<p>The role of digital and internet technology, and the presence of smartphones have created two-way communication between users and digital application manufacturers. Users are connected by applications that are downloaded into their smartphone so they can commuicated, sharing information. As the resuluts of the existence of mobile application in modern era nowadays, that the user will feel easier while doing their daily activities. Users can also choose the type or category of mobile application that suits their needs.<br />The category of online transportation, is a mobile application that is often used by users in modern era in the last five years. The beginning of online transportation was started by Uber, the first online mobile application based transportation that was present in Jakarta, and then it was followed by Go-Jek and Grab. The three online transpotrations come as a solution to transportation problem in urban city, Jakarta. In this thesis the researcher will analyzing the role of user experience (UX) and user interface (UI) mobile application online transportation category from visual communication perspective, so the mobile application that are made can give a solution in transportation needs and friendly user. Also in this research, the reseracher also analyze the effect of UX-UI on the lifestyle transportation in urban city, Jakarta. It is expected that in the future this research can assist designers in designing mobile application with UX-UI that are gave useful outcome for user's life, viewed from the design perspective. The methodology that is used in this thesis research is qualitative methodology, with case study analysis technique. The result of this research is the difference of user experience between the three online transportation company was made due to different vision and mission of each company, which effected the difference of their user interface. UX-UI that has difference between Grab, Go-Jek and Uber gave result in difference mindsets that casue difference motivation of each user while they using Grab, Go-Jek and Uber and thereby causing different lifestyle when using mobile application online transportation</p><p> </p><p>Abstrak<br />Peranan teknologi digital dan internet, serta keberadaan telepon genggam pintar (smartphone) telah menciptakan komunikasi dua arah, antara pengguna (user) dan produsen. Para user dihubungkan oleh aplikasi yang terunduh pada mobile application. Dampak dari keberadaan mobile application, adalah pengguna (user) akan merasa dimudahkan dalam menjalankan aktivitas sehari-harinya. Pengguna juga bisa memilih tipe atau kategori mobile application yang sesuai dengan kebutuhan mereka Kategori transportasi online, merupakan mobile application yang sering digunakan oleh para pengguna (user) dalam rentang waktu lima tahun terakhir. Diawali oleh kemunculan Uber, mobile application transportasi berbasis online pertama yang hadir di Jakarta, disusul oleh Go-Jek dan Grab. Ketiga produsen transpotrasi online ini hadir sebagai solusi permasalahan transportasi di kota urban, Jakarta. Pada tesis ini akan diteliti peranan dari user experience (UX) dan user interface (UI) pada mobile application transportasi online dilihat dari kacamata desain komunikasi visual, sehingga mobile application yang dibuat bisa memenuhi kebutuhan akan transportasi dan mudah digunakan oleh pengguna (user). Serta pengaruh UX-UI terhadap gaya bertransportasi masyarakat urban. Diharapkan di masa depan penelitian ini dapat membantu para desainer dalam mendesain mobile application dengan kaidah UX-UI yang berguna bagi kehidupan user, dilihat dari kacamata desain. Metodologi yang dipakai dalam penelitian tesis ini adalah metodologi penelitian kualitatif, dengan teknik analisis studi antar kasus. Hasil dari penelitian ini adalah ditemukannya perbedaan user experience antara ketiga penyedia jasa transportasi online, dikarenakan perbedaan visi misi perusahaan yang berbeda, yang mengakibatkan perbedaan user interface. Perbedaan UX-UI antara Grab, Go-Jek dan Uber pada akhirnya mengakibatkan perbedaan pola pikir yang melandasi motivasi masing-masing user dalam menggukaan Grab, Go-Jek dan Uber sehingga menyebabkan perbedaan gaya bertransportasi (lifestyle) yang berbeda pula saat menggunakan mobile application transportasi online.</p><p> </p>
