Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
DESKOMVIS: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)
The role of producer in fostering creativity in Child Star
This study offers a fresh perspective on the role of the film producer by examining the creative dimensions of their work, an aspect that remains underexplored in film and animation studies, particularly within the Indonesian context. The research addresses the problem of how film production is often perceived primarily as a managerial or logistical process, rather than as a creative practice. The study aims to investigate to what extent film production can be considered a creative endeavor and how such creativity is expressed in practice. To achieve these objectives, the research examines the role of the producer in fostering creativity during the idea and story development as well as the pre-production stages of the short-animated film Child Star, produced by ONN Studio in Tangerang, Indonesia. This study employs a qualitative phenomenological approach, using direct observation, FGD, and reflective analysis to capture the lived experiences of the producer as a creative agent within the animation production process. The findings reveal that the producer’s role extends beyond financial and organizational responsibilities to include creative decision-making, narrative development, and mediation between artistic vision and production constraints. The study concludes that film production, particularly in independent animation contexts, constitutes a creative practice in which the producer plays a crucial role in shaping the final work. This research contributes to the limited scholarship on Indonesian animation and expands discussions on creative labor in animation production.
Copyright (c) 2026 Janice Stefani Soemarno, Rista Ihwanny https://creativecommons.org/licenses/by/4.0
Progression of female leadership representation in disney Princess films through Roland Barthes' semiotic analysis
This study examines the progression of female leadership representation in Disney Princess films through the lens of Roland Barthes’ semiotic theory. The phenomenon addressed is the global circulation of princess narratives and the problem is how repeated visual constructions in children’s media may shape early gender schemas and assumptions about leadership. Using a qualitative content analysis, the study purposively sampled three representative films Snow White and the Seven Dwarfs, Beauty and the Beast, and Frozen selected to reflect Pre-Transition, Transition, and Progression phases of Disney princess narratives. Primary data were drawn from key scenes identified through repeated viewings; visual units (costume, framing, props, gesture, and spatial composition) were coded and analyzed across denotative, connotative, and mythic levels following Barthesian procedures. Findings indicate a clear visual progression: early films privilege domesticity and appearance, transitional films introduce intellectual agency yet maintain social constraints, and contemporary films normalize female authority via symbolic markers of institutional power. The study concludes that Disney’s visual constructions have shifted from naturalizing female passivity toward legitimizing women’s leadership in the public sphere. Implications include the need for media literacy interventions for educators and parents, and recommendations for content creators to design more inclusive visual narratives that support gender-equal leadership models. The research contributes to visual communication and gender studies by demonstrating how semiotic reading of cinematic visuals reveals the gradual normalization of female leadership across historical phases of films.
Copyright (c) 2026 Jessica Hengkenang, Eka Noviana https://creativecommons.org/licenses/by/4.0
From context to interface: Contextual user experience in three student UI/UX projects
The design of user interface and user experience (UI/UX) can function not only as a means of aesthetics and navigation, but also as a medium for understanding user behaviour and needs within specific contexts of use. This article offers a reflective multiple‑case analysis of three undergraduate digital application design projects that adopt context‑based approaches to address functional, social and emotional issues faced by their users. Drawing on human‑centered design standards and contextual user experience concepts, the study examines how each project configures users, tasks and environments, and how experience‑centered design perspectives are mobilised to shape affective qualities such as safety, reassurance, productivity and community engagement. Using documentation of the design process, design artefacts and final reports, the analysis shows how observation, interviews, persona and journey mapping, and prototype testing enabled students to surface patterns of interaction, latent needs and contextual constraints that informed their interface decisions. The findings argue that a deep understanding of context of use and lived experience is crucial for generating UI/UX solutions that are not only usable and visually coherent, but also empathetic, inclusive and aligned with users’ everyday practices. In the realm of design education, the study suggests that treating UI/UX projects as sites for contextual and experience‑centered inquiry can strengthen students’ reflective capacities and position interface design as a research‑driven strategy for mediating relationships between humans and technology.
