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Sosialisasi Kampanye PROKES (Program Kembali Ke Sekolah): Pembelajaran Tatap Muka (PTM) Terbatas pada Pandemi Covid-19 di SMP Bina Taruna Bandung Rahmiati Aulia; Aisyi Syafikarani; Olivine Alifaprilina Supriadi; Siti Hajar Komariah; Rully Sumarlin
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 4 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i4.10526

Abstract

Program services for SMP Bina Taruna Bojongsoang, Bandung, which is routinely held, problems were formulated regarding procedures and health protocol facilities that were not adequate when implemented (Face-to-Face Learning). The results of these observations are the background for the design and socialization of the PROKES (Back to School Program) campaign for SMP Bina Taruna Bandung. This activity is expected to support the limited PTM (Face-to-Face Learning) process to build awareness of school residents while maintaining orderly health protocols to prevent the spread of COVID-19. The PROKES campaign socialization activity (Back to School Program) was carried out by designing campaign attributes and applications at SMP Bina Taruna Bandung. The evaluation of this campaign's socialization received positive responses following the lack of facilities and facilities for the need for orderly health protocols in the implementation of PTM. Participants who are teachers, staff, and students of SMP Bina Taruna are greatly helped by this activity.
Perancangan Maskot Kampanye PROKES (Program Kembali Ke Sekolah) Untuk Mendukung PTM Terbatas di SMP Bina Taruna Bandung Olivine Alifaprilina Supriadi; Rahmiati Aulia; Aisyi Syafikarani; Siti Hajar Komariah; Aria Ar Razi
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 5 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i5.10769

Abstract

Mascot is a visual identity that can be used to represent an organization, event, or product. Mascot design can be applied in a campaign activity to strengthen the image and identity that is conveyed to the audience. PROKES is a socialization campaign held at SMP Bina Taruna Bandung in order to support limited PTM (Face-to-Face Learning) activities in the school environment. The method used for the design and data collection is interpretative qualitative, with the design process being carried out in stages and in a structured manner. Based on the evaluation of the campaign, both as a whole and in the context of visual identity, the response from the residents of SMP Bina Taruna was considered good and positive. The PROKES campaign mascot is expected to be an identifier that reflects the concept of the activity. Keywords: campaign, mascot, SMP Bina Taruna, visual identity
USER INTERFACE MEASUREMENT ANALYSIS OF TRAVEL E-COMMERCE BASED ON USABILITY AND USER EXPERIENCE Siti Hajar Komariah; Asep Mulyana; Rita Komala Dewi; Yunizar Yunizar
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.6347

Abstract

Technological developments, especially in Information and Communication Technology (ICT), encourage the growth of new ICT-based businesses with online systems (e-commerce) consisting of Traveloka, Nusatrip, and tiket.com. The User Experience (UX) is influenced by how he feels when interacting with the device in front of him. The application users use to access online stores is the User Interface (UI). The research method used is a quantitative method and confirmation survey with the help of SPSS, and a comparison has been made of measuring UI parameters based on Usability and UI Measurement and analysis in this study used the Webuse tool and Mean Opinion Score method to determine the quality of the three e-commerce UIs in the eyes of their users and what kind of experience they felt when browsing these websites. The novelty is using the new hybrid method Webuse tool and Mean Opinion Score in comparing measurement and analysis of UI, Usability and UX parameters. The results of the Usability UI measurement with the Webuse Tool showed that Traveloka gets a score of 81, Nusatrip 72, and Tiket.com gets a score of 74. Meanwhile, in measuring UX against UI with MOS, Traveloka obtained MOS 4.13, Nusatrip 4.0, and Tiket.com obtained MOS 4.0. Keywords: Travel E-Commerce, User Interface, User Experience, Usability
UI/UX DESIGN OF THE HOUSET WEBSITE AS A MARKETPLACE AND ROOM VISUALIZATION MEDIA Julia Ghaisani; Siti Hajar Komariah; Rahmiati Aulia
eProceedings of Art & Design Vol 10, No 4 (2023): Agustus 2023
Publisher : Telkom University

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Abstract

PT. Houset Hunian Estetika is a startup engaged in interior design and furniture that makes it easy for the public to visualize the room and apply the room according to the desired interior design and sell furniture online. The way Houset makes it easy is by providing an interior design canvas in a 3D model so as to provide an experience for users in  choosing  the  desired  interior  design  and  furniture. Houset  also  sells  furniture  that matches the interior design shown in 3D models. However, there is no media platform in the form of a website. With this phenomenon, the authors intend to build a platform for PT. Houset Hunian Estetika through the UI/UX design of the Houset website which  is a means  of marketplace  and  room  visualization media.  This  research  and  design  uses qualitative methods  as  data  collection  with  a  literature  study  approach,  observation, interviews, questionnaires, matrix analysis and SWOT analysis. The design of this website is  expected  to make  it  easier  for  people  to  get  furniture while  helping  to  get  a  visual picture  of  the  room  in matching  the  interior design  that  is  suitable  for  the  room and helping its arrangement. Keywords:  interior  design,  marketplace,  PT.  Houset  Hunian  Estetika,  UI/UX,  website design
PERANCANGAN IDENTITAS VISUAL UNTUK COPHEN MEDIA Anindya Wiraprasasta; Rizki Yantami Arumsari; Siti Hajar Komariah
eProceedings of Art & Design Vol 10, No 5 (2023): Oktober 2023
Publisher : Telkom University

