i PENGANTAR KARYA TUGAS AKHIR - Perancangan Board Game "Dongeng Nusantara" Sebagai Media Pengenalan Beberapa Tokoh dalam Cerita Dongeng di Indonesia - UNS Institutional Repository
PENGANTAR KARYA
TUGAS AKHIR
PERANCANGAN BOARD GAME ”DONGENG NUSANTARA“
SEBAGAI MEDIA PENGENALAN BEBERAPA TOKOH
DALAM CERITA DONGENG DI INDONESIA
Disusun Guna Melengkapi dan Memenuhi Persyaratan Mencapai Gelar Sarjana Seni Rupa
Program Studi Desain Komunikasi Visual Disusun oleh :
Eko Yulianto
C0713017
PROGRAM STUDI DESAIN KOMUNIKASI VISUAL
FAKULTAS SENI RUPA DAN DESAIN
UNIVERSITAS SEBELAS MARET
SURAKARTA
2017
PERSEMBAHAN
Karya ini saya persembahkan untuk:
Keluarga tercinta, sahabat tersayang, dan teman yang telah mendukung.
MOTTO
Sesungguhnya sesudah kesulitan itu ada kemudahan.
-Q.S. Al Insyirah (94): 6-
BOARD GAME “DONGENG NUSANTARA” SEBAGAI MEDIA
PENGENALAN BEBERAPA TOKOH DALAM CERITA DONGENG DI
INDONESIA ini dapat terselesaikan dengan baik. Untuk itu penulis ingin menyampaikan rasa terimakasih kepada:
1. Drs. Ahmad Adib, M.Hum, Ph.D selaku Dekan Fakultas Seni Rupa dan Desain Universitas Sebelas Maret Surakarta.
2. Dr. Deny Tri Ardianto, S.Sn, M.A. selaku Ketua Program Studi S1 Desain Komunikasi Visual 3. Dr. Deny Tri Ardianto, S.Sn, M.A. selaku pembimbing I yang telah memberikan pengarahan serta kritik yang membangun.
4. Ercilia Rini Octavia, S.Sn., M.Sn., selaku pembimbing II yang telah banyak memberikan arahan, masukan, dan saran yang bermanfaat dalam Karya Tugas Akhir ini.
5. Seluruh Dosen dan karyawan Fakultas Seni Rupa dan Desain Universitas Sebelas Maret Surakarta, khususnya S1 Desain Komunikasi Visual.
6. Erwin Skripsiadi selaku Founder and Board of Director dari Inspira.
7. Keluarga dan para sahabat yang senantiasa mendukung penulis untuk tetap bersemangat dalam menyelesaikan kuliah dengan baik dan lancar.
8. Teman-teman serta seluruh pihak yang telah membantu penulis dalam menyelesaikan Konsep Karya Tugas Akhir.
Penulis menyadari bahwa dalam penyusunan Konsep Karya Tugas Akhir ini masih jauh dari sempurna, karena keterbatasan penulis dalam berbagai hal. Oleh karena itu saran dan kritik yang sifatnya membangun sangat penulis harapkan dari para pembaca. Akhir kata penulis ucapkan terimakasih dan penulis berharap semoga apa yang telah penulis susun ini dapat bermanfaat serta menambah wawasan bagi pembaca.
Surakarta, 20 Juli 2017 Penulis
DAFTAR ISI
HALAMAN JUDUL ............................................................................................... i
HALAMAN PERSETUJUAN ............................................................................. ii
HALAMAN PENGESAHAN .............................................................................. iii
HALAMAN ORISINALITAS ............................................................................ iv
HALAMAN PERSEMBAHAN ............................................................................ v
HALAMAN MOTTO .......................................................................................... vi
KATA PENGANTAR ......................................................................................... vii
DAFTAR ISI ......................................................................................................... ix
DAFTAR GAMBAR ........................................................................................... xii
DAFTAR TABEL .............................................................................................. xiv
ABSTRAK ............................................................................................................ xv
ABSTRACT ........................................................................................................ xvi
BAB I PENDAHULUAN A. Latar Belakang Masalah ......................................................................... 1 B. Rumusan Masalah .................................................................................. 4 C. Tujuan Perancangan ............................................................................... 4 D. Manfaat Perancangan ............................................................................. 4 E. Kerangka Pikir ....................................................................................... 5 F. Metode Penelitian................................................................................... 6 BAB II KAJIAN TEORI A. Perancangan ......................................................................................... 11 B. Board Game……………………………………… ............................. 12 C. Dongeng Nusantara .............................................................................. 17
D.
