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PRODUKSI DAN KONSUMSI CITRA COFFEE SHOP MELALUI DESAIN PERALATAN MAKAN (STUDI KASUS: EQUATOR COFFEE AND GALLERY) Handayani Madania Insani; Krishna Hutama; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 5 No. 2 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v5i2.16813

Abstract

Abstract Establishing a Coffee Shop requires an identity as a differentiator with similar products or services. The main function of the Coffee Shop is as a place to eat, so that tableware is the main equipment needed by the Coffee Shop. Differentiation can be made on tableware because it interacts directly with customers. This study raises the issue of the production process in the selection of tableware design and consumption in the form of images generated about Equator Coffee and Gallery through tableware design. The purpose of this study is to generate an understanding of the selection of tableware designs in the production process as an effort to achieve the expected image and to generate an understanding of customer perceptions of the image of the Coffee Shop through the design of tableware. This study uses a qualitative method with critical discourse analysis of the dimensions of Norman Fairclough’s discourse practice. The results of this study, the need to consider the selection in the production process in terms of function, ergonomics, materials, and aesthetics to achieve the expected image.AbstrakMendirikan Coffee Shop memerlukan identitas sebagai pembeda dengan produk atau jasa sejenis. Fungsi utama Coffee Shop sebagai tempat untuk makan, sehingga peralatan makan menjadi peralatan utama yang dibutuhkan Coffee Shop. Pembeda dapat dilakukan pada peralatan makan karena melakukan interaksi secara langsung dengan pelanggan. Penelitian ini mengangkat masalah mengenai proses produksi pada pemilihan desain peralatan makan dan konsumsi berupa citra yang dihasilkan Equator Coffee and Gallery melalui desain peralatan makan. Tujuan penelitian ini untuk menghasilkan pemahaman mengenai pemilihan desain peralatan makan dalam proses produksi sebagai upaya mencapai citra yang diharapkan dan untuk menghasilkan pemahaman mengenai persepsi pelanggan mengenai citra Coffee Shop melalui desain peralatan makan. Penelitian ini menggunakan metode kualitatif dengan analisis wacana kritis dimensi praktik diskursus Norman Fairclough. Hasil penelitian ini, perlunya mempertimbangkan pemilihan dalam proses produksi dari segi fungsi, ergonomi, material, dan estetika untuk mencapai citra yang diharapkan.
MODUL DALAM DESAIN PATTERN MENGGUNAKAN TESSELLATIONS DAN PRINSIP GESTALT Sheilla Puspita; Cama Juli Rianingrum; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 5 No. 2 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v5i2.16815

Abstract

Abstract Pattern Design Module Using Tesselations and Gestalt, will produce faster pattern design. It will also produce the quality of a dinamic pattern design composition. For the quantity as well, it will produce more of new design pattern in a shorter time. The method is using qualitative research of Hawkins Creation Theory. They are problem eksploration through data analysing, improvisation from theory and data data colecction, and the last step is forming, that is about finding a new way to solve the problem through new module treatment. The last is module applicatio. And it’s summary about pattern design module using tesselation and Gestalt, as an optional recommendation to create a design pattern.  Abstrak Modul Dalam Desain Pattern Menggunakan Tesselations dan Prinsip Gestalt, menghasilkan suatu cara yang lebih cepat untuk menghasilkan desain pattern. Secara kualitas, akan membuat desain pattern dengan komposisi yang lebih dinamis, dan secara kuantitas dapat menghasilkan desain pattern baru yang cukup banyak dalam waktu yang lebih singkat. Metode yang digunakan dengan pendekatan kualitatif adalah metode penciptaan Hawkins yang terdiri dari eksplorasi permasalahan dan pengumpulan data, improvisasi yang merupakan pengembangan atas temuan yang diolah dari data yang ada, dan forming adalah tahap perumusan modul yang dapat digunakan. Sampai modul tersebut diaplikasikan dan didapatkan kesimpulan sebagai temuan cara baru untuk menciptakan pattern.
Taste Perception from Jamu Drinks Color for Younger Generation by using Photo Products Andreas Kurniawan; Yasraf Amir Piliang; Agung Eko Budiwaspada
International Journal of Management, Entrepreneurship, Social Science and Humanities Vol. 6 No. 1 (2023): Specific Issue
Publisher : Research Synergy Foundation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31098/ijmesh.v6i1.1338

