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Pengembangan Desain Tote Bag melalui Pendekatan Design Thinking sebagai Upaya Pelestarian Tenun Buton Sabariah, Nur; Bahri, Nurul Fitriana; Swasty, Wirania; Putri, Sheila Andita
MAVIS : Jurnal Desain Komunikasi Visual Vol 7 No 01 (2025): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v7i01.1773

Abstract

Buton woven is one of the many Buton cultures that contain various symbolic meanings. Buton woven is a reflection of the identity of the Buton people who have developed from time to time. The current condition of the development of Buton woven has been made in the form of products, both fashion and functional. However, there is no product that explains in detail the meaning of the Buton woven used in the product. The purpose of this study is to make processed products from Buton woven that are not only aesthetic elements but can be used as souvenir as an effort to preserve Buton woven cloth. The method applied in this study is qualitative, namely descriptive analysis to rotate the potential contained in Buton woven. Using the Design Thinking design method to obtain innovations in Buton woven products that are suitable for souvenir products. In collecting data using literature studies, field observations, product making, documentation and in-depth interviews with Culturalist and business actors. The theory used in this study is related to Buton woven, souvenir and current conditions. Based on the results of the study, it can be identified that Buton woven can be developed through souvenir products in the form of Tote Bags without damaging the rules and values contained therein by including the meaning contained in the Buton woven motifs listed on the product.
Strategy to Build a Brand Image of Feminine Hygiene "Gendes" through Doctor's Educational Videos on Tiktok Pasha, Dea Amelia; Swasty, Wirania
Journal La Sociale Vol. 6 No. 2 (2025): Journal La Sociale
Publisher : Borong Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journal-la-sociale.v6i2.1898

Abstract

The phenomenon of overclaim, which was first popularized by the TikTok account "Doctor Detective", has attracted public attention because it has dared to reveal facts based on the results of a skincare pregnancy laboratory test. The issue of overclaim can be a weapon in the brand image of a feminine hygiene whose existence is much more sensitive because it is related to the care of the reproductive organs. Therefore, this study aims to produce a strategy in building the brand image of "Gendes" as a sample, through the visual element in content of the doctor's TikTok video matrix to make it more attractive and reliable as one of the feminine hygiene. So that the target market is right on target, including educational campaigns about reproductive health care, especially for married women and children. The research method used is qualitative with a case study approach, involving data collection techniques such as literature studies, observations, documentation, interviews, and focus group discussions. The results of the study show that this strategy can improve the brand image of "Gendes" to be more reliable, because it is built from a strategy with a focus on visualization of the content of the doctor's video matrix that is convincing, credible and impresses the audience. In conclusion, a strategy to build a brand image when partnering with doctors is needed to build awareness, consideration, decision and retention/loyalty in the TikTok video visual container so that the content and safety are more reliable for consumers of the "Gendes" brand as a feminine wash product in accorandce with TikTok and health rules.
IDENTITAS VISUAL DAN PENERAPANNYA PADA SIGNAGE UNTUK KAWASAN WISATA EDUKASI AHMAD ZAKIYY MAYMUN; WIRANIA SWASTY
Serat Rupa: Journal of Design Vol 2 No 1 (2018): SRJD-JANUARY
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.v2i1.473

Abstract

Tourist attraction is a destination place for recreation on weekends or holidays. One of tourist attractions in Bandung is Kampung Batu Malaksari as a case of this study. With the theme 'Education Tourism', visitors are expected to enjoy the beauty of nature as well as get the knowledge. However, visitors cannot recognize the visual identity of the tourist attraction because it is not aligned with the theme. Moreover, the lack of signage that provides information in text and visual presentation of directions to the place, directory map, prohibitory, and warning that makes visitors confused and often lost to the tourist area. Therefore, the visual identity and its application to signage is considered necessary. Data collection methods used were observations, interviews and questionnaires using matrix analysis as a method of analysis. The purpose of this study is expected to create a strong visual identity that shows educational tourism as well as informative signage. This case study is expected to improve the visual appeal inherent in the visitor's mind. Keywords: educational tourism; signage; visual identity
Heterogeneous brand identities in Cross-IP mobile game collaborations: a case study of visual design characteristics Annisa, Naira Pelangi; Rahman, Yanuar; Swasty, Wirania
International Journal of Visual and Performing Arts Vol 7, No 1 (2025)
Publisher : ASSOCIATION FOR SCIENTIFIC COMPUTING ELECTRICAL AND ENGINEERING (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/viperarts.v7i1.1753

