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<title>2018</title>
<link href="http://repository.president.ac.id/xmlui/handle/123456789/33" rel="alternate"/>
<subtitle/>
<id>http://repository.president.ac.id/xmlui/handle/123456789/33</id>
<updated>2026-04-08T13:24:47Z</updated>
<dc:date>2026-04-08T13:24:47Z</dc:date>
<entry>
<title>DESIGNING USER INTERFACE (UI) OF MOBILE APPLICATION FOR  BARBERSHOP ONLINE</title>
<link href="http://repository.president.ac.id/xmlui/handle/123456789/11452" rel="alternate"/>
<author>
<name>YUDANDONO, MAULANA FIQH</name>
</author>
<id>http://repository.president.ac.id/xmlui/handle/123456789/11452</id>
<updated>2023-05-23T08:46:26Z</updated>
<published>2018-01-01T00:00:00Z</published>
<summary type="text">DESIGNING USER INTERFACE (UI) OF MOBILE APPLICATION FOR  BARBERSHOP ONLINE
YUDANDONO, MAULANA FIQH
Barbershop is an innovation or development of fashion in human history, where particularly in Jakarta it is used to be called&#13;
a ‘Tukang Cukur’. In the olden days the business of barbering started from the traveling barber, to the permanent one,&#13;
starting from the open barber under the tree, a simple barber which is often called the Madura. Men also want to change&#13;
their hair style with a modern nuance, but there is a feeling of uneasiness for men if they must be in the same haircut place&#13;
with women so that is when a business called Barbershop appears. The mobile application field has been receiving&#13;
astronomical attention from the past few years due to the growing number of mobile app downloads. People nowadays&#13;
using their smartphone almost every hour and minutes of their daily lives. But the problem is in Jakarta people are really&#13;
insist everything they want to get but finding the easiest way to get it. Especially when it turns out for barbering. Therefore,&#13;
Conventional Barbershop has several constraints including queuing problems to hygiene problems. So, the purpose of this&#13;
research is to expand a way of barbershop to become more convenient in through mobile application, by bringing a minimal&#13;
concept with the new style. The final results of this research are user interface mobile application and other marketing&#13;
materials. The method used to do all the research is qualitative method, which collecting data from journals, book, website,&#13;
interview, and virtual observation
</summary>
<dc:date>2018-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>DESIGNING ADVERTISING CAMPAIGN USING PAPER ENGINEERING TO PROMOTING BUDDIES APPLICATION FROM PT ASTRA AVIVA LIFE TO THE MILLENNIALS GENERATION</title>
<link href="http://repository.president.ac.id/xmlui/handle/123456789/11448" rel="alternate"/>
<author>
<name>Agustine, Sandra Felicia</name>
</author>
<id>http://repository.president.ac.id/xmlui/handle/123456789/11448</id>
<updated>2023-05-23T08:17:10Z</updated>
<published>2018-01-01T00:00:00Z</published>
<summary type="text">DESIGNING ADVERTISING CAMPAIGN USING PAPER ENGINEERING TO PROMOTING BUDDIES APPLICATION FROM PT ASTRA AVIVA LIFE TO THE MILLENNIALS GENERATION
Agustine, Sandra Felicia
In this modern era, technology holds the biggest role in human life.&#13;
Everything becomes practical, people can buy anything in anytime with&#13;
technology. PT ASTRA AVIVA LIFE utilizes the technology to bring a new&#13;
way to sell their product which is insurance. PT ASTRA AVIVA LIFE creates&#13;
Application called Buddies to attract millenials generation to buy insurance.&#13;
The age limitation for the target market is from 18 to 25. The regional&#13;
limitation is Jakarta.&#13;
To introduce Buddies Application, the advertising campaign is needed. The&#13;
process of designing the advertising design will be done in terms of design&#13;
only. The advertising campaign will not affected the fonts, logos, and color,&#13;
but some development are added to make it more attractive.&#13;
Among the three methods of research, literature review, quantitative and&#13;
qualitative, the result will not be only theoretically right but also practically&#13;
suitable to the current situation. This thesis will contain theory and research&#13;
data based on the research methods. Designing advertising campaign process&#13;
will be done according to the theory of advertising campaign design. and the&#13;
result of survey based on the answer of the people on Jakarta.&#13;
The final outcome of this project is the set of brochures, stationary, web&#13;
banner, uniform, and merchandise.
