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PROYEK AKHIR DESAIN KOMUNIKASI VISUAL PERIODE 11 PERANCANGAN DESAIN APLIKASI SMARTPHONE EDUKASI “SCHEDTIMEUNTUK REMAJA Dikerjakan oleh : NARASOMA AJI WIJAYA 13.13.0036 Pembimbing : Arwin Purnama Jati, S.Sn., MA PROGRAM STUDI DESAIN KOMUNIKASI VISUAL FAKULTAS ARSITEKTUR DAN DESAIN UNIKA SOEGIJAPRANATA SEMARANG PERIODE 2017/2018

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Page 1: PROYEK AKHIR DESAIN KOMUNIKASI VISUAL PERIODE 11 ...repository.unika.ac.id/16726/1/13.13.0036 NARASOMA AJI WIJAYA.COVER.pdfdesain komunikasi visual periode 11 perancangan desain aplikasi

PROYEK AKHIR DESAIN KOMUNIKASI VISUAL

PERIODE 11

PERANCANGAN DESAIN APLIKASI SMARTPHONE EDUKASI “SCHEDTIME”

UNTUK REMAJA

Dikerjakan oleh :

NARASOMA AJI WIJAYA

13.13.0036

Pembimbing :

Arwin Purnama Jati, S.Sn., MA

PROGRAM STUDI DESAIN KOMUNIKASI VISUAL

FAKULTAS ARSITEKTUR DAN DESAIN

UNIKA SOEGIJAPRANATA

SEMARANG

PERIODE 2017/2018

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ABSTRAK

Kemajuan teknologi saat ini sangat maju terutama pada Smartphone dan Aplikasi

yang membuat masyarakat terutama di Indonesia yang menjadi ketergantungan dengan

Smartphone. Kemajuan teknologi yang berupa smartphone dan aplikasi bisa membuat

manusia menjadi lebih mudah dalam melakukan aktivitas dan kehidupan, karena manusia

ingin segala sesuatu itu mudah, praktis dan cepat. Tetapi dari pemikiran manusia yang

sedemikian menjadikan manusia ketergantungan dan membuat manusia menjadi lebih

memiliki sifat – sifat yang buruk terhadap sesama atau individualis. Dimana merusak

kemajuan bangsa Indonesia dan kehidupan yang akan datang, terutama para remaja akhir

yang akan bekerja dan menempuh kehidupan yang bisa membawa kemajuan bangsa

Indonesia. Remaja Akhir yang berusia 17-24 tahun adalah masa dimana manusia mulai

mencari jati diri dan suka bersosialisasi sehingga sering menggunakan smartphone dan

aplikasi smartphone sendiri yang dimana membuat mereka menjadi lebih

berketergantungan.

Laporan Proyek Akhir ini bertujuan untuk merancang aplikasi Schedtime yang

mengedukasi kepada para remaja akhir usia 17-24 tahun untuk lebih bijak dalam

menggunakan waktu yang ada agar mereka tidak membuang waktu menjadi sia – sia dan

menjadi lebih tidak berketergantungan yang negatif dimana smartphone dan aplikasi

smartphone yang ada bisa menjadi dampak yang positif. Metode yang digunakan dalam

pengumpulan data yaitu kuesioner, observasi, dan wawancara, data literatur dan tautan

internet. Metode tersebut digunakan untuk mencari kebiasaan dari target sasaran dan

kebenaran tentang smartphone dan aplikasi smartphone serta pentingnya mengatur waktu.

Kata kunci : Kemajuan teknologi, smartphone, aplikasi smartphone, remaja akhir,

ketergantungan, dampak negatif.

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ABSTRACT

Technology advancestoday are very advanced, especially on Smartphones and

Applications that make people especially in Indonesia who became dependent with

Smartphone. Technology advances in the form of smartphones and applications can make

humans easier in activities and life, because humans want everything is easy, practical and

fast. But from such human thinking makes humankind dependent and makes humans

become more possessive of bad attributes toward neighbor or individualist. Which

undermines the progress of the nation of Indonesia and the life to come, especially the late

teenagers who will work and take life that can bring the progress of the Indonesian nation.