Abstract

The rise of mobile games has opened a new potential market for brands, but there is a lack of research focusing on mobile game collaboration designs, as they tend to focus on other industries despite the mobile game industry having a high rate of collaborations. The objective of this study is to extend the subject of brand collaboration design analysis into the mobile gaming landscape. In addition, we will analyze how mobile game collaborations incorporate brand identity extensions of heterogeneous visual identities into distinctive designs, and the rationale of how these collaborations work well despite the contrasting brand identities. To analyze, we used a qualitative case study method. The case study includes three cases of mobile game collaborations chosen based on heterogeneity, originality, and utilization. The main findings of this paper are the design characteristics of the collaborative product, which consists of six attributes. This study can be used as a reference for the key design characteristics in heterogeneous mobile game collaboration designs in the future.
Analisis Pengalaman Pengguna Digital Native dan Digital Immigrant Pada Transaksi Keuangan E-Wallet Dari Perspektif Desain Rahmawardani, Aulia; Adriyanto, Andreas Rio; Swasty, Wirania
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 4 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (Juni - Juli 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i4.5127

Abstract

Perkembangan teknologi finansial (fintech) telah mendorong tingginya penggunaan aplikasi e-wallet di Indonesia, seperti GoPay, DANA, dan OVO. Penelitian ini bertujuan untuk mengidentifikasi faktor-faktor penghambat dalam penggunaan antarmuka fitur transaksi pada ketiga aplikasi tersebut. Pendekatan kualitatif digunakan dengan melibatkan delapan partisipan, terdiri dari empat digital native dan empat digital immigrant. Data diperoleh melalui usability testing, observasi langsung, dan wawancara semi-struktural, lalu dianalisis menggunakan metode user journey untuk memahami pengalaman pengguna dalam menyelesaikan transaksi. Hasil penelitian menunjukkan adanya berbagai hambatan usability, seperti navigasi yang kurang intuitif, informasi yang tidak konsisten, serta kesulitan dalam menemukan fitur penting, terutama pada aplikasi OVO. Di sisi lain, GoPay dan DANA dinilai memiliki antarmuka yang lebih mudah diakses meskipun tetap terdapat beberapa kendala. Temuan ini memberikan gambaran tentang aspek-aspek yang masih perlu diperbaiki untuk meningkatkan kemudahan penggunaan fitur transaksi pada aplikasi e-wallet.
Penerapan Alur Storyboard dan Desain Background pada Elemen Grafis Interaktif untuk Menunjang Pembelajaran Rachmawati, Rizka; Swasty, Wirania; Yutia, Syifa Nurgaida; Rysanti, Alya; Fayyaza, Naira Rizqa
Indonesian Journal for Social Responsibility Vol. 7 No. 01 (2025): June 2025
Publisher : LPkM Universitas Bakrie

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36782/ijsr.v7i01.410

Abstract

Lihai Islamic Preschool is an early childhood education institution that focuses on the seven center curriculum but has limitations in the quality of interactive educational play tools that support the seven center curriculum. Because of this, interactive graphic elements like busy-boards and busy-books need to be designed. They play important roles in background design and storyboard plot. Both of these aspects are inseparable in interactive books, yet their roles are often overlooked. The design of the background and storyboard significantly influences preschool children's attention, interest, and emotional response to the story; bright colors, textures, and simple interactions are very effective in enhancing their engagement and potentially affecting their understanding and cognitive aspects. Through active collaboration with 13 teachers from Lihai Islamic Preschool, the community service team from Telkom University presents solutions in designing interactive graphic elements that consider production and social aspects. This activity uses interview methods, product experiments, and questionnaires to obtain partner feedback. The final results transferred to the partners are busy boards and books that have storylines and background designs in accordance with the center's approach to supporting interactive play activities for early childhood.
PENGEMBANGAN STRATEGI DESAIN UNTUK MENINGKATKAN PESEPEDA KOMUTER DIKOTA BANDUNG Romadhoni, Bobby; Soewardikoen, Didit Widiatmoko; Swasty, Wirania
Narada : Jurnal Desain dan Seni Vol 10, No 3 (2023)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/narada.2023/v10.i3.005

Abstract

In 2023, there will be a phenomenon in the city of Bandung, namely that the number of vehicles is almost the same as the population, causing congestion and increased pollution levels which often occur on roads during commuter trips at times when vehicle volume is very dense, namely in the morning and evening. The existence of alternative transportation, namely bicycles, could be the answer to this phenomenon. However, there is a phenomenon that the number of cyclists in the city of Bandung is decreasing, especially for commuters. By looking at this potential, this research discusses design strategies for commuter cyclists with a case study in the city of Bandung. This research is a qualitative and quantitative research in the field of design to analyze cyclists commuting by bicycle by documenting visual samples as image aspect data, interviews with the creator aspect and questionnaires to consumers as the viewer aspect. Data obtained from various data collection methods is then analyzed using design strategies looking at internal and external factors. The results of this research will answer design strategies for commuter cyclists with a case study in the city of Bandung. Through this research, it is hoped that it can become a guide that makes it easier for people to commute on bicycles in the city of Bandung.
MEMBANGUN IDENTITAS PRODUK: PELATIHAN DESAIN LABEL KEMASAN MENGGUNAKAN CANVA DAN PACDORA BAGI PENYULUH PERTANIAN Swasty, Wirania; Komariah, Siti Hajar; Triani, Ananda Risya
Charity : Jurnal Pengabdian Masyarakat Vol. 8 No. 2 (2025): Charity-Jurnal Pengabdian Masyarakat
Publisher : PPM Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/charity.v8i2.9397

