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.
Permasalahan yang dimiliki pelaku Usaha Kecil Mikro dan Menengah (UMKM) di desa Tunjungtirto kecamatan Singosari Kabupaten Malang yaitu masih menjalankan usahanya dengan sistem tradisional, belum memiliki media promosi dan pemasaran serta belum memiliki ketrampilan yang memadai dalam menggunakan media berbasis web. Tujuan kegiatan ini agar para pelaku usaha memiliki media promosi dan pemasaran yang efektif bagi peningkatan penjualan produknya. Metode pendekatannya adalah pelatihan dan pendampingan dengan konten pembuatan platform ecommerce pasar desa digital berbasis web, fungsi dan fitur media berbasis web, dan memberikan bekal ketrampilan yang memadai tentang cara menggunakan medianya. Hasil pengembangan dan evaluasi kegiatan dapat disimpulkan bahwa terdapat peningkatan pengetahuan dan ketrampilan dalam hal pembuatan, pemanfaatan media berbasis web dengan indikator telah terwujudnya media online dan sekaligus diuji coba untuk kegiatan promosi dan pemasaran produk mereka.Kata kunci—Pasar Desa, Digital, Media Promosi, UMKM Abstract Problems that are owned by Micro and Medium Enterprises (SMEs) in the village of Tunjungtirto, Singosari sub-district, Malang Regency, are still running their business with traditional systems, do not have promotion and marketing media and do not yet have adequate skills in using web-based media. The purpose of this activity is for businesses to have effective promotional and marketing media to increase sales of their products. The approach method is training and mentoring with the content of making web-based digital village market ecommerce platforms, web-based media functions and features, and providing adequate skills on how to use the media. The results of the development and evaluation of activities can be concluded that there is an increase in knowledge and skills in terms of making, using web-based media with indicators that online media have been realized and at the same time being tested for promotional activities and marketing of their products.Keywords—Village Market, Digital, Media Promotion, SMEs
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-19
This study aimed to determine how companies successfully created visual brands during the COVID-19 pandemic that are easy to remember, contextually-relevant, and educated the public about the current pandemic. The phenomenology research method was used, which is a method to deeply observe actual and factual phenomena occurring at a specific time. This method runs with several steps to find out the essence of the phenomenon that occurs. The results of this study explain consumer behaviour, visual strategies that can be taken by companies in dealing with pandemic situations, and how companies and brands communicate in the new-normal era. It will be a valuable input, especially for visual communication design science, because the collected data can be used to determine strategies and visual communication techniques during a pandemic. Data related to the stage of consumer shifting during a pandemic can also be used to determine the direction of branding and brand communication with the community. Keywords: visual brand, visual adaptation, COVID-19 pandemic
COVID-19 has brought about a number of changes in people’s lifestyles and business pivots, specifically in the Visual Communication Design (VCD) subsector of the creative industry. This study aimed to determine those changes. The first step is to identify the new business pivot; next, look for future business opportunities so that the businesses can sustain and grow. The study uses a phenomenological method that specializes in visible phenomena and realities to examine their explanations. The method explores data to find the meaning of the primary and essential things of the phenomenon, reality or events experienced by the object of the research. The results of this study indicated four new lifestyles in the new normal era: (1) Staying at home; (2) Staying at the bottom of the pyramid; (3) Going virtual; and (4) Being an emphatic society. As such, the new lifestyle influences the changes in the VCD-business pivot. Designers can change the business pivot to survive during the pandemic, including designing masks, personal protective equipment/hazmat suit, making posters and comic strips including quotes motivating people to face the pandemic, etc. Keywords: business pivot, visual communication, COVID-19 pandemic
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 Designer
This study aims to create and define the Bliss Yoga Malang logo and standardize its application through applicative media. The design uses the Designing Brand Identity method with stages 1). Conducting Research, 2). Clarifying Strategy, 3). Designing Identity, 4). Creating Touchpoints, and 5). Managing Assets. Visual identity elements in the form of logos, supporting graphics, and GSM (Graphic Standard Manual) to facilitate the design of applicable promotional media. Observation results show that Bliss Yoga is a yoga class that was only established in early 2021 and does not yet have a logo. The process of designing the Bliss Yoga Malang logo begins with a mind mapping of Bliss Yoga Malang to form keywords that can represent Bliss Yoga Malang, namely women, calm, and flexible. The logotype is created using the Nunito font which belongs to the Sans Serif font category. Visual identity is manifested in three categories of application media to form a signature, namely 1) stationery set, 2) promotion media set, and 3) merchandise set to give an 'impression and perception' of Bliss Yoga through the administrative process and correspondence, attracting more enthusiasts and emotionally bringing Bliss Yoga's target consumers closer. Managing Assets is facilitated by the Graphic Standard Manual. This visual identity is expected to introduce Bliss Yoga in Malang with special customer segmentation in terms of gender, age, and appearance (hijab). Keywords: visual identity; logo; class yoga Abstrak: Penelitian ini bertujuan membuat dan menetapkan logo Bliss Yoga Malang beserta standarisasi penerapannya melalui media aplikatif. Perancangan menggunakan metode Designing Brand Identity dengan tahapan 1). Conducting Research, 2). Clarifying Strategy, 3). Designing Identity, 4). Creating Touchpoints, dan 5). Managing Asset. Elemen visual identity berupa logo, supporting graphic, dan GSM (Graphic Standard Manual) agar mempermudah perancangan media promosi aplikatif. Hasil observasi menunjukkan bahwa Bliss Yoga merupakan kelas yoga yang baru berdiri pada awal tahun 2021 dan belum memiliki logo. Proses perancangan logo Bliss Yoga Malang diawali dengan mind mapping mengenai Bliss Yoga Malang untuk membentuk kata kunci yang dapat merepresentasikan Bliss Yoga Malang, yaitu perempuan, tenang, dan fleksibel. Logotype dibuat menggunakan font Nunito yang termasuk kategori font Sans Serif. Visual identity diwujudkan dalam tiga kategori media aplikasi agar terbentuk sebuah ciri khas atau signature, yaitu 1) stationery set, 2) promotion media set, dan 3) merchandise set untuk memberi ‘kesan dan persepsi’ terhadap Bliss Yoga melalui proses administrasi dan surat-menyurat, menarik peminat lebih banyak serta mendekatkan target konsumen Bliss Yoga secara emosional. Managing Asset difasilitasi dengan Graphic Standard Manual. Visual identity ini diharapkan dapat lebih mengenalkan Bliss Yoga di Malang dengan segmentasi pelanggan khusus dalam hal gender, usia dan penampilan (hijab). Kata kunci: logo; kelas yoga; visual identity
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 Identity
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.