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PRAKTIK PENANDAAN DALAM IKLAN Murtono, Taufik
Capture : Jurnal Seni Media Rekam Vol. 2 No. 1 (2010)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v2i1.541

Abstract

Visual signing at advertisement is a meaning attaching effort, considering almost all of the advertised products did not have specific value. A number of products can be replaced by other brand within same category. Usually, in marketing communications world, this kind of product has a lot of competitors. Having no differentiation causing the product has no meaning in the consumers’ mind. The situation leads the product to get a sign from outside of itself.Keywords: advertisement, sign, meaning, practice
Rekonstruksi Citra Musik Hardcore Melalui Penciptaanvideo Musik Dengan Teknik Penyuntingan Compositing Murtono, Taufik; Widakdo, Rio Koesuma
Capture : Jurnal Seni Media Rekam Vol. 6 No. 2 (2015)
Publisher : Seni Media Rekam ISI Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/capture.v6i2.765

Abstract

The hardcore genre musician identical to muscular and tattooed body, violence, and they are familiar with alcohol or drugs. It blurs social messages are actually owned by many hardcore music. Through the concept of compositing editing techniques, in particular the incorporation of some elements of video, graphic design, and photography, editors emphasize the visual aspects of the slide motion graphics and special effects that direct imaging to reconstruct the audience to the perceptions of the creator or a singer. Two music videos of the band Spirit of Life, entitled Life Change for Me dan StopTalking Start Working, a musical genre that worked in the hardcore music video to be accepted by society. Music video works it is appropriate to visualize social development as informative and educative character. Through audio-visual artwork hardcore music can be seen as the music that gave social messages.Keywords : hardcore, video, music, compositing, genre, and reconstruction.
Javanese wayang system of signs in batik logo and its role in creating visual brand identity Pangestu , Melinia Enggal; Murtono, Taufik; Kurniawan, Rendya Adi
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.
POTENSI DESA SEBAGAI SUMBER IDE PERANCANGAN IDENTITAS VISUAL DAN PROMOSI DESA WISATA JARUM, KECAMATAN BAYAT, KABUPATEN KLATEN Triwiyana, Jaka; Murtono, Taufik
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 1 No. 1 (2020)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v1i1.3306

Abstract

Desa Wisata Jarum merupakan salah satu desa wisata yang terletak di Kecamatan Bayat, Kabupaten Klaten, dengan potensi utama yaitu kerajinan batik batik tulis warna alam, dilengkapi dengan atraksi seni budaya, festival batik setiap tahunya dan alam pedesaan yang masih terjaga. Akan tetapi potensi-potensi wisata yang dimiliki belum dikenal oleh masyarakat luas. Gagasan penciptaan perancangan ini adalah merancang identitas visual yang sesuai dengan karakter dan potensi desa untuk meningkatkan citra desa wisata  dan diperlukanya promosi Desa Wisata Jarum yang efektif, efisien, serta sesuai target audince untuk meningkatkan daya tarik wisatawan dan manfaat ekonomis bagi masyarakat Desa Jarum maupun disekitarnya. Metode analisis data pada perancangan ini menggunakan analisis SWOT (Strength, Weakness, Opportunity, dan Threat). Metode SWOT digunakan untuk mengetahui apa kekuatan, kelemahan, kesempatan, dan ancaman yang terdapat pada Desa Wisata Jarum. Proses penciptaan identitas visual dan promosinya dibagi menjadi empat tahap, yaitu eksplorasi, eksperimentasi, perwujudan, dan evaluasi. Hasil dari perancangan ini berupa identitas visual Desa Wisata Jarum, yaitu : Logo, Tagline, dan aplikasi logo di media statinonery (Kartunama, Kop surat, stempel, nota) kemasan, baju seragam dan merchandise (Kalender dan gantungan kunci). Serta Media promosi yang dihasilkan yaitu website, media sosial,  flyer, billboard, poter, transid ad dan majalah. Manfaat dari perancangan ini adalah mampu memberikan identitas visual yang menggambarkan potensi-potensi yang dimiliki oleh Desa Wisata Jarum dan media promosi yang sesuai dengan taregt audience , promosi yang diciptakan diharapkan mampu menarik wisatawan, sehingga bisa meningkatkan pariwisata
Perancangan Ulang Desain Website Mamnich sebagai Media Promosi dan Edukasi UMKM fashion Etnik Krishana Ekka Angela; Taufik Murtono
Jurnal Bahasa Rupa Vol. 7 No. 1 (2023): Bahasa Rupa Desember 2023
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v7i1.1450