Copyright (c) 2026 Desi Dwi Kristanto https://creativecommons.org/licenses/by/4.0
Exploring photovoice-based educational games for building self-confidence in middle childhood children
Self-confidence during middle childhood (ages 6–12) plays an essential role in children’s social, emotional, and academic development. At this stage, children begin to evaluate their abilities and form self-perceptions influenced by learning experiences and social interactions. However, limited opportunities for reflective and creative self-expression in elementary school settings may affect the development of children’s self-confidence. This condition highlights the urgency of exploring approaches that provide developmentally appropriate expressive spaces for children. This study aims to explore the potential of a photovoice-based approach as a conceptual foundation for designing educational games that support self-confidence development in elementary school children in Bandung. The research employed a descriptive qualitative method supported by literature review and questionnaire-based data collection. Primary data were obtained from 19 parents of children aged 6–12 years from public and private elementary schools in Bandung. The questionnaires explored children’s daily activities, confidence tendencies, and preferred modes of expression. As an adaptation of photovoice principles, children were encouraged, with parental guidance, to represent aspects of their self-identity and experiences through visual media. The findings indicate that children tend to express themselves more confidently through visual and creative media compared to purely verbal forms. While positive self-appreciation was observed, situational hesitation and self-doubt were also identified. These results suggest that a photovoice-based visual approach can serve as a relevant foundation for designing participatory educational games that foster self-confidence in elementary school children.
Copyright (c) 2026 Sisya Ayumi Nurzauza, Rosa Karnita https://creativecommons.org/licenses/by/4.0
Understanding learning motivation in online doodle art education: The role of teaching materials and webinar facilities
The rapid shift toward webinar-based education has transformed how practice-based art learning is delivered, raising questions about which factors most effectively sustain learner motivation in online environments. This study aims to examine the influence of teaching materials and learning facilities on participants’ motivation to further explore doodle art following an online webinar. A quantitative survey-based approach was employed, involving 58 participants who attended a synchronous doodle art webinar featuring live drawing demonstrations and simultaneous practice. Data were collected using a five-point Likert-scale questionnaire and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that the quality of teaching materials has a significant positive influence on participants’ motivation (t = 2.527, p = 0.006), while learning facilities do not show a statistically significant effect. These findings suggest that, in practice-based online illustration learning, pedagogical factors such as clarity of explanation, visual demonstrations, and structured content play a more decisive role in motivating learners than technical facilities, provided that basic technological requirements are met. The study contributes to online art and design education by providing empirical evidence that prioritizing instructional quality is critical for sustaining learner motivation in creative webinar-based learning contexts. Practically, the findings offer guidance for educators and institutions in designing more effective online illustration learning experiences that encourage continued creative engagement beyond formal instructional sessions.
Copyright (c) 2026 Rie Naftali Sebastian, Brian Alvin Hananto https://creativecommons.org/licenses/by/4.0
Cultural representation of Chinese elements in Genshin impact and its influence on player interest
This study was conducted by using different ways to analyse participant interest through combining qualitative methods that looked at Culture from Traditional Chinese Society and how that reflects on Genshin Impact and Quantitative Methods to determine the overall influence of Culture from Traditional Chinese Society and Genshin Impact. Through this approach, our focus was the visual representations of Lions from Lion Dance Tradition within Genshin Impact, and how these images contrasted to both the narrative storyline and environmental aspects associated with Chinese Culture. Quantitative data were collected through a survey of 65 players to measure their perceptions, interest levels, and engagement with the cultural representations presented in the game. Qualitative analysis was conducted through visual and content analysis of character design, narrative context, and game mechanics to identify how Chinese cultural elements are constructed and communicated. The findings from this mixed methods approach indicate that the visual and narrative representation of Chinese culture in Genshin Impact positively influences player interest and stimulates curiosity about the cultural themes depicted in the game. These results suggest that digital games have the potential to serve as effective media for introducing cultural representation through immersive visual and interactive experiences.
Copyright (c) 2026 Marina Wardaya https://creativecommons.org/licenses/by/4.0
Comparison of visual meanings on the cover of Agatha Christie's Crooked House novel in 1986, 2000, 2009, and 2017
Changes in book cover design are a common practice among publishers, particularly for best-selling novels. This phenomenon is evident in Crooked House by Agatha Christie, which has undergone four distinct cover redesigns in 1986, 2000, 2009, and 2017. These design variations form the foundation of this study. The research aims to analyze the use of visual signs on the covers of Crooked House to identify, interpret, and compare the meanings conveyed through each visual element across different editions. A qualitative research method was employed, utilizing Charles Sanders Peirce’s semiotic theory, which consists of three core components: representamen (sign), object, and interpretant. The study also examines stylistic variations and design trends in each cover edition to explore how visual differences influence the transmission of meaning and the representation of the novel’s narrative essence. The findings indicate that, despite their visual diversity, each cover conveys a consistent underlying meaning and impression related to the novel’s thematic content. The variations among editions are influenced by contextual factors such as prevailing design trends of each era and the distinctive artistic styles of individual illustrators. These contextual elements shape the visual expression of the covers while preserving the core semiotic identity of the novel.
