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Perspektif digital marketing communication dalam memasarkan skincare di indonesia Hapsara, Osrita; Casmudi, Casmudi; Sjuchro, Dian Wardiana; Murtono, Taufik; Asfar, Dedy Ari
Jurnal Komunikasi Profesional Vol 5 No 3 (2021)
Publisher : Fakultas Ilmu Komunikasi Universitas dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (675.441 KB) | DOI: 10.25139/jkp.v5i3.3782

Abstract

The rapid development of skin care products (Skincare) through social media has changed the paradigm of the digital marketing model in general. This article discusses digital marketing models that skin care products use in marketing their products. The method used was Krippendorff content analysis which was carried out through digital observation on the Instagram account of skin care products (Skincare) Elvicto @ elvicto.id from March 1, 2021 to March 31, 2021. The results of this study indicate that Elvicto is more engaged in a digital marketing communication strategy through marketing. Instagram @ elvicto.id which is dominated by personal selling strategies.
Perspektif digital marketing communication dalam memasarkan skincare di indonesia Hapsara, Osrita; Casmudi, Casmudi; Sjuchro, Dian Wardiana; Murtono, Taufik; Asfar, Dedy Ari
Jurnal Komunikasi Profesional Vol. 5 No. 3 (2021)
Publisher : Fakultas Ilmu Komunikasi Universitas dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (675.441 KB) | DOI: 10.25139/jkp.v5i3.3782

Abstract

The rapid development of skin care products (Skincare) through social media has changed the paradigm of the digital marketing model in general. This article discusses digital marketing models that skin care products use in marketing their products. The method used was Krippendorff content analysis which was carried out through digital observation on the Instagram account of skin care products (Skincare) Elvicto @ elvicto.id from March 1, 2021 to March 31, 2021. The results of this study indicate that Elvicto is more engaged in a digital marketing communication strategy through marketing. Instagram @ elvicto.id which is dominated by personal selling strategies.
Arketipe: Identifikasi Pola Dasar Persuasi Iklan Taufik Murtono
Ornamen Vol 5, No 1 (2008)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1309.283 KB) | DOI: 10.33153/ornamen.v5i1.903

Abstract

Recently, advertising is a competition arena of product and commercial company image. The increased number of product brand circulating makes the advertiser conduct every attempt to place the product image in the public reference. The archetype existence serves as the source code of human’s collective unconscious nature and as the joint well inside the brain containing the similar psychical content within human beings is utilized by the advertises as the foundation for arranging the commercial communication over the product.Keywords: Archetype, code, image.
Gaya Ilustrasi Damar Kurung Pada Konsep Desain Brand Identity Sebagai Daya Tarik Visual Kemasan Sapit Bandeng Bu Amiroh Gresik dan Strategi Promosi Silvi Firma Silvi Alif; Taufik Murtono Murtono
CITRAWIRA : Journal of Advertising and Visual Communication Vol 2, No 2 (2021)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v2i2.4016

Abstract

Sapit Bandeng is a typical food from the Gresik region, one of the producers is Mrs. Amiroh. This study aims to design a brand identity and promotion of milkfish sapit Mbok Amiroh-Gresik. The creation process carried out at the stage of making this work uses field research methods, namely direct observation, making alternative designs, selecting designs, applying designs, and final art work. The design is adapted from the illustration of Damar Kurung which is the mascot of Gresik City. This design resulted in the main logo and packaging designs as well as stationaries, merchandise, advertisements in the Jawa Pos newspaper, and mural advertisements on the walls as part of the promotional strategy.
PERANCANGAN AMBIENT MEDIA SEBAGAI SARANA PROMOSI PERMAINAN TRADISIONAL KOMUNITAS ANAK BAWANG SURAKARTA Vikhi Fikraturrosyida; Taufik Murtono
TEXTURE : Art and Culture Journal Vol 1, No 1 (2018)
Publisher : Fakultas Seni Rupa dan Desain, Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3824.081 KB) | DOI: 10.33153/texture.v1i1.2236

Abstract

Ambient Media Designing as a means of Promoting Traditional Games The Children Community of Onion Surakarta has the idea of introducing traditional games to today's modern children who are starting to forget them. This process uses a combination of Garvin Ambrose and Paul Harris methods, and Bambang Sukma Wijaya's ambient media design strategy. This design model explains the stages that are passed in the process of designing ambient media and supporting promotional media. The stage includes identification of data, research methods, formulation of ideas, brainstorming, sketching, digital, and making prototypes. The search for ambient media ideas is done by using the concept of triangle insight which combines knowledge about consumers, products and mediums / places. After that, the results of the triangle insight were obtained where the children who went to Taman Cerdas spent more time playing online games because there was free access Wi-Fi available. Through these insights, the idea of designing ambient media was obtained at Taman Cerdas Jebres Surakarta by introducing hide and seek games, while also designing ambient media at Mojosongo's garden food court to introduce doom-playing games. As for the design of supporting promotional media to produce several items such as shirts, pillows, pins, note books, bookmarks to paper bags. This design is expected to become a new breakthrough in introducing traditional games to children aged 7-13 years and is expected to make old people aware of the benefits of traditional social, psychological, and physical games. The design is made in a unique way or can be called ambient media aimed at strengthening the message that you want to convey and giving a shock effect to the target so that it gives an unforgettable impression.Keywords: Traditional games, ambient media, promotion design
DAPUR KAMPUNG: Workshop Desain dan Promosi Makanan Rumahan bagi Masyarakat Terdampak Covid-19 Taufik Murtono
Abdi Seni Vol 12, No 1 (2021)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v12i1.3878

