18 research outputs found

    Online Marketplace Characteristics for Freelance Designers

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    Marketplace is one of the choice places for designers to market the products they create. Online Marketplace is a networking site or application on a gadget that provides online trading facilities from various sources. In the marketplace, application owners or website networks only provide facilities for users to display products sold. In addition, the marketplace owner also provides facilities in the form of bridging online transactions between sellers (designers) and buyers. In utilizing the marketplace, designers must know the needs and desires and design market trends. Because with accurate data related to needs, trend design will greatly help designers to create design products that are suitable for the market. Not only the idealism of designers in making works, but also still relies on dynamically changing demands. This study intends to determine the design trends that are in accordance with the desires and needs of the graphic design market so that they can help designers determine the making of works sold in the marketplace. This study uses a qualitative research approach to explore all phenomena that occur in the world of online design marketplace. Through this qualitative approach, researchers will understand social reality, see what conditions exist in the sale and purchase of design products and design trends that are popular in society. This qualitative approach is sought to be directed at identifying the trend design and style design that designers need for the basis of making designs that can be sold in the marketplace.   Keywords: Online Marketplace, Design Marketplace, Freelance Designe

    DESAIN KAMPANYE VISUAL PENCEGAHAN KECELAKAAN SEPEDA MOTOR

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    Tujuan dari penciptaan ini adalah: Membantu pihak-pihak terkait, terutama Kepolisian dan Dinas Perhubungan Republik Indonesia untuk mengurangi angka kecelakaan di jalan raya, terutama kendaraan bermotor roda dua, mengingatkan masyarakat terutama pengguna jalan raya akan pentingnya keselamatan berkendara, Membantu pemerintah mengkampanyekan program keselamatan berkendara bagi pengguna sepeda motor dengan cara yang unik dan dengan pemecahan strategi kreatif, Menanamkan kesadaran hukum di jalan raya sejak dini, terutama pada target audiens yang spesifik. Dalam perancangan kampanye Pencegahan Kecelakaan Sepeda Motor, penulis menggunakan tahapan perancangan sebagai berikut: Tahap observasi, Tahap consumers journey dan penentuan point of contact, Tahap pengumpulan dan analisa data, Tahap brainstorming untuk menentukan gagasan/ide, Tahap eksplorasi visual kedalam bentuk seketsa kasar, Tahap perwujudan desain. Hasil akhir dari perancangan desain berdasar consumers journey, diperoleh point of contact, antara lain: Keset kaki,komunikasi visual pada toilet, desain campaign pada tempat parkir dan Traffic light, Gantungan kunci, Mug, Internet,desain iklan Majalah, desain pad speedometer sepeda motor

    Collaboration Between Typography and Visual Narrative to Strengthen the Communication Delivery Process

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    Visual narrative (also called visual storytelling) is a story told primarily through visual media. The story can be described using photography, illustrations, or video. It can be enhanced with graphics, music, sound, and other audio. In comparison, typography is the study of letters and their relation to the delivery of information. This study aimed to examine how visual communication carried out through visual narrative can be more quickly understood by the public when combined with the communicative power of typography. Two tactics were employed: 1) A/B testing, which involved using several images to test the effectiveness of the image or design; and 2) eye tracking, which tested how the audience read in digesting the information from the designs that were created. Recommendations and a formulation of work steps/processes that use a combination of typography and visual narrative to increase the effectiveness of delivering messages to the audience were developed. Keywords: typography, visual narrative, communication delivery, strengthen proces

    Semantic Interpretation in Experimental Typography Creation

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    This research aims to reveal how to design by utilizing semantics to reinforce the meaning of a message through typography. The methods used in this research are: exposing, redefining, managing, prototyping, and trendspotting. The experiment was carried out by changing the nouns, verbs, and adjectives from the letters of the alphabet into visual semantics without changing the meaning of the words used. Semantic design for typography can be used by changing one or more letters into a visual form that still conveys the meaning and nature of the words used. The result of this study is the design of semantic interpretation in typography that strengthens and clarifies meaning. Design can be applied in turning letters into illustrative forms, whether it only uses one letter in a word or can also use more than one letter to strengthen the meaning of a word. Keywords: semantics, interpretation, typograph

    IDENTIFIKASI ILUSTRASI-TIPOGRAFI GRAPHIC VERNACULAR SEBAGAI SISTEM TANDA & IDENTITAS WARUNG TENDA DI KOTA MALANG

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    Kota Malang merupakan kota yang tengah berkembang dengan potensi dibidang pendidikan dan industri kreatif yang cukup besar, telah menjadi tujuan bagi masyarakat urban yang bermukim di kota-kota lain untuk sekadar belajar atau mencari mata pencaharian. Banyak sekali pendatang yang bermukim sementara atau menetap, karena memang Kota Malang disamping menjadi destinasi pendidikan, juga menjai destinasi wisata. Keberadaan masyarakat urban di Kota Malang membuat geliat ekonomi di kota ini juga terangkat. Termasuk usaha kuliner pinggir jalan. Warung-warung tenda dipinggir jalan tumbuh menjamur dengan beragam pilihan kuliner. Warung-warung tenda ini memiliki berbagai macam identitas ang dibuat dengan teknik mannual untuk dikenal dan diingat oleh masyarakat sebagai konsumennya. Karya-karya ini disebut dengan karya graphic vernacular, yang terdiri dari tipografi dan ilustrasi. Penelitian ini untuk mengkaji faktor-faktor yang bersangkutan dengan graphic vernacular yang dapat dijadikan sebagai alat identitas dan sistem tanda. Hasil dari penelitian ini adalah bahwa graphic vernakular yang terdapat pada spanduk warung tenda dapat menjadi identitas sekaligus sistem tanda yang mudah untuk diidentifikasi masyarakat