Abstract

Jamu is a traditional herbal drink from Indonesia that has been inherited from generation to generation. Jamu drinks have a variety of recipes since their ingredients are derived from a combination of typical Indonesian spices that can be obtained in local markets. Previously, jamu was frequently associated with a bitter taste, but due to improvements and innovations, it may now adapt to the preferences of the younger generation. Moreover, modification of a recipe's look involving different hues may cause consumers to speculate about its taste. This study examines taste perception from the Indonesian traditional herbal drinks "jamu" color for the younger generation by using photo products image. The research method was conducted through experimentation by using a questionnaire and forum discussion in 2 phases on 111 visual communication students with an average age of 21.7 years. Results: white, red, blue, and yellow colors were preferred by the majority of participants, followed by orange and brownish-red colors, which were still mostly acceptable. However, brown and green were perceived as the colors that participants disliked the most. Based on the result of this experiment, it can be concluded that human perception of color and taste can also be applied to traditional herbal medicine; this result supports the innovative exploration of jamu recipes that can adapt to the tastes of the younger generation. The result of this study shows that perception is influenced by previous experience; several times, the data showed significantly that colors such as milk or common fruit juice would be perceived the same as the taste of jamu. Furthermore, these findings strengthen various previous studies that the color will be able to make humans perceive its taste; although sometimes the perception is wrong, it can be used as an important reference for industries. In addition, the results of this study also show that the perception of color can be done without the need to see the product directly.
STRATEGI KREATIF MEMBANGUN KESADARAN PEMBACA PADA MEDIA KAMPANYE SOSIAL (STUDI KASUS: KAMPANYE SOSIAL ANTI BODY SHAMING BAGI ORANG TUA) Milenia Aziz; Wegig Murwonugroho; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 6 No. 2 (2023): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v6i2.17665

