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PELATIHAN BRANDING PRODUK UMKM BAGI WARGA KELURAHAN MULYO JATI KOTA METRO Abdi Darmawan; Ade Moussadecq; Rohiman Rohiman; Hendra Kurniawan
Jurnal Publika Pengabdian Masyarakat Vol 4, No 01 (2022): Jurnal Publika Pengabdian Masyarakat
Publisher : Institut Informatika dan Bisnis Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.009 KB) | DOI: 10.30873/jppm.v4i01.3155

Abstract

The Community Service Team (PKM) of the Visual Communication Design Study Program has carried out PKM activities in Mulyojati Village, Metro City with a focus on service in the form of branding MSME products for residents of Metro City Urban Village. The importance of the role of product branding in a marketing activity is the background of this activity. The brand of a product will be easily remembered by potential consumers because of the emotions and imagination of consumers (brand awareness) that arise due to the impact of the branding. The method applied in this activity is the Presentation Method regarding the definition, function, purpose, and benefits of product branding. After completing the presentation, the service team conducted an evaluation in the form of a partner understanding survey regarding branding before and before the activity.
PELATIHAN DESAIN KEMASAN DAN VIDEOGRAFI BAGI SISWA/I SMK PANGABDI LUHUR LAMPUNG TENGAH Ade Moussadecq; Rohiman Rohiman; Muhammad Redintan Justin; Hendra Kurniawan
Jurnal Publika Pengabdian Masyarakat Vol 4, No 01 (2022): Jurnal Publika Pengabdian Masyarakat
Publisher : Institut Informatika dan Bisnis Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (447.164 KB) | DOI: 10.30873/jppm.v4i01.3122

Abstract

Tim Pengabdian kepada Masyarakat (PkM) akan melaksanakan kegiatan PKM di SMK Pangabdi Luhur (Lampung Tengah), berfokus untuk memberikan pelatihan desain kemasan  dan videografi  kepada  para peserta. Kegiatan PkM ini bertujuan untuk mengembangkan keterampilan menjadi lebih kreatif, serta bagaimana  menemukan ide untuk membuat sebuah kemasan dan videografi. Pelatihan menggunakan mal untuk desain kemasan, CorelDraw, kamera dan Adobe Primera untuk videografi.  Metode yang diterapkan dalam kegiatan ini adalah presentasi mengenai pengenalan desain kemasan  serta videografi, kemudian dilanjutkan dengan metode praktik seperti pembuatan desain kemasan produk dan  stop motion  oleh peserta pelatihan. Dari hasil yang dicapai terlihat keterampilan dan kemampuan yang cukup signifikan untuk membuat kemasan produk dan videografi, sehingga dapat disimpulkan bahwa kegiatan ini berhasil meningkatkan kemampuan peserta. Evaluasi hasil dilihat dari penilaian karya mandiri yang menggambarkan keberhasilan materi yang telah disajikan. Kata Kunci—Pelatihan, Kemasan, Videografi 
PELATIHAN VISUAL BRANDING DAN COREL DRAW BAGI PELAKU UMKM DI KECAMATAN GEDONG TATAAN. Ade Moussadecq; Abdi Darmawan; Muhammad Redintan Justin; Rohiman Rohiman; Desiana Muryasari
Jurnal Publika Pengabdian Masyarakat Vol 4, No 02 (2022): Jurnal Publika Pengabdian Masyarakat
Publisher : Institut Informatika dan Bisnis Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30873/jppm.v4i02.3321

Abstract

This visual branding training for UMKM prioritizes the crucial role of logos as the main component of visual branding for product marketing activities for benefits and how to design a logo that is easy to remember in accordance with logo principles so that the logo can give a memorable impression to potential consumers. The achievement of this activity is how the future training participants will know and be able to produce logo designs that represent the image of their business. Presentation of visual branding materials using presentation, discussion and practice methods. Presentations are used when the service team explains the function of visual branding and its components such as logos, taglines and promotional strategies. In the stage of introducing the graphics application, the service team gave the Corel Draw module to the trainees. The first day of the training, after the presentation of the material, the service team immediately installed the application on the trainees who brought laptops. The service team asked participants to understand and study the tools in Corel Draw in accordance with the content of the modules that have been given. Keywords— Trainning, Visual Branding, Gedong Tataan.
ORNAMEN KAPAL LAMPUNG TYPEFACE Rohiman Rohiman; Ade Moussadecq; Dika Tondo Widakdo
Gorga : Jurnal Seni Rupa Vol 11, No 2 (2022): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v11i2.38959

