IMAGIONARY : Jurnal Seni, Desain dan Multimedia eISSN 2963-5594, pISSN 2964-5336 IMAGIONARY : Jurnal Seni, Desain dan Multimedia is an international, peer-reviewed journal publishing articles on all aspects of ART, DESIGN and MULTIMEDIA. IMAGIONARY : Jurnal Seni, Desain dan Multimedia welcomes submissions of the following article types: (1) Papers: reports of high-quality original research with conclusions representing a significant advance, novelty or new finding in the field; (2) Topical Reviews: written by leading researchers in their fields, these articles present the background to and overview of a particular field, and the current state of the art. Topical Reviews are normally invited by the Editorial Board; (3) Comments: comment or criticism on work previously published in the journal. These are usually published with an associated Reply. IMAGIONARY : Jurnal Seni, Desain dan Multimedia publishes two issues per year (October and April), published by Lembaga Penelitian dan Pengabdian Universitas Paramadina, and published in English
Lembaga Penelitian dan Pengabdian Masyarakat Universitas Paramadina
Interactive Infotainment Map Design as a Tourism Guide for Kampung Eco Taman Sari
The development of digital technology has opened new opportunities in the advancement of tourism information media, particularly in the form of interactive maps. This study aims to design and develop an interactive infotainment map as a tourism guide for Kampung Eco Taman Sari, located in Pringsewu, Lampung. The design method was carried out through direct observation and interviews with the site management. The map adopts a nature-inspired theme with a 2D visual style and a horizontal layout that displays various numbered interactive icons such as fishing areas, paddle boat rides, swimming pools, photo spots, and other facilities. The design process began with manual sketching, followed by digitalization using design software, and the creation of an interactive prototype using Figma based on user interface (UI) and user experience (UX) design approaches. The resulting design features interactive elements such as icons, nature-themed color palettes, and a click-based navigation system that is easy for users to understand. This map is designed to be accessible through digital devices with a user-friendly interface, supporting efficient and enjoyable exploration. The final result is an informative digital map, the interactive infotainment map, which is expected to enhance the overall visitor experience while strengthening Eco Taman Sari’s image as a leading ecotourism destination in Lampung.
Copyright (c) 2025 IMAGIONARY https://creativecommons.org/licenses/by-sa/4.0
Design of a Wayfinding Sign System and Creative Map for Jati Agro Tourism in South Lampung
A sign system is a collection of visual elements designed according to specific rules to assist navigation and convey information within a certain area. Its functions include identifying facilities, providing directions, issuing warnings, and regulating behavior. In a tourism context, an effective sign system plays a crucial role in directing visitor movement and offering comprehensive information about the site. At Jati Agro Tourism in South Lampung, the current visual information system lacks clarity and consistency, making it less effective in delivering messages to visitors. Therefore, a redesigned sign system integrated with a creative map was developed as a primary navigation tool. This design project applies a visual communication approach that prioritizes clarity, visual attractiveness, and consistency. The aim is to produce an informative and engaging system that enhances visitor comfort and overall experience. A structured and aesthetically designed sign system is expected to improve the quality of informational services at Jati Agro as both an educational and recreational tourism destination.
Design of 2D Animation as an Educational Medium to Increase Saving Interest of Elementary School Students
This study aims to design and develop animation-based educational media as a means to support more interactive and engaging learning. The background of this research is based on the low learning interest of students when using only conventional methods such as lectures and static media. The method employed is Research and Development (R&D) with a multimedia design model, which includes the stages of analysis, design, production, and testing. The development process involves scriptwriting, character design, animation production, and integration into the educational media format. Validation by content and media experts indicated that the designed educational animation is highly feasible for use, with a feasibility percentage above 80%. Limited trials with students showed that this media can enhance learning interest, student engagement, and understanding of the learning material. Therefore, animation can be considered an innovative alternative learning medium to support the improvement of education quality.is study aims to design and develop animation-based educational media as a means to support more interactive and engaging learning. The background of this research is based on the low learning interest of students when using only conventional methods such as lectures and static media. The method employed is Research and Development (R&D) with a multimedia design model, which includes the stages of analysis, design, production, and testing. The development process involves scriptwriting, character design, animation production, and integration into the educational media format. Validation by content and media experts indicated that the designed educational animation is highly feasible for use, with a feasibility percentage above 80%. Limited trials with students showed that this media can enhance learning interest, student engagement, and understanding of the learning material. Therefore, animation can be considered an innovative alternative learning medium to support the improvement of education quality.
