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METAFORA VISUAL PADA IKLAN OBAT ANTISEPTIK VIDISEP KAJIAN SEMIOTIKA Riki Himawan Mulyadi; Agung Eko Budiwaspada
Serat Rupa: Journal of Design Vol 5 No 1 (2021): 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.v5i1.2951

Abstract

One of the ways commonly used to increase the appeal of an advertisement is to use a visual rhetorical approach. Vidisep's antiseptic drug advertisement is an advertisement that uses a visual rhetorical approach. Vidisep's ad won the highest award in the print media advertising category in Citra Pariwara in 2016. This indicates that as a visual work, this ad is considered to have met the requirements in terms of creativity in its visualization. However, it is not known how the correlation between creative advertising and the response from consumers. This research aims to determine the response of consumers to advertisements that use a visual rhetorical approach. The method used in this research is a qualitative method. Data collection was carried out through in-depth interviews. In the early stages, research was carried out aimed at identifying the types of visual rhetoric in Vidisep's advertisements. Meanwhile, the second stage is the main research, namely consumer response alertness to advertisements. The results of the analysis in the first phase of research showed that Vidisep's advertisement used a trope-type rhetorical figurative mode, with destabilization operations. Meanwhile, the results of the second phase of research show consumer responses related to attitudes towards recommending that the manufacturer's reputation can reduce doubts about product quality. Attitude toward the advertisement and its execution can only provide entertainment. The meaning that occurs does not do much to overcome doubts on the brand.
PERANCANGAN JOURNALING BOOK BERTEMA SELF-LOVE UNTUK GEN Z (STUDI KASUS: PEREMPUAN KELAHIRAN 1997-2012): DESIGN OF SELF-LOVE THEMED JOURNALING BOOKS FOR GEN Z (CASE STUDY: WOMEN BORN IN 1997-2012) Annisa Dinar Azahra; Elda Franzia Jasjfi; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 1 (2025): 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.v8i1.20696

Abstract

Design of Self-Love Themed Journaling Books for Gen Z (Case Study: Women Born In 1997-2012). Gen Z faces a high level of competition in various aspects of their lives, including in education, career, and social. This high level of competition can cause insecurity among Gen Z, one of which is the feeling of insecurity. It is important for people to have boundaries in the way of loving themselves and being grateful for what they have right now. Self-Love is a state of self-appreciation. Journaling is a simple way to improve mental health. Illustration is the highest element as an attraction in the design of a book. Therefore, this study aims to produce a design concept and a journaling book with the theme of Self-Love for Gen Z. The type of research used is a qualitative approach. The data sources used by the researcher are primary and secondary data. The data obtained was collected by the following methods: observation, interviews, documentation, literature studies, and questionnaires. The method for data analysis in this study uses a qualitative data analysis method. After being analyzed, the validity of the data was carried out. The design method in this study uses the design thinking method, namely: Emphatize, Define, Ideate, Prototype, and Test. The design concept generated for this self-love-themed journaling book is "10 Minutes Journaling" with 4 stages of Self-Love. The result of this research is to produce a journaling book with the theme of Self-Love for Gen Z.
PERANCANGAN BRAND IDENTITY DESTINASI WISATA BATANG AGAM KOTA PAYAKUMBUH SUMATERA BARAT: DESIGNING THE BRAND IDENTITY OF BATANG AGAM TOURIST DESTINATION PAYAKUMBUH CITY WEST SUMATERA Akmal; Elda Franzia Jasjfi; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 2 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i2.20919

Abstract

Designing The Brand Identity Of Batang Agam Tourist Destination Payakumbuh City West Sumatera. Batang Agam is one of the tourist destinations located in Payakumbuh City, West Sumatra Province. Batang Agam is a destination that has 4 types of tourism, including natural tourism, history, culture, and hydroponic agriculture. This tour has been quite widely known and visited by many local and foreign tourists, but until now Batang Agam tourism has not had a brand identity so that the brand name of this tour tends to change and is inconsistent. In addition, the name of Payakumbuh City is also better known than the name of the tourist itself. Therefore, the research with the title “Designing The Brand Identity Of Batang Agam Tourist Destination Payakumbuh City West Sumatera” aims to produce strategies, concepts, and visual designs of brand identity in order to encourage the creation of a brand image. The data collection methods used are observation, interviews, documentation, and questionnaires. Meanwhile, the method of designing works is carried out using 5 stages of Design Thinking, namely: empathize, define, ideate, prototype and test. The results of this brand identity design have formed strategies, concepts, and visual designs of brand identity in the form of logos, brand guidelines, and the application of identity to media in accordance with brand needs.
PENGEMBANGAN DESAIN BAHAN AJAR CETAK BERBASIS MULTIMEDIA UNTUK MENDUKUNG PEMBELAJARAN MANDIRI DI UNIVERSITAS TERBUKA: DEVELOPMENT OF MULTIMEDIA-BASED PRINT TEACHING MATERIAL DESIGN TO SUPPORT INDEPENDENT LEARNING AT OPEN UNIVERSITY Bangun Asmo Darmanto; Drajatno Widi Utomo; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 2 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i2.22201

