cover
Contact Name
Terttiaavini
Contact Email
avini.saputra@uigm.ac.id
Phone
+6285377238800
Journal Mail Official
lppm@uigm.ac.id
Editorial Address
Jl. Jend Sudirman No 629 KM 4 Palembang
Location
Kota palembang,
Sumatera selatan
INDONESIA
Besaung : Jurnal Seni Desain dan Budaya
ISSN : 25028626     EISSN : 25494074     DOI : -
Core Subject : Art, Social,
Besaung is a scientific journal Visual Communication Design Study Program, Faculty of Government and Culture of the University of Indo Global Mandiri which includes the results of research, meetings, community service, conceptual coordination (thinking), and analytical studies in the fields of art, design and culture. Besaung is expected to be a medium for writers to publish their works, so publishing this journal can help in advancing science in the fields of art, design and culture. This journal is published twice in one year in March and September.
Articles 18 Documents
Search results for , issue "Vol. 10 No. 1 (2025): Besaung : Desember-Maret" : 18 Documents clear
Motion Graphic sebagai Media Informasi Desain Komunikasi Visual (DKV) Peminatan Designpreneur Prajana, Adya; Syafikarani, Aisyi; Wiba Pamela, Apsari
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4344

Abstract

The development of information and communication technology today has made it easier for people to obtain information. People can access information anytime and anywhere without being limited by space and time. Currently, Visual Communnication Design (DKV) Designpreneur does not have information media that can explain the specialization profile to basic level students who will choose a specialization when they move up to level 2. As a result, many basic level students are confused and decide not to choose the DKV Designpreneur specialization. The data collection methods used in the design are interviews, observation, literature study, and will be analyzed using STP, SWOT analysis and using the Three Act Structure design method for the structure of the information to be conveyed. This research aims to design motion graphic videos as information media for the DKV Designpreneur specialization aimed at elementary level students in the DKV Study Program, Telkom University. So the results of this research are expected to 1) be able to provide information regarding the DKV Designpreneur specialization through motion graphic media. 2) Massive video distribution must be carried out by all DKV Designpreneur students and lecturers, so that this video reaches and can be watched by elementary level students.
Penerapan Prinsip Desain pada Kemasan Oleh-Oleh Makanan Bandung Aulia, Rahmiati; Swasty, Wirania; Eka Nastiti, Nisa
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4354

Abstract

A souvenir can be interpreted as a reminder of an experience from a particular tourist trip. From all kind of souvenirs, food is a type of souvenir that tourist favours so much as a local identity for specific places. This research aims to document and map souvenir packaging for Bandung’s special food that existed between 1930 to 2020 and evaluate the application of design principles while also evaluating the application of design principles such as balance, unity/harmony, emphasis,contrast, scale/proportion/alignment, patterns/repetition, and movement/rhythm/flow on that packaging. The research also records the design elements used in the packaging, identifying those that are present and those that are not. These elements include typography/typeface, images/illustrations, color, graphic forms, layout, branding, and logos. This research uses qualitative methods by using Nvivo calculation. The result of this research is expected to know how far the application of principal design for Bandung’s special food between 1930 to 2020 was used. The packaging is classified into several criteria: legendary and well-established Bandung brands, brands that have entered modern retail (souvenir shops), authentic local cuisine brands, and newly established brands (startups). After filtering, nine brands representing different product categories were selected according to these criteria. The study aims to offer insights that contribute to the main objective: creating value in SME product labeling and packaging in Bandung. The findings of this paper can also be used for further research involving samples from various case studies.
Pengaruh Konten Kreator dan Storytelling Digital Pada Brand Image Kosmetik Lokal di Jabodetabek Studi Kasus Brand Somethinc Thamrin , Hendi; Santoso, Thomas William
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4403

Abstract

In today's digital era, content creators and Storytelling play a crucial role in building and strengthening brands. Content creators enhance trust and brand reach, while Storytelling creates emotional connections and reinforces brand identity. This study aims to analyze the integrative influence of content creators and digital Storytelling strategies on the enhancement of brand image for local cosmetics, particularly the Somethinc brand, in the Jabodetabek  area. Using quantitative and qualitative methods, this research examines how strategic collaboration between content creators and digital narratives can strengthen brand perception in the eyes of consumers. Data were collected through surveys and in-depth interviews with consumers and industry players. The results indicate that the integration of content creators and digital Storytelling significantly impacts brand image enhancement. Engaging content and resonant narratives can build strong emotional connections with consumers, thereby enhancing brand image. This study provides valuable insights for local cosmetic brands in designing more effective and resonant digital marketing campaigns. The theoretical contributions of this research are significant for the digital marketing literature and are relevant for practitioners in the cosmetics industry looking to strengthen brand image through digital strategies.
Terapan Ornamen Geometris Jepara Pada Meja Kerja Guru Di SMK Hasan Kafrawi Jepara Ridhwan, Muhammad; Wibowo, DS Drajad; Agus Susila, Dwi
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4447

