E-journal Stmik Stikom Indonesia
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    E-INVITATION SEBAGAI PELUANG BISNIS ERA INDUSTRI 4.0 DI BALI

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    In the 4.0 era, everything uses technology, including the dissemination of information such as wedding invitations. It can be said that in Bali the use of e-invitation is not as popular as in Southeast Sulawesi, South Sulawesi, Aceh, West Sumatra and Central Java. This study aims to describe the potential of e-invitation in the new era, especially in Bali. Qualitative descriptive method was used in this study to explore information about the importance of using e-invitation in the pandemic era and could be a business opportunity. This paper uses high concept theory and high touch and visual elements as supporting theory in data analysis method. From the research results, it is known that e-invitation has wide-open business potential in Bali. The use of e-invitation has many advantages both from an economic and environmental point of view, it's just that few people know where the e-invitation design can be made.Di era 4.0 semua hal menggunakan teknologi, termasuk penyebaran informasi seperti halnya undangan pernikahan. Bisa dikatakan di Bali penggunaan e-invitation belum sepopuler di Jakarta.  Penelitian ini bertujuan mendeskripsikan bagaimana potensi e-invitation di dalam era baru khususnya di Bali. Metode deskriptif kualitatif digunakan dalam penelitian ini dengan pendekatan fenomenologis dan juga menggunakan teori konsep tinggi dan sentuhan tinggi. Dari hasil penelitian didapat bahwa e-invitation memiliki potensi bisnis yang baik. Desain yang inovatif mengikuti perkembangan zaman, melibatkan emosi yang lebih dengan dukungan banyak fitur pada desain e-invitation. Selain itu, diperlukan juga rasa empati terhadap lingkungan untuk mengurangi penggunaan kertas dan bungkus plastik sekali pakai. Nilai ekonomis yang menguntungkan kedua belah pihak tanpa mengurangi makna yang sesungguhnya juga diperlukan, dari sebuah pesan yang tulus mengajak perayaan yang berbahagia

    UJI KELAYAKAN DESAIN KEMASAN PRODUK MAKANAN OLEH-OLEH UMKM JAWA BARAT MENGGUNAKAN CHI-SQUARE

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    Souvenir products produced by SMEs in the city of Bandung are very diverse. The COVID-19 pandemic has caused the tourism industry to decline; souvenirs cannot be purchased directly at tourist sites. Advances in technology and government support for Micro, Small, and Medium Enterprises (SMEs) have opened up opportunities to migrate to sell products online. The souvenir food products need to be packaged attractively and have local characteristics because local identity can be one of the unique things that will attract consumers. Nine samples of food products as souvenirs from the Sabilulungan Community SMEs, assisted by Department of Industry and Commerce Soreang Regency, West Java, have redesigned their packaging. The old and new packages were arranged side by side; a comparative study was conducted, measured respondents' design tastes, respondents' reasons for choosing designs, and product sales results using the Chi-Square test. The data collection method is by distributing questionnaires filled out when visitors shop at the product bazaar. The results of data calculations reveal that well-designed packaging and have an identity that matches the food will increase purchases. Local characteristics can be used as an identity that is displayed aesthetically and uniquely to increase the value of local products. Local characteristics that are easiest for consumers to remember are symbols of local and familiar colors culture. A Packaging that uses zippers and is not too big is considered more efficient from the usability aspect. The form of packaging that is not just a box is considered more unique.Souvenir products in the city of Bandung are very diverse. The COVID-19 pandemic has caused the tourism industry to decline, but MSMEs of souvenir food products still have the opportunity to sell online. Souvenir food packaging with a local identity can be one of the uniqueness that will attract consumers. Nine samples of food products by SMEs of the Sabilulungan Community, assisted by the Industry and Trade Office of Soreang Regency, West Java, were redesigned. Old packaging and new packaging are display side by side. A feasibility test is carried out, measured in terms of the respondent's design taste, the respondent's reasons for choosing the design, and the results of product sales using the Chi-Square test. The method of collecting data is by distributing questionnaires filled in when visitors shop at the product bazaar. Due diligence results reveal that well-designed packaging and an identity that matches the food will increase purchases. Local characteristics can be used as an identity that is displayed aesthetically and uniquely to increase the value of local products. The local characteristics that are most easy for consumers to remember are the cultural icons and familiar local colors. Packaging using a zipper is considered more efficient. The form of packaging that is not only a box is considered unique

