Emotional advertising on the Internet such as websites and social media can be highly beneficial for Small Medium Enterprises (SMEs). However, not all ofSMEs have a website that meets all of the principles of website design which are persuasive. Moreover, the color is rarely considered in making websites to raise the emotional bonding between the products and audiences of SMEs. Literature review, observation to four websites as case studies, and questionnaires distributed to respondents randomly were performed. This research aimedto evaluate the extent to which SMEs from Bandung exploited the use of color as an element in the web User Interface (UI) design and to analyze whether thecolor could provide emotional bonding, so the visitors were interested in purchase or trial of the product. This research finds that participants responses to color are various in different demographic factors. Zananachips.com is considered to successfully utilize the color in the web UI design to build its brand identity, raise interest in the trial of the product, and engage the consumer with the website. This research is expected to be a reference forSMEs in creating emotion, motivation, and persuasion through website design.
The “Kampus Merdeka” or “Freedom Campus” policy from the Indonesian Ministry of Education gives students the freedom to participate in learning activities outside their study program. Learning resources can be obtained from online-based learning. One online learning resource is MOOC (Massive Online Open Course), which has gained massive participation. Good quality learning materials can help students construct their knowledge. Indonesian MOOC providers have developed their learning materials, but they are still not optimal in quality. This study aims to analyze the implementation of design and multimedia principles on Indonesian MOOC’s learning materials. The research used a quantitative strategy with the data collection method of visual observation of the IndonesiaX materials compared to those of edX, Udemy, and Coursera materials. Data analysis was based on the visual analysis of 9 design principles and 12 multimedia learning principles. In this research, the findings reveal that the design consistency and icon representation principles are yet to have an optimal grade. The same conditions are also found in implementing the multimedia principles of coherence, redundancy, and modality. The findings in this study are expected to be a consideration for MOOC providers in designing better online learning materials.
One of the industrial sectors that can increase foreign exchange in Indonesia is the tourism industry. In 2019, the tourism industry in Indonesia is projected to be the largest foreign exchange earner through oil and gas, coal and palm oil. One aspect that supports the development of industry is the readiness of ICT. Bandung is one of the cities in West Java, which has sought to develop ICT, but needs to be improved further from the central / regional government, to the executant of the tourism industry. Bandung has a tourism potential that consists of natural attractions, culture, shopping, and culinary interesting to explore both by domestic tourists and foreign tourists. Thus, information technology that contains relevant and interesting information by using the right business model. Research methodology in data list technique which is measurement, interview, and literature study. Mobile apps are one of the information technology tools used by today's society, therefore interactive and can be used via mobile devices. Creative concepts applied to the 360° Virtual reality Panorama app. Through Virtual reality Panorama will create a different visual location, which can attract potential tourists to visit Bandung city destinations directly. In addition, the appropriate business model will be used on the system as part of the activity. It is expected that this research can support previous research in the field of visual communication design, ICT, and management.
Today, technology develops rapidly, where people can not be separated from the internet. In the internet, known a media named website, and ideally the Telkom University should implement the use of website to support various activities that take place in it, because it supports the vision of the Telkom University to be a "world class university". However, after a preliminary investigation, it has emerged some problems on the website of the Telkom University in terms of user interface and user experience, especially on mobile version. These things become important, because internet becomes a means to obtain information related to the higher education. To answer these problems, there will be activities redesign based on the data obtained through literature studies related to relevant theories, visual object observation from some similar websites, interviews with UI/UX experts, as well as distributing questionnaires to the target audience of the website itself. Once the data is collected, it will be analyzed through comparative matrix to obtain results that can be the basis of the interface redesign. Hopefully, with the user interface redesign of the Telkom University website will achieve a good user experience, and also bring a good image of the university itself. Keywords: media; UI; university; UX; website
Virtualization in learning provides a barrier between students and lectures. The existence of a digital partition creating a boundary that gives freedom of students to collect data and information. Previous studies have shown the low engagement on students in completing online learning courses. Although there are still weaknesses, the implementation of online learning is a necessity. Students who will use this online learning are generation Z. They were born in the period of 1997-2012 when computer technology and the internet had developed. They are more familiar with the concept of digital information technology before getting to know the concept of school. This generation is also referred to as digital natives. This research uses literature studies and surveys on digital generation in relation to their digital activities. The results of this study are expected to be one source of understanding the behavior of Generation Z as the basis of developing online learning materials.
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