Abstract

Sumatra's cultural heritage is very diverse and unique, one of the oldest cultures is the Lampung culture. The traditional Lampung tribe is not only famous for its decorative ornaments, but the kain tapis which is very distinctive in terms of art. The Kain Tapis Ornament Kapal Fabric which is increasingly forgotten and has been eroded by the times. The design of this typeface aims to preserve and introduce to the public about kapal Ornaments from Lampung Tapis woven fabric through ethnic typefaces. This study uses a qualitative method with a creative thinking process pattern approach. Procedures for implementing and solving visual communication problems through initial understanding, preparation, incubation, explanation and verification. The stages in the typeface design research are carried out with the initial sketch design, then the digitization process. The results obtained from the research can be concluded that the design of the kapal ornament typeface is the typeface resulting from the Lampung kapal ornament stylization, booklets, posters, signage, flayers, digital media, t-shirts, totebags and mugs are the media used in designing typefaces.Keywords: ornament, kapal, tapis, Lampung, typeface.AbstrakWarisan budaya Sumatera sangat beragam dan unik, salah satu budaya tertuanya ialah budaya Lampung. Suku tradisional Lampung tidak hanya terkenal dengan ornamen hiasnya saja, akan tetapi kain Tapis yang sangat khas dari segi seninya. Kain Tapis Ornamen Kapal yang kian terlupakan dan telah terkikis oleh perkembangan zaman. Perancangan jenis huruf ini bertujuan untuk melestarikan dan memperkenalkan kepada masyarakat tentang Ornamen Kapal dari kain tenun Tapis Lampung melalui typeface etnik. Penelitian ini menggunakan metode kualitatif dengan pendekatan pola proses berpikir kreatif (Creative Thingking Process). Tata cara penerapan dan penyelesaian masalah komunikasi visual melalui pemahaman awal, persiapan, inkubasi, penjelasan dan verifikasi. Tahapan dalam penelitian perancangan typeface di lakukan dengan perancangan sketsa awal, kemudian proses digitalisasi.  Hasil yang didapat dari penelitian dapat diambil kesimpulan perancangan typeface ornamen kapal berupa typeface hasil stilasi ornamen kapal Lampung, booklet, poster, signage, flayer, social media, kaos, totebag dan mug merupakan media yang digunakan dalam mendesain typeface.Kata Kunci : ornamen, kapal, tapis, Lampung, typeface. Authors:Rohiman : Institut Informatika dan Bisnis DarmajayaAde Moussadecq : Institut Informatika dan Bisnis DarmajayaDika Tondo Widakdo : Institut Informatika dan Bisnis Darmajaya References:Afriwan, H., & Kamal, M. N. (2021). Fungsi dan Makna Huruf Vernakular sebagai Karya Desain Jalanan. Gorga: Jurnal Seni Rupa, 10(2), 445-453.Andriyanti, S., Sinaga, R., & Lubis, R. (2022). Aplikasi Ornamen Sumatera Utara Kreasi Kekinian pada Desain Busana Ready-To-Wear dengan Teknik Sablon Printing. Gorga: Jurnal Seni Rupa, 11(1), 25-35.Sihombing, D. (2001). Tipografi Dalam Desain Grafis. Jakarta: Gramedi.rawan, D. (2016). Kajian Bentuk Estetis Kain Tenun Kapal Dalam Masyarakat Saibatin Lampung Timur Menurut De Witt H. Parker. Imaji, 14(2), 98–106. https://doi.org/10.21831/imaji.v14i2.12173.Irawan, W. D. (2019). Sistem Kekerabatan Masyarakat Lampung Pepadun Berdasarkan Garis Bertalian Darah. Edukasi Lingua Sastra, 17(2), 151–158.Kembaren, Y. A., Kartono, G., & Mesra, M. (2020). Analisis Karya Poster Berdasarkan Unity, Layout, Tipografi, Dan Warna. Gorga: Jurnal Seni Rupa, 9(1), 121-126.Kherustika, K., & Tim. (2017). Katalog Kain Kapal Koleksi Museum Negeri Provinsi Lampung. Lampung: Dinas Pendidikan dan Kebudayaan UPTD Museum.Lawson, B. (2007). Bagaimana Cara Berpikir Desainer. Jakarta: Jalasutra.Lisa, D., Rusmiati, C. P. F., Arsitektur, P. S., Arsitektur, J., Teknik, F., Lampung, U., Prof, J., Brojonegoro, S., & Lampung, B. (2021). Seminar Nasional Ilmu Teknik dan Aplikasi Industri Budaya visual perkembangan arsitektur di Kabupaten Lampung Barat. Prosiding Sinta 3, 3(2020), 5. sinta.eng.unila.ac.id.Mesra, M., Kartono, G., & Ibrahim, A. (2022). Penerapan Ornamen Tradisional Sumatera Utara Pada Toples Makanan Sebagai