perancangan komunikasi visual kampanye tidak …repository.unika.ac.id/17671/1/14.l1.0004 enrico...
TRANSCRIPT
PROPOSAL
PROYEK AKHIR DESAIN KOMUNIKASI VISUAL
PERIODE 12
PERANCANGAN KOMUNIKASI VISUAL KAMPANYE TIDAK
MEMBERIKAN GADGET KEPADA ANAK TERLALU DINI
Disusun oleh:
Enrico Chiesa Kurniawan
14.L1.0004
Pembimbing:
Maya Putri Utami, S.S., M.Sn.
PROGRAM STUDI DESAIN KOMUNIKASI VISUAL
FAKULTAS ARSITEKTUR DAN DESAIN
UNIVERSITAS KATOLIK SOEGIJAPRANATA
SEMARANG 2018
vi
ABSTRAK
Gadget atau gawai merupakan teknologi masa kini yang hampir seluruh kalangan
memilikinya. Dengan adanya gadget, banyak kegiatan-kegiatan dapat dilakukan dengan
mudah karena adanya teknologi dari gadget yang sangat membantu. Gadget sendiri banyak
sekali macamnya, namun yang paling populer adalah Smartphone atau ponsel pintar. Ponsel
pintar ini memiliki fitur-fitur yang sangat membantu dalam kehidupan, di antaranya adalah
untuk berkomunikasi jarak jauh, membaca informasi lebih cepat, hiburan dan lain-lain.
Di era ini banyak orang tua yang suami istri sama-sama bekerja. Hal ini menyebabkan
keluarga mereka memiliki ekonomi yang lebih. Saat mengasuh anak dan anaknya rewel,
mereka akan menyodorkan gadget agar anak menjadi tenang. Hal ini membuat anak sudah
mengenal gadget sejak dini. Ketika anak sudah tumbuh mereka akan seterusnya ingin
berinteraksi dengan gadget, karena hal ini sudah tertanam sejak dini bahwa menggunakan
gadget itu menyenangkan. Sehingga akan ada saatnya anak meminta gadget pribadi sebelum
batasan usia yang sewajarnya. Padahal berdasarkan dari hasil riset banyak anak yang
meminta gadget pribadi hanya untuk mencari kesenangan atau bermain game. Ditambah lagi
dengan faktor lingkungan mereka yang sudah pada menggunakan gadget pribadi, maka anak
akan meminta kepada orang tuanya gadget pribadi. Berdasarkan data yang diperoleh banyak
orang tua mengatakan bahwa anak mereka meminta gadget paribadi untuk bermain game.
Anak yang sudah kecanduan dalam menggunakan gadget untuk bermain game akan
berdampak buruk dalam kehidupan mereka, baik dari segi sosial, pendidikan, pertumbuhan
dan lain-lain. Hal ini apabila tidak ditangani maka seterusnya generasi-generasi dibawah
mereka akan semakin lebih ketergantungan dengan gadget. Maka dari itu orang tua perlu
diberi edukasi dalam pemberian gadget kepada anak. Penulis memberikan penyelasaian
masalah dengan merancang sebuah kampanye sosial yang melibatkan orang tua sebagai
target utamanya dan anak sebagai target sekundernya. Perancangan ini bertujuan untuk
mengedukasi dan memberikan informasi seputar anak dengan gadget yang dikemas dalam
sebuah booth kampanye.
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ABSTRACT
Gadgets or devices are today's technology that almost all of them have. With the
gadget, many activities can be done easily because of the technology of the gadget is very
helpful. Gadgets own a lot of kinds, but the most popular is a Smartphone or smart phone.
This smart phone has features that are very helpful in life, among them is to communicate
remotely, read information faster, entertainment and others.
In this era many parents who husband and wife work together. This causes their
families to have more economy. When babysitting children and children fussy, they will thrust
the gadget for children to be calm. This makes the child has known the gadget early on. When
the child has grown they will continue to want to interact with the gadget, because it has been
embedded early on that using gadgets is fun. So that there will be times when children ask for
personal gadgets before the reasonable age limit. Yet based on the results of research many
children who ask for personal gadgets just to seek pleasure or play games. Coupled with the
environmental factors they are already on using personal gadgets, then the child will ask his
parents personal gadgets. Based on data obtained many parents say that their child asked for
paribadi gadgets to play games.
Children who are addicted in using gadgets to play games will have a negative impact
on their lives, both in terms of social, education, growth and others. This is if not handled then
so the generations under them will increasingly more dependence with gadgets. Therefore
parents need to be educated in giving gadgets to children. The author provides the problem
solving by designing a social campaign involving parents as the main target and the child as
a secondary target. This design aims to educate and provide information about children with
gadgets packaged in a campaign booth.