    Makna Ikonologi dan Ikonografi Pada Karya Mural Youngsurakarta Seri Topeng Bujang Ganong

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    The purpose of this study is to find out meaning of the Bujang Ganong mask series mural by Youngsurakarta using Erwin Panofski's iconological theory and iconography approach in order to get a deeper meaning of the mural work. This research uses descriptive qualitative research method with collection data technique by deep interviewing Youngsurakarta. The purposive sampling is to do research of murals made by Youngsurakarta with the Bujang Ganong mask series. This research finds that the characters made by Youngsurakarta is the reflection from “Young Surakarta” name which has meaning young man from Surakarta who has expressive and brave characters, represented through characters inspired by Bujang Ganong mask as one of his work characteristics. Bujang Ganong is one of Reog performances which is always awaited by the audience because of its characteristics which are energetic and funny. It can be concluded that Youngsurakarta understands that mural is just not only aesthetics elements but it is more than that. Murals made by Youngsurakarta gives young optimism which is energetic, passionate spirit. In his mural works, Youngsurakarta always slips local cultural elements, responding social cultural issues in kampong local community.Penelitian ini bertujuan untuk menggali makna mural seri Bujang Ganong karya Youngsurakarta dengan pendekatan teori ikonologi dan ikonografi Erwin Panofski agar mendapatkan makna karya mural secara mendalam. Penelitian ini menggunakan metode penelitian kualitatif deskriptif dengan teknik pengumpulan data melalui wawancara mendalam dengan Youngsurakarta dan purposive sampling dengan memilih karya-karya mural Youngsurakarta yang termasuk seri topeng Bujang Ganong. Penelitian ini menemukan bahwa karakter karya Youngsurakarta merupakan cerminan dari nama “Young Surakarta” yang memiliki arti Pemuda Surakarta dengan karakter yang ekspresif dan berani di representasikan melalui sosok yang terinspirasi oleh topeng Bujang Ganong sebagai salah satu seri karya muralnya. Bujang Ganong merupakan bagian dari pertunjukan Reog yang selalu dinantikan kemunculannya oleh penonton karena sifatnya yang energik dan lucu. Dapat disimpulkan bahwa Youngsurakarta memahami bahwa mural bukan hanya sekadar unsur estetis keindahan namun lebih dari itu, mural-mural karya Youngsurakarta membawa spirit optimisme muda yang energik, dengan semangat yang menggebu. Dalam karya muralnya, Youngsurakarta selalu menyelipkan unsur budaya lokal, merespon isu sosial budaya dalam masyarakat kampung

    PERANCANGAN FILM PENDEK BERJUDUL SI AYU SEBAGAI MEDIA SOSIALISASI DAMPAK PSIKOLOGIS BODY SHAMING BAGI REMAJA PUTRI

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    Body shaming is known as the action of expressing humiliation by commenting, mocking, or criticizing about another individual’s body shape or size. This act is often considered a joke for many people, especially among teenagers, without realizing that it can cause mental problems for victims who receive this body shaming treatment. This form of bullying can cause the victim to lack confidence, low self-esteem and even suicide. Based on the background of the problems explained, creating an audio visual in the form of short film is judged as fit to be a relevant socialization media in this modern society. This research is using qualitative methodology, collecting datas by interviewing a number of sources and target audiences. Based on the results of data collection, this short film was designed with an emphasis on one of the psychological impacts experienced by the victim which is low self-esteem. As a result, this short film has presented a visualization that can convey messages about the psychological impact that occurs on victims of body shaming to teenage girls

