PERANCANGAN DIGITAL CAMPAIGN MENGENAI BURUKNYA HUSTLE CULTURE UNTUK USIA PRODUKTIF
Work is one of the main activities in human life to meet the needs of life. However, along with the increasing needs of life, a new culture has emerged, namely the culture of working excessively or what is commonly called the hustle culture. This work culture is motivated by different reasons for...
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Format: | Final Project |
Language: | Indonesia |
Subjects: | |
Online Access: | https://digilib.itb.ac.id/gdl/view/64657 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Work is one of the main activities in human life to meet the needs of life. However,
along with the increasing needs of life, a new culture has emerged, namely the
culture of working excessively or what is commonly called the hustle culture. This
work culture is motivated by different reasons for each individual, both personal
desires and job demands. This culture builds an ecosystem that is not conducive for
workers because in the end there are many new problems that arise from this
culture, such as disturbing physical health and also mental health problem. The
working hours of each worker themselves have actually been regulated by the
state through Undang-Undang Nomor 13 tahun 2003 concerning Manpower which
contains 2 working hours system rules, namely 7 hours of work ixn 1 day or 40
hours of work in 1 week for 6 working days in 1 week; or 8 working hours in 1 day
or 40 working hours in 1 week for 5 working days in 1 week. It can be summarized
that in a week workers can work maximally in 40 hours only and if more than these
working hours, workers are entitled to overtime pay. However, in practice, many
workers have to work more than the specified working hours, resulting in side
effects from overwork, namely decreased physical and mental health. Based on
this, the research and design of this campaign was made to increase public
awareness to not normalize the hustle culture so that in the future a more
conducive work ecosystem can be created. The method used in this design is a
literature study on hustle culture, campaigns, and the target audience, namely
workers of productive age. The second method used is through a survey which is
then analyzed using a descriptive analysis method. This method aims to see a
comprehensive picture of the existing sample. The data collected to be used as a
reference in making this campaign, comes from a survey that has been filled out
by 49 respondents. The results of the data obtained are used as considerations in
designing digital campaign related to the danger of hustle culture. |
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