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Abstract

Tren konsumsi kopi telah menjadi gaya hidup di Indonesia, termasuk di Yogyakarta. Banyak mahasiswa dan pelajar di Yogyakarta yang menggunakan coffee shop sebagai tempat belajar, mengerjakan tugas, atau sekadar nongkrong. Saat ini, terdapat sekitar 3000 kedai kopi di Yogyakarta, menunjukkan perkembangan yang pesat. Namun, informasi tentang keberadaan coffee shop masih minim, sehingga banyak orang yang bingung mencari tempat tersebut. Cophen Media adalah salah satu media digital yang memberikan informasi seputar industri kopi dan juga menyediakan layanan periklanan untuk coffee shop. Sejak tahun 2016, Cophen Media telah menjadi panduan dalam bisnis industri kopi di wilayah DIY. Namun, Cophen Media belum berhasil memaksimalkan potensi kerja sama dengan sejumlah coffee shop yang ada. Selain itu, Cophen Media belum memiliki identitas visual yang representatif, seperti kurangnya konsistensi dalam penggayaan visual di media Instagram dan Website mereka. Berdasarkan data dari wawancara, kuesioner, observasi, dan studi pustaka, Cophen Media membutuhkan strategi desain sebagai solusi untuk mengatasi masalah bisnis dan penerapan desain. Diharapkan perancangan strategi tersebut dapat meningkatkan pemasaran B2B dan memperkuat identitas visual dari Cophen Media. Hasil studi ini diharapkan dapat memberikan saran untuk meningkatkan penjualan dan brand awareness dari Cophen Media.Kata kunci: kedai kopi, Cophen Media, strategi desain, identitas visual.
Implementation of 5G Telecommunication Network Services in Indonesia based on Techno-economic Analysis Siti Hajar Komariah; Rd. Rohmat Saedudin; Rizki Yantami Arumsari; Umar Yunan KSP Yunan KSP
JOIV : International Journal on Informatics Visualization Vol 7, No 4 (2023)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.7.4.02447

Abstract

The 2300 MHz spectrum is a medium band that telco operators will not pay much attention to when they deploy 5G. They are more comfortable at 2.6 GHz, 3.5 GHz, 26 GHz, and 28 GHz, in addition to 700 MHz for the breadth of coverage. The performance of cellular telecommunications services based on 5G technology is possible for new operators, although it will be carried out as stand-alone services. This opportunity will be taken by looking at internet subscriber data/data communication from existing operators as active internet users, which is quite large and has a potential of over 250 million users. There has been no previous study regarding the feasibility of deploying this 5G technology-based Broadband Wireless Access (BWA) Network. Based on the experience of implementing previous generations of telecommunication service technology, the government and operators need to be careful in determining the right moment to deploy this 5G technology service, which is predicted to be able to provide broadband services with streaming capabilities of 10 to 100 times the streaming speed of 4G technology. It should be noted that the lack of success of 3G performances in 2006 from 2G, 2.5G, and 2.75 G. Almost all operators who were expected to be very lucky turned out to be not optimal; even now, only 4 operators are playing on 3G. where they have not been able to force users of the 2G generation to switch to 3G, including in big cities where the performance of the 3G network is not yet optimal and evenly distributed. Still, many areas are blank spots from 3G networks and services. From this experience, scientific studies are needed to ensure the feasibility of the upcoming 5G BWA business and identify business opportunities that can be implemented. The feasibility analysis must be viewed from various aspects, namely aspects of technical readiness, market aspects, and financial aspects in terms of the techno-economics of the operators who will provide 5G telecommunications services by calculating several essential parameters as a measure of business feasibility, namely Net Present Value (NPV), Internal Rate of Return (IRR), and Payback Period (PBP).
USER INTERFACE MEASUREMENT ANALYSIS OF TRAVEL E-COMMERCE BASED ON USABILITY AND USER EXPERIENCE Komariah, Siti Hajar; Mulyana, Asep; Dewi, Rita Komala; Yunizar, Yunizar
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.6347