Abstract

Development of Multimedia-Based Print Teaching Material Design to Support Independent Learning at the Open University. Development of Multimedia-Based Print Teaching Material Design to Support Independent Learning at the Open University. This research aims to increase the effectiveness of self-learning in Entrepreneurship in the Digital Era course for Open University students, especially in the 3T region. The printed teaching materials that have been used are considered less than optimal in utilizing information technology and visual communication design, thus hindering students' understanding of dynamic entrepreneurship concepts. The development of information technology offers significant potential to support the development of innovative multimedia-based printed teaching material designs by combining the concept of hypercontent and QR Code features. Hypercontent allows students to access additional materials, video tutorials, and business simulations interactively. Meanwhile, the QR Code will connect students with relevant online learning resources, such as journal articles, case studies, and discussion forums. The research method used is Research and Development (R&D) with the Four-D model (Define, Design, Develop, Disseminate). The development of multimedia-based print teaching materials is expected to increase the effectiveness of independent learning and facilitate understanding of the material for students. This study provides several recommendations for further development, including: (1) a variety of more interesting visual and graphic elements to enrich the material content, (2) exploration of other interactive features such as videos, animations, or mini-quizzes to increase student engagement, and (3) utilization of link codes or URLs in the form of QR codes that lead to relevant and up-to-date learning resources. Thus, the multimedia-based print teaching materials developed in this study have great potential to be an effective and flexible learning media, especially for Open University students who study independently. It is expected that with this innovative teaching material design, student learning motivation will increase, understanding of entrepreneurship concepts will be deeper, and students' ability to apply the knowledge gained will be better.
MEDIA INTERAKTIF SEBAGAI EDUKASI VISUAL UNTUK MENINGKATKAN KESADARAN ISU PEOPLE PLEASER PADA MAHASISWA JAKARTA: INTERACTIVE MEDIA AS A VISUAL EDUCATIONAL TOOL TO RAISE AWARENESS OF PEOPLE-PLEASER ISSUES AMONG UNIVERSITY STUDENTS IN JAKARTA Cavin Joo Dauneeaaron; Sangayu Ketut Laksemi Nilotama; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 3 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i3.23736

Abstract

Interactive Media as a Visual Educational Tool to Raise Awareness of People-Pleaser Issues Among University Students in Jakarta. People pleaser behavior refers to an individual's tendency to prioritize others' needs over their own in order to gain social acceptance. This pattern often appears unconsciously among university students, particularly those in the process of identity formation and seeking social belonging. The lack of awareness regarding the psychological impact of this behavior highlights the need for an educational communication strategy that resonates with youth. This study aims to design a social campaign using interactive visual media to increase student understanding of the people pleaser issue. The research adopts the Design Thinking approach, comprising five key stages: problem identification, definition, ideation, prototyping, and testing. A survey conducted among students in Jakarta revealed that most respondents were unfamiliar with the term, yet exhibited common characteristics of the behavior. Based on these findings, a campaign titled NoThanks was developed in the form of a short educational video and talk show, distributed via Instagram and YouTube. The campaign is designed to deliver information in a reflective, emotionally engaging way. Through this visual and communicative approach, the campaign aims to foster greater awareness and encourage students to establish healthier personal boundaries in their everyday social interactions.
RELASI MITOS DAN PERSEPSI KHALAYAK PADA IKLAN YOUTUBE MOTOR HONDA BEAT DELUXE SMART KEY X KOBO KANAERU: THE RELATION BETWEEN MYTH AND PUBLIC PERCEPTION IN THE YOUTUBE COMMERCIAL FOR THE HONDA BEAT DELUXE SMART KEY X KOBO KANAERU MOTORCYCLE Syarifah Arsitadewi Putri Gayanti; Wegig Murwonugroho; Agung Eko Budiwaspada
Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain Vol. 8 No. 3 (2025): Jurnal Seni dan Reka Rancang
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jsrr.v8i3.23783

Abstract

The Relationship Between Myths and Public Perceptions in the Honda Beat Deluxe Smart Key x Kobo Kanaeru YouTube Advertisement. In recent years, advances in the digital era have given rise to a phenomenon of transformation in advertising in Indonesia. This study is motivated by the urgency to understand the impact of innovation in digital advertising strategies, particularly the potential use of Virtual YouTubers (VTuber) as a more efficient alternative to human models, in terms of cost, reduced risk of controversy, and message delivery effectiveness. However, the utilization of VTuber in the context of marketing in Indonesia remains suboptimal. Digital advertising transformation now enables advertisements to function not only as promotional media but also as a means of building narratives through myths, as seen in the use of VTuber as an advertising model. The Honda Beat Deluxe Smart Key x Kobo Kanaeru YouTube advertisement was selected as the focus of this research because it contains symbolic complexity and mythical construction that are intriguing and have not been extensively studied previously. This study aims to examine the relationship between the myths constructed in the advertisement and audience perception to understand the impact of this innovation on the potential for unique digital marketing communication strategies implemented by Honda. To achieve this objective, this study employs a qualitative descriptive method using Roland Barthes' semiotic analysis to identify the myths contained in the advertisement, as well as Schmitt's sociological theory approach to analyze how the audience interprets and responds to the message conveyed. Based on the discussion, it is found that myths in advertisements have a significant influence on how audiences understand messages, while also offering novelty in digital advertising creativity. The conclusion of this study emphasizes the close relationship between constructed myths and audience perception as an important element in digital advertising strategies.
Metode Perancangan Logo Brand Kota dengan Partisipasi Warga Lokal Danang Adi Wiratama; Agung Eko Budiwaspada; Deddy Deddy Wahjudi
Ars: Jurnal Seni Rupa dan Desain Vol 25, No 1 (2022): April 2022
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/ars.v25i1.5129