Abstract

The teacher's work desk is an important element in the learning environment which functions as a place to work and interact with students. However, often the tables used do not pay attention to aspects of use, ergonomics and aesthetics. In designing work desks, vocational school teachers use design studies, namely the Design Thinking method. Not only aspects of use and ergonomics, the author also pays attention to aesthetics, namely by adding elements of Jepara Geometric Ornaments as a cultural aesthetic value aimed at combining traditional beauty with practical functions in an educational environment. Jepara's geometric ornaments, such as the Kawung motif, have deep historical roots and are often used in traditional wood carvings. This motif symbolizes balance and harmony, which is in accordance with educational values. Its application in the design of the teacher's work desk not only adds aesthetic value, but also connects the learning space with local cultural heritage. It is hoped that the design of the teacher's work desk with elements of Jepara geometric ornaments as a cultural aesthetic value can create a learning environment that is different from others, more beautiful, comfortable, and pays attention to cultural values ​​and preserves local cultures.
Desain Karakter Pada Penciptaan Buku Golden Tiket Petualangan Kereta Api Allifia, Zidni Enggar; Masnuna; Sutejo, Aris
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4460

Abstract

The train adventure presented is about an adventure carried out by a child packaged in a fantasy story. This study aims to develop character designs in illustrated train travel books that utilize augmented reality (AR) technology for children aged 6-12 years. The research method involves analyzing literature related to character design, children's illustrations, and the application of augmented reality in interactive media. Data collection was carried out through literature studies, interviews with illustrators and children's book experts, and surveys of parents and children. The results of this study are the characters that will be used in illustrated books that combine short stories and the use of augmented reality. Character designs are created digitally with a cartoon drawing style, paying attention to the principles of illustration and the characteristics of the target readers. The implementation of augmented reality allows readers to interact directly with the book via a smartphone or tablet, displaying simple animations that bring the characters and tourist attractions in the story to life. The results of this study show the importance of character design that is appropriate to the target audience so that it can attract the attention of readers before seeing the entire contents of the illustrated book.
Perluasan Pasar Batik Berorentasi Export Melalui Pewarna Alam Di Kota Jepara Bagas Yuliawan, Ahmad; Widagdo, Jati
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4531

Abstract

Indonesian batik has been designated as one of the world's cultural heritages by the United Nations (UN) under the United Nations Education (UNESCO). Batik owned by the Indonesian people was originally only found on the island of Java, but now it has developed and spread throughout Indonesia, with different characters in each region. This study uses a qualitative study with field studies and observations. If we look at the technique of making batik, it is divided into two, namely batik with a writing technique and batik with a stamping technique. Batik products that use factory-made (synthetic) colors may not be exported to the Netherlands. The same decision is also used by countries such as America, Germany, Malaysia, however, batik is also becoming increasingly global and foreign consumers prefer natural colors even though they have a price. which is more expensive, but has its own characteristics so that consumers are more interested in natural dyes and ignore the high price. This research aims to examine and explore the use of natural dyes in the process of making Jeapara batik, this is due to the natural wealth in Indonesia and is able to provide significant benefits for craftsmen. Through this research, it is hoped that it can become a reference for craftsmen to use natural materials as the main component of batik coloring.
Tipografi yang Digunakan Dalam Perancangan Picture Book Berjudul Raja Burung Parakeet Brata, Mathius Wishnu
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4537

Abstract

This study aims to evaluate the effectiveness of the OpenDyslexic font in helping children aged 7-8 years learn to read. The experimental method involved two groups of students; one group used reading materials in the OpenDyslexic font, and the other group used the standard font. Data were collected through reading tests that measured speed and comprehension before and after the intervention. This design uses the Design Thinking method with data collection techniques, namely interviews and literature study. Results showed that children with reading difficulties who used the OpenDyslexic font experienced significant improvements in reading speed and comprehension compared to the control group. The OpenDyslexic font, with letter shapes specifically designed to facilitate reading by normal children and children who have difficulty reading, helps children recognize letters and words more easily. In conclusion, the use of the OpenDyslexic font is effective in helping children learn to read and can be used as an alternative in teaching materials to improve early childhood literacy. It is hoped that this research will be able to provide solutions for children who have obstacles in learning to read, besides that it can be used as a relevant reference source.
Komunikasi Visual Buku Ilustrasi Cerita Fiksi The Guardian Of Horshi Bagi Anak Usia 6-10 Tahun Ninu Ghela, Yohana Natasha; Putrinda, Tisa
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4568

