Upload
others
View
10
Download
0
Embed Size (px)
Citation preview
0
PROYEK AKHIR DESAIN KOMUNIKASI VISUAL
PERIODE XII
PERANACANGAN EVENT UPAYA
MENGAJAK ANAK MENGENAL KEMBALI
WAYANG POTEHI
Disusun Oleh :
FILBERT SANTOSA
14.L1.0001
Dosen Pembimbing :
Bayu Widiantoro ST,M.n
PROGRAM STUDI DESAIN KOMUNIKASI VISUAL
FAKULTAS ARSITEKTUR DAN DESAIN
UNIVERSITAS KATOLIK SOEGIJAPRANATA
SEMARANG
PERIODE GENAP 2017/2018
PERNYATAAN ORISINALITAS
ii
iii
iv
v
vi
ABSTRAK
Wayang potehi adalah kesenian turunan Tionghoa yang berkembang di Indonesia.
Wayang ini banyak tersebear di pulau jawa dan sekitarnya. Dalam cerita wayang ini berisi
tentang kehidupan manusia dan didalam ceritanya berisi tentang nasehat untuk manusia.
Di era jaman sekarang ini kesenian wayang potehi ini mulai bergeser keberadaanya,
bahkan mulai sulit ditemui. Bahkan di kota Semarang kesenian ini hanya dapat ditemui pada
acara-acara tertentu seperti hari raya imlek. Hal ini disebabkan karena kurangnya kepedulian
masyarakat kota semarang terhadap kesenian wayang potehi ini. Berdasarkan riset yang
dilakukan banyak masyarakat yang tidak mengetahui tentang kesenian ini. Sehingga bila di
biarkan kesenian ini dapat hilang bahkan punah.
Dalam mengatasi permasalahan ini penulis menyelesaikan masalah melalui
perancangan sebuah event untuk mengenalkan kembali wayang potehi kepada masyarakat
kususnya kepada anak-anak muda. Hal ini bertujuan untuk mengenalkan wayang potehi
sehingga anak-anak dapat mengetahui tentang wayang potehi. Dalam event ini juga berisi
booth-booth permainan yang bertujuan untuk mengenalkan dan memberikan edukasi pada
anak tentang wayang potehi serta memberikan pertunjukan wayang potehi kepada anak-
anak.
vii
ABSTRACT
Wayang potehi is a Chinese derived art that developed in Indonesia. Wayang is a
widely spread on the island of Java and surrounding areas. In this wayang story contains
about human life and in the story contains about the advice to humans.
In this era of art now shadow puppet potehi began to shift its existence, even began
to be difficult to find. Even in the city of Semarang this art can only be found on certain
occasions such as Chinese New Year. This is due to the lack of awareness of the people of
Semarang city towards this potehi puppet art. Based on research conducted by many people
who do not know about this art. So when the let this art can disappear even extinct.
In solving this problem the author solves the problem through the design of an event
to reintroduce puppet potehi to the public kususnya to young children. It aims to introduce
wayote potehi so that children can know about wayang potehi. In this event also contains
booth-game booth which aims to introduce and educate children about wayang potehi and
give puppet show potehi to children.
viii
DAFTAR PUSTAKA
PERNYATAAN ORISIONALITAS .......................................................................................... i
LEMBAR PENGESAHAN ...................................................................................................... ii
LEMBAR PENGESAHAN ..................................................................................................... iii
KATA PENGANTAR ............................................................................................................. iv
ABSTRAK ............................................................................................................................. v
ABSTRACT .......................................................................................................................... vi
DAFTAR PUSTAKA ............................................................................................................. vii
DAFTAR GAMBAR ............................................................................................................... xi
DAFTAR TABEL .................................................................................................................. xii
DAFTAR BAGAN ................................................................................................................ xiii
BAB I PENDAHULUAN ......................................................................................................... 1
1.1. Latar Belakang .......................................................................................................... 1
1.2. Identifikasi Masalah ................................................................................................... 3
1.3. Pembatasan Masalah ................................................................................................ 3
1.4. Rumusan Masalah .................................................................................................... 3
1.4.1 Bagaimana cara mengajak masyarakat untuk mempertahankan kebudayaan ini ... 4
1.4.2 Perancangan seperyi apakah yang dapat dibuat untuk mengajar anak mengenal 4
1.5. Tujuan dam Manfaat ................................................................................................. 4
1.5.1 Tujuan .................................................................................................................... 4
1.5.2 Manfaat .................................................................................................................. 4
1.6. Metode Perancangan ................................................................................................ 5
1.6.1 User Research ....................................................................................................... 5
1.6.1.1 Observasi......................................................................................................... 5
1.6.1.2 Wawancara ...................................................................................................... 6
1.6.1.3 Kuisioner .......................................................................................................... 6
1.6.2 Insight .................................................................................................................... 6
1.6.3 Baground Research ............................................................................................... 7
1.6.3.1 Kuisioner ......................................................................................................... 7
1.6.3.2 Wawancara ...................................................................................................... 7
1.6.3.3 Internet ............................................................................................................ 7
1.6.3.4 Studi literatur .................................................................................................... 8
1.6.4 Initial Concept ........................................................................................................ 8