Sarana Revitalisasi. Gorga: Jurnal Seni Rupa, 11(1), 81-88.Nugroho, D. P. (2019). Ornamental Varieties of Gedong Songo Semarang Temple As a Typeface Design Inspiration. Arty: Jurnal Seni Rupa, 8(2), 65–76. https://journal.unnes.ac.id/sju/index.php/arty/article/view/40287.Nugroho, M. P., Cahyana, A., & Falah, A. M. (2021). Penelitian Antropologi Kajian Etnografi Visual Pada Kain Tapis Lampung. ATRAT: Jurnal Seni Rupa, 9(2), 18–26. https://jurnal.isbi.ac.id/index.php/atrat/article/view/1719.Rachman, A. (2016). Pola Iringan Engkel Instrumen Cak Dan Cuk Dalam Lagu Langgam Jawa Pada Orkes Keroncong Sekar Domas Di Semarang. Jurnal Konferensi Internasional VI Bahasa, Sastra Dan Budaya Daerah Indonesia, 7(9). https://www.mendeley.com/reference-manager/reader/4ae936b9-4e9f-34bc-bf2d-250f73fc7b1e/752ed8f4-a224-d67f-6f51-2b74caefba4d.Rustan, S. (2011). Huruf Font Tipografi. Jakarta: Gramedia Pustaka Utama.Rustan, S. (2013). Mendesain Logo. Jakarta: PT Gramedia Pustaka Utama.Roy, B. (1971). An Approach To Print A basic guide to the printing processes. London: Blandford Press.Sabatari, W. (2011). Motif Hias Geometris Sajian Khusus Seni Ornamen Indonesia. Seminar Nasional 2011 “Wonderfull Indonesia” Jurusan PTBB FT UNY , 3 Desember 2011, 619–631. http://staffnew.uny.ac.id/upload/132296048/penelitian/Kajian+Potensi+“Wedang+Uwuh”++Sebagai+Minuman+Funsional.pdf.Simbolon, E. Y., & Zulkifli, Z. (2022). Penerapan Ornamen Pada Desain Tote Bag Berdasarkan Prinsip Desain. Gorga: Jurnal Seni Rupa, 10(1), 119-128.Skolos, N., & Wedell, T. (2006). Kain Tapis Lampung Terancam Punah. Beverly: Rockport.Suwati, K. (1992). Kain Kapal Khasanah dari Lampung (Majalah Kebudayaan No. IV Tahun II). Jakarta: Departemen Pendidikan dan Kebudayaan.Wicaksono, A., & Hartono, B. (2017). Strategi Perancangan dengan Penerapan Ragam Hias Sulur Gelung Pada Produk Kriya untuk Pasar Global. CORAK Jurnal Seni Kriya, 6(2), 143–150.
PERANCANGAN AMBIENT MEDIA SEBAGAI MEDIA IKLAN LAYANAN MASYARAKAT BAHAYA ADIKSI INTERNET Ade Moussadecq; Abdi Darmawan; Rohiman Rohiman
Gorga : Jurnal Seni Rupa Vol 11, No 2 (2022): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The internet has both positive and negative effects on life. The positive impact of the internet is all the convenience in obtaining information, creating citizen journalism, social media and so on. But at the same time the massive internet growth also has negative impacts such as internet addiction (internet addiction). The purpose of research on Ambient Media (non-conventional advertising media) is related to the dangers of internet addiction as well as the brand positioning of the Darmajaya Institute of Informatics and Business. Institutions not only provide insight regarding information technology but also protect students from being negatively affected by information technology. This study uses a qualitative method, with a brainstorming approach that aims to generate ideas, spontaneity and creativity. The design process goes through the stages of drafting the concept, the process of designing sketches and continuing with the digitization of the sketch or the creation of ambient media designs. After that the process of designing the framework and continued with the formation of the body of the statue, the coloring of the statue and the final process of assembling the ambient media components. The results of this ambient media design research are a social media campaign tool for the community, especially students to avoid excessive behavior in using the internet that exceeds reasonable limits, as well as creating a visual appeal for the audience to receive social campaign messages "Let's Be Smart in Using the Internet".Keywords: ambient media, public service announcements. AbstrakInternet menimbulkan efek positif maupun negatif dalam kehidupan. Dampak positif dari internet yaitu semua kemudahan dalam memperoleh informasi, melahirkan citizen journalism, media sosial dan lain sebagainya. Namun disaat bersamaan pertumbuhan internet yang masif juga memberikan dampak negatif seperti kecanduan internet (adiksi internet). Tujuan dari penellitian Ambient Media (media iklan non