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INDONESIA
Demandia : Jurnal Desain Komunikasi Visual, Manajemen Desain, dan Periklanan
Published by Universitas Telkom
ISSN : 24776106     EISSN : 25022431     DOI : -
Journal “demandia” is a print and electronic publication media which publishes the results of studies and research in the field of Visual Communication Design, Design Management and Advertising; published twice a year (March and September). The journal managed by Telkom University aims to promote and develop Visual Communication Design, Design Management and Advertising.
Arjuna Subject : -
Articles 162 Documents
STRATEGI PENGEMBANGAN BISNIS PLATFORM ONLINE PADA MONDAI PRELOVE – THRIFT SHOP Saputri, Rezki; Wirasari, Ira
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.4961

Abstract

The pandemic era specifically changed the way people live from offline to online. This also happens in buying and selling products or services that also occur in thrift clothing business shops. Mondai Prelove – Thrift Shop is one of the online shop businesses engaged in the fashion industry that sells women's clothing in various styles. During marketing activities, there are problems regarding unknown market segmentation, so it is difficult to carry out these activities. This has an impact on the lack of income in this business. This study aims to analyze market conditions suitable for the sale of Mondai Prelove – Thrift Shop and make business strategies with SWOT and STP analysis. This type of research uses descriptive qualitative methods. The results of this study show that the business strategy needed is related to adding human resources, and sales consistency on various online shop platforms by paying attention to market segmentation and strengthening the company's brand identity. It can be concluded that there is a need for variety in carrying out marketing techniques by ongoing trends so that product purchases on various e-commerce platforms and social media run smoothly. Keywords: business strategy, SWOT analysis, thrift shop
PENERAPAN MODEL KOMUNIKASI PEMASARAN AISAS DAN TEORI KOMUNIKASI HAROLD D. LASWELL PADA BOBOBOX BERSAMA DANIEL MANANTA Fajriani, Mediva Dyah; Nursholih, Sonson
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5201

Abstract

Along with the development of technology and communication, Bobobox, a brand that operates in the field of accommodation (hotels) in the city of Bandung, offers a form of marketing to show a value quite different from other brands of its kind. Bobobox uses social media, especially Instagram, to introduce its products or services to the general public. This study aims to find out how Bobobox applies the AISAS marketing communication model and the Harold D. Communication Theory of Lasswell through digital media. This writing uses qualitative methods that are descriptive through the analysis of case studies on how Bobobox conveys its brand value. The results of this research show that Bobobox uses digital marketing communication strategies through various variable content that visually builds interpretations for the audience about the value of Bobobox by collaborating with Daniel Mananta as an influencer that brings relatable topics to its market segmentation. Keywords: AISAS, communication model, digital media, value
PERANCANGAN CARDGAME LAGU DAERAH SUMATRA UTARA SEBAGAI MEDIA EDUKASI BAGI ANAK BERUSIA 12-15 TAHUN Sephira, Maritha Elsadah; Ramadhani, Nugrahardi
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 9 No 1 (2024): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v9i1.5405

Abstract

Indonesia is consisting of 34 provinces with their own customs and folk songs. North Sumatra is one of the provinces with diverse and meaningful folk songs. Today, the influence of modern music has begun to shift the position of folk music, whereas folk songs are a national culture that can significantly foster a sense of patriotism in the younger generation of Indonesia and have moral values that need to be passed on to the younger generation. As an education media, card games can be the problem solver considering that card games are more fun, and able to stimulate children to unconsciously learn. The design is carried out through several stages, including the data collection through distributing questionnaires to the target market, conducting existing and comparative studies of other education media, literature studies through books and journals, interviews with experts, experimental research, and playtesting on the target segment, namely students aged 12-15 years old. The result of this design is a set of card game to introduce North Sumatra folk song with mechanics that are: set collecting, hand management, card drafting and singing. Two to four players engaged in the gameplay lasting 20-40 minutes long. The game has two card categories with the mission of collecting and sorting song cards according to the objective. Through one to three games, players gain experience and are able to remember 1 to 3 titles of North Sumatra folk songs. Keywords: folk songs, North Sumatra, experimental research, playtesting, cardgame, education media
REDESAIN KEMASAN MADU TRIGONA DAN KREASI KORAN BEKAS UNTUK RESTORASI EKONOMI UMKM BALI Darmawan, Andreas James
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5624

