 50%. Metode kombinasi kualitatif dan kuantitatif dengan pendekatan semiotika struktural digunakan untuk menjabarkan elemen desain dan susunan tanda yang terdapat pada Visual Novel. Penelitian ini dapat menjadi referensi ilmiah untuk lebih mengenalkan dan mendorong pemahaman tentang Visual Novel sebagai karya seni Desain Komunikasi Visual. Selain itu, hasil penelitian dapat menambah pengetahuan masyarakat, dan mendorong pengembangan karya seni Visual Novel yang mencerminkan budaya Indonesia.
The Visual Elements Strength in Visual Novel Game Development as the Main Appeal Dendi Pratama; Winny Gunarti Widya Wardani; Taufiq Akbar
Mudra Jurnal Seni Budaya Vol 33 No 3 (2018): September
Publisher : Institut Seni Indonesia Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31091/mudra.v33i3.455

Abstract

Currently, visual novel games can be downloaded easily via android-based smartphones or played on the computer. The ease of access is certainly needed to be supported by visual appeal, so that users are interested to play it continuously. In visual novel games, the visual elements that build the game consist of visual characters, visual narration, and visual styles. This study analyzes these three visual elements to know which elements have dominant visual strength and become the main appeal. The discussion of this study using mix method, that is qualitative and quantitative with visual perception and semiotic approach. Qualitatively, the analysis of the three elements of the game’s appeal shows the existence of visual signs that can build perception such as visual character, visual narration, and visual style. While quantitatively, the analysis shows that visual styles and visual characters have a more dominant visual strength as the main appeal. The results of this study are expected to be a reference for local game developers. The three visual elements that appeal to the visual novel games must match the needs of the market. Visual novel games that can attract attention and meet the needs of its users potentially become more competitive in the global market.Saat ini, permainan visual novel dapat diunduh dengan mudah melalui telepon pintar berbasis android atau dimainkan lewat komputer. Kemudahan akses tersebut tentunya perlu didukung oleh daya tarik visual, agar para pengguna tertarik untuk memainkannya secara terus-menerus. Dalam game visual novel, unsur-unsur visual yang membangun permainan di dalamnya terdiri dari karakter visual, narasi visual, dan gaya visual. Studi ini menganalisis ketiga unsur visual tersebut untuk mengetahui unsur-unsur yang memiliki kekuatan visual dominan dan menjadi daya tarik utama. Pembahasan studi ini menggunakan metode kombinasi, yaitu kualitatif dan kuantitatif dengan pendekatan persepsi visual dan semiotika. Secara kualitatif, analisis terhadap ketiga unsur daya tarik game tersebut menunjukkan adanya tanda-tanda visual yang dapat membangun persepsi, seperti karakter visual, narasi visual, dan gaya visual. Sedangkan secara kuantitatif, analisis menunjukkan bahwa gaya visual dan karakter visual memiliki kekuatan visual yang lebih dominan sebagai daya tarik utama. Hasil studi ini diharapkan dapat menjadi referensi bagi para pengembang game lokal, sehingga ketiga unsur visual yang menjadi kekuatan daya tarik game visual novel dapat disesuaikan dengan kebutuhan pasar. Game visual novel yang dapat menarik perhatian dan memenuhi kebutuhan para penggunanya berpotensi menjadi lebih kompetitif di pasar global.
The kayon ideal shape: mathematical aesthetic on the kayon figures Pandu Pramudita; Sarwanto Sarwanto; Soetarno Soetarno; Dendi Pratama
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol 17, No 2 (2022)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v17i2.4477

Abstract

The kayon figure is a traditional artefact in the shadow puppet form, which has features in its shape, so this figure is often utilized as the basis for a branding design to give an Indonesian identity. However, the kayon shape does not have enough explanation to be recognized as a geometric shape. This makes some people have an ethnocentric stigma against this figure utilizes. This research aims to explain the kayon shape using mathematical aesthetics to obtain objective results. The golden ratio with experimental methods is the theory to analyze the kayon shape. The structure and size data of kayon shapes were obtained from observing 25 kayon figure artefacts of Surakarta-style shadow puppets. The main structure of the kayon figure consists of the pucukan (the top part), the genukan-lengkeh (the middle part), and the palemahan (the bottom part). The kayon shape size ratio guide is obtained from the phi value in the golden ratio number pair with the formula φ1<n=φ2. The engineering drawing of kayon shape is carried out in three steps, consisting of the base grid system, the base layout kayon, and the kayon shape outline. This study concludes that the kayon ideal form is created from a 13:7 ratio. The contribution of this research is useful to be the basis for determining the aesthetics of kayon figures (wanda kayon), as a guide for the creation of kayon figures, and as an academic appreciation that the kayon shape is a geometric shape originating from Indonesia
Quizizz Gamification of Student Learning Attention and Motivation Suwarni Suwarni; Lubna Lubna; Hasrat A Aimang; Pandu Adi Cakranegara; Dendi Pratama
AL-ISHLAH: Jurnal Pendidikan Vol 15, No 2 (2023): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v15i2.3215

Abstract

Student attention and motivation are one of the factors that support student success. Therefore, teachers need to use various efforts, such as using learning media, so that learning becomes fun and students are interested in learning. This study aims to examine the effectiveness of Quizizz on students' attention and motivation. The research method used is quantitative. The population and sample in this study are grade 7.1 junior high schools in Palembang City for the 2022/2023 academic year, with a total of 31 students (one-shot case study). The data was obtained through a questionnaire, and the data analysis technique used was to determine the effectiveness with a percentage. This study concluded that the average percentage of the effectiveness of the Quizizz application on student attention was 70.1% or quite effective, while Quizizz on student learning motivation was 70.3% or quite effective. Thus, Quizizz is effective in increasing students' attention and learning motivation. If Quizizz is used by the teacher in learning, it will increase student attention and motivation.