Kode Mata KuliahDS5025 / 3 SKS
Penyelenggara271 - Desain / FSRD
KategoriKuliah
Bahasa IndonesiaEnglish
Nama Mata KuliahBisnis Desain IIThe Business of Design II
Bahan Kajian
  1. Prinsip kewirausahaan dalam desain
  2. Strategi desain untuk pasar
  3. Prediksi perilaku pengguna
  4. Kajian industri kreatif
  5. Strategi promosi dan pemasaran desain
  1. Entrepreneurial principles in design
  2. Design strategy for the market
  3. User behavior prediction
  4. Creative industry studies
  5. Design promotion and marketing strategies
Capaian Pembelajaran Mata Kuliah (CPMK)
  1. Mahasiswa mampu mengidentifikasi prinsip-prinsip kewirausahaan yang relevan dengan desain.
  2. Mahasiswa mampu melakukan kajian mendalam tentang industri kreatif.
  3. Mahasiswa mampu merumuskan strategi desain yang sesuai dengan kebutuhan pasar.
  4. Mahasiswa mampu merancang strategi promosi dan pemasaran untuk produk desain.
  5. Mahasiswa mampu melakukan kajian mendalam tentang industri kreatif.
  6. Mahasiswa mampu merancang strategi promosi dan pemasaran untuk produk desain.
  7. Mahasiswa mampu merumuskan strategi desain yang sesuai dengan kebutuhan pasar.
  8. Mahasiswa mampu melakukan prediksi perilaku pengguna terhadap produk desain.
  1. Students are able to identify entrepreneurial principles relevant to design.
  2. Students are able to conduct in-depth studies on the creative industry.
  3. Students are able to formulate design strategies that suit market needs.
  4. Students are able to design promotional and marketing strategies for design products.
  5. Students are able to conduct in-depth studies on the creative industry.
  6. Students are able to design promotional and marketing strategies for design products.
  7. Students are able to formulate design strategies that suit market needs.
  8. Students are able to predict user behavior towards design products.
Metode PembelajaranCeramah/Kuliah Dosen Tamu Diskusi Team-based ProjectLectures/Guest lectures Discussions Team-based Project
Modalitas PembelajaranBauran/Hybrid Luring (Offline): Kuliah tatap muka, praktikum, dan presentasi. Daring (Online): Diskusi online, pengumpulan tugas melalui platform e-learning, dan webinar.Hybrid Offline: Face-to-face lectures, field research, and presentations Online: Discussions, collecting assignments via e-learning platforms, and webinars
Jenis NilaiABCDE
Metode PenilaianPoint: Tugas: 40% Pembuatan proposal strategi bisnis dalam desain. Analisis studi kasus industri kreatif. Ujian Tengah Semester (UTS): 30% Tes tertulis mengenai konsep kewirausahaan, strategi desain, dan prediksi perilaku pengguna. Ujian Akhir Semester (UAS): 30% Proyek akhir yang mencakup perencanaan hingga strategi promosi-pemasaran desain.Point: Assignment: 40% Creating a business strategy proposal in design. Creative industry case study analysis. Mid-term Exam (UTS): 30% Written test on entrepreneurship concept, design strategy, and user behavior prediction. End-term Exam (UAS): 30% Final project, including planning and promotion strategy-design.
Catatan TambahanKomponen Penilaian: Tugas Kelompok UTS UAS KehadiranGrading components: Group assignment Mid-term Exam End-term Exam Presence