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Strategi Kreatif Sebagai Urat Nadi Periklanan Basnendar Herry Prilosadoso
Ornamen Vol 4, No 1 (2007)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (918.675 KB) | DOI: 10.33153/ornamen.v4i1.871

Abstract

Advertising couldn’t separate from human life for almost people believe that advertising become to their life style. Advertising likes social texts that use to understanding the dinamiced of sociaty from one part to another part when the advertise opened. Creativity aspect from advertising is the most important thing to create a new advertise that depand on the visual communication design principles. So, how to appear creativity of advertising with visual communication design media until done to the audience.Key words : Advertising, Design, Creativy.
Bias Gender Dalam Kartun Editorial Di Media Cetak Basnendar Herry Prilosadoso
Ornamen Vol 4, No 2 (2007)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (787.887 KB) | DOI: 10.33153/ornamen.v4i2.889

Abstract

People as human being separated in two which are male and female, the difference called gender. Those differentiation base from biological function especially reproduction. Derivation from the natural aspect of male and female is bearing the gender concept that was effect from social construction. Once form of social construction that has relation with the differentiation gender peeping out gender term.Study cartoon and caricature means to look out on visual sign and word. This study use critical study with aims to unfold the meaning of sign or symbol. Unfolding that things isn’t easy because there are a lot of problem expanding in society especially social and politic problem. Other, the cartoon and caricature element are complex. It’s consists from many science, for example fine arts, art, linguistic, etc.Cartoon is a picture that represent symbolic sign, consist insinuate, joke or humour. On publication cartoon attend in periodic time, almost of them focus with political and public problem. Rarely social problem became a target, example the society behaviour, gym or someone personality.Keyword: Gender, Cartoon Editorial, Metaphor 
THE INFLUENCE OF PRODUCT DESIGN ON PURCHASING DECISIONS WITH BRAND IMAGE AS A MODERATING VARIABLE Basnendar Herry Prilosadoso; Indri Yani; Ana Yuliana; Mahmuddin Mahmuddin; Sriwanti Belani5
JURNAL ILMIAH EDUNOMIKA Vol 8, No 3 (2024): EDUNOMIKA
Publisher : ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/jie.v8i3.14895

Abstract

This research is a quantitative study with an explanatory approach, namely an approach that relies on a number of previous studies as the main reference for analyzing, varying, and refining the research being conducted. The data in this article is primary data that researchers obtained from a number of credible sources, namely Suzuki Sales Marketing spread throughout Indonesia as many as 500 people. The data were analyzed using the smart PLS 4.0 analysis tool with the following hypothesis. The result in this article show that the results go hand in hand with the hypothesis because the P-Values are positive and are at a significance level of 0.05, namely 0.014. This indicates that the better the Product Design, the more consumers will be attracted to decide to make a Purchase Decision. Next, in the next line, it can be concluded that the Brand Image variable can moderate the influence of the Product Design variable on Purchasing Decisions because the same thing is that the P-Values are positive and below the significance level of 0.05, namely 0.00. Thus, it can be concluded that the first and second hypotheses in this article can be accepted. Keywords: Product Design, Purchasing Decisions, Brand Image
SUSTAINABLE TOURISM VILLAGE DEVELOPMENT THROUGH STRENGTHENING COLLABORATIVE GOVERNANCE STRATEGY Ratna Susanti; Suci Purwandari; Basnendar Herry Prilosadoso
International Journal of Social Science Vol. 3 No. 4: December 2023
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/ijss.v3i4.6988

