Claim Missing Document
Check
Articles

Found 25 Documents
Search

Desain Antar Muka Aplikasi Wisata dan Transportasi Sebagai Media Promosi Pariwisata di Surakarta Nashih, Fikrun; Panindias, Asmoro Nurhadi
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 2 No. 1 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i1.3670

Abstract

Solo, a strategic city located on the axis of Central Java, is a city with high tourist and transit destinations because of its diverse tourism. This design uses the design thinking process method, starting from visual identity design, interface design to advertising design. While the data collection method used is a qualitative method in the form of observation, interviews, participatory and documentation analysis. Then for the design of the interface design using the principles of gestalt proximity and similarity. For the design of the ad design, it will use ambient media transit ads as a promotional medium. The result of the design is an online application platform in visual identity design, interface design, and advertising design for the application which is a platform that can help tourists in terms of accessing information and ordering tickets. And the results of the testing process can be used as an iterative process both in terms of application interface design or user experience in order to increase user satisfaction and application user effectiveness in accordance with community patterns in tourism.
Implementasi Prinsip Animasi dalam Gerak Personifikasi Tokoh di Film Animasi Lakontara Putra, Raden Raihan Pradipta Andrika; Panindias, Asmoro Nurhadi
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5095

Abstract

GEMASTIK is a competition among college students from all over Indonesia that is based on the utilization of Information and Communication Technology. Animation is one of the competition categories in GEMASTIK. Lakontara Animation participated in this competition by showcasing the story of Ketoprak art through personified characters to convey information. The values and impressions portrayed in each scene will create communication with the audience. The personified characters in this animation are objects that have to be visually presented as humans, even though they are not physically human. This is achieved by implementing animation principles in the movements of the characters in each scene. The movements of their bodies and facial expressions will represent the characters' nature and personality. The implementation of these principles has been successfully carried out in the Lakontara Animation, resulting in a significant impact on the movements of the personified characters, such as the gamelan, stage properties, and tablets as messengers to the audience, making the scenes come to life and conveying the values and impressions effectively
Media Edukasi Sejarah Legiun Kavaleri Mangkunegaran untuk Anak Melalui Kolaborasi Penciptaan Karya Tembang Dolanan dengan Ilustrasi Waluyo; Prilosadoso, Basnendar Herry; Pandanwangi, Brilindra; Pravitasari, Indriati Suci; Laksani, Hening; Kurniawan, Rendya Adi; Muslihah, Isnawati; Panindias, Asmoro Nurhadi; Susanti, Ratna; Nur Diansari, Brillian; Murwanti, Sri; Nursiam; Adi Nugraha, Yoga Prasetya
CARONG: Jurnal Pendidikan, Sosial dan Humaniora Vol. 2 No. 1 (2025): Maret: Local Culture and Traditions
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/m56kpk55

Abstract

Ikon Legiun Kavaleri Pura Mangkunegara, yang didirikan tahun 1808 atas perintah penguasa Prancis Napoleon Bonaparte, merupakan ingatan sejarah Surakarta yang penting. Mangkunegara II memiliki visi untuk masa depan dan mampu menerapkan konsep modern pada zamannya: militer ala Eropa sekaligus terkuat di dunia. Legiun Mangkunegaran berasal dari perjuangan Raden Mas Said dan pengikutnya yang kecewa dengan pemerintahan dan ketidakadilan Paku Buwono II. Generasi muda semakin tidak tahu sejarah Legiun Kavaleri Mangkunegaran. Semua orang harus tahu tentang sejarah ini, terutama siswa sekolah dasar. Mereka akan menjadi pedoman bagi mereka untuk memahami sejarah negara mereka sekarang dan di masa depan. Agar informasi yang disampaikan dapat diterima dan menarik, diperlukan media dan kondisi yang sesuai. Melalui kombinasi tembang dolanan dan ilustrasi, media alternatif mengandung informasi dan pesan yang dapat digunakan dalam upaya pelestarian sejarah. Tujuan penelitian dalam merancang karya tembang dolanan dan ilustrasi anak yang berisi materi seputar Legiun Kavaleri Mangkunegaran. Metode penciptaan karya, yaitu : Discovery, Interpretation, Ideation, Experimentation, Evolution, dan Implementation. Melalui media ini diharapkan meningkatkan pemahaman dan pengetahuan kepada generasi muda mengenai Legiun Kavaleri Mangkunegaran untuk mengenalkan dan melestarikan sejarah.
Kampanye Seni Berkelanjutan Melalui Teknik Cetak Risograph pada Acara Seni “Risocycle Vol. 3: Risograff” Firdaus, Bagus Ahmad; Panindias, Asmoro Nurhadi
JURNAL MANAJEMEN PENDIDIKAN DAN ILMU SOSIAL Vol. 6 No. 3 (2025): Jurnal Manajemen Pendidikan dan Ilmu Sosial (April - Mei 2025)
Publisher : Dinasti Review