Abstract

Krusialnya logo bagi kepentingan city branding sebanding dengan perlunya keseriusan dalam proses perancangannya. Sejumlah penelitian menyebutkan persoalan utama metode perancangan logo brand kota adalah: tidak dilibatkannya masyarakat lokal secara efektif, serta rendahnya pemahaman bahwa branding kota lebih dari sekadar merancang logo saja. Penelitian ini bertujuan untuk merumuskan metode perancangan logo brand kota yang (1) melibatkan masyarakat lokal dan (2) yang terhubung dengan proses branding kota secara keseluruhan. Untuk itu, dilakukan pengkajian terhadap teori branding kota, personalitas brand, identitas visual brand kota, termasuk studi kasus perancangan logo brand kota-kota di Indonesia. Metode perancangan logo brand kota yang dirumuskan di sini dibedakan dalam tahap pencarian ide (riset, penggalian personalitas brand, konsep branding kota) dan tahap visualisasi (uji preferensi jenis logo dan elemen visualnya). Di setiap tahapnya, dilakukan pelibatan masyarakat melalui kuesioner sementara tim desainer berperan untuk mendesain alternatif bagi masyarakat. Metode usulan ini mampu memfasilitasi kolaborasi desainer dan masyarakat dalam perancangan identitas visual kotanya, serta memberikan output branding yang (tidak hanya logo dan slogan saja, namun) terintegrasi dengan personalitas brand-nya, ide intinya, serta segala strategi yang berperan besar dalam penerapan branding kota secara keseluruhan.
Strategi kampanye konferensi tingkat tinggi G20 Indonesia Rumondang Theresia Juniarta; Alvanov Zpalanzani Mansoor; Agung Eko Budiwaspada
Jurnal Desain Vol 12, No 1 (2024): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v12i1.17450

Abstract

Puncak acara Konferensi Tingkat Tinggi G20 yang telah dilaksanakan pada tanggal 15-16 November 2022 di Bali, Indonesia, telah memberikan banyak dampak positif dalam bidang ekonomi, kerja sama bilateral, dan perhatian dunia. Dalam Forum yang mengundang ke-20 delegasi anggota Presidensi G20 untuk membahas pemulihan krisis ekonomi dunia, Indonesia terlihat memanfaatkan kesempatan ini dengan melancarkan aksi-aksi kampanye dalam mempromosikan Indonesia dan dikatakan berhasil. Maka dari itu, penelitian ini bertujuan untuk mengetahui dan memetakan strategi kampanye Indonesia dalam KTT G20. Teori konsep yang digunakan dalam penelitian ini, yaitu: tipping point, dan teori strategi kampanye. Penelitian ini merupakan penelitian kualitatif deskriptif dengan data dikumpulkan melalui studi literatur dan observasi pengaplikasian kampanye dalam berbagai media. Hasilnya menunjukkan bahwa KTT G20 di Indonesia memuncak lantas disebabkan keberhasilan kampanye yang viral di media sosial yang didasarkan pada tiga kunci yakni the law of few, the stickiness factor, dan the power of context.
NARASI BUDAYA DAERAH UNTUK PENCIPTAAN BRAND IDENTITY “BALE BUDAYA PARAHYANGAN” DI KAWASAN KOTABARU PARAHYANGAN BANDUNG Sru Setyohadi; Wegig Murwonugroho; Agung Eko Budiwaspada
Kartala Virtual Studies Vol 3 No 1 (2024): Januari 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i1.131

Abstract

The reduced interest of the younger generation in arts and local culture is the impact of the era of globalization which has influenced the pattern of cultural life in this country. They prefer foreign culture which they consider to be more modern and classy compared to regional culture which is outdated and outdated. This means that someone who cares about culture established a cultural hall in the Kota Baru Parahyangan Mandiri City area in the Padalarang area of West Java, to facilitate community activities in preserving the nation's culture. Not only for art but also as a place for recreation, education and conservation, but unfortunately the place called "Bale Budaya Parahyangan", is not widely known by the local community due to the lack of information and the absence of a brand identity, this is the main problem. So there is a need for a significant brand identity concept that takes regional cultural narratives as the approach and is based on qualitative research methods and design techniques using the design thinking process, so that it is easier to recognize and understand both the meaning and the visuals.