Abstract

Mamnich is a manufacturer who produce and sell various types of fashion with ethnic themes. Mamnich's promotion and transaction processes are mainly carried out through social media, e-commerce, and offline media, with the website being underutilized and having various shortcomings. However, maximizing website usage can provide various benefits, especially in this digital era. Maximizing this usage can be achieved by considering consumer and business owner opinions. Based on interviews with website users, Mamnich's website has various shortcomings in terms of appearance, functionality and ease of access, and content. Meanwhile, the owner expects Mamnich's website to support product promotion and serve as a platform for ethnic fashion education. Therefore, redesigning the Mamnich website is necessary to make it a promotional and educational platform that meets user needs and expectations. This research was conducted using design thinking method which consists of five steps, namely empathize, define, ideate, prototype, and test. Based on user interviews it can be concluded that the new Mamnich website prototype can maximize promotion, education, and meet user needs and desires.
Edukasi Gangguan Mental Identitas Disosiatif Melalui Karya Webtoon untuk Remaja Melia Cahyaningtyas; Taufik Murtono
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.v6i3.4763

Abstract

Gangguan kejiwaan, termasuk dissociative identity disorder, merupakan salah satu masalah kesehatan yang serius dan marak di dunia. Tetapi terlepas dari banyaknya kasus yang terjadi, DID masih dianggap tabu dan penderitanya masih sering menjadi sasaran banyak perilaku dan stigma negatif dari masyarakat. Oleh karena itu perlu dilakukan sesuatu untuk mengubah stigma negatif ini, salah satunya melalui edukasi untuk meningkatkan pemahaman masyarakat tentang DID. Tetapi melihat tingkat literasi di Indonesia yang masih rendah, perlu dipilih media belajar alternatif supaya edukasi lebih efektif dipahami, yaitu menggunakan media webtoon. Penelitian ini adalah peneltian pengembangan (reserach and development), dan melalui penelitian ini akan dibuat media edukasi DID untuk remaja berupa webtoon dengan judul “Fantasi Ralana” menggunakan model pengembangan 4D. Remaja dipilih menjadi sasaran utama edukasi karena berada di umur yang dinamis sekaligus rentan menghadapi persoalan gangguan kejiwaan. Hasil yang didapatkan melalui penyebaran kuesioner menunjukkan bahwa webtoon ini efektif dalam mengedukasi masyarakat terutama remaja mengenai kesehatan jiwa termasuk DID.
Pengembangan Animasi Edukasi Hybrid 2D-3D dengan Metode MDLC untuk Meningkatkan Kesadaran Remaja terhadap Permasalahan Sampah Kota Fathurrahmansyah, Bimosakti; Murtono, Taufik; Kurniawan, Rendya Adi; Murfianti, Fitri
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 10 (2025): JPTI - Oktober 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.1398

Abstract

Permasalahan sampah kota menjadi isu lingkungan yang semakin mendesak di wilayah perkotaan, sehingga diperlukan media edukasi yang mampu meningkatkan kesadaran masyarakat terhadap pengelolaan lingkungan. Penelitian ini bertujuan mengembangkan animasi edukatif berjudul From Another Me & For Another Me yang menggunakan pendekatan Multimedia Development Life Cycle (MDLC) sebagai metode pengembangan. Tahapan penelitian meliputi konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi, dengan penerapan teknik frame-by-frame serta pendekatan visual hybrid yang menggabungkan karakter 2D dan latar 3D. Hasil penelitian menunjukkan bahwa penerapan metode MDLC menghasilkan animasi yang terstruktur, teknik frame-by-frame memperkuat ekspresi emosional karakter, dan pendekatan hybrid meningkatkan keterlibatan serta empati audiens terhadap isu lingkungan. Validasi oleh tiga dosen ahli menunjukkan bahwa animasi ini dinilai memiliki kekuatan visual yang baik dan pesan yang mudah diterima meskipun masih memerlukan perbaikan pada aspek audio. Penelitian ini berkontribusi pada pengembangan media edukasi visual dalam bidang Desain Komunikasi Visual, khususnya dalam penerapan animasi sebagai sarana penyampaian pesan lingkungan yang efektif.
Exclusive Dakwah and Effective Branding: A Case Study of Majelis Taklim Zaadul Muslim in Examining Jamaah Loyalty Through the Touchpoint Method Rachmad Anwar Nuris; Taufik Murtono
Dinasti International Journal of Education Management And Social Science Vol. 6 No. 3 (2025): Dinasti International Journal of Education Management and Social Science (Febru
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v6i3.3878

