
Hair tonic is one of the products developed to help with hair care. Unfortunately, the marketing of this product is mixed. The brand communication strategy between categories is difficult to distinguish, making the information, product content, uniqueness, and targets of the brand mixed and less recognized by consumers. Therefore, an analysis of consumer insight, character, preferences, and communication was carried out, along with mapping of brand communication strategies by using a qualitative descriptive comparative method. Interview and observation were conducted to gather data to prove product categories based on content, then compared with consumer communication as a benchmark for brand communication strategy success. This study aims to provide assistance in the form of a guideline for other brands that have similar categories and objectives in implementing the right brand communication strategy in running the brand, educating consumers regarding product functions and content, and solving consumer problems. In the end, this study proves that the brand category is successful and in accordance with the brand communication strategy.
Ultra-processed food (UPF) is increasingly dominating dietary patterns despite its well-documented negative health impacts. The low level of public awareness about the dangers of UPF highlights the need for educational efforts that are both effective and engaging, especially for teenagers and young adults. This study aims to develop the Gatotkaca character design as an educational medium for ultra-processed foods within an educational animation context. Gatotkaca was chosen due to his strong cultural and heroic image, which are expected to resonate with the target audience. The study uses a qualitative descriptive approach and adopts the design thinking method, consisting of empathize, define, ideate, prototype, and test. Data were collected through direct observation (primary source) and literature studies (secondary source). The findings indicate that visual media such as animation has strong potential in conveying health education, particularly regarding UPF. The animated video is expected to serve as an informative, entertaining, and emotionally engaging educational tool. This design offers a fresh approach by combining modern visual storytelling with cultural elements
Product design is a further enhancement of visual art oriented towards function and mass production. In the context of toys, this phenomenon supports additional functions of toys as entertainment medium for adults for emotional release and nostalgia ,not merely as stimulation for child development. Based on product design theory, emotional theory and childhood memory as the foundation, this research explored the role of toys as universal entertainment agents to facilitate relaxation and community building. By implementing a transdisciplinary approach, higher education as the provider of the workforce has the potential to make significant contributions in the development of the modern toys industry. This writing analyzes how toys repeated design and specific art style link industry and hobby. The author would also explore how some disciplines are able to integrate to enrich the design and production of modern toys.
The video game company Hoyoverse who developed Genshin Impact can be seen collaborating with Pizza Hut Indonesia in 2023. In the collaboration, Genshin Impact utilized the images of the characters it had on the collaboration products between the two companies. This research is conducted using library research on Jean Baudrillard's thoughts on signs and hyperreality. This research found that the utilization of character images as signs during the collaboration can be seen in the creation of the new clothes design for the 2 characters involved in the collaboration. The sign created new value for the products sold in the collaboration. The value can be seen still attached to the product, even when its use value is already depleted. The sign is then used in the utilization of hyperreality during the collaboration to push the consumer to buy the collaboration package and receive virtual goods as a distinction. The said hyperreality can also be seen utilized during the collaboration by the existence of the collaboration characters Cosplayers used to pull the consumer to spend money for the ticket and attend the collaboration opening ceremony.
This study aims to explore the role of spatial boundaries in video games in shaping narrative and gameplay experience, particularly within the Role Playing Games (RPG) genre. Spatial boundaries not only function as elements of level design but also influence story structure, player interaction, and character development. Using a qualitative content analysis approach, the research highlights how spatial limitations shape immersive virtual environments and affect players’ motivations and narrative decisions. The findings reveal that spatial boundaries play a crucial role in creating alternative digital realities that can influence players’ perceptions of the real world. This study contributes to a deeper understanding of game design and opens up discussions on the sociocultural impact of video games, especially in shaping players’ views and interactions with digital realities. The insights gained are expected to drive innovation in the gaming industry and offer broader benefits in the development of digital culture, both as a form of entertainment and as an educational tool with constructive potential.
This study aims to design an interactive learning medium as a tool for introducing sign-based Hijaiyah letters to students with hearing disabilities at SLB Negeri Sukapura. Hearing-impaired students often face challenges in understanding orally and auditorily delivered material. Therefore, there is a need for more inclusive and visually oriented media. The development of this learning medium employs the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Data obtained from this study—based on content, programming, and visual aspects—shows that the seven participating students gave an average score of 91%, categorized as “Excellent.” The classroom teacher’s evaluation also resulted in a 92% score, likewise categorized as “Excellent.” Based on these results, the learning medium is deemed suitable for use.