    Dinoyo's Ceramic Mascot As a Support of Brand Identity

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    The design of the Dinoyo Ceramic Village Mascot was carried out as a marketing initiative to support the promotion of ceramic products. Dinoyo Ceramics was a leading player within the Malang City’s creative industries. Over time, however, ceramics activities stagnated and finally the factory closed. The closure of the factory caused the loss of many livelihoods, and now there are attempts to use creative branding strategies to increase the productivity and promotion of Dinoyo ceramics. The strategy adopted was to use a mascot a communicator. The design method refers to Alina Wheeler’s Branding Design Identity, which determines the steps that must be followed to produce a product. The study began by conducting research and describing the vision, strategy, targets and values in Dinoyo Ceramic Village as a ceramic industry tourist destination in Malang. The second step is to explain the strategy and ensure it fit the brand identity needs of Dinoyo Ceramic Village. The third stage is designing the mascot identity. The fourth step is determining a focus by finalizing the design of identity design. The fifth stage is managing assets. This included building the strategy and launch plan for the mascot, starting with the socialization to the internal party of Dinoyo Ceramic Village, followed by the mascot exhibition to introduce it to the wider public. This design produces several visual communication media, namely: two mascots for Dinoyo Ceramic Village named Oyon and Onid; advertising via Instagram social media; merchandise and advertising media that support Dinoyo ceramic products. The design of the Dinoyo Ceramic Village mascot will serve as a reliable communication tool in the promotional activities of Dinoyo Ceramic Village Keywords: Mascot, Dinoyo Ceramics, Brand Identit

    Redesign Traditional Packaging of Jenang Sari Murni Tulungagung

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    The purpose of this project is to redesign the Sari Murni’s packaging in an effort to improve the attractiveness and increase sales of the product. Design methods use the Bruce Archer methods for packaging to strengthen the design systematics. Design results are presented in the form of primary packaging, secondary packaging, and tertiary packaging, together with supporting media such as X-banner, posters and stickers. Keywords: Redesign, Packaging, Jenang Sari Murni, Tulungagun

    UM’s Mascott Design for Supporting Brand Identity

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    The competition between universities in Malang has become increasingly tight, due to the rising number of universities allowing people to become more selective. Therefore, the Universitas Negeri Malang has sought to redefine itself and strengthen its brand identity. In line with this strategy, a figure is needed to improve community recognition. This requires a mascot. The mascot was chosen because of the character and attractive appearance that can interact directly with the community. So the process to design the mascot of the Universitas Negeri Malang as an endorser of brand identity has begun. Keywords: Designing, Mascot, Brand Identit

    Design of a Virtual Tour as a Solution for Promoting the Tourism Sector in the Pandemic Period

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    The COVID-19 pandemic has had a significant impact on the tourism sector. Tourism businesses must adapt to new conditions and rearrange their promotional strategies so that they can survive in the new normal era. Since the pandemic started spreading in early 2020, the Government has recommended a new promotional initiative for the tourism sector through the use of technology that can be accessed remotely via the internet. One of these approaches is the presentation of virtual tourism in various ways to strengthen the brand and promote tourism, for example, through virtual reality. The aim of this research was to increase tourist visits to Kajoetangan Heritage Village through applying technology to create a virtual tourism portal application, thereby raising the attractiveness of thematic village tourist destinations in Malang City. Using the virtual reality design as a form of marketing communication could be an alternative solution to tourism promotion during the pandemic. A Research and Development approach was used in this study in the following order: (1) conducting product analysis to be developed; (2) developing initial products; (3) expert validation and revision; (4) small-scale field trials and product revisions; (5) field trials and final product. The results from the field test showed that users can gain awareness about tourism activities through this virtual reality product, which can therefore be effective in supporting tourism promotion during the pandemic period. Keywords: virtual reality, COVID-1

    PELATIHAN PERANCANGAN SYGN SYSTEM DAN WAYFINDING UNTUK MENINGKATKAN KUNJUNGAN WISATA DI KAMPUNG SANAN

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    Kampung Sanan merupakan salah satu kampong iconic di Kota Malang. Kampung Sanan terkenal sebagai penghasil usaha tempe kripik. Lebih dari itu pada saat ini Kampung Sanan telah mengembangkan usaha mereka tidak hanya menghasilkan kripik tempe untuk dijual, tetapi Kampung Sanan juga mengembangkan daerahnya sebagai destinasi wisata edukasi pengolahan kripik tempe, pengolahan biogas, dan lain-lain. Meskipun Kampung Sanan telah mengembangkan beberapa lokasi sebagai destinasi wisata edukasi, namun berdasarkan observasi belum dilengkapi sygn system dan wayfinding yang komunikatif untuk menunjukan lokasi-lokasi tersebut. Berangkat dari permasalahan tersebut tim pengabdi memberikan solusi berupa pemberian pelatihan perancangan sygn system dan wayfinding bagi Kampung Sanan untuk meningkatkan kunjungan wisata
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