Abstract

development of tourism potential in Karangasem and Ngrombo Tourism Village. This research was conducted in a qualitative descriptive manner by elaborating the techniques of extracting data from in-depth interviews, observation, focus group discussions, and documentation to explore primary and secondary data. Checking the validity of the data has been done through triangulation of sources. The research subjects include elements of the government, private sector, axademics , mass media, communities, and local communities in Karangasem and Ngrombo Tourism Village. Meanwhile, the data analysis technique was compiled interactively including the stages of data collection, data reduction, data presentation, and concluding. Village-Owned Enterprises (BUMDes), academics, private sector, mass media, tourism awareness groups, youth organizations, and local communities. The collaborative governance process that occurs through face-to-face dialogue, trust building, commitment to the process, shared understanding, and intermediate outcomes have made a positive contribution to increasing the acceleration of tourism potential development and promotion based on digital platforms from Karangasem and Ngrombo Tourism Villages. However, some challenges must be managed better in the aspect of building trust in the management of Karangasem and Ngrombo Tourism Village because there are different backgrounds and priority interests of each actor involved. In addition, long-term sustainable interventions need to be carried out on aspects of commitment to the process and shared understanding to have a multiplier effect on the outcome in the future. The results of this study are expected to provide real implications for the management of the Karangasem and Ngrombo Tourism Village and the Karangasem and Ngrombo Village Government to innovate in accelerating the promotion and commercialization of Karangasem and Ngrombo village tourism products.
Pengenalan Karakter Gotong Royong pada Anak Usia 6-8 Tahun melalui Perancangan Buku Ilustrasi Pop-up Candra Putra Ardiansyah; Basnendar Herry Prilosadoso
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 5 No. 2 (2024)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v5i2.5808

Abstract

Pendidikan karakter bertujuan mencetak individu berbasis nilai Pancasila, termasuk gotong royong. Buku Pop Up Anak Hebat Peduli Gotong Royong dirancang sebagai alat edukasi menggunakan teknik paper engineering untuk mempermudah anak memahami nilai kerja sama dan kepedulian. Perancangan mengikuti metode Design Thinking dan prinsip desain visual seperti kontras, kesatuan, serta irama. Promosi dilakukan dengan model AISAS. Hasil penelitian menunjukkan buku ini efektif meningkatkan pemahaman anak usia 6–8 tahun tentang nilai gotong royong dan membentuk karakter positif.
Smart Branding Award: Strategy To Increase Influencer Interest In Promoting Tourism In Indonesia Maulana, Muhammad Fikri; Chandra, Dicki Bagus; Novilia, Fitri; Kusumaningtyas, Daru Putri; Prilosadoso, Basnendar Herry
Innovative: Journal Of Social Science Research Vol. 5 No. 1 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i1.17577

Abstract

Penelitian ini merupakan penelitian kualitatif dengan pendekatan deskriptif yang menguraikan pokok permasalahan dalam artikel ini meliputi Branding, Influencer, dan Smart Branding Award satu persatu secara rinci untuk memberikan pemahaman yang komprehensif bagi para pembaca yang akan membaca, mengkritisi, dan menelaah kembali artikel ini. Data yang digunakan dalam artikel ini merupakan data sekunder yang peneliti peroleh dari berbagai sumber yang kredibel dan berkualitas seperti jurnal ilmiah terakreditasi, buku-buku dengan penerbit kredibel, dan sumber website yang tidak diragukan lagi kebenarannya. Data yang diperoleh dianalisis dengan tahapan pengumpulan data, pemilihan data, reduksi data, dan penarikan simpulan dengan hasil penelitian di bawah ini. Hasil dalam artikel ini menunjukkan reward yang dapat meningkatkan semangat seseorang yang diberikan reward untuk meningkatkan intensitas kerjanya, kemudian award memiliki konsep yang sama dimana Influencer akan lebih bersemangat dan agresif dalam melakukan branding terhadap pariwisata yang ada. Terlebih lagi ward yang dimaksud bernilai emosional dan memiliki nilai material yang besar, hal tersebut dapat membuat Influencer semakin tertarik hingga memutuskan untuk melakukan branding terhadap destinasi pariwisata tersebut. Konsep ini merupakan konsep yang cerdas untuk meningkatkan minat Influencer dalam melakukan branding terhadap pariwisata yang ada.
UPAYA PEMBERDAYAAN DAN PENINGKATAN PROMOSI UMKM DESA BAGOR, MIRI, SRAGEN MELALUI PELATIHAN FOTOGRAFI PRODUK MELALUI SMARTPHONE Prilosadoso, Basnendar Herry; Rizkizh, Ditya Fajar; Ridlo, M. Harun Rosyid; Setiawan, William; Maharani, Utin Della; Santi, Oasis Fadila; Bagaskara, Danendra
Abdi Seni Vol. 15 No. 2 (2024)
Publisher : Institut Seni Indonesia Surakarta

