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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
ix
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
xii
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
xiii
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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