Digital Comic Design as an Educational Medium on the Dangers of Online Gambling
The widespread practice of online gambling among adolescents in Lampung has created serious economic, psychological, and moral impacts. Easy access via smartphones and social media makes youth vulnerable, while government efforts such as blocking and law enforcement remain insufficient. This study aims to design digital comics as an educational medium on the dangers of online gambling tailored to young audiences. A qualitative method was applied through observation, literature review, and interviews with the Central Bureau of Statistics (BPS) of Lampung. The design process included pre- production, production, and post-production, involving character development, scripting, coloring, and Instagram publication. Trial results showed that digital comics effectively enhanced audience understanding, indicated by strong engagement and positive responses. The findings confirm that digital comics serve as a communicative and adaptive educational medium, offering an appealing approach to raise awareness and prevent youth involvement in online gambling.
AI Thumbnails on YouTube for MSME Brands: A Study on GETI Media SME Live
This study evaluates the effectiveness of AI-generated or AI-assisted thumbnails in enhancing content performance and reinforcing visual branding on the educational YouTube channel "GETI Media – UKM Live." The evaluation focuses on two key YouTube analytics metrics: Impressions Click-Through Rate (CTR), which serves as an indicator of visual appeal and its ability to drive clicks, and Average View Duration (AVD), used as a proxy for viewer engagement and retention. The research design employs an A/B experimental approach involving a minimum of 12 newly published videos over a three-week period. Each video is presented with two thumbnail conditions: Condition A (manually designed by a human designer) and Condition B (AI-generated or assisted using documented prompts). Controls are applied to variables such as video title, description, release time, tags, and duration to ensure consistency across conditions. In addition, a visual content analysis of the thumbnails is conducted to map elements that may moderate performance outcomes. These elements include: presence and expression of faces, clarity of logos or wordmarks, color contrast, information density, presence of visual call-to-action (CTA), brand identity consistency, composition, and gaze direction. Data analysis involves paired t-tests or Wilcoxon signed-rank tests to compare CTR and AVD across conditions, and logistic or linear regression models to assess the influence of AI-generated thumbnails and visual moderators, while controlling for covariates such as topic, video duration, impressions, and release timing. The study aims to provide empirical evidence and practical guidance for MSME (UMKM) practitioners and educational content creators in optimizing thumbnails while maintaining ethical standards and brand identity alignment. The findings are also contextualized within YouTube’s "Test & Compare Thumbnails" feature and the potential for cross-lingual visual localization.
Efforts to Rejuvenate the Visual Identity of State-Owned Enterprises: Barata Indonesia Based on Gestalt
Visual identity change is an important aspect of a company's branding strategy to maintain competitiveness and relevance in an ever-evolving industry. Barata Indonesia, as a manufacturing and infrastructure company, redesigned its logo to reflect the company's transformation and future vision. The urgency of this research lies in the company's need to have a more modern, flexible visual identity that is in line with its corporate values. This research uses a qualitative descriptive method with a case study approach. Analysis was conducted on old and new design elements, as well as evaluation of stakeholder acceptance through surveys and interviews. This study aims to provide new enthusiasm and increased commitment to the company's image in the eyes of the public, especially in terms of visual appeal and professionalism. The results of the study show that the new logo is more adaptive to various media, has higher visual appeal, and is able to strengthen the company's professional image. In addition, acceptance of the new logo tends to be positive. The majority of respondents stated that this change increased the perception of the company's innovation and credibility. This positive response shows that rebranding can be an effective strategy in building better relationships with stakeholders. The impact of this research not only helps Barata Indonesia in strengthening its branding and maintaining relevance in its industry, but also provides insight for other companies in implementing effective rebranding strategies to remain competitive in a dynamic market.
