scholarly journals KAJIAN PENERAPAN STRATEGI KOMUNIKASI AISAS TERHADAP PERANCANGAN DESAIN KOMUNIKASI VISUAL

2021 ◽  
Vol 3 (02) ◽  
pp. 1-10
Author(s):  
Hadah Muallimah

Desain komunikasi visual merupakan ilmu bagaimana merancang sebuah karya visual yang mengedepankan proses komunikasi terhadap target audience. Komunikasi sangat penting bagi setiap manusia. Dalam perancangan karya DKV, strategi komunikasi sangat penting diperhatikan agar pesan yang ingin disampaikan melalui karya dapat terkomunikasikan dengan baik kepada target audience. Tujuan dari penelitian ini yaitu memberikan pemahaman bagaimana menerapkan strategi komunikasi AISAS pada karya Desain Komunikasi Visual. Penelitian ini menggunakan metode penelitian yang digunakan dalam penelitian ini adalah metode penelitian kualitatif deskriptif. Objek penelitian ini adalah model Design Thinking, strategi komunikasi AISAS, dan model komunikasi Harold D. Lasswell. Dari model-model tersebut dianalisa bagaimana model-model tersebut bisa saling berkesinambungan antar satu dan lainnya.

2018 ◽  
Vol 4 (2) ◽  
Author(s):  
Lejar Danuarta Hukubun

Salah satu suku di Merauke adalah Malind, mereka memiliki cerita rakyat yang mengandung moral yang baik untuk kehidupan manusia. Namun sayangnya kebanyakan anak muda jaman sekarang sudah mulai melupakan sejarah yang seharusnya diingat sampai saat ini.  Perancangan ini bertujuan untuk lebih memperkenalkan dan memberi edukasi kepada anak–anak, agar mereka mengenal kebudayaan mereka melalui cerita rakyat sejak dini dan dapat mempraktekannya ke dalam ke hidupan mereka sehari–hari.Metode yang digunakan dalam peracangan ini menggunakan analisis 5w 1h dan design thinking, hal ini digunakan untuk mendapatkan data secara valid. Pengumpulan data ini juga dilakukan dengan cara observasi, wawancara, dan dokumentasi. Selain itu, teori yang digunakan adalah teori Desain Komunikasi Visual. Manfaat yang dapat diperoleh dari teori adalah untuk mendapatkan jawaban dari masalah melalui strategi, pengamatan, refrensi serta pengalaman yang mereka alami.Perancangan ini ditujukan untuk anak–anak usia 7–12 tahun. Perancangan ini menerapkan konsep komunikasi dan ungkapan daya kreatif agar dapat diterima oleh target audience. Agar dapat memecahkan masalah melalui pesan visual.  Meracang buku ilustrasi cerita rakyat suku Malind merupakan solusi, agar kebudayaan Malind salah satunya cerita rakyat dapat dilestarikan. Sehingga anak–anak sejak dini mulai mengenal kebudayaan mereka, dengan begitu kebudayaan ini dapat dilestarikan. Kata Kunci: Buku Ilustrasi, Cerita Rakyat Malind, Merauke


2019 ◽  
Vol 1 (1) ◽  
pp. 69
Author(s):  
Lejar Daniartana Hukubun

Merauke merupakan tempat yang istimewa, karena berada di ujung timur pulau Indonesia. Di kota tersebut dikaruniai berbagai macam kekayaan alam dan budaya setempat. Salah satu budaya asli dari daerah tersebut adalah suku Malind, yang memberikan keunikan dan kekhas an kota Merauke. Namun belum banyak yang mendokumentasinya secara terltulis. Tujuan yang dingin dicapai adalah merancang buku ilustrasi buku cerita rakyat suku Malind dalam bentuk karakter Wayang Papua, dengan begitu memberikan kebaruan dalam menyampaikan sebuah pesan, serta melestarian cerita rakyat suku Malind. Metode yang digunakan dalam perancangan ini menggunakan analisis 5W 1H dan design thinking. Metode yang bervariasi bertujuan untuk mendapatkan data secara valid. Pengumpulan data dilakukan dengan cara observasi, wawancara, dan dokumentasi. Teori yang digunakan adalah teori Desain Komunikasi Visual. Manfaat yang dapat diperoleh dari teori adalah untuk mendapatkan jawaban dari masalah melalui strategi, pengamatan, referensi serta pengalaman yang mereka alami. Perancangan ini ditujukan untuk anak-anak usia 7 hingga 12 tahun. Perancangan ini menerapkan konsep komunikasi dan ungkapan daya kreatif agar dapat diterima oleh target audience. Selain itu, target audience diharapkan dapat memecahkan masalah melalui pesan visual. Perancangan buku ilustrasi cerita rakyat suku Malind merupakan solusi, agar salah satu kebudayaan Malind berupa cerita rakyat dapat dilestarikan. Misinya agar anak-anak sejak dini mulai mengenal kebudayaan mereka, dengan begitu kebudayaan ini dapat dilestarikan.Merauke is a special place, because it is on the eastern tip of the island of Indonesia. In the city it is blessed with various kinds of natural resources and local culture. One of the indigenous cultures of the area is the Malind tribe, which gives uniqueness and distinctiveness to the city of Merauke. But not many have documented it in writing. The cool goal is to design a book of illustrations of Malind folklore books in the form of Papuan puppet characters, thus giving newness in delivering a message, as well as preserving Malind tribal folklore. The method used in this design uses 5W 1H analysis and design thinking. Varied methods aim to obtain data validly. Data collection is done by observation, interviews, and documentation. The theory used is the theory of Visual Communication Design. The benefits that can be obtained from theory are to get answers to problems through strategies, observations, references and experiences they experience. This design is intended for children aged 7 to 12 years. This design applies the concept of communication and expression of creative power so that it can be accepted by the target audience. In addition, the target audience is expected to solve problems through visual messages. The design of an illustrated Malind folklore book is a solution, so that one of the Malind cultures in the form of folk tales can be preserved. Its mission is that children start to recognize their culture early, so that this culture can be preserved.