konvensional) terkait bahaya adiksi internet serta sebagai brand positioning Institut Informatika dan Bisnis Darmajaya. Institusi tidak hanya memberikan wawasan terkait teknologi informasi tapi juga memproteksi agar mahasiwa tidak terkena dampak negatif dari teknologi informasi tersebut. Penelitian ini menggunakan metode kualitatif, dengan pendekatan brainstorming yang bertujuan untuk membangkitan ide, spontanitas dan kreativitas. Proses Perancangan yang melalui tahapan penyusunan konsep, proses sketsa rancangan dan dilanjutkan digitalisasi sketsa atau pembuatan rancangan (desain) ambient media. Setelah itu proses perancangan kerangka dan dilanjutkan dengan pembentukan badan patung, pewarnaan patung dan proses terakhir perakitan komponen ambient media. Hasil penelitian perancangan ambient media ini menjadi sarana media kampanye sosial bagi masyarakat khususnya mahasiswa agar terhindar dari perilaku berlebihan dalam menggunakan internet yang melebihi batas kewajaran, serta menciptakan daya tarik secara visual bagi audience untuk menerima pesan kampanye sosial “Yuk Cerdas dalam Menggunakan Internet”.Kata Kunci: ambient media, iklan layanan masyarakat. Authors:Ade Moussadecq : Institut Informatika dan Bisnis DarmajayaAbdi Darmawan : Institut Informatika dan Bisnis DarmajayaRohiman : Institut Informatika dan Bisnis Darmajaya References:Agung, M., Asril, A., Syafwandi, S., & Movitaria, M. A. (2021). Redesign Logo Cafe dan Resto Rumah Bako Payakumbuh. Gorga : Jurnal Seni Rupa, 10(2), 295-301. https://doi.org/10.24114/gr.v10i2.27245.Azmi, A., & Azis, A. C. K. (2021). Perubahan Masyarakat Melayu di Kota Medan: Suatu Kajian tentang Tradisi Membangun Rumah Tinggal. Gorga: Jurnal Seni Rupa, 10(2), 478-485. https://doi.org/10.24114/gr.v10i2.31020.Creswell, J. W. (2015). Penelitian Kualitatif dan Desain Riset (Memilih diantara Lima Pendekatan). Pustaka Pelajar.Justin, M. R., Rohiman, R., & Darmawan, A. (2022). Desain Identitas Visual Pada UMKM Ruang Keramik Studio Kota Metro Lampung. Gorga : Jurnal Seni Rupa, 11(1), 156-164. https://doi.org/10.24114/gr.v11i1.34948.Kadiasti, R. (2018). Pendekatan Juxtaposition Sebagai Dasar Perancangan Ambient Media Kampanye Sadar Skoliosis. Imajinasi : Jurnal Seni, 12(1), 1-8. https://doi.org/10.15294/imajinasi.v12i1.14351.Luxton, S., & Drummond, L. (2000). What is this thing called ‘Ambient Advertising’. Visionary Marketing for the 21st Century: Facing the Challenge, ANZMAC, 735.Media, K. C. (2020, May 29). Kecanduan Game Online, Pemuda di Kebumen Curi Gabah Setiap Ingin ke Warnet. KOMPAS.com. https://regional.kompas.com/read/2020/05/29/14002531/kecanduan-game-online-pemuda-di-kebumen-curi-gabah-setiap-ingin-ke-warnet (diakses tanggal 28 Oktober 2022).Murwonugroho, W., & Pilliang, Y. A. (2015). Subjektivitas Dalam Iklan Ambient Media Miracle Aesthetic Clinic. Panggung, 25(2), 164-176. https://doi.org/10.26742/panggung.v25i2.6.Sari, A. P., Ilyas, A., & Ifdil, I. (2017). Tingkat Kecanduan Internet pada Remaja Awal. JPPI (Jurnal Penelitian Pendidikan Indonesia), 3(2), 110–117. https://doi.org/10.29210/02018190.Tinarbuko, S. (2015). DEKAVE: Penanda Zaman Masyarakat Global. CAPS Publishing.Tsao, Y. C., & Wang, J. J. (2021). Interveners’ Experience Aanlysis in Ambient Media Design. 14(1), 10-21. https://ijoi-online.org/attachments/article/334/1159%20Final.pdf.Wicaksono, E., Susilo, M. E., & Lestari, P. (2008). Iklan Luar Ruang: Antara Kepentingan Ekonomi Ddengan Kepentingan Publik. Jurnal Ilmu Komunikasi, 6 (2), 131-144. https://doi.org/10.31315/jik.v6i2.51.Wijaya, B. S. (2011). Model Komunikasi Berasa Dalam Komunikasi Pemasaran. Journal Communication Spectrum, 1(1), 55-74. https://doi.org10.13140/2.1.2159.3124.Yasa, M., Rahmanto, R. M., & Putra, S. J. (2019). Perancangan Iklan Layanan Masyarakat Tentang Bahaya Balap Liar Di Jalan Udayana. Jurnal SASAK : Desain Visual dan Komunikasi, 1(2), 73–81. https://doi.org/10.30812/sasak.v1i2.522. 
PERANCANGAN AMBIENT MEDIA SEBAGAI MEDIA IKLAN LAYANAN MASYARAKAT BAHAYA ADIKSI INTERNET Ade Moussadecq; Abdi Darmawan; Rohiman Rohiman
Gorga : Jurnal Seni Rupa Vol 11, No 2 (2022): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v11i2.43009