Illustrative Book Design to Introduce the Indonesian Sign Language System as an Inclusive Educational Material
Education is the right of every human being, including children with special needs, such as deaf or hard-of-hearing children. Inclusive schools are educational institutions where children with special needs can learn alongside normal children. The Indonesia Natural School (INS) is one of the formal educational institutions in Depok City. It is an inclusive school where deaf children are also students. According to INS, it is common for deaf students to experience communication difficulties, which impedes interaction in the school environment. Difficulties are not only experienced by deaf students but also by normal students who have obstacles when they want to interact with deaf children. The objective of this research is to create educational material that introduces INS students to the Indonesian Sign Language System (SIBI). The media chosen for this study is the SIBI System illustration book, which describes various SIBI signs. The research method chosen is descriptive qualitative. The process of collecting data includes interviews, observations, and document reviews. After analyzing the data collected, it will be used as a reference to design an illustrated book about SIBI. The results of this research are illustrated books that will be used as literacy media as a reference for INS students to learn SIBI. Students can find them in school facilities like classrooms and libraries. It is hoped that through this research, normal students at INS schools will have access to media that makes it easier for them to understand and practice communicating with deaf children. The results of this study are expected to be accessible to students and teachers at INS and measured for their success in enhancing understanding and communication between normal students and students with hearing impairments.
The Influence of Color in Soteria Bandung Recovery House on the Therapy and Recovery Process
This article discusses the selection of the right color to be applied in a recreation and rehabilitation place spesifically designed for individuals with mental disorders. The use of color in a room plays an important role in shaping an individual's mood, emotions, and psychology. In the context of a recreation and rehabilitation place for people with mental disorders, the selection of the right color can be one of the strategic elements to create an environment that supports recovery and improves their quality of life. A recreation and rehabilitation place for them not only functions as a treatment room, but also as a place to improve holistic well-being. The purpose of this study was to determine the role of color in recreation and rehabilitation places in the psychological effects felt by people with mental disorders. Using qualitative methods and using a color psychology approach, this study explores how certain colors can affect mood, reduce stress, increase relaxation, and support the healing process. In this case, design elements, including color, are an important part of supporting therapy and creating a positive atmosphere. In addition, it is also expected to provide new knowledge about the influence of color in the Soteria recovery house on the recovery process of patients with mental health disorders.
Visual Storytelling in the AI Era: A Study of the Uketsu Channel's Narrative Graphic Design on YouTube
This study concludes that artificial intelligence (AI) plays a transformative role in enhancing visual storytelling on YouTube, particularly through the case of the Uketsu channel. The integration of AI-generated visual elements—such as atmospheric illustrations, narrative-driven diagrams, and memory-based imagery—not only supports narrative immersion but also deepens emotional engagement with the audience. The use of niche AI tools like Kakashi, as explored in one of Uketsu's most-viewed videos, reveals how personalized and emotionally resonant visuals can amplify horror storytelling. Furthermore, the findings highlight the importance of balancing human creativity with AI assistance to maintain originality and ethical integrity in digital content creation. While AI tools offer efficiency and personalization, creators must navigate challenges such as potential loss of artistic authenticity and overdependence on automated systems. Ultimately, this study offers insights into the evolving dynamics of narrative graphic design in the AI era, where technology serves not just as a tool but as an active participant in shaping audience experiences.
Visual Aesthetics Semiotics Roland Barthes Photography Journalistic Works Phenomenal World
Documentary photography as a medium of conveying information and documentation can document reality and tell important stories with integrity and honesty. Where journalistic photography will continue to be a powerful tool in reporting the truth and influencing social change, giving us a window into a wider and more diverse world. This research visually analyzes the phenomenal works of world photography from the aesthetic side with Roland Barthes' semiotic approach. It tells that aesthetically the photograph is an embodiment of visual beauty immortalized by the photographer not only by chance in capturing a moment that once existed. This research is conducted qualitatively descriptively according to Bogdan and Guba and proves that the science of photography does not only rely on luck but needs to understand how to photograph, the concept of visual framing in one frame that can be accepted by the general public as a conveyance of messages, information, and impressions from a photograph itself based on photographic theories.