Adolescents aged 17-24 years is a time where humans began to seek identity and love to

socialize so often using smartphone and smartphone application itself which makes them

become more dependent.

This Final Project Report purposes to design Schedtime applications that educate

teenagers aged 17-24 years to be wiser in using the time available so they do not waste time

to be futile and become less negative dependence where smartphone and smartphone

applications there can be a positive impact. The methods used in data collection are

questionnaires, observations, and interviews, literature data and internet links. The method

is used to find the habits of the target and the truth about smartphone and smartphone

applications and the importance of managing time.

Keywords: technology advances, smartphone, smartphone application, late

adolescence,dependency, negative impact.

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DAFTAR ISI

Pernyataan Orisinalitas ....................................................... Error! Bookmark not defined.

Lembar Pengesahan ........................................................... Error! Bookmark not defined.

Prakata ............................................................................... Error! Bookmark not defined.

Abstrak ............................................................................................................................... vi

Abstract ............................................................................................................................. vii

BAB I .................................................................................................................................... 1

I.1 Latar Belakang Masalah ................................................................................................ 1

I.1.1 Manajemen Waktu ..................................................................................................... 1

I.1.2 Berubahnya Gaya Hidup dan TImbulnya Rasa Ketergantungan................................. 2

I.1.3 Timbulnya Rasa Ketergantungan Pada Remaja ......................................................... 2

I.1.4 Dampak Buruk dari Penggunaan smartphone yang tidak tepat .................................. 3

I.2 Identifikasi Masalah ....................................................................................................... 3

I.3 Batasan Masalah .......................................................................................................... 4

I.3.1 Target Sasaran .......................................................................................................... 4

I.4 Perumusan Masalah ..................................................................................................... 4

I.5 Tujuan Penelitian & Perancangan ................................................................................. 4

I.6 Manfaat Penelitian & Perancangan ............................................................................... 5

I.7 Metode Pengumpulan Data dan Perancangan .............................................................. 5

I.7.1 Observasi ................................................................................................................... 5

I.7.2 Wawancara ................................................................................................................ 6

I.7.3 Kuesioner ................................................................................................................... 6

I.7.4 Data literatur dan tautan internet ................................................................................ 6

I.8 Sistematika Penulisan ................................................................................................... 6

BAB I : Pendahuluan .......................................................................................................... 6

BAB II : Tinjauan Umum ..................................................................................................... 7

BAB III : Strategi Komunikasi ............................................................................................. 7

BAB IV : Strategi Kreatif ..................................................................................................... 7

BAB V : Kesimpulan ........................................................................................................... 7

BAB II ................................................................................................................................... 8

II.1 Kerangka Berpikir ......................................................................................................... 8

II.2 Landasan Teori ............................................................................................................ 9

II.2.1 Perkembangan Teknologi Modern ............................................................................. 9

II.2.2 Manajemen Waktu .................................................................................................... 9

II.2.3 Psikologi Remaja .................................................................................................... 10

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II.2.4 Teori Logo dan Logotype......................................................................................... 11

II.2.5 Teori Warna ............................................................................................................ 12

II.2.6 Teori Tipografi ......................................................................................................... 12

II.2.7 Teori Layout ............................................................................................................ 15

II.2.8 Smartphone............................................................................................................. 18

II.2.9 User Interface .......................................................................................................... 19

II.2.10 User Experience .................................................................................................... 20

II.2.11 Gaya Flat Desain................................................................................................... 21

II.2.12 Gaya Bahasa ........................................................................................................ 24

II.3Kajian Pustaka ............................................................................................................ 26

II.4Studi Komparasi .......................................................................................................... 28

BAB III ................................................................................................................................ 31

III.1Khalayak Sasaran ...................................................................................................... 31

III.1.1 Demografis ............................................................................................................. 31