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jmpis.v6i3.4666

Abstract

Industri percetakan seni masih diminati, tetapi menghasilkan limbah yang berdampak negatif terhadap lingkungan. Teknik cetak Risograph menawarkan solusi berkelanjutan melalui penggunaan tinta berbasis minyak kedelai, master roll dari serat pisang, dan kertas daur ulang. Namun, di Indonesia, kesadaran akan teknik ini masih terbatas, terutama di kalangan seniman dan pelaku industri kreatif. Penelitian ini bertujuan untuk merancang kampanye seni berkelanjutan dalam acara Risograff melalui pendekatan branding menggunakan metode The Brand Gap yang mencakup lima tahap: differentiate, collaborate, innovate, validate, dan cultivate. Penelitian ini menggunakan metode kualitatif dengan observasi partisipatif, wawancara, dan analisis dokumentasi untuk menilai efektivitas kampanye. Hasil penelitian menunjukkan bahwa kampanye ini meningkatkan kesadaran tentang Risograph sebagai medium seni berkelanjutan, dibuktikan dengan peningkatan keterlibatan seniman lintas bidang serta respons positif dari peserta dan pengunjung acara. Studi ini memberikan kontribusi dalam bidang branding seni berkelanjutan dan dapat menjadi model bagi kampanye seni serupa di masa depan.
Strategi UD. Sarjana Buah 88 dalam Meningkatkan Kesadaran Merek melalui Metode AISAS Mahardika, Ega Adibrata; Panindias, Asmoro Nurhadi
Ganaya : Jurnal Ilmu Sosial dan Humaniora Vol 8 No 3 (2025)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/ganaya.v8i3.4408

Abstract

This study aims to design and evaluate a digital marketing campaign strategy using the AISAS model (Attention, Interest, Search, Action, Share) to increase brand awareness of UD. Sarjana Buah 88, a micro, small, and medium enterprise (MSME) operating in the traditional fruit market in Yogyakarta. As social media usage continues to rise, conventional marketing strategies have become less effective, requiring adaptive approaches aligned with current digital consumer behavior. Descriptive qualitative method was employed, utilizing observation, interviews, documentation, and Instagram content analysis as data collection techniques. Visual content was developed based on each AISAS stage and implemented during a one-month campaign period. The success of the strategy measured using digital metrics such as increased viewers, profile visits, engagement rate, and positive interactions including comments and content saves. Survey results showed that product labeling influenced consumer interest, and visual design played a significant role in purchase decisions. The findings demonstrate that the AISAS-based strategy effectively captured attention, built interest, encouraged information-seeking behavior, triggered actions, and motivated users share their experiences. This campaign not only enhanced brand visibility and audience engagement of UD. Sarjana Buah 88 but also offers a replicable digital marketing framework for other MSMEs transitioning from conventional to digital systems.
Implementasi Prinsip Animasi dalam Gerak Personifikasi Tokoh di Film Animasi Lakontara Putra, Raden Raihan Pradipta Andrika; Panindias, Asmoro Nurhadi
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 1 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i1.5095

