Kode Mata KuliahDK3078 / 3 SKS
Penyelenggara174 - Desain Komunikasi Visual / FSRD
KategoriKuliah
Bahasa IndonesiaEnglish
Nama Mata KuliahGrafis EksebisiExhibition Graphics
Bahan Kajian
  1. Pameran sebagai Media Naratif: Peran DKV dalam membangun pengalaman pameran; deliverables grafis sebagai “bahasa cerita”
  2. Riset Konteks, Audiens, dan Visitor Journey: Profil pengunjung, kebutuhan orientasi, titik keputusan, dan pemetaan perjalanan pengunjung.
  3. Story Beats & Content Architecture: Merumuskan alur (intro–eksplorasi–puncak–penutup), outline konten per zona, dan hierarki informasi.
  4. Sistem Identitas Pameran & Visual Continuity: Key visual, tone, tipografi, warna, grid; konsistensi lintas panel, signage, dan media.
  5. Panel, Label, dan Infografis untuk Storytelling: Merancang panel naratif, caption/label, data storytelling, serta keterbacaan dalam ruang.
  6. Narrative Wayfinding & Chapter Markers: Signage/wayfinding dasar + penanda “bab/zona” untuk memandu alur cerita pengunjung.
  7. Environmental Graphics, Mockup, dan Uji Pengalaman: Aplikasi grafis pada ruang/booth (hero moment), mockup/prototipe, walkthrough, uji keterbacaan & alur, iterasi.
  1. Exhibition as a Narrative Medium: VCD’s role in exhibition experience; graphics as a storytelling language.
  2. Context Research, Audience, and Visitor Journey: Visitor profiles, orientation needs, decision points, and journey mapping.
  3. Story Beats & Content Architecture: Defining narrative beats (intro–explore–climax–closing), zone-based content outlines, and information hierarchy.
  4. Exhibition Identity System & Visual Continuity: Key visuals, tone, typography, color, grids; consistency across panels, signage, and media.
  5. Panels, Labels, and Infographics for Storytelling: Designing narrative panels, captions/labels, data storytelling, and spatial readability.
  6. Narrative Wayfinding & Chapter Markers: Basic signage/wayfinding + chapter/zone markers to guide the visitor story flow.
  7. nvironmental Graphics, Mockups, and Experience Testing: Spatial application (hero moment), mockups/prototypes, walkthroughs, readability/flow tests, iteration.
Capaian Pembelajaran Mata Kuliah (CPMK)
  1. 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.
  2. Mahasiswa mampu menyusun arsitektur konten pameran (information hierarchy, panel/label structure, dan kebutuhan informasi per zona) dan menerjemahkannya menjadi sistem visual pameran yang konsisten.
  3. 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.
  4. 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.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
Metode PembelajaranCeramah/ Kuliah Tamu, Diskusi, Studi Kasus, Praktika Studio, Collaborative Learning, Team-based ProjectLecture / Guest Lecture, Class Discussion, Case Study, Studio Practice, Collaborative Learning, Team-based Project
Modalitas PembelajaranPerkuliahan 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.
Jenis NilaiABCDE
Metode PenilaianUTS: 30%, UAS: 40%, Tugas Praktika: 20%, Keaktifan: 10%Assignments: 20%, Midterm Examination (UTS): 30%, Final Examination (UAS): 40%, Class Participation: 10%
Catatan Tambahan