2021 ◽  
Vol 15 (3) ◽  
pp. 29-49
Author(s):  
Eugene Lim ◽  
Seyoung Kim ◽  
Hyunjin Lim ◽  
Bokyung Kim

The purpose of this study was to design a technology-based extra-curricular program in order to improve creativity and convergence of university students. To this end, we first analyzed a literature review concerning an extra-curricular program that dealt with creativity and convergence competence. Through these analyses, we selected the DMM model, design thinking as instructional models, and the jigsaw and process-folio were selected as instructional strategies. Second, based on previous studies, we developed first draft both of an edcation model and an extra-curricular program. Moreover, a group of three experts was formed to examine the validity of the educational model and the draft of the program. Third, the final blueprint of the program was derived by reflecting upon the results of the expert’s review. Fourth, the program designed in this study was operated for 32 students of A University located in Seoul, and the changes in creativity, convergence, and entrepreneurship competence of the participating students were measured to analyze the effectiveness. The program used in this study, can be expressed as one that moves from individual creativity to team creativity. Furthermore, it consists of three stages. The first stage is the ‘Learning by Experiencing’ program that allows the students to express creativity while utilizing technology. The second stage is the ‘Learning by Doing’ program, wherein students learn the mindset and methodology of design thinking. The third stage is the ‘Learning by Making’ program, which allows students to express team creativity with their peers from various other majors, with the aim of creating convergent values. As a result of measuring the pre-post changes of the students' creativity, convergence, and entrepreneurship competence by applying the third stage of the program, We confirmed that all of students experienced a statically significant increase in their creative, convergent and entrepreneurship competency.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-12
Author(s):  
Salma Shofia Rosyda ◽  
Iwan Sukoco

Because of globalization, technology today is very important for developing businesses. The raw and semi-finished goods sector has not been given much attention so it needs to get special attention by creating a buying and selling system. The purpose of this study is to develop businesses in the raw and semi-finished goods sector. The method used in this paper is descriptive qualitative. So that the design becomes efficient, creative, and systematic design thinking becomes the solution of the design method of this information system. In this study the design thinking used consisted of three stages, namely empathy, define, and ideate. By using design thinking design will be efficient, creative, and user needs are always considered. Matengin Aja wrote is an application made to bring together owners of raw and semi-finished goods with people who need these goods. The owner of raw and semi-finished goods can sell the results of goods that are independently owned. By using product thinking design that is designed based on the needs of many people, the product can be well defined, and the overall concept can be displayed.


2021 ◽  
Vol 7 ◽  
Author(s):  
Nick Kelly ◽  
John S. Gero

Abstract This paper proposes a relationship between design thinking and computational thinking. It describes design thinking and computational thinking as two prominent ways of understanding how people address design problems. It suggests that, currently, each of design thinking and computational thinking is defined and theorized in isolation from the other. A two-dimensional ontological space of the ways that people think in addressing problems is proposed, based on the orientation of the thinker towards problem and solution generality/specificity. Placement of design thinking and computational thinking within this space and discussion of their relationship leads to the suggestion of a dual process model for addressing design problems. It suggests that, in this model, design thinking and computational thinking are processes that are ontological mirror images of each other, and are the two processes by which thinkers address problems. Thinkers can move fluently between the two. The paper makes a contribution towards the theoretical foundations of design thinking and proposes questions about how design thinking and computational thinking might be both investigated and taught as constituent parts of a dual process.


2019 ◽  
Vol 16 (6) ◽  
pp. 60-77
Author(s):  
E. V. Vasilieva ◽  
T. V. Gaibova

This paper describes the method of project risk analysis based on design thinking and explores the possibility of its application for industrial investment projects. Traditional and suggested approaches to project risk management have been compared. Several risk analysis artifacts have been added to the standard list of artifacts. An iterative procedure for the formation of risk analysis artifacts has been developed, with the purpose of integrating the risk management process into strategic and prompt decision-making during project management. A list of tools at each stage of design thinking for risk management within the framework of real investment projects has been proposed. The suggested technology helps to determine project objectives and content and adapt them in regards to possible; as well as to implement measures aimed at reducing these risks, to increase productivity of the existing risk assessment and risk management tools, to organize effective cooperation between project team members, and to promote accumulation of knowledge about the project during its development and implementation.The authors declare no conflict of interest.


Sign in / Sign up

Export Citation Format

Share Document