Abstract

GEMASTIK is a competition among college students from all over Indonesia that is based on the utilization of Information and Communication Technology. Animation is one of the competition categories in GEMASTIK. Lakontara Animation participated in this competition by showcasing the story of Ketoprak art through personified characters to convey information. The values and impressions portrayed in each scene will create communication with the audience. The personified characters in this animation are objects that have to be visually presented as humans, even though they are not physically human. This is achieved by implementing animation principles in the movements of the characters in each scene. The movements of their bodies and facial expressions will represent the characters' nature and personality. The implementation of these principles has been successfully carried out in the Lakontara Animation, resulting in a significant impact on the movements of the personified characters, such as the gamelan, stage properties, and tablets as messengers to the audience, making the scenes come to life and conveying the values and impressions effectively
PERANCANGAN INFORMASI KERIS BERUPA MULTIMEDIA INTERAKTIF BERBASIS KIOSK Panindias, Asmoro Nurhadi
Acintya Vol. 1 No. 1 (2009)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/acy.v1i1.27

Abstract

This art design study was inspired from Keris which is known as a World Heritage and received a honorary as a Masterpiece of The Oral and Intangible Heritage of Humanity from UNESCO. Recently the speed of enlarge information demand this nation to extend information about Keris to public. Multimedia interactive has been choosing, which is use computer function to create and join link and tool that possibly user to do a navigation, interaction, recreation and communication. More specific about multimedia interactive, this is designed with kiosk base. Kiosk is an information system base on computer that put in a place who can be access by public, offer access to information or transaction for a group of user constantly with various anonym, use a short time dialogue and user interface that typically simple.Keyword : Keris, Multimedia Interactive, Kiosk, Public Information
IDENTITAS VISUAL DALAM DESTINATION BRANDING KAWASAN NGARSOPURO Panindias, Asmoro Nurhadi
Acintya Vol. 6 No. 2 (2014)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/acy.v6i2.223

Abstract

Surakarta city, then known as Solo, has a long history as part of the cultural centers of Java. “SoloPast is the Solo Future”, a slogan created by Solo City Government in an effort to make Solo as anicon of cultural heritage preservation. Solo is known as one tourist destination in Indonesia, which isrich in a variety of tourist attractions, ranging from cultural tourism, nature tourism, and culinarytours. Economic development and business in Solo can go hand in hand with the development, preservationof cultural heritage and tourism. Ngarsopuro is an area in front of the Mangkunegaran,which formerly lined electronics stores and antique markets called Triwindu. Ngarsopuro region isseen as a cultural activity. As a tourist destination, Ngarsopuro Region needs to have an identity as adifferentiating factor and promotion. It is necessary for a studies associated with Visual IdentityNgarsopuro area for promoting tourism potential.This design study will design a visual identity for the region as a destination brand Ngarsopuro, soresearch conducts with qualitative studies. To design a visual identity Ngarsopuro Region Solo willrequire methods to acquire the concept and design results, among others, to study and data collectingprimary data and secondary data conducted by interview, observation and documentation of data onthe scope of Ngarsopuro area, potential and excellence and values contained in Javanese culture.The visual identity of a company is not only formed by a logo, but also the supporting visual elementsthat appear in each component company. With consistency in the use of visual elements in a companywill further strengthen the position and identity of the company in the eyes of the visitor or relatedparties. Visual identity also includes some of the constituent elements including the name, logo, colors,and slogan.Keywords: Destination brand, Visual identity, Ngarsopu
KEMASAN DALAM RANGKA PENUNJANG IDENTITAS KAWASAN (PERANCANGAN KEMASAN APEM SEWU SURAKARTA) Panindias, asmoro nur hadi
Acintya Vol. 11 No. 1 (2019)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/acy.v11i1.2611