Abstract

This study examines the phenomenon of the high number of attendees at Majelis Taklim Zaadul Muslim, despite its exclusive and closed-content religious gatherings. This research is important to identify the factors that make this Majelis Taklim highly appealing and to understand how its unique strengths attract specific market segments. The objective of the study is to explain the dissemination of Majelis Taklim Zaadul Muslim's ideas through branding activities. The research employs a qualitative method, utilizing Talcott Parsons' cultural theory to explore participants' in-depth experiences. Alina Wheeler's brand touchpoint theory is used to identify the mediums that connect the attendees. Data were collected through in-depth interviews, participatory observations, and content analysis. The findings reveal that effective brand touchpoints contribute to the increasing number of attendees from diverse backgrounds. The main findings include: 1) The da'wah model of Habib Alwi As-Segaf, which adheres to Asy’ariyah and Maturidiyyah theology, 2) Branding activities that create emotional connections and a strong image, and 3) Positive perceptions of branding among attendees. This study recommends further research using an anthropological approach and can serve as a reference for new Majelis Taklim in implementing branding strategies in their da'wah activities.
PERANCANGAN IDENTITAS VISUAL DAN DESAIN KEMASAN UMKM GAPIT JABOK UNTUK MENINGKATKAN BRAND AWARENESS GENERASI MUDA Azhar Salsabila Cahyono; Taufik Murtono
Jurnal Komunikasi dan Ilmu Sosial Vol. 4 No. 2 (2026): Jurnal Komunikasi dan Ilmu Sosial (April - Juni 2026)
Publisher : Dinasti Research & Yayasan Dharma Indonesia Tercinta (DINASTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jkis.v4i2.3390

Abstract

The implementation of visual identity in the packaging design of Gapit Jabok MSME products in Plumpang District was carried out as an effort to increase young generation awareness of traditional food products. The main problem identified was the absence of a consistent visual identity and packaging design that could effectively attract young consumers. This study aimed to design a visual identity and packaging design that are more modern, communicative, and aligned with the characteristics of the target audience without eliminating the traditional values of the product. The method used in this research was Design Thinking, which consists of the empathize, define, ideate, prototype, and test stages, with data collection conducted through observation, interviews, literature studies, and questionnaires. The target interest review questionnaire involved 30 respondents, while the alternative logo review involved 31 respondents. The collected data were analyzed using the SWOT technique to identify the strengths, weaknesses, opportunities, and threats of Gapit Jabok MSME. The results showed that the implementation of visual elements such as logos, colors, typography, mascots, patterns, and a consistent packaging system was able to enhance the product’s visual appeal, strengthen the brand character, and build brand awareness among the younger generation toward traditional food products.
Model Emotional Brand Experience melalui Integrasi Touchpoint Fisik dan Digital pada Visual Branding Musisi Independen Rachel Cahya Gunita; Taufik Murtono
Jurnal Komunikasi dan Ilmu Sosial Vol. 4 No. 2 (2026): Jurnal Komunikasi dan Ilmu Sosial (April - Juni 2026)
Publisher : Dinasti Research & Yayasan Dharma Indonesia Tercinta (DINASTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/jkis.v4i2.3406

Abstract

This study discusses the visual branding design for Gandhi Asta's solo album as an effort to build an independent musician's identity that can compete in the digital music industry while establishing an emotional connection with the audience. The research problem focuses on how an integrated model of physical and digital touchpoints in visual branding can create a brand experience that supports the formation of brand awareness for independent musicians. This study aims to produce a consistent visual identity system through the application of visual elements and interactive media. The method used refers to Alina Wheeler's design stages, which include research, strategy formulation, identity design, supporting media development, and visual asset management. The design results include a logo, illustrations, typography, a color palette, an interactive box set, merchandise, and digital media integrated with barcode-based postcards to connect the audience to exclusive content. Based on survey results, the majority of respondents rated the box set as the most appealing merchandise medium, while design creativity and emotional connection with the audience were identified as crucial factors in following musicians on social media. This design successfully delivers a visual identity capable of strengthening Gandhi Asta's character and increasing brand recognition among independent music audiences.