Abstract

Kemasan berperan dalam menjaga keamanan saat pengiriman, membantu pemasaran, hingga membangun identitas produk, Untuk itu diperlukan desain dan label kemasan sebagai identitas produk. Sebagai lembaga pelatihan pertanian yang terkemuka, Balai Besar Pelatihan Pertanian (BBPP) Lembang berfokus melaksanakan pelatihan fungsional di bidang pertanian, termasuk pelatihan pasca panen, mulai dari pengolahan produk pertanian hingga pembuatan desain kemasan. Namun, sebagian besar penyuluh pertanian adalah lulusan sarjana pertanian yang tidak memiliki latar belakang pendidikan atau pelatihan dalam desain grafis. Untuk mengatasi permasalahan ini, diperlukan pelatihan yang berorientasi pada pembelajaran praktis dalam merancang kemasan produk. Pelatihan pembuatan desain label kemasan menggunakan aplikasi Canva dan Pacdora ini dilaksanakan secara online dan onsite di kantor BBPP Lembang, Bandung Barat, Jawa Barat, Indonesia dengan masyarakat sasar adalah penyuluh pertanian, pegawai dan widyaiswara BBPP Lembang. Kegiatan ini dilaksanakan pada bulan Februari – Juli 2024. Metode pelatihan berupa penyampaian materi mengenai desain grafis dilanjutkan dengan praktek didampingi tutor. Manfaat kegiatan ini dapat meningkatkan softskill penyuluh pertanian dalam menggunakan aplikasi Canva dan Pacdora untuk membuat desain label kemasan, sehingga penyuluh pertanian dapat menularkan pengetahuan kepada para pengusaha pertanian yang memiliki produk yang dikemas. Berdasarkan survey yang dibagikan setelah kegiatan, terungkap bahwa 69.2% peserta sangat setuju bahwa materi kegiatan sesuai dengan kebutuhan dan  berharap kegiatan seperti ini dilanjutkan di masa yang akan datang.  
PERANCANGAN MEDIA PROMOSI DESTINASI WISATA DI PULAU SIMEULUE Alafanta, Bayu Riski; Swasty, Wirania; Aditia, Patra
eProceedings of Art & Design Vol. 11 No. 3 (2024): Juni 2024
Publisher : Telkom University

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Abstract

Pembangunan sektor pariwisata bertujuan untuk memperkuat kontribusinya dalam ekonomi, menciptakan lapangan kerja, dan memperkaya pendapatan masyarakat serta daerah. Pulau Simeulue, dengan pesona alamnya yang memukau, menawarkan pengalaman tak terlupakan dengan pantai pasir putih, air laut yang bening, dan ombak tinggi yang menarik peselancar dari segala penjuru dunia. Namun, kemajuan pariwisata di Kabupaten Simeulue terkendala oleh tantangan serius. Kesadaran rendah akan potensi pariwisata dan kurangnya informasi menjadi hambatan utama. Dengan populasi hampir 94,368 jiwa, menggerakkan pengembangan destinasi wisata di wilayah ini semakin rumit. Tujuan penelitian ini adalah menyusun strategi promosi yang dapat mengatasi kendala tersebut. Melalui metode observasi, wawancara, dan studi pustaka, data dikumpulkan dan dianalisis menggunakan matriks perbandingan. Dengan tagline "Carving Memories on a Hidden Paradise Island". Hasilnya adalah rancangan media promosi beragam, dari brosur hingga media sosial Instagram, dengan harapan meningkatkan pengetahuan tentang keindahan Pulau Simeulue dan mendorong pertumbuhan ekonomi lokal. Diinginkan pula agar Pulau Simeulue menjadi tujuan yang dikenal luas, baik secara lokal maupun internasional, serta memberikan manfaat berkelanjutan bagi masyarakat setempat. Kata kunci: promosi, merek destinasi, Pulau Simeulue.
STRATEGI PEMASARAN PRODUK BATIK MELALUI EVENT MARKETING DENGAN PENDEKATAN DESAIN (Studi Kasus: Hasan Batik Bandung) Azhari, Irfan; Soewardikoen, Didit Widiatmoko; Swasty, Wirania
eProceedings of Art & Design Vol. 11 No. 3 (2024): Juni 2024
Publisher : Telkom University