Abstract

Technological developments, especially in Information and Communication Technology (ICT), encourage the growth of new ICT-based businesses with online systems (e-commerce) consisting of Traveloka, Nusatrip, and tiket.com. The User Experience (UX) is influenced by how he feels when interacting with the device in front of him. The application users use to access online stores is the User Interface (UI). The research method used is a quantitative method and confirmation survey with the help of SPSS, and a comparison has been made of measuring UI parameters based on Usability and UI Measurement and analysis in this study used the Webuse tool and Mean Opinion Score method to determine the quality of the three e-commerce UIs in the eyes of their users and what kind of experience they felt when browsing these websites. The novelty is using the new hybrid method Webuse tool and Mean Opinion Score in comparing measurement and analysis of UI, Usability and UX parameters. The results of the Usability UI measurement with the Webuse Tool showed that Traveloka gets a score of 81, Nusatrip 72, and Tiket.com gets a score of 74. Meanwhile, in measuring UX against UI with MOS, Traveloka obtained MOS 4.13, Nusatrip 4.0, and Tiket.com obtained MOS 4.0. Keywords: Travel E-Commerce, User Interface, User Experience, Usability
The Influence Brand Image and Halal Awareness on Laneige Korean Cosmetic Purchasing Decisions: Using the Theory of Planned Behavior Model Komariah, Siti Hajar; Prabawa, Bijaksana; Putri, Mediany Kriseka; Praptono, Budi
Journal of Business and Behavioural Entrepreneurship Vol. 8 No. 2 (2024): Journal of Business and Behavioural Entrepreneurship
Publisher : Fakultas Ekonomi, Universitas Negeri Jakarta, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/JOBBE.008.2.08

Abstract

The cosmetics industry in Indonesia is currently experiencing rapid growth, characterized by the increasing presence of both local and international brands, such as Laneige, which continues to gain popularity among consumers. This study aims to examine the relationship between brand image and Halal awareness in shaping consumer purchase intentions and decisions. A quantitative research approach with the proposed model being tested and validated through structural equation modeling based on data from 250 respondents. The findings indicate that both brand image and Halal certification have a significant influence on Indonesian consumers' adoption of cosmetic products. In light of these results, it is recommended that cosmetic business managers and brand owners promptly obtain Halal certification to alleviate any consumer confusion regarding product usage.
PERANCANGAN MEDIA PROMOSI UNTUK STARTUP BARBERCOME DI KOTA BANDUNG Riswan, Adriansyah; Razi, Aria Ar; Komariah, Siti Hajar
eProceedings of Art & Design Vol. 12 No. 1 (2025): Februari 2025
Publisher : Telkom University

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Abstract

Barbershop kian diminati oleh generasi muda pada zaman sekarang. Semakin naik daun nya tren Barbershop ini menjadikan persaingan cukup ketat dan mempunyai para pesaing. Seiring perkembangan teknologi, informasi dan naik daunnya tren barbershop ini, Saat ini smartphone berpengaruh dalam kemajuan barbershop. Muncul beberapa jasa tukang cukur panggilan dan reservasi cukur rambut atau sering disebut juga home service. Barbercome yang merupakan startup jasa cukur rambut panggilan yang masih berbasis idea ini masih belum mempunyai media promosi untuk memperkenalkan startup mereka kepada masyarakat. Maka penelitian ini mempunyai maksud untuk membantu mereka memperkenalkan dan meningkatkan awareness Barbercome kepada masyarakat dengan cara membuat media promosi sehingga dapat membantu orang-orang yang memiliki kecenderungan mempunyai kesibukan yang padat dapat mengetahui keberadaan Barbercome. Data yang digunakan dalam penelitian ini dengan cara observasi, wawancara, dan kuesioner, lalu menggunakan analisis matriks perbandingan dengan membuat perancangan media promosi yang efektif dengan membuat desain yang dapat diterapkan di semua media promosi yang digunakan. Maka dengan itu, Barbercome dapat mencoba persaingan di pasaran dan membantu untuk bisa dikenal oleh orang banyak. Kata Kunci : barbershop, Barbercome, smartphone, media promosi
PERANCANGAN MOTION GRAPHIC EXPLAINER VIDEO UNTUK APLIKASI STARTUP CATERING ANAK (CATA) Mutmainnah, Nayla; Prajana, Adya Mulya; Komariah, Siti Hajar
eProceedings of Art & Design Vol. 12 No. 1 (2025): Februari 2025
Publisher : Telkom University

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Abstract

Perkembangan teknologi semakin maju dari tahun ke tahun dengan adanya teknologi informasi visual berupa video ini semakin populer dikalangan masyarakat. Media ini menyajikan teks, gambar dan audio sehingga informasi yang disampaikan menarik. Hal ini yang membuat Startup CATA sangat membutuhkan motion graphic untuk melalukan penyebaran informasi dan penjelasan mengenai tutorial pada Aplikasi CATA. Tujuan dari penelitian ini agar ibu – ibu rumah tangga mengetahui cara menggunakan aplikasi tersebut. Penelitian ini menggunakan metode data dan analisis data berupa observasi mitra, wawancara dan kuisoner. Analisis data yang diperoleh kemudian dilakukan melalui analisis mitra, analisis data khalayak sasar, analisis perbandingan matriks, analisis wawancara dan analisis kuisoner, mengacu pada pembahasan teori Media Informasi, Motion Graphic, Pertimbangan Motion Graphic, Three – Art Structure, Tahapan Perancangan dan Desain Komunikasi Visual. Media yang dibuat adalah Motion Graphic Explainer Video diharapkan agar memudahkan wanita karir dalam memenuhi asupan dan kesehatan makanan si kecil lewat Aplikasi Catering Anak (CATA). Kata kunci: catering anak, media informasi, motion graphic dan startup