The differences between the Millennial and Alpha generations often create a generation gap, particularly in habits, cultural development, and communication styles. These differences frequently lead to miscommunication that affects relationships between generations, both within families and social environments. This study aims to design an interactive board game to address these miscommunication issues in a fun and educational way, using the Design Thinking method. In this method, the first step is to understand the communication differences between generations, followed by problem definition and ideation of solutions. This board game is designed with a challenge-based mechanism, where players from both generations compete to understand and use the slang language typical of each generation. The design of this game promotes positive interaction and enriches intergenerational understanding. Through trials and iterations in Design Thinking, it is expected that this board game will improve awareness, tolerance, and communication skills between generations. With a flexible and easy-to-play concept, this board game offers an effective and interactive alternative to strengthen the relationship between Millennials and Alphas, while reducing miscommunication.
Rappo is a local brand that produces products, especially bags. A social enterprise that produces recycled plastic bag waste (kresek) that is designed in such a way that it becomes a product that has a selling value. Conceptually, a brand means a "contract" from a company to its customers; promises, benefits, quality and certain values. A well-designed brand identity is able to form a brand image with a positive perception in the minds of customers. The ideal of brand identity is a higher goal of a brand or organization that goes beyond the products and services it sells. There are nine aspects of the ideal of brand identity, namely vision, meaning, authenticity, differentiation, durability, coherence, flexibility, commitment, value. Rappo packaging design is one of the brand identity elements owned by Rappo. Researchers want to know the design of Rappo product packaging in building brand ideals. The research method used is qualitative, with research outputs in the form of journal publications. The results obtained at this time are that Rappo products are not optimal in packaging.
The high level of junk food consumption compared to eating fruits and vegetables can increase obesity rates in Indonesia, especially if the habit is carried out from an early age. Education from an early age about the importance of eating fruits and vegetables is needed so that children's nutritional needs are met and their growth and development are balanced. This study was conducted to find a suitable solution so that children can be interested in learning about the importance of fruits and vegetables, and also to get used to starting to consume them. By analyzing how children behave in dealing with fruits and vegetables, we also look for solutions to deal with them. This study was also conducted to be able to compare what learning media are effective in educating early childhood. Using a mixed research methodology between quantitative and qualitative. Data collection through literacy studies and also using interviews with one of the principals in the city of Bandung and distributing questionnaires to parents of children. The approach through children's illustrated books as a learning medium can be used to increase children's interest in literacy and also in fruits and vegetables.
Visual composition is one of cinematography elements that functions as an impression through an image. "Birds of A Feather" is a music video that has the application of visual composition in building the impression of abnormality in all its scenes, thus helping to convey the message of the song. This study focuses on the discussion of the application of visual composition in building the impression of abnormality in the scenes in the music video "Birds of A Feather". This study uses a qualitative method with a purposive sampling approach. The theory used is cinematographic composition theory proposed by Gustavo Mercado, namely the rule of thirds with narrow looking room and visual imbalance. It is concluded that there is an application of visual composition in the form of the rule of thirds with narrow looking room and visual imbalance that dominates the frame, thus showing the impression of abnormality in the scene. The impression of abnormality is shown in the incident when Billie sings with a smile and calmness in the midst of an unfavorable situation. Billie is attracted by the force that makes her fall and be pushed.
Health issues have become a major public concern, driving significant developments in the health sector. However, this situation is exploited by certain individuals selling unsafe and illegal drugs that pose serious health risks. Weak supervision by BPOM and low public awareness about medications worsen the circulation of such drugs. Therefore, an informative medium is needed to raise public awareness about drug consumption. This qualitative research was conducted through literature studies, observations, interviews, and questionnaires. Data were analyzed through reduction, presentation, and verification stages. The findings show that most respondents lack understanding of illegal drugs and tend to buy medicines without checking their safety. Respondents also showed strong interest in educational media that are visual and engaging, such as digital comics. The design process applies visual communication design and storytelling approaches, combining narrative strength with communicative visuals. The stages include idea exploration, script writing, character and background visualization, and digital comic page production. Digital comics are chosen for their ability to effectively, attractively, and deliver health messages, raising awareness and caution about the dangers of illegal drugs.