Tokoh Dongeng .................................................................................... 21 E. Media Pengenalan ................................................................................ 24 F. Tinjauan Mengenai Remaja ................................................................. 25
BAB III IDENTIFIKASI DATA A. Tokoh dalam Dongeng Nusantara ........................................................ 39 B. Publisher dan Board Game Developer ................................................ 54 1. Inspira ............................................................................................. 54 2. Data Produk .................................................................................... 60 C. Komparasi ............................................................................................ 64 1. Alkisah ........................................................................................... 64 2. Once Upon a Time: The Storytelling Card Game .......................... 66 D. User (Target Market) ........................................................................... 68 E. Analisis SWOT .................................................................................... 69 BAB IV KONSEP PERANCANGAN A. Metode Perancangan ............................................................................ 76 B. Konsep Kreatif ..................................................................................... 78 1. Target Audience ............................................................................. 78 2. Unique Selling Preposition (USP) ................................................. 91 3. Positioning ..................................................................................... 91 4. Tujuan Perancangan ....................................................................... 92 5. Strategi Perancangan ...................................................................... 92 C. Standar Visual ...................................................................................... 96 1. Media Utama .................................................................................. 96 2. Media Pendukung ........................................................................ 104
D.
Pemilihan Media dan Media Placement ........................................... 108 1.
Media Utama ................................................................................ 108 2. Media Pendukung ........................................................................ 108 3. Merchandise ................................................................................. 110 E. Prediksi Biaya .................................................................................... 110 1.
Prediksi Biaya Media Utama ....................................................... 111 2. Prediksi Biaya Cetak Media Promosi .......................................... 111 3. Prediksi Biaya Merchandise ........................................................ 112
BAB V VISUALISASI KARYA A. Media Utama ...................................................................................... 113 B. Media Pendukung .............................................................................. 121 C. Merchandise ....................................................................................... 126 BAB VI PENUTUP F. Kesimpulan ........................................................................................ 131 G. Saran ................................................................................................... 132
DAFTAR PUSTAKA ......................................................................................... 133
LAMPIRANDAFTAR GAMBAR
Gambar 1.1 Alur Kerangka Pikir ......................................................................... 5Gambar 3.1 Asal-Usul Danau Toba ..................................................................... 39Gambar 3.2 Dongeng Siamang Putih .................................................................. 41Gambar 3.3 Legenda Situ Bagendit ..................................................................... 42Gambar 3.4 Si Jampang Jawara ........................................................................... 43Gambar 3.5 Pangeran Kidang Garungan ............................................................. 44Gambar 3.6 Roro Jonggrang ................................................................................ 45Gambar 3.7 Cindelaras ........................................................................................ 46Gambar 3.8 Kebo Iwa .......................................................................................... 47Gambar 3.9 Towjatuwa dan Buaya Ajaib ............................................................ 49Gambar 3.10 Ratu Adioa ...................................................................................... 50Gambar 3.11 Darmi dalam Dongeng Batu Menangis .......................................... 51Gambar 3.12 Puan Si Taddung ............................................................................. 52Gambar 3.13 Bangunan Inspira ............................................................................ 54Gambar 3.14 Logo Inspira .................................................................................... 58Gambar 3.15 Website Inspira ............................................................................... 60Gambar 3.16 Board Game Pagelaran Yogyakarta ............................................... 61Gambar 3.17 Board Game Celebes: The Anomalous Island ............................... 63Gambar 3.18 Senggal-Senggol Gang Damai ........................................................ 