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Application of Segmentation, Targeting, Positioning, and Differentiation in CV Slimeday Indonesia’s Slime Advertisements as a Sensory Play Medium for Children Aged 5-6 Years Devina Putri Sholikhah; Bayu Setiawan; Aryo Bayu Wibisono
Golden Ratio of Data in Summary Vol. 6 No. 3 (2026): May - July
Publisher : Manunggal Halim Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52970/grdis.v6i3.2222

Abstract

This paper aims to examine the stages involved in developing an advertising strategy for sensory play-based children's toys produced by CV Slimeday Indonesia. Slime, as the company's flagship product, is considered an effective medium for supporting children's motor development, particularly during the golden age of early childhood. The advertisement is designed to communicate the educational benefits of sensory play in a manner that is clear, engaging, and easily understood by consumers. The development process employs the STPD (Segmentation, Targeting, Positioning, and Differentiation) framework to create a targeted and effective promotional strategy. This approach facilitates the analysis of digital marketing strategies by considering demographic, psychographic, geographic, and behavioral consumer characteristics, enabling the identification of appropriate target markets and the articulation of the product's unique selling proposition (USP). As a result, the strategy produces well-directed and effective short-form video advertisements for digital platforms, including TikTok, Instagram, and e-commerce video channels.
Perancangan Logo Paguyuban Kinanthi Macapat Sidoarjo Anindya Laksmi Larasati; Sri Wulandari; Bayu Setiawan
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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Abstract

The Kinanthi Macapat Sidoarjo Community is a community or group that focuses on the preservation and development of the art of macapat songs, which is a form of traditional Javanese poetry. In addition, this community also strives to reach the wider community to increasingly recognize and appreciate this macapat cultural heritage. With various efforts made, Kinanthi Macapat Sidoarjo is committed to maintaining and developing this very valuable cultural heritage, so that it remains alive and known to future generations, Kinanthi Macapat Sidoarjo really needs help in creating attractive and effective branding media, one of which is creating a logo for the Kinanthi Macapat Sidoarjo Community itself. In this design, a mixed method methodology will be used in collecting data that will be used, which will use qualitative and quantitative methods. In this design, the qualitative method can be applied through interviews, observations and literature studies. While the quantitative method is used through questionnaires. To obtain in-depth information about how teenagers view macapat songs.
Promosi Kain Batik melalui Media Sosial dengan Pendekatan Tren Berkain Sintya Ariyanti Pramestika; Bayu Setiawan; Restu Ismoyo Aji
VISA: Journal of Vision and Ideas Vol. 6 No. 1 (2026): Journal of Vision and Ideas (VISA)
Publisher : IAI Nasional Laa Roiba Bogor

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Abstract

Indonesian traditional cloth or Wastra is a cultural heritage that has aesthetic, philosophical value, and represents the nation's identity that has been passed down by generation. However, along with the development of the times, the interest of the younger generation, especially the current generation of teenagers, towards traditional fabrics tends to decline due to the dominant trend of modern clothing which is considered more suitable for today's lifestyle. This condition has the potential to hinder efforts to preserve traditional fabrics in the future. The high level of internet and social media users among teenagers opens up new opportunities to reintroduce traditional fabrics through a more contextual and interesting approach. This research aims to examine the role of social media as a media for promoting traditional fabrics through promotion with an approach to fabric trends as a form of adaptation of local culture into modern dress styles. The research method used is a descriptive qualitative approach with analysis of social media trends, adolescent audience characteristics, and visual communication elements in digital content. The research results are expected to provide an understanding of the effectiveness of social media with a trend approach to attract the interest of teenagers in traditional fabrics.
Character Design for Sadewa Krama Cinta Sejati Webcomic Restifar Amalia Istiqomah; Restu Ismoyo Aji; Bayu Setiawan
Texture : Art And Culture Journal Vol. 8 No. 2 (2025)
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/texture.v8i2.6524

Abstract

This article discusses the design of the main characters of the webcomic Sadewa Krama: Cinta Sejati published on the LINE Webtoon Kanvas platform. This design aims to increase the awareness of individuals aged 16-24 years old towards wayang culture. Wayang is an Indonesian culture that must be preserved. However, as time goes by, the art of wayang has experienced a process of decline due to development of the era. This is due to the language element of the puppet performance which uses the Regional Language (Javanese) and the performance time is at night. Through descriptive qualitative research methods (interviews, observations, and questionnaires) to collect and analyze data as visual concepts. It was revealed that respondents from the questionnaire tended to prefer staying up late to play gadgets. The phenomenon of the development of this era requires wayang to adapt. Hence, there is a need to transfer of mediums to adapt one medium to another. In accordance with this, the right media to communicate the story is a webcomic that can also be accessed through gadgets. Not stopping there, a story that has relevance to the problems of today's teenagers is needed. Problems that they face, for example, the formation of behavior and the search for compatibility with themselves and the environment. Lakon carangan Sadewa Krama is considered to have relevance to these problems. The character design in the webcomic is realized by adapting wayang kulit characters, combined with wayang wong, then represented in a semi-realist/semi-cartoon drawing style.
Implementasi Customer Path 5A Melalui Konten Instagram @rumah.brd Ramadeani Prima Devinta; Bayu Setiawan; Restu Ismoyo Aji
Jurnal Media Informatika Vol. 7 No. 2 (2026): Edisi Maret-April
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v7i2.8735