ABSTRACT: Currently, game applications are very popular with children and adults. Development of technology can help developers to create games with various genres, topic, storylines and design appearances. The design appearance in the game is the first asset that users will see, so skills are needed to design it to make it more attractive. The display design is the background for the game and the design of the main character or characters in the game. The appearance of the background and character design can provide an attraction for the game chosen by the user. The aim of this research is to design character, property and background designs for educational game assets. The data collection methods used are documentation, observation and literature as well as design using the design thinking method to produce two-dimensional vector-based background and character designs. Observations were made by observing several games which would be used as references in designing background and character designs. This research produces a cartoon design for an adventurous boy character and a two-dimensional background design that can be directly implemented into the game design process.
The lack of interactive and visually appealing information about beach tourism destinations in Gorontalo, especially for Generation Z, presents a challenge in catering to this group accustomed to receiving information through social media. Generation Z, as a generation that has grown up in the digital era, tends to rely on online platforms, such as social media, for trip planning and gathering essential information. This study aims to design a mobile tourism website that meets the needs of Gen Z by providing interactive features, such as collaboration tools. The design thinking method was employed, starting with identifying user needs through questionnaires and in-depth interviews. The design results reveal that Gen Z requires interactive, collaborative information and features that allow sharing experiences via social media. The website was designed to align with these needs. Evaluation through user testing demonstrated that the website effectively supports Gen Z in planning their trips. In conclusion, the website not only simplifies trip planning for Gen Z but also accommodates their desire for collaboration with peers during the planning process.
The Room 19 is an independent library space located in Bandung with a cafe library concept. Currently, The Room 19 provides information related to the place and facilities through its website and social media. However, The Room 19's website design looks simple and does not display complete information. A website design can be said to have successfully run according to plan or has fulfilled the wishes of the user, one of which depends on the application of the user interface. With clear planning and analysis, it can minimize problems in the process of developing a website. This research aims to provide an overview of the implementation of user interfaces using the prototyping method on web pages as an initial step in digital media development activities. The purpose of making this prototype is to provide a common perception and understanding of the basic user interface process in developing a website, so that there is good communication between developers and system users. The results of this research can be used as a reference or reference for website design developers who have followed the prototyping steps in a structured manner, thus providing an overview of the process for users and observers of website design development science.
The magazine cover plays a crucial role as a visual communication medium in attracting attention and conveying editorial messages. This study analyzes the cover of Tempo magazine’s ‘Gemoy-Gemoy Gaspol’ edition using the theories of visual narrative, visual rhetoric, and semantics. The method employed is a qualitative descriptive analysis of visual design elements. The findings reveal that the main illustration, supporting elements, typography, and color scheme interact to construct an implicit narrative message. Visual rhetoric influences readers' emotions and perceptions of the social and political issues presented. From a semantic perspective, the use of symbolic signs enhances meaning and represents a specific political narrative. The study concludes that the cover of Tempo magazine’s ‘Gemoy-Gemoy Gaspol’ edition effectively communicates political messages implicitly through the integration of visual elements, rhetoric, and semantics, providing insights for graphic designers and media practitioners in political communication.
The purpose of this study is to explore the application of ChatGPT in increasing efficiency and creativity in the video production process in the media industry. The method used in this study is a qualitative approach with interviews and in-depth observations of the creative team on the Kata Dokter YouTube channel, which has implemented ChatGPT in creating video scripts. Data collected through producer interviews provides an overview of how ChatGPT is used in developing creative ideas and writing scripts. The main argument in this study is that ChatGPT can accelerate the creative process and provide new, relevant ideas. ChatGPT has been shown to reduce script creation time by up to 51%. The results of this study indicate that the application of AI in the creative process has a significant impact in terms of time efficiency and content quality. However, human creativity remains an important factor that cannot be replaced in developing authentic and interesting content. This study concludes that ChatGPT can be a very useful tool in supporting the creative process in the media industry, but collaboration between technology and human creativity is still needed to achieve maximum results.
Motion graphic memiliki fungsi agar pesan dapat disampaikan dengan efisien dan menarik kepada penonton. "Clash of Champions" merupakan game show edukasi yang menerapkan motion graphic di sepanjang video agar pesan dapat tersampaikan dengan baik. Penelitian ini dilakukan untuk membahas fungsi penerapan motion graphic dalam mendukung penyampaian pesan dalam "Clash of Champions". Metode yang digunakan merupakan metode kualitatif dengan pendekatan purposive sampling. Teori yang digunakan merupakan teori motion graphic yang dikemukakan oleh Austin Shaw. Dari penelitian yang telah dilakukan, disimpulkan bahwa terdapat motion graphic berupa infografis, kinetic typography dan karakter. Infografis tersebut digunakan dalam mendeskripsikan profil peserta, situasi, permainan dan hasil di sepanjang video. Kinetic typography memberikan nuansa "teknologi" pada tampilan teks. Motion graphic berbasis karakter digunakan untuk menunjukkan sosok tutor yang memberitahu informasi penting pada acara. Dengan demikian, penerapan motion graphic pada "Clash of Champions" dapat memberikan informasi dengan efisien sehingga video yang ditampilkan menjadi informatif, persuasif dan inspiratif bagi penontonnya.
