In a film production, production design is an important aspect that supports the narrative or story. In production design visual metaphors are often used as concepts for sets and props which have the ability to transform a long text into a shorter visual. Visual metaphor itself is a representation of a place, person, nature, and object that can be a tool to build a narrative as well as describe the nature of a character in a film. The use of visual metaphors can be done by understanding the characters in the film, because each have different characteristics and its own uniqueness. By understanding and using the 3-dimensional aspect of the character as the basis for the design of sets and props, production designers can apply visual metaphors in the design of sets and properties that are suitable for the needs of characters and narratives in films. This paper uses a qualitative approach which elaborates the process of applying visual metaphors into the set and properties design, by using the 3-dimensional character theory as the base for producing the short film trailer entitled Setengah Nada Bergeming. This research finds that by dissecting each element of the 3-dimensional character, production designer can intensify not only how a character is represented and how its contributes in building the entire narrative of the story.
Keyword: visual metaphors, 3-D characters, sets, properties, short film, trailer.
Information Technology development has been a driving force to improve teaching materials more effectively and efficiently nowadays. Revolution in teaching must be done continuously without neglecting reading or listening habits as has been practiced. In addition, in the year 2020 the global Covid-19 pandemic happened which has forced the education institution to change the conventional way of learning. Having been implemented to avoid the crowd, online learning needs a new strategy in its implementation. In fact, the online teaching and learning system is not free from obstacles, especially in courses requiring fine motor skills like those in the Basic Drawing course. One of the solutions to tackle the problems is by designing modules to be used as course materials. Online medium developed nowadays utilizes module platform with instructions in pdf format and video materials. This paper describes how modules have been used to implement teaching and learning in one semester during online learning nowadays.
Key words: online learning, module, drawing course
The theme of this research is the preparation of a marketing strategy in social media by considering the market and considerations of the aforementioned social media platforms. This study aims at the behavior of the intended target market and the development of suitable methods for that market to improve the performance of content development on Instagram social media. This research is based on the theory that has been put forward by marketing experts and business innovation which can be applied simply in the marketing activities held. The close relationship between the brand and the target market will show the role of communication through targeted marketing activities, especially in Indonesia.
Keywords: Brand, Target Market, Instagram, Communication, Marketing Strategy.
In the creative industry world, many start-up stationery businesses have started to emerge which still have an audience base. The main target market is Gen Z teenagers who are actively using social media. To be able to reach Gen Z, the right marketing strategy is needed to create brand awareness of the stationary business. Therefore, it is necessary to study literature on social media strategies, brand communication and Gen Z behavior in using social media. From the results of the literature study, it can be said that social media content that is simple, relevant, and repeatable is effective in building relationships between stationery and consumers on social media. It is hoped that with optimal use of social media, brand awareness of the stationary business will also increase.
Keywords: Social Media Strategy, Gen Z, Brand Communication
The world of work is a place of intense competition for each college graduate. Students are faced with developing new solutions to these problems/challenges so they need to practice identifying entrepreneurial opportunities so that the problem of the difficulty of competing in the world of work can be resolved with the emergence of new jobs. In the VCD department in the Visual Study subject using design thinking method as a study material in learning material with the aim of students being able to create a visual communication design that answers existing problems, so that ultimately students have a frame of mind in solving problems in running a business or facing client problems. Based on the results of data processing, the results show that there is a positive influence between design thinking methods on entrepreneurial motivation. Therefore, the role of design thinking methods in influencing student motivation to become entrepreneurs deserves further study.
Keywords: Design, Design Thinking, Visual Study, Entrepreneur, Motivation
The content making of the "Am I Doing It Right?" book as a medium for searching the identity of young designers in the modern era is an initiative of the writer to participate indirectly in the mental development and mindset of young designers in Indonesia. In this modern era, designers often get less favorable views from society, many feel that the role of a designer is trivial. Departing from this problem, the authors have researched literature reviews that discussed the history of the designer profession, the true purpose of it, the role they held in society, the view of the social community towards the profession of designer, and ways of addressing the profession as a designer. Literature reviews will be carried out on at least fifteen scientific papers and books that discuss topics related to designer identity in the world.
Keywords: Identity, Designer, Role, Profession
This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time.
Keywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit
Spotlight (2015, directed by Tom McCarthy) is a docudrama which told the story of the investigation of sexual assault of young boys in Catholic Church in Boston, United States of America. A group of four journalists from The Boston Globe, called Spotlight, specialized in investigation overlooked, forgotten cases, and one of the cases is the sexual assault cases that happened inside the Catholic Church. Although their journey to seek the truth has many challenges and problems, they helped a lot of abuse victims to have courage and speak up over the tragedy that happened to them. Spotlight's realistic expression on the narration was shown through the character's dialog, which contributed to the plot of the movie itself. The meaning of "Freedom of Expression" depicted in the movie Spotlight was to symbolize the struggle of the characters, which includes the journalists and the victims, to fight for their rights. Through this movie, McCarthy wanted to help more people who were victims to speak up about their traumatic abuse. Spotlight not only could be a technique of mental healing for victims, but also a media of advocacy for people to know, to inform and to communicate the negative aspects of victim blaming.
Keywords: Freedom of expression, docudrama, sexual abuse, victim blaming, advocacy
Layout is the basic framework that must be built in a design work. In this Kurnia Advertising promotional website, the power of layout in displaying information is dominated by white which gives the impression of a clean and simple design. Other elements use dominant colors of yellow, black and orange which are intended to give a cheerful and elegant feel. Product photos and detailed product information are presented on the website to provide more complete information to users. The ease of accessing the website and complete information are the strengths of this website to attract consumers to be interested in buying services from Kurnia Advertising. Tests carried out by distributing google forms to measure the effectiveness of website design and content were carried out on 50 respondents. The test results show that the website is quite effective in providing information to users with a simple design. In addition, the development of a website that is used as a promotional medium aims to make it easier for users to get information through features and the addition of a complex but structured menu so that the information conveyed can be more optimal.
Keywords: website, layout, promotion media, user interface
Technology has a direct impact on human’s behaviors and lifestyles in Covid-19 pandemic era. Various sectors such as education and economy adapted technology-based remote work and study. With the existence of remote study, the educational world will still face some issues related to the study effectiveness which requires students’ initiatives in the process. This research’s aim is to explore video game's potential as an alternative education method to solve those issues. Also, it is to study the reason why videogames are considered as a solution for remote study’s challenges during this pandemic. A study method towards related literature was used in this research. Conclusion achieved from this research is that videogames are able to stimulate students’ initiatives in exploring learning materials. Video games gave play-like learning experience and thus, reduced the stress on the students during remote study. However, the result still needs further study to achieve realistic methods that can be applied in the field.
Keywords: Game, Remote Study, Pandemic