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

Abstract

Pameran dagang menjadi salah-satu tempat bagi para industri batik untuk memasarkan produk seperti halnya yang dilakukan oleh Hasan Batik Bandung. Hasan Batik Bandung dikenal sebagai pelopor industri batik di Bandung serta memiliki ciri khas motif batik geometris. Namun, keunggulan dan ciri khas tersebut masih belum ditampilkan pada pameran dagang sehingga mengurangi daya tarik pengunjung terhadap produk batik dan merek Hasan Batik Bandung. Adapun persaingan kompetitif dari para industri batik yang sadar akan pentingnya menampilkan citra produk dan merek pada pameran dagang. Penelitian ini menggunakan pendekatan desain, melalui pengumpulan data wawancara, kuesioner, studi literatur, dan observasi serta dokumentasi terhadap pameran dagang yang dilakukan oleh Hasan Batik Bandung di INACRAFT 2023. Analisis data menggunakan analisis AIDA, analisis matriks perbandingan, dan matriks penarikan kesimpulan. Hasil Penelitian menunjukkan pentingnya desain booth pameran menarik yang memperhatikan aspek kelengkapan informasi dan dekorasi booth dengan tetap menghadirkan karkateristik Hasan Batik Bandung sehingga pengunjung dapat menyadari akan produk dan merek yang ditawarkan. Penelitian ini difokuskan menjadi rekomendasi strategi desain booth pameran dalam ranah pemasaran produk batik. Hasil penelitian diharapkan dapat membantu Hasan Batik Bandung dalam memasarkan produk batiknya melalui pameran dagang agar dapat meningkatkan kesadaran pengunjung. Kata kunci: Batik, Industri Batik, Booth Pameran, Pameran Dagang, Pemasaran
Co-Authors AHMAD ZAKIYY MAYMUN Ajie Nur Rochmawan Akmal Bintang Alafanta, Bayu Riski Aldi Hendrawan Ananda Risya Triani Andreas Rio Adriyanto Annisa, Naira Pelangi Ari Riadi Arry Mustikawan Arumsari, Risky Yantami Arumsari, Rizky Yantami Arzeli, Farand Ahmad Asri Dwiputri Atria N Fadilla Aulia Hanifunisa Azhari, Irfan Bijaksana Prabawa Citra Puspita Sari Darin Nugraha Wirasasmita Darmawan, Raden Muhammad Angga Didiet Widiatmoko Soewardikoen Didit Widiatmoko Diena Yudiarti Dikmas Yanfaunas Putera, Dikmas Yanfaunas Eko Cahyo Kusumo Wibowo Emiya Yolanda Br Kaban Fariha Eridani Naufalina Fayyaza, Naira Rizqa Fitriani Nur Utami Hanifunisa, Aulia Hibatullah, Muhammad Raihan Jiwa Utama Lailla Nur Rohmah Lasmana, Ravi Julian Lira Anindita Utami Marheni Eka Saputri Maria Josef Retno Budi Wahyuni Mediany Kriseka Putri Mohamad Tohir Mohammad Isa Pramana Koesoemadinata Mohd Pahme, Nur Faizah Mohd Shuib, Ahmad Sofiyuddin Nadia Sigi Prameswari Nisa Eka Nastiti Nur Auliani Puteri Rushar Nur Sheha Gunawan, Ahmad Nurul Fitriana Bahri Pasha, Dea Amelia Patra Aditia Pratama, Federico Doriana Prima, Rizky Arie Rahmawardani, Aulia Rahmi, Lutfia Fatihah Rahmiati Aulia Ramadhani, Ayudhia Gita Ramadhanty, Windy Ramzy Adzhar Ramzy Adzhar Riadi, Ari Riksa Belasunda Rilis Akista Tria Sasti Rizka Rachmawati Rizki Yantami Arumsari Rizqullah, Mohamad Farid Riztama Prawita Romadhoni, Bobby Ronggowarsito, Bimahadi Ilmawan Rushar, Nur Auliani Puteri Rysanti, Alya Sabariah, Nur Sabrina, Keysia Shafa Salsabila, Salma Alya Sheila Andita Putri Siti Clara Siti Hajar Komariah Situmorang, Rama Sadrakh Sri Soedewi Sugandani, Muhamad Al Bait Syifa Nurgaida Yutia Widiatmoko Soewardikoen, Didit Windy Ramadhanty Wirasasmita, Darin Nugraha Yanuar Rahman