Abstract

An effort and enthusiasm for the Balinese economy to revive after the pandemic, where the Ministry of Tourism and Creative Economy provided packaging design assistance for Micro, Small and Medium Enterprises (MSMEs) in Tenganan Village and Carangsari Village, Bali. The urgency of this research is to respond to the problem raised by the Visual Communication Design Study Program Association (Asprodi) which is improving packaging design in the 8th batch of Packaging Design Surgery (BEDAKAN) program. This research focuses on two MSME products; packaging design for Trigona Honey "Kele-Kele" and packaging design for Used Newspaper creations "Tirta Nadi". The method used is descriptive qualitative in nature, by collecting data based on direct discussions by representatives of the Ministry of Tourism and Creative Economy, Asprodi DKV, and the Association of Indonesian Industrial Product Designers (ADPII); offline and online interviews with related MSME entrepreneurs, followed by the process of making the initial stage of the packaging design, which eventually enters the packaging design finalization stage. This research resulted in a new packaging design for UMKM Madu Trigona "Kele-Kele" and the Creation of Used Newspapers "Tirta Nadi. Keywords: Packaging Design, Trigona Honey, Used Newspaper Creations
RANGKA KERJA PERANCANGAN MODEL MASKOT UNTUK SEKOLAH ALAM DEPOK Bella Cintya, Hedi Amelia; Hairunnas, Hairunnas; Kurniawan, Tania; Afandi, Mohamad Zaki
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5736

Abstract

The visual identity of a school can be used as a promotional medium. With a significant number of primary schools in Indonesia, competition among schools has become intense. Educational institutions require innovative approaches to promote themselves. One popular promotional method is the use of mascot characters. Creating appealing characters is an effective way to ensure easy recall. However, the design of these characters should not only be aesthetically pleasing but also convey the visual identity and message of the institution. Several criteria need to be met, necessitating a guideline on how a mascot can comprehensively represent the identity and message of a school. The purpose of the conducted research is to address this issue. The research adopts the Design Research Methodology (DRM) model to accomplish its objectives. The study produces a framework that can be utilized to create a mascot that represents the visual aspects of an educational institution. In addition to developing the framework for mascot creation, the research also conducts an evaluation of the established framework. The evaluation consists of two important criteria tested separately, involving multiple parties. The first evaluation aims to assess the understanding of the framework and the appropriateness of the characters designed using the framework. The results of the evaluation demonstrate that the created framework successfully addresses the formulated problem. Keywords: Character Design, Framework, Mascots, School’s Identity
ANALISIS GAME IMMERSION BERBASIS AUGMENTED REALITY “ANGRY BIRD AR: ISLE OF PIGS” TERHADAP PENGALAMAN PEMAIN Dopades, Mario; Sumarlin, Rully; Rahadianto, Irfan Dwi
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 9 No 1 (2024): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v9i1.5873

Abstract

Rapid technological developments in the modern era produce technological products such as Augmented Reality (AR). Currently, AR has been utilized as an information technology that supports the productivity of various fields such as education, medical, military, industry, and entertainment. One of the uses of AR in the entertainment field can be seen in the emergence of AR-based games in the game mechanism. AR-based games have started to emerge since the high public interest in the Pokemon GO game in 2016; until now, games have appeared as a result of the transformation that was originally a video game-based game into an AR-based game such as Angry Bird AR. It is very compelling to learn more about how AR-based games' user experience can affect game immersion as an important aspect of game development. The research method employed was a quantitative method using the game experience questionnaire (GEQ) as a measuring tool to assess the influence of game immersion variables on user experience in the Angry Birds AR: Isle of Pigs game. This study found that game immersion has a positive impact on player user experience, but it is essential to consider flow aspects, especially in building the game world. Keywords: Augmented Reality, Game, Game Immersion, User Experience.
PENGGUNAAN DESAIN AUDIT SEBAGAI PENGUKURAN AKTIVITAS DESAIN PADA UMKM KABUPATEN BANDUNG Prabawa, Bijaksana; Aulia, Rahmiati; Nandya, Ariesta Beta; Wicaksono, Satria Eko
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5934