Abstract

AbstractCreative Strategies To Build Reader Awareness In Social Media Campaigns. (Case Study: Anti Body Shaming Social Campaign For Parents). Body shaming is an act of harassment that is very easy for most people to do in the form of verbal bullying. Where the perpetrators of body shaming give negative comments to victims whose impact is not good and disturbs the mental and psychological aspects of victims of body shaming or that. Many art activists have come down to participate in anti-bodyshaming campaigns. Starting from organizing seminars, making videos to making posters that are presented to the general public. However, this campaign had different results, some were right on target but some did not reach the message and message to the general public. The results of this work of art need to be studied to find things that are the advantages and disadvantages of the work. In this research, the researcher examined 3 posters that had previously existed using the Design thinking model by applying the Empathize and Define methods. The three posters were distributed to the respondents accompanied by questions packaged in a questionnaire. The first three posters are to measure the success of the visuals in making the audience aware of the treatment of body shaming, and then to measure how effectively the message in the poster is conveyed to the audience. As a result, the visualization of posters that display photography with frontal text makes respondents' awareness increase in understanding the meaning of information on the issue at hand. This is evidenced by the results of the opinions of respondents who feel that posters with these criteria build more awareness of the issues at hand. And delivery of firm messages makes respondents realize that the issues raised prefer certain meanings. Keywords: body shaming, posters, parents, design thinking Abstrak Strategi Kreatif Membangun Kesadaran Pembaca Pada Media Kampanye Sosial. (Studi Kasus: Kampanye Sosial Anti Body Shaming Bagi Orang Tua) Body shaming adalah Tindakan pelecehan yang sangat mudah dilakukan oleh kebanyakan orang dalam bentuk bullying verbal. Dimana pelaku body shaming memberikan komentar negative terhadap korban yang dampaknya tidak baik dan mengganggu mental serta psikis dari korban body shaming atau tersebut. Para pegiat seni sudah banyak yang turun untuk berpartisipasi dalam mengkampanyekan anti body shaming. Mulai dari pengadaan seminar, pembuatan video hingga pembuatan poster yang disajikan untuk khalayak ramai. Namun kampanye ini memiliki hasil yang berbeda, ada yang tepat sasaran namun ada juga yang tidak sampai pesan serta amanatnya kepada khalayak ramai. Dalam penelitian ini, peneliti mengkaji 3 poster yang sudah pernah ada menggunakan model Design thinking dengan menerapkan metode Empathize dan define. Tiga poster tersebut disebarkan ke responden disertai dengan pertanyaan-pertanyaan yang dikemas dalam kuisioner. Tiga poster pertama untuk mengukur keberhasilan visualnya dalam menyadarkan audiens perihal perlakuan body shaming, dan selanjutnya untuk mengukur seberapa efektif penyampaian pesan dalam poster tersebut kepada audiens. Hasilnya, Visualisasi poster yang menampilkan photography dengan teks yang frontal membuat kesadaran responden meningkat dalam memahami makna informasi terhadap isu yang sedang dihadapi. Hal ini dibuktikan dengan adanya hasil pendapat para responden yang merasakan bahwa poster dengan kriteria tersebut lebih membangun kesadaran mereka terhadap isu yang sedang dihadapi. Dan penyampaian pesan yang tegas membuat responden menyadari bahwa isu yang diangkat lebih memilih makna tertentu. Hasil karya seni ini perlu dikaji untuk menemukan hal-hal yang menjadi kekurangan dan kelebihan dari hasil karya tersebut. Kata Kunci: body shaming, poster, orang tua, design thinking
REPRESENTASI SUSTAINABILITY PADA KEMASAN KOSMETIK DALAM RANGKA KOMODIFIKASI : SUSTAINABLE MYTH REPRESENTATION ON INNISFREE COSMETIC PACKAGING IN THE FRAMEWORK OF COMMODIFICATION Dipa Sandi Dewanty; Agung Eko Budiwaspada; Cama Juli Rianingrum
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 7 No. 1 (2024): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v7i1.17670

Abstract

High competition between brands encourages marketers to be more creative in maximizing marketing strategies, one of which is through product packaging design. Some cosmetic manufacturers that use a commodification strategy in packaging design are Innisfree, which uses the concept of sustainable packaging. The emergence of commodification practices in packaging design visualization is studied through the sign system that appears on the packaging to understand the meaning contained therein and understand these signs through the meaning of connotations and myths. How does the sustainable concept, the display of verbal and visual elements in packaging design such as color, logo, typography, and images/illustrations become a product commodification strategy by transforming use value into exchange value through sustainable meanings. The aim of the research is to understand sustainable materials used in packaging structures, and understand sustainable representation through packaging design elements used in packaging as a form of commodification. This research is a type of descriptive qualitative research with a case study method. Data collection was carried out using non-participant observation techniques, documentation and literature study. Data analysis uses SPC's Sustainable Packaging criteria to identify sustainable packaging standards used by cosmetic products. Roland Bathes' theory was used to obtain ideologies and myths, then researchers used commodification theory as an effort to answer the formulation of signs used as a commodification strategy. The results of this research indicate the practice of visual commodification, where commodification is formed from material and narrative differences in the visual elements used. So it can be concluded that the concept of sustainable packaging design can be constructed if the materials and visual elements can represent sustainable products holistically.
PERANCANGAN IDENTITAS VISUAL BRAND MUSEUM BEKASI: THE BEKASI MUSEUM VISUAL BRAND IDENTITY DESIGN Nayla Almira Vasthi; Elda Franzia Jasjfi; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 7 No. 2 (2024): Jurnal Seni dan Reka Rancang : Jurnal Ilmiah Magister Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v7i2.19112