III.1.2 Geografis ............................................................................................................... 31

III.1.3 Psikografis& Behaviour .......................................................................................... 31

III.2Analisis Data .............................................................................................................. 32

III.2.1 Data Primer ............................................................................................................ 32

III.2.2 Data Sekunder ....................................................................................................... 41

III.3Strategi Komunikasi ................................................................................................... 42

III.3.1 Creative Brief ......................................................................................................... 42

III.3.2 Strategi Penyampaian Pesan ................................................................................. 44

III.3.3 Brand ..................................................................................................................... 49

III.3.4 Tahapan Perancangan ........................................................................................... 50

III.3.5 Strategi Media ........................................................................................................ 50

BAB IV ................................................................................................................................ 54

IV.1 Konsep Visual ........................................................................................................... 54

IV.1.1 Logo....................................................................................................................... 54

IV.1.2 Warna .................................................................................................................... 55

IV.1.3 Tipografi ................................................................................................................. 55

IV.1.4 Elemen .................................................................................................................. 56

IV.2 Konsep Verbal .......................................................................................................... 58

IV.2.1 Nama dan Tagline Perancangan ............................................................................ 58

IV.2.2 Aplikasi Sebagai Media Utama .............................................................................. 59

IV.3 Visualisasi Desain ..................................................................................................... 60

IV.3.1 Graphic Standar Manual ........................................................................................ 60

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IV.3.2 Media Utama ......................................................................................................... 61

BAB V ................................................................................................................................. 69

STRATEGI KREATIF .......................................................................................................... 69

V.1 Kesimpulan ................................................................................................................ 69

V.2 Saran ......................................................................................................................... 70

LAMPIRAN....................................................................................................................... 71

DAFTAR PUSTAKA ......................................................................................................... 84

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DAFTAR GAMBAR

Gambar 2.1Kerangka Berpikir ........................................................................................... 8

Gambar 2.2 Huruf roman .................................................................................................. 13

Gambar 2.3 Huruf Egyptian............................................................................................... 13

Gambar 2.4 Huruf san serif .............................................................................................. 13

Gambar 2.5 Huruf script .................................................................................................... 14

Gambar 2.6 Huruf miscellaneous ...................................................................................... 14

Gambar 2.7 Layout static .................................................................................................. 15

Gambar 2.8 Layout liquid .................................................................................................. 16

Gambar 2.9 Layout adaptive ............................................................................................. 16

Gambar 2.10 Layout responsive ....................................................................................... 17

Gambar 2.11 Layout hybrid ............................................................................................... 17

Gambar 2.12 Gambar long shadow flat desain ................................................................. 22

Gambar 2.13 Gambar tipografi flat desain ......................................................................... 23

Gambar 2.14 Gambar pilihan warna flat desain ................................................................ 23

Gambar 2.15 Gambar minimalis flat desain ...................................................................... 23

Gambar 2.16 Gambar ghost button flat desain .................................................................. 24

Gambar 2.17 Aplikasi smartphone “today calender” .......................................................... 28

Gambar 2.18 Aplikasi smartphone “to do reminder” .......................................................... 29

Gambar 3.1 Flat desain aplikasi smartphone .................................................................... 44

Gambar 3.2 Psikologi warna ............................................................................................. 45

Gambar 3.3 Logo Instagram ............................................................................................. 46

Gambar 3.4 Uni sans font ................................................................................................. 47

Gambar 3.5 Layout responsive green apk ......................................................................... 48

Gambar 3.6 Icon flat desain .............................................................................................. 49

Gambar 3.7 Contoh video promosi aplikasi smartphone ................................................... 51

Gambar 3.8 Instagram schedtime ..................................................................................... 51

Gambar 3.9 Poster schedtime ........................................................................................... 52

Gambar 3.10 Contoh gaya flat desain dalam aplikasi........................................................ 53

Gambar 4.1 Logo aplikasi schedtime ................................................................................ 54