    PENGEMBANGAN DESAIN KARAKTER KOMIK WARAK NGENDOG BERBASIS NILAI-NILAI KEARIFAN LOKAL

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    Warak Ngendog as a symbol of unity and the mascot of Semarang City. It has local wisdom values ​​which are important to be passed on to the younger generations. So far, Warak Ngendog has been close to people's lives in the form of toys and a Dugderan celebration which is held once a year. The trend shows that the Warak Ngendog toy is getting less and less popular, due to the presence of foreign characters that are closer to the child. This has made the younger generation's understanding of Warak Ngendog culture decrease. The purpose of this research is to design the comic characters of Warak Ngendog to attract public interest. This study uses a qualitative descriptive method to get a picture of the value of local wisdom of Warak Ngendog. This is then analyzed and implemented in designing a good comic character design. The results of the analysis show that aesthetic, social, and religious values ​​are the main elements in designing the character of Warak Ngendog. The result is a character design of Warak Ngendog which still maintains its visual uniqueness and has a good characterization of representation of Warak Ngendog's social and religious values.Warak Ngendog sebagai simbol persatuan dan maskot Kota Semarang memiliki nilai-nilai kearifan lokal yang penting untuk diwariskan ke generasi muda. Selama ini Warak Ngendog dekat dengan kehidupan masyarakat khususnya anak dalam bentuk mainan dan perayaan Dugderan yang diselenggarakan sekali dalam setahun. Trend menunjukkan mainan Warak Ngendog semakin kurang populer dikarenakan kehadiran karakter animasi yang lebih dekat dengan anak. Hal ini membuat pemahaman generasi muda tentang budaya Warak Ngendog semakin menurun. Tujuan dari penelitian ini adalah merancang desain karakter Warak Ngendog ke dalam media yang menjadi konsumsi generasi muda saat ini yaitu komik. Penelitian ini menggunakan metode deskriptif kualitatif untuk mendapatkan gambaran nilai kearifan lokal dalam Warak Ngendog yang kemudian dianalisis dan diimplementasikan dalam perancangan desain karakter komik. Hasil analisis menunjukkan bahwa nilai estetika, nilai sosial, dan nilai religius menjadi unsur utama dalam perancangan karakter Warak Ngendog. Hasilnya sebuah desain karakter Warak Ngendog yang tetap mempertahankan keunikan visual dan memiliki penokohan yang baik representasi dari nilai sosial dan religius Warak Ngendog

    PENDEKATAN KOMUNIKASI SMCR DALAM PERANCANGAN PERMAINAN BOARD GAME ULAR TANGGA “POSTCOV” UNTUK UPAYA MEMBANTU TRAUMA HEALING ANAK PADA PANDEMI COVID-19

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    The Covid-19 pandemic that occurred at the end of 2019 had a significant impact on various sectors of activity in the world, including Indonesia. Various actions were taken as steps to overcome these problems. One of them is in the education and health sector for children, namely the psychological vulnerability of children and the level of depression that occurs due to the Covid-19 pandemic phenomenon. Through educational games, it is believed that it can help things related to child psychology. The purpose of this research is to create an educational game of snakes and ladders that can be used to help the trauma healing process in children due to the impact of the Covid-19 pandemic. The research method used in this design is an explanatory descriptive method using the SMCR communication approach. Through this method, educational messages regarding the COVID-19 pandemic that children still have to deal with should be treated with caution and there is no need to be afraid as long as they adhere to health protocols. The results of this study are the creation of a prototype design of the snake and ladder game "PostCov" as an alternative new educational media as a form of innovation in delivering information as well as a form of play therapy in helping psychological problems that are vulnerable to occur in children.Abstrak Pandemi Covid-19 yang terjadi pada akhir tahun 2019 memberikan dampak yang cukup signifikan pada berbagai sektor kegiatan yang ada di dunia, termasuk salah satunya Indonesia. Berbagai tindakan dilakukan sebagai langkah untuk mengatasi permasalahan tersebut. Salah satunya pada sektor pendidikan dan kesehatan untuk anak yakni rentannya psikologis anak dan tingkat depresi yang terjadi karena adanya fenomena pandemi Covid-19. Melalui permainan edukatif dipercaya dapat membantu hal-hal yang berhubungan dengan psikologi anak. Tujuan penelitian ini adalah membuat permainan edukatif ular tangga yang dapat digunakan untuk membantu proses penyembuhan trauma (trauma healing) pada anak karena dampak Pandemi Covid-19. Metode penelitian yang digunakan pada perancangan ini berupa metode deskriptif eksplanatif dengan menggunakan pendekatan komunikasi SMCR. Melalui metode tersebut pesan edukasi yang mengenai pandemic covid-19 yang masih harus dihadapi oleh anak hendaknya disikapi dengan waspada dan tidak perlu takut asal tetap mematuhi protokol kesehatan. Hasil dari penelitian ini yaitu terciptanya desain purwarupa permainan ular tangga “PostCov” menjadi alternatif media edukasi baru sebagai bentuk inovasi dalam penyampaian informasi juga bentuk play therapy dalam membantu masalah psikologi yang rentan terjadi pada anak

    ‘Sarimin’ Game Petualangan Adaptasi Webtoon Dengan Konsep Discovering The Mythical Creatures