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Designing An Illustrated Book as An Educational Media Regarding Traditional Lampung Cakes to Increase Children's Interest in Local Products
Lampung Province has a variety of traditional cakes, such as Selimpok, Sekubal, Engkak, Bangkit, Lapis Legit, Bebai Maghing and many others. However, some people prefer modern food such as bread in bakeries which are starting to emerge which are very popular with today's young generation, especially children, because of lifestyle factors. From data from interviews and questionnaires on children aged 6-12 years, they do not clearly understand the origins of regional cakes, the names of some regional cakes, and some have never tasted these regional cakes. Therefore, a media was designed in the form of a book illustrating Typical Lampung Traditional Cakes as a learning medium for children aged 6-12 years based on illustration work for education related to these traditional cakes, because children tend to like lots of pictures that add fun information, are easy to understand, and have interactive designs for children.
Effectiveness of Logo Complexity on The Success of a Company's Brand Awareness
In this highly competitive retail landscape, building a very distinctive brand identity is one of the most crucial factors for the growth and success of a certain brand. One essential element of their identity is the logo of the brand, serving as a visual representation of the brand. This study questions: Does the logo design truly have a significant impact on brand awareness? Through examination of existing literature, consumer psychology theories, this journal article investigates the relationship between logo design and the popularity of a company. By focusing on the interplay between visual branding and media following, this research aims to provide valuable insights for marketers, designers, and store owners who seek to utilize logo design as a strategic tool to drive growth in today's very dynamic retail environment.
Visual Identity as a Visual Representation Media in Branding Bakso Atok
Designing a visual identity is very important because it is an effort to represent and represent a particular brand or brands. Apart from representing the brand, visual identity can also increase consumers' sense of awareness in choosing the brand. This research is interesting in raising the problem of street vendors, namely "meatball atok" which do not yet have a visual identity, namely a logo. Many consumers are doubtful about the food being sold because they feel unsure about the quality and taste image plus they don't have a visual identity for their merchandise, namely a logo. Atok meatballs need ideas and innovation to increase consumer awareness and trust. To solve this problem, designing a visual identity is very important and important because what consumers see first is the brand's logo. The aim of this design is to increase consumer confidence in Atok meatballs and make it easily recognized by the public in a wider scope, therefore the logo design was created through various processes from observation, sketching, determining the layout and choosing colors to digitalization according to the concept needed and desired . And with the logo of Atok meatballs, it can improve the quality of the branding image and the quantity of sales results so that many people have confidence and awareness of Atok meatballs and in developing their business can be used as an example by other traders or MSMEs who are also in the development stage of their business.
Utilizing Social Media to Increase Post-traumatic Stress Disorder Awareness
Post-traumatic stress disorder (PTSD) is a mental health condition that's triggered by a terrifying event either experiencing it or witnessing it. Symptoms may include flashbacks, nightmares, and severe anxiety, as well as uncontrollable thoughts about the event. There have been many case studies about PTSD (Post-Traumatic Stress Disorder). PTSD itself is a mental disorder that appears after a person experiences or witnesses an unpleasant moment. It is stated that PTSD symptoms are shown during the teenage period at around the age of 12-19 years old because, in this current time, adolescents tend to show impulsive or aggressive behavior. The problem lies in the fact that teenagers are not aware of such symptoms as trauma reactions which if left unchecked, will only get worse. We devise a social media platform that can help decrease the burden of teenagers dealing with PTSD symptoms. Adding knowledge and increasing awareness is also our goal in creating the media platform. Recognizing this critical need, we envision a social media platform specifically designed to address the challenges faced by teenagers grappling with PTSD. This platform wouldn't be just another digital landscape; it would be a lighthouse piercing the storm, a safe harbor where understanding and support converge.