Abstract

Program pengabdian pada masyarakat ini didorong oleh situasi terkini, terkait Pembatasan Sosial Berskala Besar (PSBB) yang disebabkan meluasnya pandemi Corona Virus Disease 2019 (Covid-19). Pandemi corona telah menjadi pandemi global. Berbagai hal termasuk pola makan mengalami pergeseran. Peluang usaha kuliner masakan rumahan termasuk ke dalam usaha yang menjanjikan. Bagi yang memiliki keahlian memasak makanan rumahan yang enak, bisa memanfaatkan peluang usaha rumahan satu ini. Bahkan peluang usaha kuliner rumahan bisa menjadi alternatif rumah tangga yang ingin usaha kuliner tanpa menyewa tempat. Selain berguna untuk mengasah kemahiran memasak, usaha kuliner relatif aman di segala situasi. Pembatasan aktivitas masyarakat sudah menjadi keharusan, tidak terkecuali di wilayah Karanganyar dengan diberlakukan pembatasan bagi warganya. Program pengabdian masyarakat ini bermaksud meningkatkan produk masakan rumahan yang dihasilkan dari peserta binaan. Program ini berhasil merancang desain logo, label, dan promosi pemasaran produk masakan rumahan untuk mitra. Desain kemasan dan promosi pemasaran produk masakan rumahan dari para binaan dilakukan dengan sistem urun daya berbasis daring. Proses perancangan menggunakan pemikiran desain berbasis pelibatan masyarakat dengan langkah identifikasi masalah, perumusan gagasan, perancangan, pemilihan, perwujudan prototipe, implementasi promosi, dan peninjauan. Luaran yang dihasilkan meliputi desain logo, kemasan, desain promosi penjualan di media sosial, hak cipta, dan artikel ilmiah. Luaran nyata bagi anggota binaan berupa hasil penjualan yang diproyeksikan memiliki nilai jual yang lebih baik.
PERANCANGAN FESTIVAL SENI KAMPUNG “KARANGASEM KLECO KUNCARA” Satriana Didiek Isnanta; Taufik Murtono; Joko Budiwiyanto
Abdi Seni Vol 11, No 2 (2020)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v11i2.3463

Abstract

Pemkot Suakarta membuat even budaya berbasis kampung (festival kampung) yang diselenggarakan di tiap-tiap Kalurahan. Ada 54 Kalurahan yang setiap bergiliran membuat festival budaya selama setahun. Tujuan even tersebut adalah pengembangan potensi seni budaya lokal yang ada di tiap kalurahan sebagai penunjang pariwisata kota Surakarta.  Diharapkan festival kampung yang diselenggarakan oleh kalurahan-kalurahan di kota Surakarta selain sebagai penunjang pariwisata, meneguhkan kota Solo sebagai kota budaya. Maka perlu kiranya untuk membuat Festival yang mampu merepresentasikan atau memunculkan kembali budaya lokal yang diharapkan dapat membangkitkan jati diri Kota Solo dalam  bentuk kemasan festival, termasuk Kalurahan Karanagsem.Mengingat hal tersebut, maka pelaksana PKM melakukan pendampingan terhadap festival kampung di Kalurahan Karangasem dengan tajuk’” Karangasem Kleco Kuncara”. Metode yang digunakan adalah Participatory Rural Appraisal (PRA) yang menekankan keterlibatan masyarakat dalam keseluruhan kegiatan mulai dari perencanaan, pelaksanaan dan evaluasi program kegiatan dan Model Community development yaitu pendekatan yang melibatkan masyarakat secara langsung sebagai subyek dan obyek pelaksanaan kegiatan pengabdian kepada masyarakat. Luaran PKM ini adalah branding festival dan KI.
AKSARA SEBAGAI UNSUR VISUAL DALAM PERANCANGAN FURNITUR Taufik Murtono; Raden Ersnathan Budi Prasetyo
PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT No 1 (2016): Seni, Teknologi, dan Masyarakat #1
Publisher : LP2MP3M, INSTITUT SENI INDONESIA SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan melakukan eksperimentasi aksara Jawa sebagai struktur bentuk produk furnitur di Surakarta. Aksara dalam penelitian ini diperlakukan tidak sebagai medium pesan semata, namun menjadi satu kesatuan dalam struktur produk. Eksperimentasi desain memiliki dua tujuan. Pertama, sebagai usaha inovasi desain. Kurangnya terobosan desain furnitur di Surakarta bisa mengakibatkan semakin lemahnya posisi tawar produk menghadapi pasar bebas. Penggunaan Aksara Jawa pada struktur bentuk furnitur menghasilkan produk yang berkarakter kuat. Kedua, sebagai usaha mendekatkan masyarakat dengan aksara Jawa. Penempatan aksara dalam struktur bentuk produk akan mampu menarik perhatian pengguna. Ketertarikan pengguna akan mengundang keingintahuan terhadap pembacaan aksara tersebut. Dengan begitu aksara Jawa lebih dikenal oleh masyarakatnya. Produk furnitur yang dirancang adalah meja, kursi, penyekat ruang, dan lampu. Penelitian ini adalah kerja kolaboratif antara desain grafis dengan desain furnitur. Penelitian menggunakan metode penciptaan desain yang meliputi tahap identifikasi masalah, riset, perumusan gagasan, prototipe, seleksi, implementasi, dan peninjauan kembali. Hasil pada tahun pertama ini adalah inovasi desain furnitur dengan penerapan Aksara Jawa sebagai struktur bentuk.
Pendampingan Desain dan Promosi Produk Flaux Chenille UMKM Gunung Perca di Kelurahan Tipes, Kecamatan Serengan, Surakarta Taufik Murtono
Abdi Seni Vol 13, No 2 (2022)
Publisher : Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/abdiseni.v13i2.4291