Gambar 4.2 Penggunaan warna pada logo aplikasi Schedtime ........................................ 55

Gambar 4.3 Penggunaan font uni sans pada logo aplikasi schedtime ............................... 55

Gambar 4.4 Elemen elemen pada pembentukan logo aplikasi schedtime ......................... 56

Gambar 4.5 Alarm pada logo aplikasi schedtime .............................................................. 57

Gambar 4.6 Agenda pada logo aplikasi schedtime ........................................................... 57

Gambar 4.7 Elemen segi 24 pada aplikasi schedtime ....................................................... 58

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Gambar 4.8 Logo black and white pada aplikasi schedtime .............................................. 60

Gambar 4.9 Logo greyscale aplikasi schedtime ................................................................ 60

Gambar 4.10 Grid logo schedtime..................................................................................... 61

Gambar 4.11 Clear area logo schedtime ........................................................................... 61

Gambar 4.12 aturan logo schedtime ................................................................................. 61

Gambar 4.13 promosi tampilan awal aplikasi schedtime ................................................... 62

Gambar 4.14 Prototipe tampilan penjelas kegunaan aplikasi schedtime ........................... 62

Gambar 4.15 Prototipe tampilan tujuan hidup aplikasi schedtime...................................... 63

Gambar 4.16 Prototipe tampilan masuk akun dan pembuatan akun aplikasi schedtime .... 63

Gambar 4.17 Prototipe menu aplikasi schedtime .............................................................. 64

Gambar 4.18 Prototipe menu tambahan aplikasi schedtime.............................................. 64

Gambar 4.19 Prototipe emoticon aplikasi schedtime ......................................................... 65

Gambar 4.20 Prototipe calendar aplikasi schedtime.......................................................... 66

Gambar 4.21 Prototipe chat aplikasi schedtime ................................................................ 66

Gambar 4.22 prototipe notes aplikasi schedtime ............................................................... 66

Gambar 4.23 Prototipe alarm aplikasi schedtime .............................................................. 67

Gambar 4.24 Prototipe contoh alarm aktif aplikasi schedtime ........................................... 67

Gambar 4.25 Prototipe ringtone aplikasi schedtime .......................................................... 68

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DAFTAR TABEL

Tabel 2.1 Pembanding aplikasi smartphone today calendar dan to do reminder .............. 29

Tabel 2.2 Pembanding aplikasi smartphone today calendar dan to do reminder .............. 30

Tabel 3.1 Pembanding mahasiswa alumni yang bekerja dan mahasiswa yang bekeerja .. 33

Tabel 3.2 Perhitungan para remaja melihat bagian aplikasi smartphone ........................... 35

Tabel 3.3 Perhitungan para remaja menggunakan alarm pada smartohine ...................... 35

Tabel 3.4 Perhitungan aktivitas pertama kali para remaja di pagi hari ............................... 36

Tabel 3.5 Perhitungan para remaja menggunakan smartphone ........................................ 36

Tabel 3.6 Perhitungan minat para remaja pada fitur aplikasi di smartphone ...................... 37

Tabel 3.7 Hasil dari kuesioner langsung............................................................................ 37

Tabel 3.8 Perhtiungan usia pada kuesioner online ............................................................ 38

Tabel 3.9 Perhitungan hobby para remaja ........................................................................ 38

Tabel 3.10 Perhitungan remaja melakukan rutinitas hobby ............................................... 39

Tabel 3.11 Perhitungan para remaja termasuk tipe seperti apa dalam mengatur waktu .... 39

Tabel 3.12 Perthiungan alasan para remaja dalam memilih mudah / sulit dalam mengatur

waktu ................................................................................................................................ 39

Tabel 3.13 Perhitungan para remaja yang tertarik pada aplikasi yang mempermudah dalam

mengatur waktu ................................................................................................................ 40

Tabel 3,14 Hasil dari kuesioner online .............................................................................. 41

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2017, dari http://tekno.kompas.com/read/2015/11/19/23084827/Mau.

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