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Abstract

Marketing via Internet media is currently commonly known as digital marketing. Digital marketing is one of the marketing media that is currently in demand by society because it can reach a wider target consumer quickly and precisely, more effectively and efficiently. In making maximum use of promotional media, the ability to create new and unique creations is needed so that messages can stick with consumers, so that the goal is to reach more consumers, one of which is photography. The partners of this PKM are UMKM in Bagor Village, Miri, Sragen, where there are around 18 products pioneered by community members. The problems faced by can be concluded based on several aspects, namely the lack of ability to promote in online media in increasing the marketing of UMKM products through online media, such as Instagram, Twitter, Facebook and other social media and UMKM members have not received basic knowledge and skills regarding product photography via camera. mobile phones as a medium for increasing sales and marketing. The solution to this problem is in the form of simple product photography training using smartphones and other supporting properties. Community empowerment is a concept of economic development in society that summarizes community values ​​to build a new way of seeing people towards themselves and their environment that is people centered, participatory, empowering and sustainable. The stages in UMKM product photography training are as follows: Mini Studio Creation and Lighting Stage; Photo Concept Preparation Stage; Stages of Product and Property Arrangement; Shooting Stages; and Photo Editing Stages. Through this training, product photos are produced which function to increase the added value of UMKM production in Bagor, Miri, Sragen Villages as well as increasing the insight and knowledge of community members in terms of promotion and marketing in the future, as well as increasing welfare. Keywords: Empowerment, Bagor Village, Training, Product Photography, Smartphone
PENDAMPINGAN BRANDING PRODUK BERBASIS KEKAYAAN INTELEKTUAL MELALUI KEPEMILIKAN MEREK DAGANG DAN DESAIN INDUTRI PADA RINTISAN BISNIS SEPATU RANGE DE CULTURE Yunianto, Ipung Kurniawan; Kurniawan, Rendya Adi; Prilosadoso, Basnendar Herry; Tori, Pisteo Gabriel; Priana, Fatika Fajar; Dini, Erlyana Zuar
Abdi Seni Vol. 15 No. 2 (2024)
Publisher : Institut Seni Indonesia Surakarta

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Abstract

Penelitian ini mengkaji pentingnya merek dagang dan desain industri sebagai identitas visual dan nilai tambah produk bagi Usaha Mikro, Kecil, dan Menengah (UMKM). Merek dagang berfungsi sebagai pembeda produk dan strategi pemasaran, sementara desain industri meningkatkan nilai komersial produk. Program pendampingan ini bertujuan meningkatkan kesadaran hukum UMKM terkait merek dagang dan desain industri,khususnya pada produk sepatu Range de Culture (RDC). Tantangan utama UMKM adalah kurangnya pemahaman akan urgensi perlindungan kekayaan intelektual tersebut. Metode yang digunakan adalah edukasi mengenai peran strategis merek dagang dan desain industri dalam persaingan usaha, serta pendampingan proses pendaftarannya. Hasilnya, RDC berhasil mendaftarkan merek dagang dan desain industrinya ke Direktorat Jenderal Kekayaan Intelektual (DJKI). Penelitian ini menyoroti pentingnya pendampingan dalam meningkatkan kesadaran dan kapasitas UMKM untuk memanfaatkan perlindungan kekayaan intelektual guna memperkuat daya saing dan keberlanjutan usaha.
PENCIPTAAN TEMBANG DOLANAN “AYO KANCA” DENGAN ILUSTRASI UNTUK ANAK SEKOLAH DASAR DI SURAKARTA SEBAGAI MEDIA EDUKASI VIRUS COVID-19 Waluyo; Prilosadoso, Basnendar Herry
Keteg: Jurnal Pengetahuan, Pemikiran dan Kajian Tentang Bunyi Vol. 24 No. 1 (2024): Keteg: Jurnal Pengetahuan, Pemikiran dan Kajian Tentang Bunyi
Publisher : Institut Seni Indonesia Surakarta