Abstract

The internet has both positive and negative effects on life. The positive impact of the internet is all the convenience in obtaining information, creating citizen journalism, social media and so on. But at the same time the massive internet growth also has negative impacts such as internet addiction (internet addiction). The purpose of research on Ambient Media (non-conventional advertising media) is related to the dangers of internet addiction as well as the brand positioning of the Darmajaya Institute of Informatics and Business. Institutions not only provide insight regarding information technology but also protect students from being negatively affected by information technology. This study uses a qualitative method, with a brainstorming approach that aims to generate ideas, spontaneity and creativity. The design process goes through the stages of drafting the concept, the process of designing sketches and continuing with the digitization of the sketch or the creation of ambient media designs. After that the process of designing the framework and continued with the formation of the body of the statue, the coloring of the statue and the final process of assembling the ambient media components. The results of this ambient media design research are a social media campaign tool for the community, especially students to avoid excessive behavior in using the internet that exceeds reasonable limits, as well as creating a visual appeal for the audience to receive social campaign messages "Let's Be Smart in Using the Internet".Keywords: ambient media, public service announcements. AbstrakInternet menimbulkan efek positif maupun negatif dalam kehidupan. Dampak positif dari internet yaitu semua kemudahan dalam memperoleh informasi, melahirkan citizen journalism, media sosial dan lain sebagainya. Namun disaat bersamaan pertumbuhan internet yang masif juga memberikan dampak negatif seperti kecanduan internet (adiksi internet). Tujuan dari penellitian Ambient Media (media iklan non konvensional) terkait bahaya adiksi internet serta sebagai brand positioning Institut Informatika dan Bisnis Darmajaya. Institusi tidak hanya memberikan wawasan terkait teknologi informasi tapi juga memproteksi agar mahasiwa tidak terkena dampak negatif dari teknologi informasi tersebut. Penelitian ini menggunakan metode kualitatif, dengan pendekatan brainstorming yang bertujuan untuk membangkitan ide, spontanitas dan kreativitas. Proses Perancangan yang melalui tahapan penyusunan konsep, proses sketsa rancangan dan dilanjutkan digitalisasi sketsa atau pembuatan rancangan (desain) ambient media. Setelah itu proses perancangan kerangka dan dilanjutkan dengan pembentukan badan patung, pewarnaan patung dan proses terakhir perakitan komponen ambient media. Hasil penelitian perancangan ambient media ini menjadi sarana media kampanye sosial bagi masyarakat khususnya mahasiswa agar terhindar dari perilaku berlebihan dalam menggunakan internet yang melebihi batas kewajaran, serta menciptakan daya tarik secara visual bagi audience untuk menerima pesan kampanye sosial “Yuk Cerdas dalam Menggunakan Internet”.Kata Kunci: ambient media, iklan layanan masyarakat. Authors:Ade Moussadecq : Institut Informatika dan Bisnis DarmajayaAbdi Darmawan : Institut Informatika dan Bisnis DarmajayaRohiman : Institut Informatika dan Bisnis Darmajaya References:Agung, M., Asril, A., Syafwandi, S., & Movitaria, M. A. (2021). Redesign Logo Cafe dan Resto Rumah Bako Payakumbuh. Gorga : Jurnal Seni Rupa, 10(2), 295-301. https://doi.org/10.24114/gr.v10i2.27245.Azmi, A., & Azis, A. C. K. (2021). Perubahan Masyarakat Melayu di Kota Medan: Suatu Kajian tentang Tradisi Membangun Rumah Tinggal. Gorga: Jurnal Seni Rupa, 10(2), 478-485. https://doi.org/10.24114/gr.v10i2.31020.Creswell, J. W. (2015). Penelitian Kualitatif dan Desain Riset (Memilih diantara Lima Pendekatan). Pustaka Pelajar.Justin, M. R., Rohiman, R., & Darmawan, A. (2022). Desain Identitas Visual Pada UMKM Ruang Keramik Studio Kota Metro Lampung. Gorga : Jurnal Seni Rupa, 11(1), 156-164. https://doi.org/10.24114/gr.v11i1.34948.Kadiasti, R. (2018). Pendekatan Juxtaposition Sebagai Dasar Perancangan Ambient Media Kampanye Sadar Skoliosis. Imajinasi : Jurnal Seni, 12(1), 1-8. https://doi.org/10.15294/imajinasi.v12i1.14351.Luxton, S., & Drummond, L. (2000). What is this thing called ‘Ambient Advertising’. Visionary Marketing for the 21st Century: Facing the Challenge, ANZMAC, 735.Media, K. C. (2020, May 29). Kecanduan Game Online, Pemuda di Kebumen Curi Gabah Setiap Ingin ke Warnet. KOMPAS.com. https://regional.kompas.com/read/2020/05/29/14002531/kecanduan-game-online-pemuda-di-kebumen-curi-gabah-setiap-ingin-ke-warnet (diakses tanggal 28 Oktober 2022).Murwonugroho, W., & Pilliang, Y. A. (2015). Subjektivitas Dalam Iklan Ambient Media Miracle Aesthetic Clinic. Panggung, 25(2), 164-176. https://doi.org/10.26742/panggung.v25i2.6.Sari, A. P., Ilyas, A., & Ifdil, I. (2017). Tingkat Kecanduan Internet pada Remaja Awal. JPPI (Jurnal Penelitian Pendidikan Indonesia), 3(2), 110–117. https://doi.org/10.29210/02018190.Tinarbuko, S. (2015). DEKAVE: Penanda Zaman Masyarakat Global. CAPS Publishing.Tsao, Y. C., & Wang, J. J. (2021). Interveners’ Experience Aanlysis in Ambient Media Design. 14(1), 10-21. https://ijoi-online.org/attachments/article/334/1159%20Final.pdf.Wicaksono, E., Susilo, M. E., & Lestari, P. (2008). Iklan Luar Ruang: Antara Kepentingan Ekonomi Ddengan Kepentingan Publik. Jurnal Ilmu Komunikasi, 6 (2), 131-144. https://doi.org/10.31315/jik.v6i2.51.Wijaya, B. S. (2011). Model Komunikasi Berasa Dalam Komunikasi Pemasaran. Journal Communication Spectrum, 1(1), 55-74. https://doi.org10.13140/2.1.2159.3124.Yasa, M., Rahmanto, R. M., & Putra, S. J. (2019). Perancangan Iklan Layanan Masyarakat Tentang Bahaya Balap Liar Di Jalan Udayana. Jurnal SASAK : Desain Visual dan Komunikasi, 1(2), 73–81. https://doi.org/10.30812/sasak.v1i2.522.
IKLAN LAYANAN MASYARAKAT SEBAGAI MEDIA KAMPANYE SOSIAL BAHAYA ADIKSI GAME ONLINE Muhammad Redintan Justin; Rohiman Rohiman; Ade Moussadecq; Abdi Darmawande; Alfajri Ahmad Ramadhan
Gorga : Jurnal Seni Rupa Vol 12, No 1 (2023): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v12i1.42857