Abstract

MSMEs (micro, small, and medium-sized enterprises) are crucial to the national economy’s growth. Evidently, MSMEs were able to contribute to Indonesia’s economic recovery amid both the 1998 financial crisis and the Covid-19 epidemic that began in 2020. There is a large batik and clothing business in the Surakarta area and its surrounds. MSME actors have created patchwork attire using production waste in the shape of patchwork. MSMEs in Gunung Perca in Tipes Village, Serengan District, Surakarta, made one of the innovations in the application of patchwork. This MSME uses the faux chenille (fake caterpillar) technique to create patchwork wallets and purses. With this method, many layers of patchwork are combined with seams that create lanes that are equally spaced over the fabric’s surface. To disclose the layer beneath, the top layer of fabric’s surface is cut. This process results in a thick, silky cloth with a caterpillar-like texture. The objectives of this service program are to: 1) assist in the application of design principles to the faux chenille pattern, 2) assist the design of social media marketing. Some of the outcomes of the service program are: products with motifs based on design principles, product promotion through social media and exhibitions, draft of scientific journal manuscripts, and copyright registration.
Javanese wayang system of signs in batik logo and its role in creating visual brand identity Melinia Enggal Pangestu; Taufik Murtono; Rendya Adi Kurniawan
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol. 19 No. 1 (2024)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v19i1.5914

Abstract

Batik was one of Indonesia's cultural heritages that had been recognized worldwide. Batik in Indonesia was diverse in terms of products and producing regions. One of the Batik-producing areas in Indonesia was Masaran in Sragen Regency. Batik producers in Kliwonan had their business names complete with logos as trademarks. One form of this was using names and images of wayang characters in trademarks, which had been done for a long time. This study analyzed four Batik company logos in Kliwonan Village, Masaran District, Sragen Regency, which were found using images of puppet figures, namely Janoko Kembar Batik, Sadewa Batik, Dewi Brotojoyo Batik, and Dewa Rama Batik. The research phase begins with data collection in the form of visual logos and literature related to the meaning of puppet figures. Data analysis is carried out by identifying the visual elements of the logo, including colors, illustrative images, typography, and layout as the first sign system (denotation). The denotational data is then read using a second sign system (connotation), which involves analyzing the characters of the puppet characters. The character of the puppet character that is understood is then discussed in a cultural context (myth). Roland Barthes' semiotic analysis is used to describe signs through first-order meaning (denotative), second-order meaning (connotative), and interpretation of meaning in cultural contexts (myth) The reading of the logo sign system was confirmed by interviews with the Batik entrepreneurs. The research results described the system of signs in denotation, connotation, and mythical meaning in the logos studied, which was in line with the application of visual elements and design principles. This research concluded that wayang could be used to discover self-identity for brand owners. The visual formation of brand identity in this study occurs through the selection of illustrations of images, colors, typography, and personal layout by brand owners. Illustrations of puppet characters are selected from the types of knights and princesses that give good character meaning. The selection of knight and princess characters can be a logo design model that uses puppet characters.