| Kode Mata Kuliah | DK3078 / 3 SKS |
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| Penyelenggara | 174 - Desain Komunikasi Visual / FSRD |
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| Kategori | Kuliah |
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| Bahasa Indonesia | English |
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| Nama Mata Kuliah | Grafis Eksebisi | Exhibition Graphics |
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| Bahan Kajian | - Pameran sebagai Media Naratif: Peran DKV dalam membangun pengalaman pameran; deliverables grafis sebagai “bahasa cerita”
- Riset Konteks, Audiens, dan Visitor Journey: Profil pengunjung, kebutuhan orientasi, titik keputusan, dan pemetaan perjalanan pengunjung.
- Story Beats & Content Architecture: Merumuskan alur (intro–eksplorasi–puncak–penutup), outline konten per zona, dan hierarki informasi.
- Sistem Identitas Pameran & Visual Continuity: Key visual, tone, tipografi, warna, grid; konsistensi lintas panel, signage, dan media.
- Panel, Label, dan Infografis untuk Storytelling: Merancang panel naratif, caption/label, data storytelling, serta keterbacaan dalam ruang.
- Narrative Wayfinding & Chapter Markers: Signage/wayfinding dasar + penanda “bab/zona” untuk memandu alur cerita pengunjung.
- Environmental Graphics, Mockup, dan Uji Pengalaman: Aplikasi grafis pada ruang/booth (hero moment), mockup/prototipe, walkthrough, uji keterbacaan & alur, iterasi.
| - Exhibition as a Narrative Medium: VCD’s role in exhibition experience; graphics as a storytelling language.
- Context Research, Audience, and Visitor Journey: Visitor profiles, orientation needs, decision points, and journey mapping.
- Story Beats & Content Architecture: Defining narrative beats (intro–explore–climax–closing), zone-based content outlines, and information hierarchy.
- Exhibition Identity System & Visual Continuity: Key visuals, tone, typography, color, grids; consistency across panels, signage, and media.
- Panels, Labels, and Infographics for Storytelling: Designing narrative panels, captions/labels, data storytelling, and spatial readability.
- Narrative Wayfinding & Chapter Markers: Basic signage/wayfinding + chapter/zone markers to guide the visitor story flow.
- nvironmental Graphics, Mockups, and Experience Testing: Spatial application (hero moment), mockups/prototypes, walkthroughs, readability/flow tests, iteration.
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| Capaian Pembelajaran Mata Kuliah (CPMK) | - Mahasiswa mampu menganalisis konteks pameran (tema, tujuan komunikasi, audiens, dan perilaku pengunjung) serta merumuskan narasi pameran dalam bentuk key message, story beats, dan visitor journey sebagai dasar perancangan.
- Mahasiswa mampu menyusun arsitektur konten pameran (information hierarchy, panel/label structure, dan kebutuhan informasi per zona) dan menerjemahkannya menjadi sistem visual pameran yang konsisten.
- Mahasiswa mampu merancang sistem grafis eksibisi yang mendukung narasi (chapter/zone markers, infografis/panel, signage/wayfinding dasar, dan grafis lingkungan) secara prosedural serta siap diaplikasikan pada area/booth pameran.
- Mahasiswa mampu berkolaborasi dalam tim untuk menghasilkan rancangan area/booth pameran berbasis narasi beserta mockup/prototipe, serta mempresentasikan dan mempertahankan keputusan desain berdasarkan riset, uji keterbacaan/alur sederhana, dan iterasi.
| - Students can analyze exhibition context (theme, communication objectives, audience, visitor behavior) and formulate an exhibition narrative as key message, story beats, and a visitor journey as the design foundation.
- Students can develop exhibition content architecture (information hierarchy, panel/label structure, and zone-based information needs) and translate it into a consistent exhibition visual system.
- Students can design a narrative-supporting exhibition graphic system (chapter/zone markers, infographics/panels, basic signage/wayfinding, and environmental graphics) procedurally and ready for application to an exhibition area/booth.
- Students can collaborate in teams to deliver a narrative-based exhibition area/booth design with mockups/prototypes, and present/defend design decisions based on research, simple readability/flow testing, and iteration.
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| Metode Pembelajaran | Ceramah/ Kuliah Tamu, Diskusi, Studi Kasus, Praktika Studio, Collaborative Learning, Team-based Project | Lecture / Guest Lecture, Class Discussion, Case Study, Studio Practice, Collaborative Learning, Team-based Project |
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| Modalitas Pembelajaran | Perkuliahan diutamakan secara luring, dengan opsi sesi bauran (hybrid) untuk materi/sesi tertentu sesuai kebutuhan. | The course is primarily delivered onsite (offline), with a hybrid option for selected materials/sessions as needed. |
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| Jenis Nilai | ABCDE |
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| Metode Penilaian | UTS: 30%, UAS: 40%, Tugas Praktika: 20%, Keaktifan: 10% | Assignments: 20%, Midterm Examination (UTS): 30%, Final Examination (UAS): 40%, Class Participation: 10% |
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| Catatan Tambahan | | |
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