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INDONESIA
Jurnal Art Nouveau
Published by STMIK STIKOM Surabaya
ISSN : -     EISSN : -     DOI : -
Core Subject : Humanities, Art,
Art Nouveau merupakan nama jurnal untuk publikasi hasil penelitian mahasiswa program studi S1 Desain Komunikasi Visual STIKOM Surabaya. Bidang publikasi yang dimuat disini meliputi Desain Komunikasi Visual, Gambar Teknik, Nirmana, Ilustrasi Digital, Tipografi, Menggambar Ekspresi, Komputer Grafis 3D, Animasi, Komik, Audio Visual, Fotografi, Proses Produksi dan Grafika, Multimedia Interaktif, Tinjauan Desain, Teori Periklanan.
Arjuna Subject : -
Articles 274 Documents
PERANCANGAN MEDIA PROMOSI WISATA ALAM ARUNG JERAM BOSAMBA SEBAGAI UPAYA MENINGKATKAN BRAND AWARENESS Oktarina, Rinda; Bahruddin, Muh; Dewanto, Thomas Hanandry
Jurnal Art Nouveau Vol 2, No 1 (2014)
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Abstract

Nature Bosamba Rafting is one of the sights that have the potential to become one of the sights of the city Bondowoso . Bosamba a nature rafting ( rafting ) as well as to enjoy the natural beauty along the river that served New Sampean . Nature tourism rafting Bosamba has a lot of potential to be developed and promoted . But the promotion is done today is considered less and yet effective. If done promotional strategy to highlight the uniqueness of nature Bosamba rafting , then the public will be more aware and want to come visit Bosamba . The uniqueness which differentiates it from similar tourist rafting tours are relaxed and enjoy the natural beauty in the form of cliffs and waterfalls which are located around the rafting . By uniqueness can be a characteristic that is difficult to imitate by competitors alike. Of the existing problems , then this design is to design a media campaign directed nature rafting Bosamba an effort to increase brand awareness .
PERANCANGAN MEDIA PROMOSI PRODUK UKM TANGGULANGIN MCH. CHOIRI SEBAGAI UPAYA MENINGKATKAN CITRA PRODUK Mukin, Ronald Jeremias; Karsam, Karsam; Riqqoh, Abdullah Khoir
Jurnal Art Nouveau Vol 2, No 1 (2014)
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The image of a product can measured with the impression and responses to someone. It takes an effort to boost a company’s image. ukm is the object of people’s economy and become the driving force of the national economy. Tanggulangin is the leather industry. mch.choiri ukm industries is one which is in the leather industry in Tanggulangin. Established in 1979 fondend by Mr.H. Mochmmad Choiri. Have a product brand lee choir. Due to the mistake on previous promotional media that too the ukm industry name accentuate rather than brand product belong to the product brand lee choir less stand out. Error in compelling social class also cause segmentation brand is increasingly marginalized. Needed a proper media promotions in order to emphasise the brand product has advantages that lee choir from the quality and elegant design. The existence of the design is expected to improve the image of products of the brand lee choir.
PERANCANGAN BUKU POP-UP MUSEUM SANGIRAN SEBAGAI MEDIA PEMBELAJARAN TENTANG PENINGGALAN SEJARAH Khoirotun, Anisah; Fianto, Achmad Yanu Alif; Riqqoh, Abdullah Khoir
Jurnal Art Nouveau Vol 2, No 1 (2014)
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Sangiran Museum is the one of archaeological museum that has a collection of the most complete early human fossils in Java. The museum was founded as a place to learn about the particularly historical relics of ancient human. However, teens are now less keen to visit the museum, because the museum is considered a boring place. So the present teenage knowledge of the history of early man is very limited. Therefore, the design aims to create an alternative media such as pop-up books that are used as a learning media to learn historical heritage. This design uses qualitative research that is by observation, interviews, documentation and literature to obtain data that used to support making the design concept of branding. Data were analyzed using multiple phases, namely data reduction, data display, and conclusion. Through the analysis of data obtained theme design concept is "simple and fun". Description of " Simple " is a form of simplicity in the sense of not excessive and no less. Whereas Fun: fun that is by show that the study of history, including something fun, by making communication in the delivery of information from this book. The results of the book -making is expected to be an alternative media of learning about history, especially ancient human heritage . 