Abstract

The Bekasi Museum Visual Brand Identity Design aims to design a strategy, concept and visual branding identity design for the Bekasi Museum that is in accordance with the image expected by the museum, namely a technology-based history museum. In this design, the method used is the data collection method in the form of observation, interviews, questionnaires and documentation, then the interactive data analysis method (Miles & Hubberman, 1992), and the 5 stage design thinking method consisting of emphatize, define, ideate, prototype, and test. The results of designing the visual identity of the Bekasi Museum brand are the logo, GSM, and its application to the required media.
PENGARUH SELF-CONGRUITY DAN CELEBRITY ATTACHMENT PENONTON VTUBER TERHADAP CONSUMER ENGAGEMENT DI YOUTUBE Aflah Hanif Hariadi; Agung Eko Budiwaspada
Ekonomi dan Bisnis: Berkala Publikasi Gagasan Konseptual, Hasil Penelitian, Kajian, dan Terapan Teori Vol. 27 No. 2 (2023): Ekonomi dan Bisnis: Berkala Publikasi Gagasan Konseptual, Hasil Penelitian, Ka
Publisher : Jurusan Ilmu Ekonomi Prodi Ekonomi Pembangunan Fakultas Bisnis dan Ekonomika Universitas Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24123/jeb.v27i2.5817

Abstract

Social media engagement is important in building brand equity as a determinant of brand reputation that can be driven through self-congruity and celebrity attachment. However, there has been no research examining the relationship between self-congruity and celebrity attachment and their influence on consumer engagement in the context of VTuber personal brands as a new phenomenon that is popular internationally. This study uses a mixed-methods approach by conducting qualitative research with qualitative text analysis techniques to determine the expressions of self-congruity and celebrity attachment that emerge through viewer comments on YouTube and questionnaires. Quantitative research is conducted using PLS-SEM analysis of questionnaire responses to determine the influence of self-congruity and celebrity attachment on consumer engagement among VTuber viewers in Indonesia on YouTube content. Qualitative research found various forms of self-congruity dominated by cultural similarities between VTubers and viewers rather than personal character similarities between them. Quantitative research confirms this by finding that only social self-congruity has a positive influence on consumer engagement. Additionally, qualitative research found various forms of celebrity attachment from VTuber viewers that confirm celebrity attachment as part of brand equity. Quantitative research also found that celebrity attachment has a positive influence on consumer engagement.
Visualisasi dan Transformasi Kebertubuhan Dalam Film Animasi Planes (Ke Arah Pembentukan Mitos Baru) Acep Iwan Saidi; Agung Eko Budiwaspada
PANGGUNG Vol 25 No 4 (2015): Representasi, Transformasi, Identitas dan Tanda Dalam Karya Seni
Publisher : LP2M ISBI Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26742/panggung.v25i4.41