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Roland Barthes Semiotic Analysis on Tempo Magazine Cover
Book/magazine covers are one of the important things in protecting books, apart from that, they are also useful in introducing what is in the book, to communicate to the public, so that it is more attractive, appropriate illustrations or designs are needed and represent the contents of the magazine or book. Next, it is necessary to study the meaning of connotation and denotation through Roland Barthes' semiotic theory.
Use of Clive Bell's Theory in the Typical Image of Pecel Lele’s Banner
Clive Bell is a philosopher of modern classical art who is famous for his idea of ​​significant form. Bell is a philosopher who was influenced by Plato's line of thought about beautiful forms that seem to be outside the form of the work itself. According to him, all aesthetic systems start from the subject's personal experience of the occurrence of typical emotions. There are three theories of Clive Bell, namely aesthetic emotion, meaningful form, and essentialism. This research uses a qualitative research approach with data collection stages as the completion material for this research, because qualitative methods generally emphasize analysis or descriptiveness. Data can be obtained from data collection techniques in the form of in-depth interviews and observation. Based on the analysis carried out, a new meaning emerged in the typical image from pecel lele’s banner. The typical image pecel lele’s banner is not just an ordinary banner without any artistic value in it. After carrying out this research, it was found that in the typical image pecel lele’s banner there are Clive Bell's principles, namely aesthetic emotions; as sales identity, meaningful forms; as a memorable image, and essentialism; the typical image as identification and there are also principles of painting such as color lines, shapes, planes, and textures.
Design of a Sign System as a Means of Information for the Flora Clinic
Flora Clinic has a vision, which is to become the first clinic of choice to provide the best service for the audience. The unstructured sign system as a visual representation of location markers at the Flora clinic is difficult to realize the best service that is prioritized by the manager. The sign system is a medium for human interaction with public spaces through visual forms. The existence of a sign system in a public space can help the public know the location of the place that will be the destination. The design of the sign system as a means of information for the Flora clinic in the city of Bandar Lampung uses a qualitative approach research method. namely the research method used to observe the condition of natural objects, where a researcher is the main key instrument of research. The design of Flora's clinical sign system uses a creative method, namely mind mapping. Tony Buzan said that mind mapping is a method by grouping ideas in a structured framework to transfer the thoughts in the brain into written or image form.
Redesign Visual Identity 2R Handy Craft as An Effort to Improve Brand Image and Promotion
2R Handy Craft is an MSME that operates in the field of fashion and souvenirs typical of Lampung. As a growing MSME. 2R Handy Craft has a logo that contains elements of plagiarism which can be detrimental and hinder the development of 2R Handy Craft itself, as well as inappropriate promotional media in introducing and offering products from 2R Handy Craft. This redesign uses the morphological method as a creative method to formulate the visual concept of a design. The morphological method was used to redesign the brand image of 2R Handy Craft so that it could create a strong logo visualization to represent the brand image of 2R Handy Craft. Logo design begins with collecting visual data, verbal data, analysis, visual concepts, finalizing the design and then supporting it with promotion through main and supporting media. The result of this redesign is a logo and philosophy which is applied to the main media, namely standard manual graphics, then assisted by supporting media, namely Instagram, stationary set, vehicle design and so on.
Analysis Of The Effect Of Ergonomics and Circulation On The Comfort Of Dormitory Occupants: Around Maranatha Christian University
The dormitory is a temporary accommodation used by people who work or study. A place is needed for small activities and rest that can increase the spirit of the dormitory residents. Based on the available data, many dormitory rooms still have ergonomic and circulation problems, with the majority of the problems found being narrow circulation, to furniture that is too small such as tables. The purpose of this study is to examine the comfort of the rooms based on furniture ergonomics and layout. The data collection of this qualitative research was done by interviewing dormitory room residents around Maranatha Christian University. The results of this study are to determine the ergonomics, circulation of the dormitory room, and good perspectives so that it can increase the comfort of the residents to carry out activities in it, as well as find solutions and suggestions that can be taken to respond to problems found in the dormitory rooms studied around the Maranatha Christian University.
