| Kode Mata Kuliah | DS5025 / 3 SKS |
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| Penyelenggara | 271 - Desain / FSRD |
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| Kategori | Kuliah |
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| Bahasa Indonesia | English |
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| Nama Mata Kuliah | Bisnis Desain II | The Business of Design II |
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| Bahan Kajian | - Prinsip kewirausahaan dalam desain
- Strategi desain untuk pasar
- Prediksi perilaku pengguna
- Kajian industri kreatif
- Strategi promosi dan pemasaran desain
| - Entrepreneurial principles in design
- Design strategy for the market
- User behavior prediction
- Creative industry studies
- Design promotion and marketing strategies
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| Capaian Pembelajaran Mata Kuliah (CPMK) | - Mahasiswa mampu mengidentifikasi prinsip-prinsip kewirausahaan yang relevan dengan desain.
- Mahasiswa mampu melakukan kajian mendalam tentang industri kreatif.
- Mahasiswa mampu merumuskan strategi desain yang sesuai dengan kebutuhan pasar.
- Mahasiswa mampu merancang strategi promosi dan pemasaran untuk produk desain.
- Mahasiswa mampu melakukan kajian mendalam tentang industri kreatif.
- Mahasiswa mampu merancang strategi promosi dan pemasaran untuk produk desain.
- Mahasiswa mampu merumuskan strategi desain yang sesuai dengan kebutuhan pasar.
- Mahasiswa mampu melakukan prediksi perilaku pengguna terhadap produk desain.
| - Students are able to identify entrepreneurial principles relevant to design.
- Students are able to conduct in-depth studies on the creative industry.
- Students are able to formulate design strategies that suit market needs.
- Students are able to design promotional and marketing strategies for design products.
- Students are able to conduct in-depth studies on the creative industry.
- Students are able to design promotional and marketing strategies for design products.
- Students are able to formulate design strategies that suit market needs.
- Students are able to predict user behavior towards design products.
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| Metode Pembelajaran | Ceramah/Kuliah Dosen Tamu
Diskusi
Team-based Project | Lectures/Guest lectures
Discussions
Team-based Project |
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| Modalitas Pembelajaran | Bauran/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 |
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| Jenis Nilai | ABCDE |
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| Metode Penilaian | Point:
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. |
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| Catatan Tambahan | Komponen Penilaian:
Tugas Kelompok
UTS
UAS
Kehadiran | Grading components:
Group assignment
Mid-term Exam
End-term Exam
Presence |
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