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    This research focused on designing a webtoon adaptation game "Sarimin" based on Indonesian mythical creatures. The purpose of this paper is to introduce various Indonesian mythical creatures as the preservation and appreciation of local mythical culture from the positive side through the player's point of view as Sarimin, who is the personification of the white monkey djinn and the main character of the webtoon 'Sarimin'. The design methods used were literature study, observation of historical physical relics, experimental studies, interviews with game developers, prototyping, and testing. Based on the research results, the "Discovering The Mythical Creatures" design concept was created where players would explore the levels and be introduced to Indonesian mythical creatures and their stories related to the story from the webtoon 'Sarimin' with adventure-platformer gameplay.Penelitian ini berfokus pada perancangan game adaptasi webtoon ‘Sarimin’ dengan tema makhluk mitos Indonesia. Tujuan dari perancangan ini adalah memperkenalkan beragam makhluk mitos Indonesia sebagai pelestarian dan apresiasi budaya mitos lokal dari sisi positif melalui sudut pandang pemain sebagai Sarimin yang merupakan personifikasi jin monyet putih sekaligus karakter utama webtoon ‘Sarimin’. Proses desain yang digunakan yaitu studi literatur, observasi terhadap peninggalan fisik bersejarah, studi eksperimental, wawancara dengan pengembang game, prototyping, dan testing terhadap target audiens. Berdasarkan hasil penelitian, dibuatlah konsep desain "Discovering The Mythical Creatures" dimana pemain akan menjelajahi level dan dikenalkan dengan makhluk mitos Indonesia beserta kisahnya yang berkaitan dengan cerita dari webtoon ‘Sarimin’ dengan gameplay adventure-platformer. Hasil penelitian menyimpulkan bahwa game dengan makhluk mitos Indonesia sebagai karakter-karakternya dapat menjadi konten yang menghibur dan informatif dan mengubah citra horror makhluk mitos menjadi lucu dan menarik melalui dialog antar karakter, alur cerita, dan gaya visual karakter super-deformed &nbsp

    ISU COVID-19 SEBAGAI IDE BESAR DALAM STRATEGI KREATIF IKLAN, SEBAGAI KEPENTINGAN PENJUALAN ATAUKAH PENCITRAAN?

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    Using something currently popular among the intended target audience is a natural thing to be appointed as a big idea in an advertisement. However, what if the COVID-19 (coronavirus) pandemic that is hitting many countries worldwide, including Indonesia, causes many sufferers and casualties? The issue wants to show the care of the brand towards the audience as consumers, or is it just for the sake of selling? This study uses purposive sampling from identifying problems, namely analyzing several product advertisements that used the covid-19 pandemic issue with a qualitative method. Where advertisements will be studied using content analysis to find out how to approach communication and visuals, then will be discussed with a creative strategy theory approach in advertising. This study aims to find out the pattern of creative strategies used and to answer what interests are contained in the pattern of creative strategies based on the formulation of the problems that have been mentioned. The study results do not show any sales interest solely in categories that display the coronavirus based on an assessment of advertising messages. However, one of the findings of communication that says can use other brand products where the advertisement of a product usually only prioritizes the interests of the product so that the audience believes in the product and will only use the product, which of course will not recommend competing products.Gagasan utama dalam sebuah iklan sering kali berangkat dari suatu hal yang sedang popular pada kalangan target sasar yang dituju. Namun bagaimana jika gagasan tersebut muncul dari isu dampak pandemi Covid-19 yang sedang melanda banyak negara di seluruh dunia. Apakah penggunaan isu tersebut memang ditujukan untuk menunjukkan kepedulian merek terhadap khalayak, atau demi kepentingan penjualan dan pencitraan? Tujuan dari penelitian ini untuk mengetahui bagaimana strategi kreatif yang diterapkan beserta kepentingannya. Penelitian ini menggunakan purposive sampling yaitu menganalisis beberapa iklan produk yang menggunakan isu pandemi Covid-19 dengan metode kualitatif. Iklan terpilih dikaji dengan menggunakan dua metode, yaitu analisis konten untuk mengetahui bagaimana pendekatan komunikasi visual yang digunakan dan pendekatan teori strategi kreatif dalam iklan. Melalui penelitian ini diketahui sampel iklan yang diteliti menunjukan dua pola strategi kreatif yaitu hardsell dan semi-hardsell. Hasil temuan ini diharapkan dapat menjadi tolak ukur bagi pengiklan untuk menyampaikan pesan edukasi dalam strategi kreatif

    INFORMATION ARCHITECTURE PADA APLIKASI E-COMMERCE: (STUDI KOMPARASI APLIKASI SHOPEE DAN TOKOPEDIA)