PERANCANGAN MEDIA PROMOSI KAPAS KRAMPUNG PLAZA (KAZA) SURABAYA BERBASIS 3D GUNA MENINGKATKAN BRAND AWARENESS Ananta, Ardy Kusuma
Jurnal Art Nouveau Vol 3, No 1 (2014): Pemberdayaan Nilai Lokal dalam Industri Kreatif
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Abstract: At this time the shopping center is very crowded because to fulfill the needs that support their lifestyle or the consumer of the visitors. Of course a mall should look attractive in terms of interior and exterior that got attention of consumers who want to shop. The purpose of this design is to visualize the interior of KAZA CITY Surabaya and to promote through the promotion media of Kapas Krampung Plaza (KAZA) Surabaya in order to improve the brand awareness. The design is done with the approach of the survey, interviews and existing studies in order to formulate the concept of design. The data is analyze using indicators: STP, Strenght, weakness, opportunity, threat and USP (Unique Selling Proposition). From the result of the analysis and the design of the paper found that uniqueness of Kapas Krampung Plaza not yet looked at ppromotion media used. The lack of uniformity of design concept in every media promotion led to a promotion that has been done has a low level of awareness. In this media promotion design of Kapas Krampung Plaza designed to reproduce the uniqueness and the concept of belonging as well as consistent on every media promotion. The design of the work refers to the principles of design and how to create brand awarness with consistency of design. The design is expected to give the design a design in accordance with the concept of Kapas Krampung Plaza as well as improving brand awarness.  Keywords: Interior, Media Promotion, Brand awareness
PENCIPTAAN BUKU ILUSTRASI PERMAINAN TRADISIONAL SEBAGAI UPAYA PELESTARIAN WARISAN BUDAYA LOKAL Jafar, Aljuk
Jurnal Art Nouveau Vol 3, No 1 (2014): Pemberdayaan Nilai Lokal dalam Industri Kreatif
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Abstract: The purpose of this research is to guide the creation of East Java illustrations of traditional games in an effort to preserve local cultural heritage by introducing traditional games of East Java. Traditional games currently almost marginalized and replaced with a modern game, with modern versatile tool anyway. This is mainly due to the rapid development of technologies that supports and produces various types of modern games it makes a lot of children in Indonesia did not recognized their ancient traditional games. Whereas traditional game is part of a culture that should be preserved and has a lot of positive values are good for childrens development. traditional childrens games have a close relationship with the development of intellectual, social, emotional, and personality of the child. The results showed that there are 4 kinds of games are very popular at that time, namely Engklek, Dakon, Patil Lele and Egrang is thought to have a high terapiutik value.   Keywords: Traditional Game, Illustration Book, Introduction, History
PERANCANGAN MEDIA PROMOSI DIVA SNACK FROZEN FOOD SEBAGAI UPAYA MENINGKATKANBRAND AWARENESS Yunitasari, Fani Ismawati; Bahruddin, Muh; Dewanto, Thomas Hanandry
Jurnal Art Nouveau Vol 2, No 1 (2014)
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Heightened daily routine, requires every person to obtain practical food cooked and ready to eat. Diva product is a product that offers practicality in meeting food needs, backed up with so many variations of products made, good quality products and affordable prices. But not many people know about this Diva products, therefore the purpose of this design is how the Media Campaign Designing Diva Snack Frozen Food In Effort to Improve Brand Awareness. The design is done with a qualitative approach, through interview, observation and documentation to formulate design concepts. From the analysis, it was found that the absence of efforts to promote through the media, becoming one of the obstacles that make the product less recognizable Diva wider community. After going through the process of data analysis, it was found keywords or concepts design "Quick and Easy " which means fast and easy. In this " Quick and Easy" means how reliable Diva products for quick and easy presentation, to overcome hunger anytime. Resulting design is made by having the same unique on any media to become one entity own minds and get points prospective customers. Results are expected to improve the design of the public aware of the Diva product.