Abstract

The game world is a world that is very exciting for all people from children to adults. Games can relieve stress due to too many activities. The game that is trending and is in the spotlight right now is the Mobile Legend game. In Indonesia, games can cause controversy which is considered dangerous because it does not educate students in particular. The influence of negative impacts that are too large which results in a feeling of addiction to this game must be overcome as soon as possible. This study aims to overcome the negative impact of game addiction (addiction), namely through public service advertisement videos. This study uses a qualitative descriptive approach that aims to obtain more detailed and relevant information. The data were obtained from observations regarding an object, namely online game addiction suffered by the younger generation, especially students from the Darmajaya Institute of Informatics and Business. The design method that will be used to complete a public service advertisement video as a social media campaign for the dangers of online game addiction is Brainstorming. The design in the process of making public service advertisement videos about the dangers of online game addiction goes through 3 different stages, namely pre-production, production and post-production. From the results of the evaluation of the students who watched, there was a very good impact, this was seen by several students who had reduced the portion of playing games so that they stopped playing at certain times.Keywords: addiction, online games, ILM. AbstrakDunia game adalah dunia yang sangat mengasyikan bagi semua kalangan dari anak-anak sampai orang dewasa. Game dapat menghilangkan rasa stress akibat terlalu banyaknya aktivitas. Game yang sedang trend dan menjadi sorotan saat ini adalah game Mobile Legend. Di Indonesia game dapat menimbulkan kontroversi yang dianggap berbahaya karena tidak mendidik bagi pelajar khususunya. Adanya pengaruh dampak negatif yang terlalu besar yang mengakibatkan rasa kecanduan terhadap game inilah harus diatasi secepatnya. Penelitian ini bertujuan untuk mengatasi terjadinya dampak negatif akibat kecanduan game (adiksi) yaitu melalui video iklan layanan masyarakat. Penelitian ini menggunakan pendekatan diskriptif kualitatif yang bertujuan untuk memperoleh informasi lebih rinci dan relevan. Data diperoleh dari hasil pengamatan mengenai suatu objek, yaitu adiksi game online yang diderita oleh generasi muda, khususnya mahasiswa Institut Informatika dan Bisnis Darmajaya. Metode perancangan yang akan digunakan untuk menyelesaikan video iklan layanan masyarakat sebagai media kampanye sosial bahaya adiksi game online adalah Brainstroming. Perancangan dalam proses pembuatan video iklan layanan masyarakat bahaya adiksi game online melalui 3 tahapan yang berbeda, yaitu pra produksi, produksi dan pasca Produksi. Dari hasil evaluasi terhadap mahasiswa yang menonton terdapat impek yang sangat baik, hal tersebut di lihat dengan beberapa mahasiswa yang sudah mengurangi porsi bermain game hingga berhenti bermain pada saat tertentu saja.Kata Kunci : adiksi, game online, ILM. Authors:Muhammad Redintan Justin : Institut Informatika dan Bisnis DarmajayaRohiman : Institut Informatika dan Bisnis DarmajayaAde Moussadecq : Institut Informatika dan Bisnis DarmajayaAbdi Darmawande : Institut Informatika dan Bisnis DarmajayaAlfajri Ahmad Ramadhan : Institut Informatika dan Bisnis Darmajaya