ix
1.6.5 Skema Perancangan .............................................................................................. 8
1.6.6 Tinjauan Pustaka ................................................................................................... 9
1.6.6.1 Pustaka .......................................................................................................... 9
1.6.6.1.1 Mastuti (2004) “Wayang Cina di Jawa Sebaagai Wu ............................... 9
1.6.6.1.2 Riyanti (2010) “Pertunjukan Wayang Potehi di Pasar Imlek Semawis” .... 9
1.6.6.1.3 Natalia (2007) “Wayang Potehi: Fungsi,Eksistensi dan Tantanganya” .. 10
1.6.6.1.4 Tjaturini (2006) “Wayang Potehi: Suatu Kajian Tentang Kesenian ....... 10
1.6.6.2 Studi Komparasi ........................................................................................... 10
1.6.6.2.1 Perancangan Video Dokumentere Wayang Potehi “Warisan Budaya ..... 10
1.6.6.2.2 Perancangan Essay Foto Mata Rantai Wayang Potehi dari Semarang .. 11
BAB II LANDASAN TEORI .................................................................................................. 12
2.1 Wayang ..................................................................................................................... 12
2.2 Perkembangan Anak Menurut Para Ahli .................................................................... 13
2.3 Media Belajar Pada Anak .......................................................................................... 14
2.4 Teori Permainan ........................................................................................................ 14
2.5 Teori Logo ................................................................................................................. 15
2.6 Teori Tipografi ........................................................................................................... 16
2.7 Teori Warna ............................................................................................................... 17
2.8 Teori Layout .............................................................................................................. 17
2.9 Sighn System ............................................................................................................ 18
2.10 Teori Media ............................................................................................................. 19
2.11 AISAS ...................................................................................................................... 19
BAB III STRATEGI KOMUNIKASI ........................................................................................ 20
3.1 Analisis Masalah ........................................................................................................ 20
3.1.1 Wayang Potehi ..................................................................................................... 20
3.1.2 Kesadaran Masyarakat ........................................................................................ 20
3.1.3 Tidak Adanya Dalang ........................................................................................... 20
3.1.4 Analisis Hasil Wawancara .................................................................................... 21
3.1.5 Anaslisa Hasil Observasi ...................................................................................... 22
3.1.6 Analisa Hasil Kuisioner ......................................................................................... 22
3.2 Khalayak Sasaran ...................................................................................................... 24
3.2.1 Geografis .............................................................................................................. 24
x
3.2.2 Demografis ........................................................................................................... 24
3.3 Strategi Komunikasi .................................................................................................... 24
3.3.1 Creatif Brief .......................................................................................................... 24
3.4 Strategi Media ............................................................................................................ 25
3.4.1 Objektif .................................................................................................................. 25
3.4.2 Pendekatan Media ................................................................................................ 26
3.5 Tema Kampanye ........................................................................................................ 26
3.6 Judul Kampanye ......................................................................................................... 26
3.7 Tahapan Kampanye ................................................................................................... 26
3.8 Strategi Anggaran ...................................................................................................... 26
BAB IV STRATEGI CREATIF .............................................................................................. 29
4.1 Konsep Visual ............................................................................................................ 29
4.1.1 Warna ................................................................................................................... 30
4.1.2 Logo Event ............................................................................................................ 30
4.2 Konsep Verbal dan Gaya Bahasa ............................................................................... 30
4.3 Visualisasi Desain ...................................................................................................... 31
4.3.1 Graphic Standart Manual (GSM) ........................................................................... 31
4.3.1.1 Logo Black and White ................................................................................. 31
4.3.1.2 Grid ............................................................................................................. 31
4.3.1.3 Clear Area ................................................................................................... 32
4.3.1.4 Aturan Logo ................................................................................................ 32
4.3.1.5 Ukuran Logo ............................................................................................... 34
4.3.2 Media .................................................................................................................... 34