Abstract

Penelitian ini bertujuan untuk mengimplementasikan Customer Path 5A melalui konten Instagram @rumah.brd guna membangun kesadaran audiens terhadap identitas brand Rumah.Brd. Metode penelitian menggunakan pendekatan kualitatif deskriptif dengan teknik pengumpulan data berupa kuesioner, wawancara, dan observasi konten media sosial. Hasil penelitian menunjukkan bahwa konten Instagram Rumah.Brd belum secara konsisten membangun pengenalan identitas brand. Oleh karena itu, dirancang konsep verbal dan visual berbasis suasana homie dan hangat sebagai implementasi setiap tahap. Implementasi ini diharapkan mampu menunjukkan bahwa penerapan Customer Path 5A melalui konten Instagram efektif dalam membangun kesadaran, ketertarikan, hingga mendorong tindakan audiens terhadap brand.
Implementation of the Seven Modes of the Design Innovation Process for Augment Skincare Advertising Video Tri Utami; Bayu Setiawan; Mahimma Romadhona
Golden Ratio of Data in Summary Vol. 6 No. 2 (2026): February - April
Publisher : Manunggal Halim Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52970/grdis.v6i2.2140

Abstract

The skincare industry in Indonesia is experiencing rapid growth, intensifying competition among local brands. In this environment, Skincare Augment faces significant challenges low brand awareness and suboptimal brand positioning, despite its strong Unique Selling Proposition (USP) centered on Salmon DNA content (PDRN 5000 ppm). Insufficient brand recognition has directly impacted sales, which have not met targets. Thus, a more effective advertising strategy is needed to bridge the gap between product quality and consumer perception. This study aims to design an advertising strategy that enhances consumer visibility and understanding of Skincare Augment’s product advantages, utilizing the Seven Modes of the Design Innovation Process through advertising videos. Employing a mixed-methods approach combining observation, in-depth interviews, and questionnaires distributed to 103 respondents aged 20–40 the research revealed that 78.6% of respondents were unfamiliar with Skincare Augment. The primary barrier to consumer interest was identified as a lack of education regarding the benefits of Salmon DNA. By applying the seven-stage process goal setting, understanding context and audience, formulating insights, exploring concepts, and realizing outputs this research developed a short storytelling video advertising concept tailored for social media platforms like Instagram and TikTok. The final output includes a storyboard, treatment, and an advertising video emphasizing the regenerative benefits of Salmon DNA. In conclusion, the Seven Modes method provides an effective framework for crafting persuasive, educational, and relevant advertisements. This approach has the potential to increase brand awareness and strengthen Skincare Augment’s positioning in Indonesia’s competitive skincare market.
Perancangan Desain Karakter dalam Komik Strip Instagram untuk Edukasi Penyakit Asam Lambung pada Remaja Erica Paramita Rahmadhanty; Aninditya Daniar; Bayu Setiawan
ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya Vol. 6 No. 2 (2026): JUNI:ENGGANG: Jurnal Pendidikan, Bahasa, Sastra, Seni, dan Budaya
Publisher : FKIP, Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37304/enggang.v6i2.13143

Abstract

Acid reflux disease is one of the most common diseases experienced by the public, especially in adolescents. The causes of this disease are generally due to psychological conditions, diet, sleep patterns, lifestyle and bacterial infections. However, the high number of cases of this disease is not accompanied by awareness and knowledge of the dangers and changes in a better lifestyle. In order to attract interest in knowing about acid reflux disease and invite to change a better lifestyle, education given in another and interesting form is an option. That's why the design of Instagram comic strips with the aim of education about stomach acid disease is carried out. In a comic, character is an important element needed so that the story and message delivery can be done effectively. This design uses descriptive qualitative and descriptive quantitative research methods to analyze data from interviews, questionnaires and literature. The stage is then continued by making design concepts and design results. From this design, it is hoped that the community, especially teenagers, can be more aware and more effective in conveying messages.
Perancangan Sosial Media Sebagai Media Kampanye Persuasi Untuk Menghidupkan Kembali Permainan Tradisional di Surabaya pada Era Digital Aisya Jasmine Defina; Bayu Setiawan; Pungky Febi Arifianto
Khatulistiwa: Jurnal Pendidikan dan Sosial Humaniora Vol. 5 No. 1 (2025): Maret : Jurnal Pendidikan dan Sosial Humaniora
Publisher : AMIK Veteran Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/khatulistiwa.v5i1.5757