Copyright (c) 2026 Ayu Zulkadinityas, Iwan Gunawan, Ardianti Permata Ayu https://creativecommons.org/licenses/by/4.0
Infographics as a visual communication tool in sports: The representation of the Indonesian national team on Okezone.com in June 2025
Infographics have become one of the most important journalistic products in online media, especially for young readers who prefer visually rich and concise content. However, infographics are still often perceived merely as tools for presenting data, whereas they contain narratives, visual choices, and symbolism that can influence public emotions and perceptions. The urgency of this research arises from the fact that infographics depicting national representation often shape public perception subtly yet significantly. This study aims to analyze the role of infographics in sports journalism, focusing on infographics published by Okezone.com about the Indonesian National Team (Timnas Indonesia). Timnas holds a privileged position as a national symbol of pride, making its representation in infographics particularly important. The study employs visual content analysis with a descriptive qualitative approach, using seven infographics about Timnas Indonesia published in June 2025. The findings show that infographics do not merely present data and visuals; they also construct narratives and produce meanings for the public. Elements such as the red-white color palette, the Garuda emblem, player photographs, and statistical figures are combined to build the image of the national team. In both pre-match contexts and post-match reporting, the visuals convey optimism and heroism. These findings affirm that infographics play a crucial role in shaping perception and strengthening national identity on the international stage, while also contributing to visual journalism studies and editorial practices in producing more responsible and meaningful visual content.
Copyright (c) 2026 Imamul Masyhudi, Martinus Eko Prasetyo https://creativecommons.org/licenses/by/4.0
Aesthetic and cultural study of the Indoculinire logo
This study aims to examine the aesthetic and cultural values ​​of the Indoculinaire logo, which represents a brand identity that embodies Indonesian culinary heritage. The first focus of this study is design elements such as color, typography, illustration, and composition. Second, the logo's principles are simplicity, product description, effectiveness in black and white, and clarity when the logo is reduced in size. Third, the brand embodies cultural aesthetic values. The research method used was qualitative with a descriptive-interpretive approach. Data were obtained using observation, interviews, documentation, and literature studies. In practice, interviews and observations were conducted in a complementary manner. The results show that the Indoculinaire logo embodies cultural aesthetic values, with a spirit of preserving and sustaining Indonesian culinary diversity. The design elements and logo principles applied to the logo create a modern impression without eliminating cultural values. The conclusion of this study is that Indoculinaire is a brand capable of representing a modern and cultured identity. This study demonstrates that the application of cultural aesthetics in brand identity design, particularly logos, is crucial in strengthening brand values ​​based on local wisdom.
Copyright (c) 2025 Dwi Ramayanti https://creativecommons.org/licenses/by/4.0
Matrix-based character design systems: Parallel principles in manga matrix and lora for neural networks
The integration of AI in character design lacks systematic frameworks that translate traditional visual design principles into computational parameters, creating a conceptual gap between designers' artistic intent and AI tool configuration. This research identifies four parallel principles—structural decomposition, modular recombination, granular control, and hierarchical organization—shared between Hiroyoshi Tsukamoto's Manga Matrix and Low-Rank Adaptation (LoRA), developing the first translation framework that maps visual design decisions to specific LoRA parameters. We reveal how matrix-based organizational principles create actionable pathways for designer-AI collaboration, establishing that these systems share fundamental operational mechanisms despite their distinct domains. Through literature review and comparative analysis, we examine how Manga Matrix's visual grid elements correspond to LoRA's rank values and weight distributions, establishing practical implementation guidelines for each principle. The research establishes foundational methodology for human-AI co-creation, contributing to more practical and consistent AI-assisted design workflows.
Copyright (c) 2025 Anthoni Reza Pahlevi, Alvanov Zpalanzani Mansoor https://creativecommons.org/licenses/by/4.0
Documentary video on DJ playing techniques in the analog and digital era
This documentary explores the evolving techniques of Disc Jockeys (DJs) from the analog to the digital era. It addresses the shift from the intricate art of vinyl manipulation in the 1990s to the more accessible, technology-driven methods of today, such as auto-sync features on digital DJ software. The production involved comprehensive pre-production, including research, story development, and scriptwriting, followed by a multi-day production phase for A-roll, B-roll, and audio recording. Post-production focused on editing and creating supporting media. The resulting documentary effectively illustrates the differences in DJing techniques across eras, receiving positive feedback for its engaging visual and audio elements, clear messaging, and success in delivering new knowledge to its audience.