64Gambar 3.19 Card Game Alkisah ........................................................................ 66Gambar 3.20 Card Game Once Upon a Time ...................................................... 68Gambar 4.1 Bagan Metode Perancangan Board Game Dongeng Nusantara ...... 77Gambar 4.2 Referensi Illustrasi ........................................................................... 98Gambar 4.3 Referensi Logotype Board Game ................................................... 103Gambar 4.4 Referensi Layout Board Game ...................................................... 104Gambar 4.5 Referensi Layout Poster ................................................................. 107Gambar 4.6 Referensi Layout X-Banner ........................................................... 107Gambar 5.1 Papan Permainan ............................................................................ 113Gambar 5.2 Kartu Karakter ............................................................................... 114Gambar 5.3 Kartu Huruf .................................................................................... 115Gambar 5.4 Kartu Selesai .................................................................................. 116Gambar 5.5 Kartu Efek ...................................................................................... 117Gambar 5.6 Pion Pemain ................................................................................... 118Gambar 5.7 Buku Petunjuk Permainan ............................................................. 119Gambar 5.8 Kemasan Board Game ................................................................... 120Gambar 5.9 Poster ............................................................................................. 121Gambar 5.10 Stand Banner .................................................................................. 122Gambar 5.11 Web Banner .................................................................................... 123Gambar 5.12 Facebook Banner .......................................................................... 124Gambar 5.13 Instagram ....................................................................................... 125Gambar 5.14 Kaos ............................................................................................... 126Gambar 5.15 Tote bag ......................................................................................... 127Gambar 5.16 Notebook ........................................................................................ 128Gambar 5.17 Gantungan Kunci ........................................................................... 129Gambar 5.18 Sticker ............................................................................................ 130DAFTAR TABEL
Tabel 3.1 Analisa SWOT Menggunakan Komparasi ........................................... 71Tabel 4.1 Data Responden .................................................................................... 79Tabel 4.2 Prediksi Biaya Produksi Board Game ................................................111Tabel 4.3 Prediksi Biaya Cetak Media Promosi .................................................111Tabel 4.4 Prediksi Biaya Produksi Merchandise ................................................112Perancangan Board Game “Dongeng Nusantara” Sebagai Media Pengenalan
Beberapa Tokoh dalam Cerita Dongeng di Indonesia
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1
Eko Yulianto
2
3 Dr. Deny Tri Ardianto, S.Sn., M.A. Ercilia Rini Octavia, S.Sn, M.Sn.
ABSTRAKSI
Pengantar karya Tugas Akhir ini berjudul“Perancangan Board Game “Dongeng Nusantara” Sebagai Media Pengenalan Beberapa Tokoh dalam Cerita Dongeng di Indonesia
”. Adapun permasalahan yang dikaji adalah : (1) Bagaimana merancang board game Dongeng Nusantara sebagai media pengenalan tokoh dongeng di Indonesia? (2) Bagaimana merancang media promosi board game Dongeng Nusantara agar tersampaikan kepada remaja SMP dan SMA di Indonesia?. Dongeng adalah cerita khayalan atau cerita yang tidak benar-benar terjadi. Dongeng adalah folklor lisan yang menjadi bagian dari terbentuknya bangsa Indonesia. Namun, popularitas dongeng Indonesia kian lama semakin meredup. Oleh karena itu, dengan adanya board game Dongeng Nusantara ini diharapkan dapat mengenalkan dan mempopulerkan kembali dongeng-dongeng di Indonesia.
1 2 Mahasiswa Prodi S1 Desain Komunikasi Visual FSRD UNS 3 Dosen Pembimbing I Dosen Pembimbing II
Designing of “Dongeng Nusantara” Board Game as an Introduction Media of
Some Character in Indonesian Folktale
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4
Eko Yulianto
5
6 Dr. Deny Tri Ardianto, S.Sn., M.A. Ercilia Rini Octavia, S.Sn, M.Sn.
ABSTRACT
Eko Yulianto, 2017. The introduction of this Final Project is entitled “Designing of “Dongeng Nusantara” Board Game as an Introduction Media ofSome Character in Indonesian Folktale ”. The problems examined are: (1)
How to design Dongeng Nusantara Board Game as an Introduction Media of
Some Character in Indonesian Folktale? (2) How to design a promotion media of
Dongeng Nusantara board game to be conveyed to junior and senior high school
in Indonesia?. A folktale is a fantasy or story that does not really happen. The tale
is an oral folklore that forms part of the formation of the Indonesian nation. However, the popularity of Indonesian folktale increasingly dimmed. Therefore,with the Dongeng Nusantara board game is expected to introduce and popularize
back the original tales of Indonesia.4 The student of Visual Communication Design Faculty of Fine Art and Design Sebelas 5 Maret University 6 Guide Lecture I Guide Lecture II