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    Shopee and Tokopedia are popular marketplace applications in Indonesia that provide facilities for buying and selling goods online from various sellers or stores. Application is very influential for user convenience in the preparation of information architecture. The Information Architecture uses to compile the information. It is easier to understand for users when interacting with mobile applications. This study uses quantitative research methods by conducting observations, questionnaires distributing, and literature studies to analyzing the information architecture or structure, and knowing the user experience on the Shopee and Tokopedia applications using the tool Optimal Workshop. Information Architecture on Shopee and Tokopedia results is conducted based on the research and analysis, as a whole are good.Shopee dan Tokopedia merupakan aplikasi (mobile apps) marketplace populer di Indonesia yang memberikan fasilitas jual beli barang secara online dari berbagai penjual atau toko. Dalam sebuah aplikasi, salah satu hal yang sangat berpengaruh untuk kenyamanan pengguna adalah penyusunan struktur informasi (information architecture). Metode Information Architecture digunakan untuk menyusun informasi menjadi lebih mudah dipahami dan dimengerti serta mempermudah pengguna aplikasi ketika berinteraksi dengan aplikasi smartphone. Penelitian ini menggunakan metode penelitian kuantitatif dengan melakukan observasi, wawancara dan studi pustaka serta menganalisis tentang struktur/arsitektur informasi dan mengetahui pengalaman pengguna (user experience) pada aplikasi Tokopedia dan Shopee menggunakan software Optimal Worksho

    DINAMIKA PERUBAHAN KEMASAN SIGARET KRETEK DI INDONESIA SEBAGAI WUJUD WARISAN BUDAYA

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    The development of cloves cigarettes and their packaging can be called a manifestation of physical culture according to Koentjaraningrat's description that an object is a physical product and the activities, deeds, and works of all humans are concrete. In addition, the development of the type of cloves cigarettes and their packaging fulfills the requirements for the stipulation of an object/intangible as a cultural heritage in accordance with Law Number 11 Year 2010 Chapter III Article 5. Therefore, the author attempts to explain the common thread from the history of Haji Djamhari's pioneering cloves cigarettes to changes in Indonesia’s cigarettes packaging when it began to be marketed in a modern way by Nitisemito to its effect on packaging designs that exist and circulate in society today. Less recorded fact that the cigarettes industry existed and developed in 1870-1880 in Kudus, the historical development of cloves cigarettes and its packaging in Indonesia at that time, cigarettes industry declining due to the racial riots in 1918, and the emergence of the subscription system also influenced the philosophy of creating cigarette packaging in Indonesia. The method used is descriptive qualitative with the theory of design, packaging, and branding so that the changes in cigarette packaging that occur in Indonesia are caused by the influence of market leaders from each type that exists, the image element is no longer the main logo but is replaced by logotype and logofont elements on packaging.Menilik adanya tradisi sigaret kretek di Nusantara, tak lepas dari sejarah cengkeh di Kepulauan Maluku yang diperdagangkan oleh Bangsa Arab di abad ke-8, Bangsa Portugis, Belanda, dan Spanyol di abad ke-15, hingga titik awal ditemukannya Benua Amerika dan awal kolonialisme Bangsa Eropa. Terlepas dari pro kontra sigaret kretek, pengolahan tembakau menjadi kretek telah menjadi tradisi sejak abad ke-17 ketika tanaman tembakau pertama diinduksi dari Meksiko ke Filipina kemudian dibawa ke Jawa oleh Bangsa Spanyol dan Portugis. Selanjutnya proses tersebut diwariskan turun-temurun sebagai wujud pengetahuan masyarakat. Sigaret kretek dapat disebut sebagai wujud dari kebudayaan fisik sesuai jabaran Koentjaraningrat bahwa suatu benda hasil fisik dan aktivitas, perbuatan, dan karya semua manusia bersifat konkret. Tradisi tersebut dapat digolongkan ke dalam warisan budaya tak benda berdasarkan rujukan sumber tradisi lisan oleh Haji Djamhari pada rentang 1870-1880, berdasarkan UU Nomor 11 Tahun 2010 Bab III Pasal 5 tentang syarat ditetapkannya sebuah benda/tak benda menjadi warisan budaya. Oleh karena itu, melalui penelitian ini akan dipaparkan sejauh mana pengaruh dan dinamika perubahan kemasan sigaret kretek di Indonesia berkaitan dengan tradisi meracik tembakau di beberapa wilayah Indonesia

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