References:APJII. (2017). Infografis Penetrasi & Perilaku Pengguna Internet Indonesia Tahun 2017. Jakarta: Polling Indonesia.APJII. (2019). Laporan Survei Penetrasi dan Profil Perilaku Pengguna Internet Indonesia. Jakarta: Polling Indonesia.Athallah, Danendra, R., Irawan, A. A., Devila, L. E., & Cholil, S. R. (2022). Implementasi Algoritma K-Means Untuk Menganalisa Pemain Video Game Mobile Legend Untuk Mengetahui Tipe Hero Dan Role Yang Sering Digunakan. STRING (Satuan Tulisan Riset Dan Inovasi Teknologi), 6(3), 261–268.Creswell, J. W. (2015). Penelitian Kualitatif dan Desain Riset (Memilih diantara Lima Pendekatan). Pustaka Pelajar.DeLozier, S. J., & Rhodes, M. G. (2016). Flipped Classrooms : A Review of Key Ideas and Recommendations for Practice. Educ Psychol Rev, 29(1), 141–151. https://doi.org/10.1007/s10648-015-9356-9.Eriyanto. (2011). Analisis Framing : Konstruksi Ideologi, dan Politik Media. Yogyakarta: cLKis.Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The Benefits of Playing Video Games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857.Green, C. S., & Bavelier, D. (2003). Action Video Game Modifies Visual Selective Attention. Nature, 423(6939), 534–537. https://doi.org/10.1038/nature01647.Huda, M. (2020). Analisis User Experience Pada Game Mobile Legend Versi 1.4.14.4454 Dengan Menggunakan Game-Design Factor Questionnaire. Jurnal Ekonomi Dan Teknik Informatika, 8(1), 25–34. http://e-journal.polsa.ac.id/index.php/jneti/article/view/127/88%0Ahttp://e-journal.polsa.ac.id/index.php/jneti/article/view/127.Kasali, Rhenal. (1990). Teori Iklan Layanan Masyarakat. Bandung: PT Citra Aditya Bakti.Lutfiwati, S. (2018). Memahami Kecanduan Game Online Melalui Pendekatan Neurobiologi. Journal of Sychology, 1(1), 1–16. http://ejournal.radenintan.ac.id/index.php/anfusina/article/view/3643/2416.Rahmawati, A. I. N. (2018). Internet Addiction pada Remaja Pelaku Substance Abuse: Penyebab atau Akibat?. Buletin Psikologi, 26(1), 64-70. https://doi.org/10.22146/buletinpsikologi.31164.Rohayati, R. (2017). Budaya Komunikasi Masyarakat Maya (Cyber): Suatu Proses Interaksi Simbolik. Sosial Budaya, 14(2), 179. https://doi.org/10.24014/sb.v14i2.4432.Seki, T., Hamazaki, K., Natori, T., & Inadera, H. (2019). Relationship between internet addiction and depression among Japanese university students. Journal of affective disorders, 256, 668-672. https://doi.org/10.1016/j.jad.2019.06.055.Surbakti, K. (2017). Pengaruh Game Online Terhadap Remaja. Jurnal Curere, 01(01), 28–38. http://dx.doi.org/10.36764/jc.v1i1.20.Surya, P. H., Deny, T. A., & Erandaru. (2014). Perancangan Video Profile Potensi Wisata Kabupaten Pati. , 1(04), 1-12. https://publication.petra.ac.id/index.php/dkv/article/view/1877.Santoso, H. (2015). Upaya Meningkatkan Minat dan Budaya Membaca Buku Melalui Iklan Layanan Masyarakat. Malang: Universitas Negeri Malang.Suwasono, A. A. (2017). Konsep Art Dalam Desain Animasi. DeKaVe, 10(1), 1–19. https://doi.org/10.24821/dkv.v10i1.1765.Syahran, R. (2015). Ketergantungan Online Game Dan Penanganannya. 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PERANCANGAN SLIDE SHOW VIDEO BER-GENRE GLICT ART SEBAGAI MEDIA PROMOSI PRODI DKV IIB DARMAJAYA Ade Moussadecq; Abdi Darmawan; Yan Aditya Pratama
Tanra: Jurnal Desain Komunikasi Visual Fakultas Seni Dan Desain Universitas Negeri Makassar Vol 10, No 2 (2023): Mei - Agustus
Publisher : Universitas Negeri makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/tanra.v10i2.45600