Limbah botol kaca banyak didapati di sekitar rumah, limbah tersebut dapat berasal dari konsumsi kecap, saus, minuman dan selai. Pertambahan jumlah sampah di lingkungan rumah dapat dikurangi secara signifikan melalui upaya pemanfaatan pengolahan limbah, khususnya botol kaca menjadi benda bernilai guna. Dalam upaya meningkatkan keterlibatan masyarakat dalam mengurangi sampah rumah tangga, maka diselenggarakan
AbstrakFakultas Seni Rupa dan Desain (FSRD) Universitas Trisakti memiliki akun Instagram @fsrdusakti sejak tahun 2016. Hasil penelitian awal, ada ketidakpuasan dari pengguna terhadap desain media sosial Instagram @fsrdusakti yang dinilai kurang tertata rapi dan tidak menunjukkan identitas visual yang menarik dan interaktif. Berdasarkan masukan tersebut, Fakultas Seni Rupa dan Desain Universitas Trisakti meluncurkan desain baru Instagram @fsrdusakti pada puncak perayaan 50 tahun FSRD Universitas Trisakti pada tanggal 23 November 2019 lalu. Sebagai salah satu media branding Fakultas Seni Rupa dan Desain Universitas Trisakti kepada khalayak sasaran, desain media sosial Instagram @fsrdusakti perlu dievaluasi, yaitu bagaimana pesan komunikasi visual branding disampaikan melalui elemen visual karakter ilustrasi dan warna. Metode pada penelitian ini adalah metode kualitatif dengan deskripsi analitis terhadap keberadaan desain Instagram @fsrdusakti. Pengumpulan data dilakukan melalui observasi visual dan kuesioner kepuasan kepada pengguna yang meliputi civitas akademika dan siswa SMA sebagai calon mahasiswa. Analisis evaluatif dilakukan berdasarkan data penelitian terhadap (a) Warna (b) Karakter ilustrasi, (c) Instagram feed pada akun Instagram @fsrdusakti. Hasil dari penelitian ini adalah penjabaran evaluatif terhadap rangkuman analisis dan rekomendasi terhadap pengembangan desain media sosial Instagram @fsrdusakti yang akan bermanfaat untuk Fakultas Seni Rupa dan Desain Universitas Trisakti. Kata Kunci: media sosial, Instagram, branding, FSRD Universitas Trisakti AbstractFaculty of Art and Design Trisakti University has Instagram account @fsrdusakti since 2016. The early research result showed, there has an unsatisfied user that mentions the design of social media Instagram @fsrdusakti that are unattractive and not interactive enough for the user. Based upon the recommendations, the Faculty of Art and Design Trisakti University had launched a new design of Instagram @fsrdusakti on November 23, 2019, which was the 50th celebration day of the Faculty of Art and Design Trisakti University. As one of the Faculty of Art and Design Trisakti University's media branding to the audiences the evaluation of social media design, Instagram @fsrdusakti needed. How visual branding communication message is conveying to the user through illustration character and colors. The research method used is a qualitative method with a descriptive-analytical review of the design. Data collected through visual observation and questionnaires to the users such as academic and high school students as prospectus students. The evaluative analysis was carried based on data research of (a) Colors, (b) Illustration characters, (c) Instagram feed on Instagram account @fsrdusakti. The result of this research is an evaluative explanation of analysis and recommendation about social media design development of Instagram account @fsrdusakti that will support the Faculty of Art and Design Trisakti University. Keywords: social media, Instagram, branding, FSRD Universitas Trisakti
Racialism is a social issue that has become a culture in major countries. Many protest movements against social issues, starting from the community, an organization, to a well-known brand, one of which is Nike. Nike is one of the most well-known and successful sports brands in terms of products and athletes in all sports. This is one of the keys to the success of the Nike brand in awakening the world to the issue of racism, which is widely shown through its visual campaign in the form of an official Nike poster advertisement entitled “Believe in something. Even if it means sacrificing everything "Colin Kaepernick," Speaking up doesn't always make life easier. But easy never changed anything "Raheem Sterling, and George Floyd's official video ad" For once, Don't do it ". The three controversial official Nike advertisements are an interesting topic to discuss in this journal. The method used is a descriptive qualitative method