4.3.2.1 Attation........................................................................................................ 34
4.3.2.2 Interest ........................................................................................................ 35
4.3.2.3 Desire ......................................................................................................... 36
4.3.2.4 Action .......................................................................................................... 37
4.3.2.4.1 Panggung Wayang Potehi ............................................................... 38
4.3.2.4.2 Booth Make Your Potehi .................................................................. 39
4.3.2.4.3 Booth Puzzle Game ......................................................................... 39
xi
4.3.2.4.4 Photobooth ...................................................................................... 40
4.3.2.5 Maskot ........................................................................................................ 41
4.3.2.6
Merchendise……………………………..………………………………………...41
BAB V KESIMPULAN .......................................................................................................... 43
DAFTAR PUSTAKA ............................................................................................................. 44
LAMPIRAN .......................................................................................................................... 45
xii
DAFTAR GAMBAR
Gambar 1.1 Anak bermain gadget ......................................................................................... 1
Gambar 1.2 Salah satu dalang yang mengetahui wayang potehi tidak boleh ........................ 2
Gambar 1.3 Thio Tiong Gie (dalang legendaris Semarang) .................................................. 3
Gambar 1.4 Proyek Akhir Mahasiswa URSD DKV UNTAR ................................................. 10
Gambar 2.1 Wayang Potehi ................................................................................................. 12
Gambar 2.2 Bermain sambil belajar .................................................................................... 14
Gambar 2.3 Contoh typografi untuk anak ............................................................................ 16
Gambar 2.4 Sighn system.................................................................................................... 18
Gambar 3.1 Wawancara dengan Bapak Hien ...................................................................... 22
Gambar 3.2 Foto observasi pelaksanaan wayang potehi ..................................................... 23
Gambar 3.3 Hasil kuisioner yang melihat pertunjukan ......................................................... 24
Gambar 3.4 Hasil kuisioner terakhir yang melihat ................................................................ 23
Gambar 4.1 Logo Event ....................................................................................................... 31
Gambar 4.2 Logo Black and White ...................................................................................... 32
Gambar 4.3 Logo Grid ......................................................................................................... 33
Gambar 4.4 Clear Area ........................................................................................................ 33
Gambar 4.5 Aturan Logo ..................................................................................................... 34
Gambar 4.6 Aturan Logo ..................................................................................................... 34
Gambar 4.7 Aturan Logo ..................................................................................................... 34
Gambar 4.8 Ukuran Minimun Logo ...................................................................................... 35
Gambar 4.9 Poster Tahap Attantion ..................................................................................... 36
Gambar 4.10 Konten Instagram ........................................................................................... 36
Gambar 4.11 Konten Instagram serta interest desire ........................................................... 37
Gambar 4.12 Poster Event................................................................................................... 38
Gambar 4.13 Gambaran Layout Event ................................................................................ 39
Gambar 4.14 Panggung Wayang Potehi .............................................................................. 39
Gambar 4.15 Booth membuat Wayang Potehi ..................................................................... 40
Gambar 4.16 Booth membuat Game Puzzle ........................................................................ 41
Gambar 4.17 Photobooth ..................................................................................................... 41
Gambar 4.18 Maskot .......................................................................................................... 41
Gambar 4.19 Merchendise Puzzle ...................................................................................... 42
xiii
Gambar 4.20 Merchendise Baju .......................................................................................... 42
Gambar 4.21 Merchendise Gantungan Kunci ...................................................................... 42
Gambar 4.22 Merchendise Sricker....................................................................................... 43
Gambar 7.1 Grafik Kuisioner ................................................................................................ 49
Gambar 7.2 Grafik Kuisioner ................................................................................................ 49
Gambar 7.3 Tabel Jawaban Responden ............................................................................. 49
Gambar 7.4 Wawancara Dengan Dalang ............................................................................. 50
Gambar 7.5 Pertunjukkan wayang potehi ............................................................................ 51
Gambar 7.6 Pertunjukkan wayang potehi ............................................................................ 51
Gambar 7.7 Suasana Saat Pertunjukkan Wayang Potehi .................................................. 51
Gambar 7.8 Suasana Pertunjukkan Wayang Potehi ........................................................... 51
xiv
DAFTAR BAGAN
Bagan 1.1 Skema Perancangan ........................................................................................... 7
xv
DAFTAR TABEL
Tabel 3.1 Tahap Pelaksanaan Kampanye ........................................................................... 28