Aesthetic Composition in Ansel Adams' Photography
Photography is the art and practice of capturing images or recording pictures using camera devices to create visual beauty for its audience. One of the most beloved genres of photography is landscape photography, documenting the natural beauty of a place so that it can be retold through visual communication. Ansel Adams is a world-renowned photographer and vocal environmental activist, whose work has become iconic in the world of photography in discussing the importance of preserving the natural beauty of the world. This study aims to explore and analyze the aesthetics of visual composition in Ansel Adams' photographic works. The main focus will be on how Adams utilizes the basic principles of visual composition. Using a qualitative descriptive method approach, this research analyzes Ansel Adams' legendary photographic works, exploring how aesthetics and visual composition can form a language of visual communication in photography for the general audience.
Formation of Self-Identity of Generation Z Through Instagram Social Media Amongst Students
Technological progress is accelerating causing changes in various things. One of the impacts of technological advances is the rapid use of the internet. Talking about the internet, of course, it is very closely related to social media, Instagram for example. Instagram is one of the social media platforms that is currently loved by the public. Many active users on Instagram use this flatform as a medium of personal or business information. This study aims to find out how much influence Instagram has on the formation of self-identity that occurs in Generation Z in Communication Science Students FISIP Gunung Jati University, after knowing and using Instagram as a place to build self- identity. This was triggered by Generation Z who flocked to use Instagram as a place to build their identity. The Instagram application is also one of the applications that are popular with Generation Z because it has many interesting features in it. Generation Z often accesses Instagram features, causing them to experience changes in terms of attitudes, behavior, and even language. The method used is qualitative research, in this study using the type of qualitative research initiated by Sugiyono (2014) in (Kristanto, 2018) that the qualitative research method is a method based on the philosophy of post positivism used to examine the condition of an object that is natural rather than experimental. Data collection techniques are combined, data analysis is inductive/qualitative and qualitative research findings emphasize meaning rather than generalization. The conclusion of the results obtained from this study is that generation Z in using Instagram is meant to be in intense use. The motive shown by generation Z is the formation of self-identity by performing selves. They have certain goals that will ultimately affect the formation of their Self-Identity.
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Designing Educational Media about the Inner Child for Adolescents Using Digital Illustrated Books
Mental health issues are getting more attention since more people open themselves on social media related to psychological problems they experience. The problems they face are likely past traumas that carry over into adulthood. This paper is about designing an illustrated e-book that discusses the inner child or "little child" that exists in every human being. The design method used is The Design Method introduced by Eric Karjoluoto. The design process consists of four stages, namely discovery, planning, creativity, and application. Concept development using the 5W+1H technique. The result of the design is a concise, lightweight format e-book, consisting of 26 pages. The book outlines the Prologue – Characteristics of a wounded Inner child – Transition – How to heal a wounded Inner child – Conclusion – Transition – hook. The arrangement of book content aims to provide knowledge about what the inner child is, and what makes the inner child.
Unlocking the Healing Power of Art: An Online Collaborative Canvas to Promote the Importance of Art & Community in Mental Well-Being
Declining mental health as well as mental disorders like severe depression and anxiety continues to be the main risk factor of suicide all around the world, including Indonesia. Depression in Indonesia is prevalent in young adults, with 6% of them suffering from moderate depression. This moderate depression, if not dealt with correctly, will lead to further disorders and even taking of one’s own life. Unfortunately, mental health care in the country is not as accessible as compared to other more developed countries. Complementary treatments such as making art, or art therapy, is an alternative that has been used to address the patient’s health requirements. Throughout the years, the use of art therapy has gradually increased and bore positive outcomes mainly among those suffering from depression disorders and anxiety. Therefore, this project explores effective approaches and practices of art therapy and combines it with new media technology, transforming a simple work of art into an interactive installation that also serves to promote the use of art in improving mental health. Keywords: Art Therapy, Depression, Interactive, Mental Health
Renewal Method Visual Identity of Logo Company PT. Angsa Putih Kurnia Kharisma
Corporate identity is a very important thing for a company to have which in general can be described in the form of logos, taglines, company colors and many other aspects that make up the company's identity. Corporate identity is very crucial for a company because it plays a role in creating an image of the company for the community and also what makes it differentiate among the players. PT. Angsa Putih Kurnia Kharisma is a company engaged in the largest compressor industry in Indonesia which has been established since 1990 until now where it is still not well known by many people so that through redesigning the company logo, it is hoped that it can provide attractiveness and be a differentiator from other competitors. The design of a visual identity in the form of a logo redesign for PT.Angsa Putih Kurnia Kharisma will be applied to all media used such as brochures, x-banners, stationary sets, posters, and others which are expected to increase public awareness of PT. Angsa Putih Kurnia Kharisma.