Abstract

Buku ilustrasi cerita fiksi The Guardian Of Horshi dirancang untuk anak-anak usia 6-10 tahun. Buku cerita ilustrasi ini berupa spreadbook dengan menggunakan jenis cerita yaitu cerita fiksi. Karakter utama diambil dari arti dalam bahasa inggris dari kuda laut “seahorses” dan penulis membuat nama karakter menjadi Horshi yang artinya horses dan sea. Masalah utamanya adalah banyak anak-anak usia 6-10 tahun yang belum mengetahui pesan atau informasi yang disampaikan dari buku ini, terutama pada aspek hewan kuda laut  yang termasuk kategori sembilan spesies yang hampir terancam punah di Indonesia, bahkan di dunia. Tujuan utama perancangan ini adalah untuk mengedukasi anak-anak usia 6-10 tahun agar anak-anak sejak dini diberikan bacaan buku cerita mengenai pentingnya kuda laut di lautan dan menambah pengetahuan yang benar mengenai kuda laut. Metode pengumpulan data yang dilakukan dalam perancangan buku ilustrasi ini menggunakan pendekatan kualitatif (wawancara, teknik observasi, teknik kepustakaan) dan pendekatan kuantitatif (kuisioner). Media buku ilustrasi cerita fiksi dipilih sebagai solusi dari problem solving karena anak-anak lebih minat membaca buku dengan banyak penyajian ilustrasi dan dimainkan oleh beberapa karakter di dalamnya. Melalui perancangan ini diharapkan anak-anak mampu memberikan edukasi dan informasi serta mampu meningkatkan kemampuan dan minat baca pada anak serta menjaga habitat hewan kuda laut agar tidak punah
Desain Komunikasi Visual Untuk Kampanye Infused Water Sebagai Alternatif Minuman Kesehatan Bagi Masyarakat di Kota Palembang Anisya; Iswandi, Heri; Yulius, Yosef
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4611

Abstract

Infused water sangatlah bermanfaat dalam mempromosikan gaya hidup sehat di masyarakat. Dengan mencampurkan berbagai buah-buahan, sayuran, atau rempah-rempah ke dalam air, infused water tidak hanya memberikan sensasi kesegaran tetapi juga menyediakan nutrisi penting. Banyak masyarakat suka mengkonsumsi minuman cepat saji seperti minuman bersoda, karena kemudahan dan ketersediaannya di berbagai tempat. Sebagai respons terhadap kesadaran akan pentingnya pola makan sehat, perancang di sini mengambil langkah untuk mengkampanyekan infused water. Mulai dari menjelaskan pengertian infused water, yaitu praktik merendam buah dalam air untuk memberikan rasa dan aroma pada minuman. Selanjutnya, perancang juga menjelaskan manfaat dari infused water, seperti meningkatkan hidrasi tubuh, membersihkan racun, dan memberikan antioksidan. Tujuan dari kampanye ini adalah agar masyarakat memahami bahwa infused water bukan hanya menyegarkan, tetapi juga bermanfaat bagi kesehatan. Dengan pemahaman yang lebih baik tentang infused water, diharapkan masyarakat akan lebih cenderung menjadikannya sebagai alternatif minuman sehat dalam kehidupan sehari-hari. Media-media komunikasi yang ada masih sangat kurang untuk menjelaskan, serta tampilan visual yang kurang menarik dari segi isi konten. Maka diperlukan sebuah media yang dapat menyampaikan isi pesan secara tepat agar target sasaran dapat tertarik dan mulai mengkonsumsi infused water dikehidupan sehari-hari. Dengan adanya perancangan komunikasi visual kampanye infused water sebagai alternatif minuman kesehatan bagi masyarakat di kota Palembang ini diharapkan masyarakat dapat menjadikannya sebagai alternatif minuman sehat dalam kehidupan sehari-hari.
Papan Permainan Sebagai Media Komunikasi Visual Mencegah Hipertensi Dengan Pisang Ambon Kuning Bagi Remaja 17-25 tahun di Kota Palembang Adelia Pratiwi, Elza; Halim, Bobby; Patriansah, Mukhsin
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 1 (2025): Besaung : Desember-Maret
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i1.4616

Abstract

Hypertension is a condition where blood pressure increases in the body, a person is declared hypertensive if the blood pressure is above 120/80mmHg. Factors that cause hypertension are unhealthy eating patterns and bad lifestyle habits. Most teenagers have bad lifestyle habits and eating patterns, such as smoking, alcohol consumption, excess caffeine and salt, making them susceptible to hypertension. One fruit that contains potassium which is good for preventing hypertension is the Yellow Ambon Banana. The main problem in this design is the lack of knowledge among teenagers regarding the benefits of consuming yellow Ambon bananas which can prevent hypertension. The main aim of this design is to provide important information about hypertension which can be prevented by consuming yellow Ambon bananas for the target audience, namely teenagers 17-25 years. In the media design process, the method used is design thinking which consists of 5 stages, namely Empathize, Define, Ideate, Prototype, and Test. The main media used are the Game Board and Tensimeter. Through this design, it is hoped that teenagers will be able to find out information related to preventing hypertension with yellow Ambon bananas and can prevent the occurrence of hypertension from adolescence

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