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.
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.
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.
Nowadays, the competition among MSMEs is getting tighter. MSMEs in Padang are competing and building a public image so that their brands and products are known by the public. In Padang, Ulak Karang, there is MSMEs with the Faraz brand. It produces snacks, namely cashew nuts. Faraz MSMEs was founded on February 5, 2006, at the beginning the owner did not have a creative idea to have a visual identity for his business. As a graphic expression, visual identity influences the company's development in the future. Visual identity also acts as a promotional tool for a company/business. The research method uses a qualitative approach method. In this approach, there are 2 sources of data, namely primary data and secondary data. The design of the visual identity of the Faraz brand uses the creative mind mapping method, which is a very common method for finding new ideas, which is based on spontaneity and creativity.
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.
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