Songke Fabric in Libo, Wela Kaweng and Su'i Motif from Perak Village, Manggarai Regency, East Nusa Tenggara, in Study of Visual Aesthetics of Meaning and Function
Songke fabrics with libo, wela kaweng and su'I motifs are a type of Indonesian textile work. Songke cloth with libo, wela kaweng and su'I motifs is a textile work from Perak village, Manggarai Regency, East Nusa Tenggara. This research takes the topic of the libo, wela kaweng and su’I motifs on songke cloth in Perak village, Manggarai Regency, because these motifs are superior motifs that are often produced and a cultural heritage that has its own meaning and function. Therefore, this study aims to determine the visual aesthetic meaning and function of songke cloth in libo, wela kaweng and su'I motifs on songke cloth. The data sources in this study are the figures of songke cloth craftsmen, the village head, and cultural observers. This type of research uses descriptive qualitative with an explanation through the data obtained from data collection using the method of observation, documentation, and direct interviews. The results of this study show that the libo motif means the relationship between humans and the natural surroundings where in everyday life humans always need water to sustain life. The wela kaweng motif means a plant that can be used as medicine to heal and treat livestock wounds in ancient times and the su’I motifs means as a bridge that separates the customs between the tribes in the Silver Village. Songke fabrics with libo, wela kaweng and su'I motifs are used by the Manggarai community in attending traditional ceremonies such as engagements, weddings, penti (year-end thanks giving or every harvest) and funerals.
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Brand Awareness Heritage Gayo Premium Coffee Through the Product "Opini Kopi Merdeka" with The Creative Concept of Story Telling
Coffee has long been one of the leading commodities in the world trade arena, therefore coffee has a long historical meaning and value, as a commodity in Indonesia. In the Gayo highlands in the Bener Meriah district, central Aceh and the Gayo Lues region, known since the 17th century during the VOC as a producer of special coffee, Gayo coffee has no doubt about its quality because it has been proven by the world through its participation in the world's largest specialty coffee exhibition. As a heritage of the Indonesian nation, Gayo coffee, which has international quality, needs to be reborn with a different and specific consumer nature, namely during the millennial generation, with the aim that the natural wealth of this commodity is better known and loved and its reputation is maintained. Different eras, heritage products from the 17th century with the millennial generation of the 21st century, communication to create awareness needs to be bridged by a fact and reality so that it creates an atmosphere of mutual respect. The method used is through research with a mix method approach, to get input in designing creative concepts. So as to form a bridge that can connect these two different generations, namely by creating an ethos and rhetorical spirit that is implemented through the brand name, Opinion Kopi Merdeka, as well as the visual style of the coffee brand and the concept of communication with a story telling nuance. Generating brand awareness, from the millennial generation who are moved by the ethos of freedom of opinion, which is exemplified in historical stories by a number of old figures from the nation's founders.