Dalam era digital yang semakin berkembang, penguasaan teknologi kecerdasan buatan (AI) image generator telah menjadi alat yang populer bagi desainer, seniman, dan pengguna umum untuk menciptakan gambar yang sesuai dengan kebutuhan pengguna. Meskipun demikian, masih banyak pengguna yang menghadapi kesulitan dalam mendapatkan hasil gambar yang sesuai dengan harapan pengguna. Penelitian ini berbasis kualitatif, mencoba secara bertahap pembuatan prompt dengan mengevaluasi hasilnya agar mengerti proses pembuatan gambar dari Bing Image Creator. Penulis mengembangkan dan menguji sebuah formula bernama ANVS; yaitu: Adjective, Noun, Verb, dan Style, yang dirancang untuk membantu pengguna dalam merancang prompt yang efektif. Formula ini secara bertahap dipakai dalam mengembangkan prompt engineering, dimulai dari yang sederhana hingga yang cukup kompleks, untuk mengeksplorasi bagaimana setiap komponen dalam ANVS sampai sejauh mana dapat mempengaruhi hasil gambar yang dihasilkan oleh Bing Image Creator. Hasil penelitian berupa pencatatan penggunaan prompt dan hasil gambar dari Bing Image Creator. Diharapkan penelitian ini dapat membantu dalam pembuatan prompt yang tepat untuk menghasilkan gambar yang sesuai dengan kebutuhan pengguna, khususnya untuk pengguna platform Bing Image Creator dan/atau AI image generator lain yang sejenis.
Kemasan dalam penggunaannya pada produk memainkan peran penting dalam industri produksi. Fungsi dari kemasan telah berkembang menjadi alat pencipta nilai merek dari suatu produk khususnya pada produk kemasan makanan ringan. Oleh karena itu, penelitian ini menarik perhatian penulis untuk mengkaji tentang kemasan makanan ringan Nyam Nyam Bubble Puff, yang dipilih karena popularitasnya yang masih terus populer sampai saat ini terhadap makanan ringan anak di kalangan konsumen. Penelitian ini menggunakan metode kualitatif deskriptif berdasarkan teori desain. Analisis ini difokuskan pada elemen-elemen visual grafis dalam kemasan makanan ringan Nyam Nyam Bubble Puff, yang dapat mempengaruhi seperti apa keputusan konsumen. Elemen-elemen visual yang dianalisis meliputi logo atau merek, warna, ilustrasi, bentuk, tata letak, dan tipografi. Pemilihan elemen desain yang tepat dan efektif pada kemasan dapat menarik calon konsumen untuk membeli produk seperti pada makanan ringan Nyam Nyam Bubble Puff. Penelitian ini diharapkan dapat membantu produsen dan UMKM yang sedang memproduksi produk baru untuk menerapkan pendekatan desain kemasan yang kreatif dan strategis agar lebih meningkatkan minat konsumen dari waktu ke waktu.
Tirtoid merupakan salah satu platform berita yang telah beroperasi sejak tahun 2016 dan berhasil menyasar pasar pembaca usia 20 hingga 30 tahun, dengan menyajikan berita-berita terkini dengan lebih ringan dan menyenangkan yang dikemas dalam bentuk infographic menarik. Artikel Tirtoid cenderung menggunakan gaya bahasa yang ringan dan sering menggunakan istilah-istilah kekinian. Penelitian ini berfokus pada strategi komunikasi yang digunakan oleh platform penyedia berita Tirtoid dalam mengemas berita untuk pasar generasi muda, dengan metode observasi yang dilakukan terhadap 11 konten infographic Tirtoid mulai dari tanggal 1 Januari hingga 7 Januari 2023, dan paper review. Melalui penelitian ini diketahui bahwa standarisasi dalam bentuk manajemen konten merupakan strategi komunikasi yang efektif untuk menjaga konsistensi dan berhubungan pada koneksi (relate), hubungan positif serta kepercayaan (engagement) dan keberhasilan (success) dalam penyampaian pesan secara efektif kepada target sasaran.