Ayung Candra Padmasari
Universitas Pendidikan Indonesia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pelatihan Technopreneurship melalui Social Commerce dan Branded Content Management bagi Mahasiswa Pendidikan Multimedia ayung Candra padmasari; Deti Rostika; Fahmi Candra Permana; Feri Hidayatulloh Firmandyah
CARADDE: Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 3 (2021): April
Publisher : Ilin Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31960/caradde.v3i3.644

Abstract

Technopreneurship training for multimedia education study program students aims to increase creativity and foster talent, interest, entrepreneurship for digital media competence. This technopreneurship training uses lecture and practical methods, with training activities divided into 3, including 1) Providing online webinar model with experienced resource persons, 2) workshop and activity assistance, 3) live product evaluation using IGTV. The training topics taken are social commerce and branded content management techniques which are expected to be later able to help students hone entrepreneurial skills in the field of market segment management on the platform as well as the ability to branding products in the field of digital media services This training was attended by 64 students with the results of activities including 80% understanding how the process of creating a visual key for product make-up before promotion in social media, and being able to create displays and scenarios of business product material content, 90% of students were able to understand branding and re-branding. planned business products. After this training, it is hoped that in the future students will be able to manage content and market segments well, and be able to form student-level business incubators to facilitate entrepreneurial talent and interest
PERANCANGAN USER INTERFACE DAN USER EXPERIENCE APLIKASI SAY.CO Yulianti Siti Jamilah; Ayung Candra Padmasari
TANRA: Jurnal Desain Komunikasi Visual Fakultas Seni dan Desain Universitas Negeri Makassar Vol 9, No 1 (2022): Januari - April
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v9i1.29458

Abstract

AbstrakKesehatan mental memiliki pengaruh yang sangat penting dalam kehidupan manusia. Jika seseorang mengalami gangguan kesehatan mental, maka kehidupannya akan ikut terganggu. Maraknya kasus kesehatan mental yang terjadi saat ini menjadi permasalahan yang harus diatasi. Say.co merupakan aplikasi kesehatan mental yang dapat membantu para penderita gangguan kesehatan mental agar mendapatkan penanganan langsung dari ahlinya. Pada aplikasi ini terdapat beberapa fitur yang dapat berguna bagi penderita kesehatan mental, diantaranya adalah konsultasi, chat bot, rekomendasi kegiatan, rekomendasi lagu, rekomendasi makanan, mood board, dan informasi seputar kesehatan mental. Metode yang digunakan dalam perancangan aplikasi ini adalah studi literatur dan memperhatikan aspek penting yang harus ada dalam user interface dan user experience. Perancangan ini berguna untuk memberikan informasi mengenai fitur dan tampilan aplikasi say.co.Kata Kunci : kesehatan mental; perancangan aplikasi; user interface; user experience.AbstractMental health has a very important influence in human life. If someone has a mental health disorder, then his life will also be disrupted. The rise of mental health cases that occur today is a problem that must be overcome. Say.co is a mental health application that can help people with mental health disorders to get direct treatment from experts. In this application, there are several features that can be useful for people with mental health, including consultations, chat bots, activity recommendations, song recommendations, food recommendations, mood boards, and information about mental health. The method used in designing this application is a literature study and pays attention to important aspects that must exist in the user interface and user experience. This design is useful for providing information about the features and appearance of the say.co application.Keywords: mental health; app design; user interface; user experience.