Pameran merupakan salah satu kegiatan penting bagi mahasiswa desain grafis agar mendapat apresiasi serta kritik dan saran, dari hasil proses pembelajaran beberapa mata kuliah seperti ilustrasi, fotografi, digital vector, nirmana, dan lain- lain. Saat ini keterbatasan tempat dan ruang merupkan faktor utama yang mempengaruhi kurangnya kegiatan pameran karya desain grafis di kampus STMIK STIKOM Indonesia. Penelitian ini bertujuan untuk merancang sarana berupa display atau tempat untuk memajang karya yang efektif, sebagai solusi keterbatasan ruang yang ada. Portable art display merupakan stand pameran yang di fungsikan untuk memajang karya dengan desain sederhana, mudah di bongkar pasang dan pindah tempat (moveable) namun tidak menggangu fungsi ruang di sekitarnya. Metode penelitian yang digunakan berdasarkan metode Bryan Lawson dari tahap first insight hingga tahap Verification dengan konsep modern minimalis yang disesuaikan dengan bangunan kampus STMIK STIKOM Indonesia sehingga menghasilkan rak lipat dan standing panel yang dapat mewadahi kebutuhan ruang serta tempat untuk memajang beberapa karya saat pameran berlangsung.Kata Kunci: Perancangan, Portable art display, STMIK STIKOM Indonesia
Combining culture and technology is one solution to digitizing an area's local wisdom. Technology is expected to be an educational medium for the younger generation to know the history and meaning of a historical story. The island of Bali has a lot of the previous history, one of which is about the Puputan Klungkung war. Based on the results of questionnaires to 40 respondents by simple random sampling, 77.5% of respondents did not know the history of the Klungkung puputan and its meaning. To maintain the history of the puputan war, it is necessary to introduce the next generation but keep abreast of technological developments so that the research aims to design a media in the form of a mobile game. This mobile game media was chosen because of its popularity in Indonesian society, both among children to adults, thus creating interest in playing media games. The game design adapts to the scheme of the design pattern by using simple, cultured, and informative concepts. This development resulted in the design of the character of the king of Klungkung and the Dutch army and the layout design of the game Puputan Klungkung.
Purpose: Instagram is one of the social media with a very large number of users, namely 1.3 billion users. The huge number of users is utilized by several media including Radar Bali, a well-known media in Bali using Instagram as a medium for disseminating information and news.
Research methods: This research uses observation, visual analysis, and literature study to dissect and find out the design components of Radar Bali's Instagram feed. The research methodology used is descriptive research with a qualitative approach.
Findings: The result of the research shows that Radar Bali does not apply design rules properly and consistently.
Implications: By not applying design rules to Radar Bali's Instagram feed, the message and information are not maximized.
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