that aims to find out what visual forms the Nike brand is trying to raise in raising the issue of racism by describing the context surrounding the event, describing how the process happened to become an official advertising campaign in the form of a visual object using the technique. semiotics in describing it. The results of this study are to find out how the visual form of Nike's official brand advertisements in conveying the current issue of racism and with a semiotic approach we can find out how Nike is in delivering campaigns about the issue of racism in order to form understanding and sensitivity to the social issues of racism around us. Keywords: racism, advertisement, poster, video, brand, Nike
<p>Abstrak</p><p><em>YouTube </em>merupakan media video digital yang digunakan untuk melihat tayangan hiburan, berita, pembelajaran dan lain-lain, dimana penggunanya berada pada usia 19-34 tahun. Dengan banyaknya tayangan video yang tersebar, namun apakah memiliki edukasi yang sesuai dengan pembelajaran saat ini?. Mahasiswa saat ini sebagai generasi Z atau <em>iGeneration, </em>terutama mahasiswa bidang studi DKV<em> </em>sangat memaksimalkan <em>YouTube </em>sebagai kebutuhan belajar. Maka dari itu, dibutuhkannya video materi pembelajaran yang sesuai dengan Rencana Pembelajaran Semester (R.P.S) mahasiswa/i DKV. Metode yang digunakan adalah <em>Design Thinking.</em> Meninjau mahasiswa/i dikelas, dan media video <em>YouTube </em>konten pembelajaran<em>. </em>Wawancara dilakukan terhadap mahasiswa/i di kelas, kepada praktisi rumah produksi mengenai tahapan untuk membuat sebuah karya video. Pada akhirnya, bahwa mahasiswa/i mata kuliah Multimedia Dasar mendapati kesulitan, diantaranya dalam proses pencarian data di media video <em>YouTube, </em>menggunakan bahasa inggris, penjelasan yang sulit untuk diaplikasikan dalam tugas. Video yang sesuai dengan mahasiswa/i, yang dapat menyampaikan informasi dengan bahasa sederhana, agresif, visual yang menarik dan dinamis, dapat diterima melalui indera penglihatan dan pendengaran menurut sifat dan karakter generasi Z. Strategi video materi pembelajaran yang disampaikan menggunakan narasi materi pembelajaran (gaya video generasi Z) melalui tahap pembukaan, penjelasan materi, visualisasi materi dan penutup. Semua tahapan ini diolah menjadi karya visual video melalui produksi dan pasca produksi</p><p><strong><em>Keyword:</em> generasi z, strategi video, video pembelajaran, <em>Design Thinking, YouTube</em>.</strong></p><p> </p><p>Abstract</p><p><em>YouTube</em> is a digital video media platform where one can view entertainment, news, education, and many other shows with a userbase mostly in the age range of 19-34 years old. Considering the website has so many videos, does it have enough educational value for today’s learning process? Today’s university students are considered as part of <em>Generation Z</em> or <em>iGeneration</em>, and they use websites like <em>YouTube</em> as part of their studies, especially those majoring in Visual Communication Design. Therefore, it necessitates videos containing relevant subject matters for Visual Communication Design students. The method used is <em>design thinking</em>. Students of Basic Multimedia class are observed in class, including their learning content on <em>YouTube</em>. The students are then interviewed about any difficulties they might have had while using the platform, such as browsing through the website’s contents, using the English language, and any explanations or wordings that might be difficult to apply in their studies. A production house practitioner was also interviewed regarding the process of making videos. The videos need to be able to convey information with simple and aggressive language, along with interesting and dynamic visuals that can easily be accepted by <em>Generation Z</em> students. The strategy used for this type of learning is narration of subject matter (<em>Generation Z</em> video style) consisting of an opening, explanation of the subject matter, visualization of the subject matter, and a conclusion. All these steps are used to make educational videos through the processes of production and post-production.</p><p><strong>Keywords: <em>Generation Z</em>, video strategy, educational video, <em>design thinking, YouTube</em></strong></p>
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