Copyright (c) 2025 Farah Fauziah, Kelso Lineus, Bonifacia Bulan Aruming Tyas https://creativecommons.org/licenses/by/4.0
Implementasi edugame mobile untuk pembelajaran anggah ungguhin basa Bali di SD negeri 5 Mengwitani, Badung Bali
The decline in students’ interest and understanding of Anggah Ungguhin Basa Bali presents a significant challenge in Balinese language learning at the elementary level. This study aims to design and implement an interactive mobile-based edugame to enhance the comprehension of fifth-grade students at SD Negeri 5 Mengwitani. The research employed a research and development (R&D) method using both qualitative and quantitative approaches. Data were collected through observation, interviews, documentation, and pre-test and post-test assessments. The results indicate a substantial improvement in students’ average scores, increasing from 40.9 in the pre-test to 91.3 in the post-test. Expert evaluations from media, content, and user perspectives also rated the edugame in the “highly feasible” category, with percentages above 90%. These findings demonstrate that mobile-based edugames are not only effective in improving learning outcomes but also play a vital role in preserving the Balinese language. The applied visual communication design successfully created a contextual, engaging, and student-friendly learning experience, making the edugame an innovative solution for teaching local content in elementary schools.
Copyright (c) 2025 I ketut Setiawan, Putu Candra Kharisma Dewi https://creativecommons.org/licenses/by/4.0
Preserving Balinese dance through hyperreal digital humans: A motion capture and projection mapping approach
This research explores how motion capture and projection mapping technologies can be structured to preserve traditional Balinese dance while supporting creative education in higher learning. The project aimed to create a hyperreal digital human that authentically embodies traditional choreography, guided by the Balinese philosophy of Tri Hita Karana, which emphasizes harmony among the divine, humans, and nature. The production pipeline integrated students and professionals across all stages—from ideation and narrative development to technical execution—using an OptiTrack motion capture system, Blender for 3D modeling, and Unreal Engine for real-time rendering. The cleaned motion data was mapped onto a detailed 3D character representing a celestial Balinese dancer. This digital performance was then projection-mapped onto large structures during the Indonesia Bertutur 2024 festival, engaging audiences with a fusion of tradition and digital art. Results show that motion capture can retain the integrity of traditional movements, while projection mapping serves as a powerful medium for public storytelling. The collaborative model also provided students with direct exposure to industry workflows and cultural material. This study concludes that emerging media can meaningfully support cultural preservation and pedagogical innovation when implemented with respect, structure, and collaboration.
Copyright (c) 2025 Tombak Matahari, Arya Harditya, Aras Darmawan https://creativecommons.org/licenses/by/4.0
Analysis of level of detail as game optimization method in Mobile Legend’s character
Game is one of the entertainments that is sought after by people. Every game has given performance experience for its player that need to be well designed to reduce any issue. Optimization is essential for every game player to avoid any technical issue, including low frame rates and high battery consumption. One of the optimization methods is called Level of Detail (LOD). For this article, Mobile Legends is chosen as the topic. Mobile Legends is a Multiplayer Online Battle Arena game that used a real-time rendering that relies on the performance adjustment. Mobile games like Mobile Legends could benefit from implementing LOD. The goal of this article is to show the relation between LOD framework such as shader and Mobile Legend in-game settings. The method used is qualitative experiment research with game screenshots. Based on experiment, there are new analysis based on the proposed ideas. A combined framework is possible to be implemented to one type of the game visual settings
Copyright (c) 2025 Eveline Dau Leja, M. Alif Wicaksono, M Garry Saputra, Rista Indri Yuliana https://creativecommons.org/licenses/by/4.0
Application of the design thinking method in the development of the Zero Left application for waste management
According to data from the Coordinating Ministry for Human Development and Culture, an estimated 7.2 million tons of waste remained unmanaged in 2023, with the figure projected to rise to 11 million tons by 2024. Furthermore, the National Waste Management Information System (SIPSN) under the Ministry of Environment and Forestry (KLHK) reported that as of July 24, 2024, the cumulative volume of national waste had reached 31.9 million tons, based on input from 290 regencies and municipalities across Indonesia. Among the most prevalent waste types are plastic and food waste. Despite the growing volume, public awareness regarding proper waste management practices remains insufficient. In response to this issue, the present study proposes the design of an integrated waste management application, developed using the design thinking methodology. Evaluation of the application through the System Usability Scale (SUS) revealed a high usability score of 91.5 out of 100, as assessed by 19 respondents. The application, named Zero Left, is grounded in Jakob Nielsen’s Usability Heuristics for User Interface Design and includes features such as recycling services, waste transportation, landfill navigation, and a points-and-rewards system. It is expected that Zero Left will encourage greater public participation in fostering a cleaner and healthier environment.