PERANCANGAN MEDIA PROMOSI COFFEE CORNER SEBAGAI UPAYA MENINGKATKAN BRAND LOYALTY Abbas, Rifky Rafsanjani; Bahruddin, Muh; Riqqoh, Abdullah Khoir
Jurnal Art Nouveau Vol 2, No 1 (2014)
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Coffee Corner is the originator of coffeeshop outside Mall in Surabaya. Coffee Corner was established in 2007, which addressed at Jalan Arif Rahman Hakim, Surabaya. The name it is taken from the Coffee Corner interior layout that puts the bar in the corners of the room. The drinks Menu is provided here not only drinks coffee, but there are also tea, and fruit-flavored drinks like milkshakes taste of chocolate, strawberry, etc. In the development of this business, Coffee Corner is starting to get a lot of new competitors. Therefore, the Coffee Corner in need of a thorough media promotions can boost brand loyalty so that his customers did not switch to the new rivals.
PEMBUATAN BUKU KOMIK MONUMEN DI KOTA SURABAYA SEBAGAI UPAYA PENGENALAN SEJARAH KEPADA REMAJA Maulana, Pam Pam Januar; Bahruddin, Muh; Dewanto, Thomas Hanandry
Jurnal Art Nouveau Vol 2, No 1 (2014)
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The rapid development occurring in large cities such as Surabaya, making people, especially teenagers are getting no matter against the objects surrounding historical heritage such as monuments. In fact, the Monument serves to recall an incident as well as the figure of the hero who fought for independence has become one of the citys tourism icon of Surabaya as a town hero. This is unfortunate, especially when reviewing many tourists domestic and non domestic who visited Surabaya city just to see the existing monuments as silent witnesses of history of war in the city of Surabaya. In addition, yet there is also a media information about the monument to youth in the form of comics. If the above issues are left alone, then the next generation wont be acquainted with the history and purpose of making existing monuments nearby.
PERANCANGAN MEDIA PROMOSI INDAH JAYA FURNITURE SEBAGAI UPAYA MENINGKATKAN BRAND AWARENESS Pramanda, In Mamal Siin Fara Dewinta; Kalijaga, Karsam; Bahruddin, Muh
Jurnal Art Nouveau Vol 2, No 1 (2014)
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Human needs of the objects or services is increasing, based on the increase of population and the rapid advancement of science and technology to human culture. Indah Jaya Furniture that helps support the primary needs of human beings, trying to build a brand identity that is able to give the image specifically for consumers so that it can be embedded in the mind of consumers. Has faced the crisis that impacts large enough for the company, although many efforts have been made to reach the target market is greater than ever. The purpose of this design is to designing media promotion Indah Jaya Furniture with efforts to increase brand awareness. Data analysis with indicators, STP, excess, weaknesses, opportunities and keywords that obtained using existing theories. From the analysis of data obtained the weakness of the Indah Jaya Furniture is a lack of consistency of the design concepts used in any media campaign, the low level of awareness on consumer. the design of the work refers to design principles and to formulate design concepts derived from the results of surveys, interviews, and other studies that the support. So, to increase brand awareness and give the results of the design according to the Indah Jaya Furniture image.
PENCIPTAAN BUKU REFERENSI MASAKAN SEMANGGI SEBAGAI UPAYA PELESTARIAN KULINER TRADISIONAL SURABAYA Akbar, Abdul Aziz
Jurnal Art Nouveau Vol 3, No 1 (2014): Pemberdayaan Nilai Lokal dalam Industri Kreatif
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Abstract: Surabaya has several one of which is a traditional food of semanggi Surabaya. However, over the times and technology make foreign food products such as ready meals (fast food) and foreign restaurant businesses thrive in big cities. Society makes a fast food restaurant and the foreign key option than traditional foods. The purpose of creation to create a book that discusses the focus of semanggi Surabaya can provide knowledge to the target audience of Semanggi Surabaya. The design is done by using qualitative methods, namely observation, interviews and literature studies to conclude the concept in the design process. Through the process of data analysis, found the keyword "Cultural Heritage Stories". The results of this book are expected to help increase public awareness of the importance of preserving traditional culinary Surabaya especially Semanggi Surabaya.  Keywords: Culinary, Preservation, Book, Reference

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