</summary>
<dc:date>2018-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>SILENT WEBTOON AS A MEDIA TO DESCRIBE MENTAL ILLNESS (ANXIETY) FOR PUBLIC AWARENESS</title>
<link href="http://repository.president.ac.id/xmlui/handle/123456789/10258" rel="alternate"/>
<author>
<name>GARCIA, CELESTINA</name>
</author>
<id>http://repository.president.ac.id/xmlui/handle/123456789/10258</id>
<updated>2022-10-19T07:25:48Z</updated>
<published>2018-01-01T00:00:00Z</published>
<summary type="text">SILENT WEBTOON AS A MEDIA TO DESCRIBE MENTAL ILLNESS (ANXIETY) FOR PUBLIC AWARENESS
GARCIA, CELESTINA
There are so many kind of education trough digital media and arts, such as animation, film, painting, illustration, and some&#13;
story books. One of popular digital art media for education in this modern and global era is online comic. Comics are a&#13;
medium used to express ideas by still images, often combined with text or other visual information. Comics frequently&#13;
takes the form of juxtaposed sequences of panels of images. Often textual devices such as speech balloons, captions, and&#13;
onomatopoeia indicate dialogue, narration, sound effects, or other information. Size and arrangement of panels contribute&#13;
to narrative pacing.&#13;
Mental illness refers to a wide range of mental health conditions — disorders that affect your mood, thinking and behavior.&#13;
Examples of mental illness include depression, anxiety disorders, schizophrenia, eating disorders and addictive behaviors.&#13;
The highest percentage people what have mental illness in this era are mostly came to teenagers and adolescence ages.
</summary>
<dc:date>2018-01-01T00:00:00Z</dc:date>
</entry>
<entry>
<title>PENGGUNAAN NEW MEDIA DALAM PENJUALAN PARTY CAKE</title>
<link href="http://repository.president.ac.id/xmlui/handle/123456789/10236" rel="alternate"/>
<author>
<name>Teofilus, Yosafat Rapha</name>
</author>
<id>http://repository.president.ac.id/xmlui/handle/123456789/10236</id>
<updated>2022-10-19T04:26:06Z</updated>
<published>2018-01-01T00:00:00Z</published>
<summary type="text">PENGGUNAAN NEW MEDIA DALAM PENJUALAN PARTY CAKE
Teofilus, Yosafat Rapha
One effect of the expansion of the internet widely interested in the internet users is social media&#13;
recently. Social media is an online media to exchange information such as texting, pictures, sounds and video.&#13;
There are some social media’s which give mutual functional, one of them is The Instagram, which recently&#13;
taking over massive users. It possesses simple functionality, the Instagram becoming seen as a source of social&#13;
value, online transaction (buy-sell) and promotion fulfillment. For that background, this study objection is the&#13;
awareness of online transaction to Instagram user with their own product. The Discussion of research study to&#13;
examines the aspects of sales party cake with social media online through a process online transaction,&#13;
between owner @ discakevery and an employee of PT.Okaya indonesia as consumer party. The technique of&#13;
data collection was done by directed observation and in-depth interviews. The result of this research showed&#13;
that shopping party cake online through account instagram @ discakevery due to the need consumers, media&#13;
uses instagram who manipulable, networkable and impartial, and the education and persuasion good&#13;
communication by owner @ discakevery.
</summary>
<dc:date>2018-01-01T00:00:00Z</dc:date>
</entry>
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