Abstract

Promotion is an activity carried out by an entity to influence consumer behavior to try a product or service offered by that entity (A'lawiyyah et al., 2021). A promotional activity required media that can reach a wider audience. The use of Instagram media as the main media for promotional activities is certainly the right choice, taking into account the activities of modern humans at this time that are never separated from gadgets or smartphones. The use of video as an advertisement representation will certainly be very effective in today's digital era. The implementation of this research uses applied methods resulting from research to solve the problems of the IIB Darmajaya visual communication design study program. After obtaining research data, data analysis using the SWOT method is needed to assist in the preparation of marketing content and important components that have been neglected so far. The design method used in this research is pre-production, production, and post-production. 
Mewujudkan Kemandirian UMKM Melalui Pelatihan dan Pendampingan Pencatatan Laporan Keuangan Dan Penetapan Harga Jual Produk Yulmaini Yulmaini; Sri Lestari; Mieke Rahayu; Aswin Aswin; Fitri Agustina; Sulyono Sulyono; Ruki Rizal Nul Fikri; Ade Moussadecq; Muhammad Redintan Justin
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Publisher : Jurnal KeDayMas: Kemitraan dan Pemberdayaan Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14414/kedaymas.v3i2.3623

Abstract

The Indonesian government has declared Covid-19 as a national disaster since April 13, 2020. Various efforts have been made by the government such as Work From Home (WFH), social distancing, and the Enforcement of Restrictions on Community Activities (PPKM) to reduce the spread of the corona virus. However, this policy has an impact on the decline in people's purchasing power. One of the sectors affected is MSMEs. This service aims to provide assistance in making financial statement bookkeeping and determining product selling prices for MSMEs in Pesawaran Regency. The three stages of activities carried out include preparation, implementation and monitoring. Preparation is carried out by conducting surveys in the field in coordination with partners. The implementation is carried out by training and mentoring using the lecture method followed by a question and answer discussion, and practicing making financial reports and calculating product selling prices. Monitoring is carried out periodically during service activities. This service results in the recording of simple financial statements, namely the cash book, accounts payable book, accounts receivable book, and inventory book, as well as calculating production costs and selling prices (hpp). Knowledge and soft skills regarding financial reports and determining product selling prices for MSME owners are needed, so that their business development can be monitored.
Infographic Design of Public Spaces as A Means of Delivering Information for KOPPRI Health Centers Ade Moussadecq; Abdi Darmawan; Oky Harry Abrian
Jurnal Desain Vol 11, No 2 (2024): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v11i2.15122

Abstract

The KOPRI Puskesmas is one of the Puskesmas in Bandar Lampung City which is located in Jalan Pulau Pisang, Sukarame District. KOPRI Puskesmas is present as one of the Puskesmas that provides the best health services supported by doctors and health workers who are competent in their fields. The conventional way of conveying messages provokes the commitment of the KOPRI Health Center to provide the best service for visitors who are not fully known by the public, which is not in line with the essence of indoor communication media that inspires enthusiasm. Infographics are practical media that can be presented statistically or digitally, such as publications on social media and websites. Infographics are useful in 1) Presenting complex information that is pleasing to the eye, 2) Brief interpretation of the substance of the message by the audience, 3) Increasing the effectiveness of digital marketing, and 4) Increasing the interest of message readers. This study uses a qualitative approach method. In the qualitative approach method, there are two sources of data that are used as a reference for analysis, namely primary data and secondary data. The KOPRI Puskesmas infographic design uses a creative approach, namely the mind mapping method which is very commonly used to find new ideas, based on spontaneity and creativity