Abstract

ABSTRAKKelurahan Sewu atau disebut juga Kampung Sewu merupakan salah satu kelurahan di Kecamatan Jebres.Daya tarik sejarah di Kelurahan Sewu diwujudkan dalam bentuk festival, yaitu Festival Gethek dan Festival Apem Sewu.Festival Apem Sewu dan keberadaan produsen apem membuat Kelurahan Sewu mulai dikenal dengan kelurahan penghasil kuliner apem yang memiliki ciri khas sendiri.Berbagai upaya dilakukan untuk meningkatkan kualitas, diantaranya dilakukan pelatihan membuat dan mengkreasi apem, pengemasan serta pemasaran.Produsen apem belum mengetahui teknologi dan manfaat kemasan, termasuk diantaranya adalah branding dan pemasarannya.Kendala utama yang dikeluhkan oleh peserta adalah desain kemasan sebagai identitas usaha yang mereka miliki.Produk apem sewu telah memiliki kekhasan tersendiri, sekarang yang perlu dilakukan adalah menyampaikan kelebihan dan keunikan apem tersebut kepada calon konsumen.Kemasan sesuai fungsinya, dapat menjadi corong dalam mengkomunikasikan keinginan produsen.Bahkan kemasan tidak hanya memasarkan produk yang ada didalamnya, tapi juga dapat mengkomunikasikan potensi sebuah wilayah.Kata kunci: Kemasan, Kelurahan Sewu, apem sewu ABSTRACTKampung Sewu is one of the villages in Jebres District. The historical appeal in Kampung Sewu is manifested in the form of festivals, namely Gethek Festival and Apem Sewu Festival. The Apem Sewu Festival and the apem producers make Kampung Sewu known as the apem culinary producer that has its own characteristics. Various efforts were done to improve quality, including training in making and creating apples, packaging and marketing. Apple producers don't know the technology and benefits of packaging, including branding and marketing. The main obstacle complained by participants is the packaging design as their business identity. Apem Sewu has their own peculiarities, and one thing that needs to be done is to convey the advantages and uniqueness of the apem to the consumers. Packaging according to its function can be a means of communicating the hopes of producers. Even packaging not only markets the products inside, but also can communicate the potencies of a region.Keywords: Packaging, Sewu village, Apem Sewu
PERANCANGAN IDENTITAS VISUAL KELURAHAN BALUWARTI SEBAGAI KAMPUNG WISATA BUDAYA DI SURAKARTA Zarkasi, Much. Sofwan; Panindias, Asmoro Nurhadi
Brikolase : Jurnal Kajian Teori, Praktik dan Wacana Seni Budaya Rupa Vol. 7 No. 2 (2015)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/bri.v7i2.1593

Abstract

Untuk mencapai tujuan sebagai kampung wisata budaya, dibutuhkan branding agar Baluwarti tertata dan terarah, memiliki satu tujuan, satu gaya, satu visual sehingga memiliki brand image atau citra di benak target konsumen. Tujuan dari kekaryaan seni ini adalah untuk memecahkan masalah dalam merancang destination branding identitas visual Baluwarti sebagai Kampung Wisata Budaya dengan menguatkan image tradisional dan klasik melalui media komunikasi visual. Perancangan ini menggunakan pendekatan A-A Procedure sebagai pentahapan komunikasi persuasif mulai dari usaha membangkitkan perhatian (attention) kemudian berusaha mempengaruhi orang untuk melakukan kegiatan (action) seperti yang diharapkan. Kemudian dalam mendapatkan data karakter kawasan Baluwarti    digunakan teori dari Kevin Lynch yang menyebutkan 5 elemen yang membentuk kawasan yaitu Path (jalur), Edge ( tepian ), District (kawasan), Nodes (simpul), Landmark (Tetenger) dan selain itu juga data dari Consumers journey (pengamatan kunjungan konsumen). Produk perancangan yang dihasilkan, berupa prototype pedoman sistem identitas termasuk eksplorasi dalam perancangan nama, logo, warna, tipografi berupa logo Baluwarti dan nama kampung di kawasan Baluwarti yang menjadi bagian rangkaian sistem identitas. Penguatan image tradisional menjadi acuan utama dalam perancangan ini mengingat Baluwarti masuk dalam kawasan Kraton Kasunanan Surakarta yang masih menjunjung tinggi nilai tradisi, diharapkan akan menunjukan keunikan, kekhasan dan kekuatan dari Baluwarti. Kata kunci : Identitas visual, destination branding, Baluwarti