Abstract

The Micro, Small, and Medium Enterprise (MSME) sector plays a strategic role in the economic growth of Indonesia. This is important because the majority of the Indonesian population has low education levels and relies on small businesses. One region in Indonesia with the most MSMEs is Bandung Regency with total of 476,954 business units. This has led to high business competition intensity in Bandung Regency. In order to compete, MSMEs require comparative advantages in a competitive business ecosystem. Based on previous research, design plays a significant role in shaping the competitiveness of established companies. However, the situation is different when design is implemented in micro scale business processes that have limitations. This research aims to determine the ability of MSMEs in Bandung Regency to apply design in their business processes. This study uses a mixed-method sequential explanatory approach, which combines quantitative and qualitative approaches. The research stages refer to the audit design framework through questionnaires, observations, and interviews to obtain a comprehensive analysis. The results of this study provide an overview of the issues faced by MSMEs and the extent of design utilization in their business processes. This research is expected to provide aesthetically pleasing and applicable design solutions for MSMEs. Keywords : design audit, design, Bandung Regency, MSMEs
ANONIMITAS VISUAL DAN PENEKANAN VERBAL: Tinjauan Semiotika Konten Instagram BNN Cegah Narkoba Habibi, Muhamad Lutfi; Mahbubah, Putri Sekar Giri Fatimah
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 9 No 1 (2024): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v9i1.5983

Abstract

The success of the Badan Narkotika Nasional (BNN) in protecting and saving the Indonesian people from stopping illegal drug trafficking in 2021 has exceeded the target set. This can be realized thanks to preventive campaigns, including Instagram social media. This research aims to present the results of a semiotic analysis of visual content uploaded by BNN via the BNN Cegah Narkoba Instagram account (@bnn_cegahnarkoba) from January to June 2022 based on their success in reducing the rate of triggering and illicit circulation of drugs in Indonesia throughout 2021. The method used in this study is the triadic semiotic analysis by Charles Sanders Peirce, who interprets the relationship between objects through DKV elements, DKV principles, and typography in contents with a representamen that produces an interpretant. The results of this research show that the meaning of the BNN Cegah Narkoba’s campaign content tends to display anonymous visual representations of its audience and places more emphasis on preventive verbal messages. Additionally, visual associations to symbols of popular fictional characters are also used so that the range of impact can be even wider. This tendency is carried out based on compliance with media ethics and consideration of the target audience dominated by young people. Keywords: anti-drug campaign, BNN, Peirce’s semiotics
PERANCANGAN ULANG IDENTITAS VISUAL DI SEKOLAH ISLAM TERPADU LUQMANUL HAKIM KOTA BANDUNG Darmawan, Ahmad Rumi; Prawira, Nanang Ganda; Rukmayadi, Yadi
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 9 No 1 (2024): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v9i1.6345

Abstract

One of the first private Islamic schools in Arcamanik sub-district was the Luqmanul Hakim Integrated Islamic School (SIT). This school, established in 1996, has been the choice of parents for almost thirty years. Even the people around this school don't know much information. As many as 60.5% of residents in Arcamanik District, Bandung City, do not know the current logo and location of the school. Competitor Schools that have better visual identities have different situations. The ultimate goal of this design is to explain the visualization results of the redesign of the school's visual identity. This compounding collects qualitative data through interviews, questionnaires and literature studies. To support the findings, questionnaires and observations in the field were used to support the data. However, for data analysis, STP (Segmentation, Targeting, Positioning) strategies and other strategies are used. From the results of this design, it shows that 57.1% of the academic community at SIT Luqmanul Hakim are satisfied with the results. But a new visual identity approach still has to be made. Keywords: integrated Islamic school, school visual identity, redesign visual identity
USER INTERFACE MEASUREMENT ANALYSIS OF TRAVEL E-COMMERCE BASED ON USABILITY AND USER EXPERIENCE Komariah, Siti Hajar; Mulyana, Asep; Dewi, Rita Komala; Yunizar, Yunizar
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.6347

Abstract

Technological developments, especially in Information and Communication Technology (ICT), encourage the growth of new ICT-based businesses with online systems (e-commerce) consisting of Traveloka, Nusatrip, and tiket.com. The User Experience (UX) is influenced by how he feels when interacting with the device in front of him. The application users use to access online stores is the User Interface (UI). The research method used is a quantitative method and confirmation survey with the help of SPSS, and a comparison has been made of measuring UI parameters based on Usability and UI Measurement and analysis in this study used the Webuse tool and Mean Opinion Score method to determine the quality of the three e-commerce UIs in the eyes of their users and what kind of experience they felt when browsing these websites. The novelty is using the new hybrid method Webuse tool and Mean Opinion Score in comparing measurement and analysis of UI, Usability and UX parameters. The results of the Usability UI measurement with the Webuse Tool showed that Traveloka gets a score of 81, Nusatrip 72, and Tiket.com gets a score of 74. Meanwhile, in measuring UX against UI with MOS, Traveloka obtained MOS 4.13, Nusatrip 4.0, and Tiket.com obtained MOS 4.0. Keywords: Travel E-Commerce, User Interface, User Experience, Usability

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