Abstract

ABSTRACTThis research is entitled “Visualization and Transformation of Embodiment in the Film of Planes Animation”. As an animation film, Planes is interesting because it is using inanimate objects, in this case the planes, as characters. This fact indicates that the character transformation is done by an animator, from the character of inanimate objects in to live character. By using the methods of structural and semiotic analysis, found that the transformation is done not only for personification (it is made as if the inanimate objects becomes alive). In the Planes, “the living things” not only exist in the mind as imagination, but it is exist out of the mind, as an autonomous reality. Based on that, Planes is the animation film which opens space for creating a new myth in the history of culture. Like the fable as a myth in the tradition of primary orality, Planes allows the formation of myth in digital oral tradition.Key Words: Transformation, visualization, embodiment, personification, metaphor, tradition, myth ABSTRAKPenelitian ini bertajuk “Visualisasi dan Transformasi Kebertubuhan dalam Film Animasi Planes”.Sebagai film animasi, Planes menarik karena menggunakan benda-benda mati, dalam hal ini pesawat, sebagai tokoh cerita. Fakta ini mengindikasikan dilakukannya transformasi karakte r ole h animator, yakni dari karakte r “yang mati” ke “yang hidup”.Dengan menggunakan metode analisis structural dan semiotik, ditemukan bahwa transformasi tersebut dilakukan melampaui sarana retorika personifikasi (membuatseolah- olah yang mati menjadi hidup).Di dalam Planes, “yang hidup” itu tidak berada di dalam pikiran dan imajinasi apresiator sebagai yang seolah-olah, melainkan hadir di luar pikiran, berdiri sendiri sebagai realita sotonom. Berdasarkan hal itu, Planes merupakan film animasi yang membuka ruang bagi terciptanya mitos baru dalam sejarah cerita. Jika fable merupakan mitos dalam tradisi kelisanan primer, Planes memungkinkan terbentuknya mitos dalam tradisi lisan digital.Kata kunci: transformasi, visualisasi, kebertubuhan, personifikasi, metafora, tradisi, mitos.
BRANDING ACTIVATION AS A SUSTAINABLE IMAGE BUILDING PROCESS: ANALYSIS OF EVENTS BY SEJAUH MATA MEMANDANG Ayuningtias Ramadhani; Agung Eko Budiwaspada
Gorga : Jurnal Seni Rupa Vol. 13 No. 2 (2024): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v13i2.62549

Abstract

Branding activation is part of the branding strategy in building and communicating the identity and values of a brand. This branding activation functions as a tool to interact directly with consumers through various activities such as events. Events are one of a series of branding activations because they have a direct connection with consumers, allowing for deeper and more personal interactions for brands to convey their image. In the context of sustainable branding, branding activation is a process that only aims to convey environmental, social, and economic values, but also to build deeper relationships with consumers by emphasizing the brand's commitment to sustainable practices. Through semiotic analysis, this research explores the role of branding activation in forming and communicating a sustainable brand image, with a focus on the "Kedai Kita" event by Sejauh Mata Memandang. The image of a brand can be formed through the meaning conveyed by visual elements which function to communicate certain messages to the audience through the meaning that is present. This research examines how these elements reflect a brand's commitment to sustainability. Seeing how Sejauh Mata Memandang can process through its branding activation conveys a sustainable image at the event. These findings show how Sejauh Mata Memandang effectively utilizes event branding activation as a strategic tool to convey a sustainable brand image through the immediacy of everyday life while raising awareness about the threat of climate change to our food sources.
INTERAKTIVITAS NARASI DALAM INFOGRAFIS DIGITAL PADA INFOGRAFIS TEMPO.CO ARI KURNIAWAN; AGUNG EKO BUDIWASPADA; IRFANSYAH IRFANSYAH
Serat Rupa: Journal of Design Vol 1 No 1 (2016): 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.v1i1.440

Abstract

Online journalism media is now using digital infographic as a new form to narrate the story. They use interactive text and image as a new way to tell a story in the digital space. The digital world has connectivity and depth of information that can be arranged in layers. Understanding digital media as a space that has layers of depth is important because it is distinguish them from the traditional media. This study will discuss one of Tempo.co digital infographics that tells about the corruption of the Constitutional Court’s judge, Akil Mochtar. This digital infographic was analyzed based on the interaction design principles of Donald Norman and interactive narrative models of Heer & Segel. From the analysis, it can be concluded that Interactive element design in this digital infographic has a low level of visibility and inconsistencies in the color-coded feedback, thus reducing the affordance quality of the interactive elements. The interactive element in this digital infographic, wasn’t properly designed based  on the understanding of the digital space and the main principles of interaction design. This digital infographics is also not able to maximize the potential of the digital space to make the information flow accompanied by a good narrative. An interactive potential of the digital space should be designed by considering the message that has to be delivered. Interactive elements in digital infographic should be part of the message, not just a mere decoration. Visual, verbal function and interactivity in digital infographic should immerse together, in order to clarify the meaning and narrative of the information. Keywords: infographic; interactivity; naration; online