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Abstract

Wabah virus Covid-19 menjadi wabah pandemi di Indonesia, dimana untuk mencegah dan menanggulangi virus tersebut sudah dilakukan di seluruh daerah. Penyebarluasan informasi seputar wabah Corona ini dibutuhkan bagi kalangan siswa sekolah dasar, dimana pada usia tersebut informasi dapat menjadi pedoman nantinya baik untuk sekarang dan di masa depan. Diperlukan media yang sesuai dan kondisi, serta dibutuhkan alternatif agar informasi yang disampaikan dapat diterima serta menarik. Media alterantif salah satunya melalui tembang dolanan yang mempunyai keunikan serta daya tarik dikarenakan dalam tembang dolanan sarat dengan ajaran serta nilai-nilai dalam kehidupan manusia. Visualisasi nilai yang tampak dari bentuk tembang dolanan dan syair mengandung ajaran moral yang berguna dan dapat digunakan sebagai media penyampaian pesan yang dapat diaplikasikan dalam pelestarian bahasa ibu dan pendidikan budi pekerti. Tujuan penelitian artistik, yaitu : karya tembang dolanan anak yang dikolaborasikan dengan ilustrasi yang berisi materi tentang pencegahan dan penyebaran virus Covid-19 kepada siswa sekolah dasar. Metode penciptaan karya seni ada 6 (enam) tahapan yaitu : Discovery, Interpretation, Ideation, Experimentation, Evolution, dan Implementation. Tembang dolanan “Ayo Kanca” ini diharapkan selain untuk pelestarian tembang dolanan juga memberi informasi dan edukasi mengenai wabah pandemi ini. 
PERANCANGAN DESAIN PERMAINAN MATERI PENDIDIKAN ANAK USIA DINI BERBASIS WAYANG BEBER Sutedjo, Agus; Prilosadoso, Basnendar Herry
Acintya Vol. 8 No. 1 (2016)
Publisher : Institut Seni Indoensia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1084.166 KB) | DOI: 10.33153/acy.v8i1.1909

Abstract

The traditional game contains a lot of important elements such as aspects of educational, recreational, or competitive so that children can benefit. The traditional game according to the nature ofthe game can be divided into two, namely a game to play (games) that are competitive and games toplay (play) that are available. This study aims to provide solutions related to design problems oftraditional children’s games based material introduction wayang beber in Pacitan and learning media character education for children early age as a way to preserve the traditional art to obtainalternative modification of traditional games. The crisis in various dimensions that many hit Indonesian life that impact on the crisis of morality can be prevented by reviving the character educationthrough the incorporation of traditional games children with puppet figure. Character education isthe transformation of the values of life in one’s personality to become one in the behavior of thatperson’s life. Draft experiment will be conducted with the involvement of a team of professors andstudents and practitioners in the field of craftsmen game and the offender (puppeteer) wayang beber.To map data is done through literature studies, interviews, observation, and documentation. Experiments performed with the shape design and game design approach is supported by the psychologicalapproach, educational, social and cultural. The use of SWOT analysis models used when going to theformulation of traditional game design as a medium for the introduction of the figure of wayangbeber and learning material character education to early childhood.Keywords: Wayang beber Pacitan, the character of early childhood education, traditional games,Art Tradition Preservation.