Abstract

This study aims to design a social media campaign that encourages children to play traditional games through the involvement of parents, with the goal of preserving traditional games in the digital era. The methods used include qualitative and quantitative approaches, such as interviews, observations, and data analysis to determine the effective communication strategy. This campaign will use Instagram as the primary platform, with four content pillars: Awareness, Education, Engagement, and Persuasion. The Awareness pillar focuses on reintroducing traditional games, Education provides information about the benefits and cultural values, Engagement encourages active participation, and Persuasion invites the audience to join events that support the preservation of traditional games. The results show that the use of social media, particularly Instagram, is effective in attracting the attention of parents and children, raising awareness about the importance of traditional games in supporting children's physical, social, and emotional development, as well as preserving Indonesia's cultural heritage amidst the advancement of digital technology.
Desain Karakter Komik Strip Instagram “Anti Mager”: Character Design for theInstagram Comic Strip “ANTI MAGER” Ridho Febriyanto; Alfian Candra Ayuswantana; Bayu Setiawan
Citizen : Jurnal Ilmiah Multidisiplin Indonesia Vol. 6 No. 4 (2026): CITIZEN: Jurnal Ilmiah Multidisiplin Indonesia
Publisher : DAS Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53866/jimi.v6i4.1571

Abstract

Tujuan – Penelitian ini bertujuan mengembangkan karakter berbasis kebutuhan audiens untuk komik strip Instagram “Anti Mager” sebagai media edukasi gaya hidup aktif bagi mahasiswa berusia 18–24 tahun. Desain/metodologi/pendekatan – Penelitian menggunakan desain deskriptif kualitatif yang didukung analisis persentase sederhana serta mengikuti lima tahap berpikir desain, yaitu empati, pendefinisian masalah, pengembangan gagasan, pembuatan prototipe, dan pengujian. Data dihimpun melalui kuesioner awal terhadap 48 mahasiswa, wawancara dengan tujuh narasumber, observasi terhadap komik Instagram sejenis, serta kuesioner kedua untuk menilai preferensi desain dari 95 mahasiswa. Temuan – Proses perancangan menghasilkan empat karakter dengan peran naratif yang saling melengkapi. Cika merepresentasikan perubahan kebiasaan secara bertahap, Naya menggambarkan hambatan untuk beraktivitas fisik, Bima memberikan dukungan dan teladan, sedangkan Juna menyampaikan informasi praktis. Responden memilih opsi 1 untuk Cika (73,7%), Naya (71,6%), dan Bima (47,4%), serta opsi 3 untuk Juna (49,5%). Selisih yang kecil antara opsi 1 dan opsi 3 pada karakter Bima menunjukkan preferensi visual yang relatif terbagi. Keterbatasan penelitian/implikasi – Penelitian terbatas pada cakupan audiens yang relatif kecil dan hanya mengevaluasi preferensi visual, bukan efektivitas edukatif komik secara keseluruhan. Penelitian selanjutnya perlu melibatkan mahasiswa dari beberapa perguruan tinggi serta menguji pemahaman pesan, pengetahuan, dan aktivitas fisik sebelum dan setelah paparan komik. Implikasi praktis – Temuan penelitian menyediakan dasar berbasis audiens untuk mengembangkan karakter yang relevan dan menyusun pesan kesehatan dalam konten edukatif Instagram yang ditujukan kepada mahasiswa. Orisinalitas/nilai – Penelitian ini menerjemahkan pengalaman sedentari dan hambatan mahasiswa dalam melakukan aktivitas fisik menjadi empat peran karakter naratif serta memvalidasi alternatif visualnya melalui pengujian preferensi audiens.
Strategi Kampanye Sosial melalui Media Digital tentang Screen Time Sehat Anak Usia 3–5 Tahun Afifatul Hasnaa; Diana Aqidatun Nisa; Bayu Setiawan
Jurnal Ilmiah Dan Karya Mahasiswa Vol. 4 No. 5 (2026): Oktober: JURNAL ILMIAH DAN KARYA MAHASISWA (JIKMA)
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jikma.v4i5.5110

Abstract

Screen Time offers potential benefits and risks to child development, particularly without parental supervision. Although parents recognize the importance of managing screen use, implementation at home remains inconsistent. This study designed an educational campaign using the Design Thinking method to understand parental needs and develop appropriate communication solutions. Data were collected through interviews, observations of stakeholders and existing campaign media, and questionnaires distributed to parents of children aged 3–5 years. The findings were analyzed to identify key problems and develop creative campaign concepts, which were translated into visual media prototypes for effectiveness evaluation. Results indicate that parents need campaign messages that are engaging, relevant to daily life, and easy to implement. YouTube, TikTok, and Instagram were identified as effective visual communication platforms. The campaign centers on “Healthy Screen Time Awareness Education for Children,” emphasizing that screen use is not inherently negative and can provide benefits when managed appropriately with active parental supervision. Through educational and empathetic communication, the campaign aims to increase parental awareness and encourage more consistent implementation of healthy Screen Time practices. Designed as an ongoing educational initiative, it supports responsible digital parenting and healthier screen habits among children aged 3–5 years.