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DAFTAR ISI
PERNYATAAN ORISINILITAS ...................................................................................... ii
PENGESAHAN ............................................................................................................... iii
KATA PENGANTAR ...................................................................................................... v
ABSTRAK ....................................................................................................................... vi
ABSTRACT .................................................................................................................... vii
DAFTAR ISI .................................................................................................................... viii
BAB I PENDAHULUAN ................................................................................................. 1
1.1 LATAR BELAKANG ................................................................................................ 2
1.2 BATASAN MASALAH ............................................................................................. 2
1.3 RUMUSAN MASALAH ........................................................................................... 2
1.4 TUJUAN DAN MANFAAT ....................................................................................... 2
1.4.1 TUJUAN ............................................................................................................ 2
1.4.2 MANFAAT......................................................................................................... 3
1.5 METODELOGI PERANCANGAN ............................................................................ 3
1.5.1 USER RESEARCH ........................................................................................... 3
1.5.1.1 BEHAVIOUR ........................................................................................ 8
1.5.1.2 NEED .................................................................................................... 8
1.5.1.3 PROBLEMS ......................................................................................... 8
1.5.1.4 ATTITUDE ........................................................................................... 8
1.5.2 INSIGHT ............................................................................................................ 8
1.5.3 BACKGROUND RESEARCH .......................................................................... 9
1.5.3.1 Wawancara .......................................................................................... 9
1.5.3.2 Kuisioner ............................................................................................. 9
1.5.3.3 Studi Literatur ..................................................................................... 9
1.5.3.4 FGD (Focus Group Discussion)........................................................ 9
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1.5.4 INITIAL CONCEPT ........................................................................................... 9
1.6 SKEMA PERANCANGAN ....................................................................................... 11
1.7 TINJAUAN PUSTAKA ............................................................................................ 12
1.7.1 PUSTAKA ......................................................................................................... 12
1.7.2 STUDI KOMPARASI ........................................................................................ 12
BAB 2 LANDASAN TEORI ............................................................................................ 15
2.1 GADGET ................................................................................................................... 15
2.2 PENDIDIKAN KARAKTER ANAK USIA DINI ........................................................ 15
2.3 PERAN ORANG TRUA DALAM MENDIDIK ANAK ............................................... 16
2.4 DAMPAK BURUK DAN BAIK GADGET TERHADAP ANAK ............................... 16
2.5 BATASAN USIA ANAK MEMILIKI GADGET PRIBADI ......................................... 17
2.6 KAMPANYE SOSIAL ............................................................................................... 17
2.7 AISAS ...................................................................................................................... 17
2.8 DESAIN KOMUNIKASI VISUAL ............................................................................. 19
2.9 GAMBAR ILSUTRASI.............................................................................................. 19
2.10 TIPOGRAFI ............................................................................................................ 20
2.11 WARNA .................................................................................................................. 21
2.22 PACKEGING .......................................................................................................... 21
BAB 3 STRATEGI KOMUNIKASI ................................................................................. 22
3.1 ANALISA MASALAH ............................................................................................... 22
3.2 KHALAYAK SASARAN ........................................................................................... 25
3.3 CREATIVE BRIEF .................................................................................................... 26
3.4 STRATEGI KOMUNIKASI ....................................................................................... 27
3.5 STRATEGI MEDIA ................................................................................................... 28
3.5.1 UTAMA ............................................................................................................. 28
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3.5.2 PENDUKUNG ................................................................................................... 28
3.6 JUDUL KAMPANYE ................................................................................................ 28
3.7 TAHAPAN KAMPANYE .......................................................................................... 29
3.8 STRATEGI ANGGARAN ......................................................................................... 30
BAB 4 STRATEGI KREATIF ......................................................................................... 31
4.1 ANALISA DATA ....................................................................................................... 31
4.1.1 KONSEP VERBAL ................................................................................................ 31
4.1.1.1 MENYADARKAN ORANG TUA UNTUK TIDAK MEMBERIKAN ANAK GADGET
PRIBADI UNTUK BERMAIN GAME SEBELUM BATASAN USIA .............................. 31
4.1.1.2 KONSEP BOOTH............................................................................................... 31
4.1.2 KONSEP VISUAL ................................................................................................. 32
4.1.2.1 LOGO.................................................................................................................. 32
4.1.2.2 WARNA .............................................................................................................. 32
4.1.2.3 TYPE FACE ........................................................................................................ 33
4.1.3 VISUALISASI DESAIN ......................................................................................... 34
BAB 5 KESIMPULAN & SARAN................................................................................... 40
5.1 KESIMPULAN .......................................................................................................... 40
5.2 SARAN ..................................................................................................................... 40
DAFTAR PUSTAKA ....................................................................................................... 41
LAMPIRAN ..................................................................................................................... 42