The Design of Promotional Media for "Pesta Wastra Indonesia" Komunitas Remaja Nusantara (KRN) in Jakarta
Fabric tradition has been present since ancient times, but over time the use of fabrics in daily activities has shifted to formal fittings. Komunitas Remaja Nusantara (KRN) has activities to campaign for various types of fabrics / literature, especially for teenagers, under the name "Pesta Wastra Indonesia". Methods in design design and descriptive qualitative research are used to obtain precise and accurate data, so that the event design is in accordance with the target and the intended segment. The results of this design have a visual impact on increasing the amount of interest in teenagers to attend, because it is packaged with attractive visuals and in accordance with the teenage segment, as well as achieving the desired image, namely building the desire of teenagers to use fabrics in daily activities as a form of preservation of Indonesian cultural values.
Ginkgo biloba Metaphor On Gala Party Performance Costume Design
The Ginkgo biloba plant is the only living species in the division of Ginkgophyta. It is also known as the maidenhair tree. The uniqueness of Ginkgo biloba lies in its fan-shaped leaves. The color and shape of Ginkgo biloba have been adapted into a performance costume for the prestigious Met Gala Party. This article discusses the design of the stage costume using Ginkgo biloba as a source of metaphor in fashion with adaptation techniques. The method used involves designing fashion products, starting from creating a concept, and mood board, making several alternative designs, and product prototypes. The resulting product is a Ginkgo biloba metaphor visualized in the form of fashion silhouettes, colors, accessories, and decorative details in the form of knife pleats. Respondent’s response to the metaphor through the adaptation technique of the Ginkgo biloba leaf shape is that almost all respondents can capture it well in the form of accessories, knife pleats, and silhouettes. However, the metaphor through the adaptation technique of the pattern arrangement, less than half of the respondents can capture it. In terms of color, almost all respondents can capture the color metaphor in the monochromatic scheme of the basic yellow color as the source of color ideas from Ginkgo biloba.
Redesigning the Visual Identity of Metro Culinary Tourism Destinations in Metro City
The phenomenon of copy pasting the Jamur Sawah culinary tourism logo is more directed to the element of plagiarism. The weak visual identity of this Jamur Sawah culinary tourism destination, in the future will complicate the branding process. The purpose of this design is to carry out a redesign (re-design) process as an effort to strengthen Jamur Sawah's position in market competition and eliminate elements of plagiarism contained in the logo. Mushroom Rice. The data explored in this study include sketching, designing alternative designs for the Jamur Sawah logo, and logo application (billboards, signboards, flyers and xbanners, corporate signatures, stationary sets, and merchandise). Data from interviews, observations, and literature were analyzed using qualitative methods. The problem analysis method in redesigning Jamur Sawah's visual identity uses the mindmapping method followed by the brainstorming method. Jamur Sawah culinary tourism logo is an interpretation of persuasively inviting to visit Mushrooms (Cheap Snacks) Sawah which sells delicious, hygienic, and affordable food. The result of this research is a visual identity design as a logo using the main media of the Kentucky Fried Chicken (KFC) logo which includes color and mascot. The logo from the redesign of the visual identity of the mushroom field culinary tourism destination was then applied through publications, corporate signatures, stationary sets, and merchandise.
Copyright (c) 2023 IMAGIONARY https://creativecommons.org/licenses/by-nc-sa/4.0/
The Role of Lighting in The Interior Atmosphere of Saka Bistro and Bar Bandung
The purpose of this study was to determine the impact of the role of lighting in creating an atmosphere that can explain certain themes and styles applied to the interior design of Saka Bistro & Bar Bandung, so that room users or space observers can see and feel the visualization. Lighting is an important factor that can give atmosphere and character to the interior. There are many types of lighting that can be used in a room, depending on the atmosphere the user wants to create. Lighting also helps visualize the style applied to the space. The method used in this study is the method used in this study qualitatively, in the form of observation and comparison based on the theory used in the study. The results and conclusions obtained are explained in detail using the researcher's observations which are then compared with the theory used. The conclusion obtained is that the role of lighting that is applied to the interior of Saka Bistro & Bar Bandung helps create an atmosphere that can describe the urban and tropical theme or style applied to the interior of the Bandung Bistro & Bar.
Copyright (c) 2023 Michaela Maggie T, Tessa Eka Darmayanti http://creativecommons.org/licenses/by-nc/4.0/