Copyright (c) 2025 M. Alif Wicaksono, M Garry Saputra, Eveline Dau Leja, Geovani Goya, Ethan Ellen, Angelica Gracia Nathalie, Belinda https://creativecommons.org/licenses/by/4.0
A Peircean semiotic analysis of international poster design: Study of Petra Christian University and Sophia University
Posters are a form of visual communication that conveys information to the audience. This study analyzes the design of each three international activity posters from Petra Christian University (Indonesia) and Sophia University (Japan) using Peirce's semiotic theory, by dividing signs into icons, indices, and symbols to reveal the meaning of the visual components used. The visual components (signs) observed consisted of dots, lines, shapes, colors, textures, spaces, images, illustrations, typography, and layouts found in each poster. The results of the analysis show that Petra Christian University displays diverse visual components and global collaboration, while Sophia University reflects Japanese culture and local identity. Through the points of difference and similarity that have been explained, Petra Christian University and Sophia University demonstrate consistency in their designs and have very different design characteristics. This research provides insight into how meaning is formed in poster design through a semiotic approach, as well as the importance of understanding the cultural context in visual communication between countries.
Copyright (c) 2026 Karina Anggi Dabi-Dabi, Listia Natadjaja, Bernadette Dian Arini Maer https://creativecommons.org/licenses/by/4.0
The application of visual metaphor in designing environment for short animation Lost Steps
Animation as an art medium comprises many important elements, including the environment. The environment is used to visualize the condition, background, time, location, culture, mood, and atmosphere of certain aspects of animation. Environment design is crucial in creating ‘realistic’ animation; realistic in terms that it is believable through the viewer’s perspective. This article aims to explain the design process of environmental aspects in the “Lost Steps” short animation. “Lost Steps” tells the story of Rahel, a grieving young woman, who lost her steps in the painting world because of her grandmother’s death. This movie focuses on how Rahel goes through her grief to release the emotional baggage that’s eating into her life. The purpose of this paper is to elucidate the importance of good interior environment design in order to convey emotions through visuals. In order to explain all of these, the writer decided to use an embodied visual metaphor. This paper uses qualitative analysis techniques in its writing to discuss the environmental aspects of the movie. The result achieved through this paper is that visual metaphor is used in terms of creating layers of meaning, while mise-en-scène is applied through the use of property set, asset design, color, and lighting to visualize these layers of meaning.
Copyright (c) 2026 Jessica Meriani Gho, Mega Iranti Kusumawardhani https://creativecommons.org/licenses/by/4.0
Utilizing interactive art installation and generative quizzes to promote Kawa Daun among generation Z
Kawa Daun, a traditional beverage from West Sumatra that made from roasted coffee leaf extracts, is an important cultural product but is now less popular, particularly among Generation Z. This research examines whether interactive art installations, together with generative quizzes and storytelling, can be a means to promote Kawa Daun among young generations. To address these objectives, the study focuses on these research questions: (1) How might an interactive installation be designed to engage Generation Z in spreading Kawa Daun? (2) How can an interactive art installation use storytelling to promote Kawa Daun and connect with Generation Z's cultural and personal values? This research uses a design thinking approach to develop an installation where the intersectionality between generative quizzes and visual storytelling can communicate the cultural significance surrounding Kawa Daun. A trial was conducted for 56 participants, showing that the installation was successful in engaging the participants effectively, who were encouraged by the quizzes to know more about the cultural heritage of Kawa Daun. The conclusion is that interactive installations can efficiently bridge pre-existing cultural traditions between today's culture to ensure Kawa Daun's longevity for generations to come.
Copyright (c) 2026 Putriratu Sucihawa, Tombak Matahari, Arum Githa Putri https://creativecommons.org/licenses/by/4.0
Representasi budaya dalam desain karakter Candace game Genshin Impact
Desain karakter dalam permainan digital saat ini tidak hanya berfungsi sebagai elemen visual, tetapi juga sebagai sarana untuk menyampaikan nilai serta identitas budaya. Penelitian ini bertujuan untuk mengetahui bagaimana elemen budaya ditampilkan melalui desain karakter dalam permainan tersebut. Berdasarkan teori representasi budaya yang diajukan oleh Stuart Hall serta konsep semiotika visual dari Roland Barthes, studi ini juga memperhatikan pendekatan Manga Matrix yang dikemukakan oleh Hiroyoshi Tsukamoto. Pendekatan ini menjelaskan struktur visual karakter Jepang melalui aspek ekspresi, bentuk fisik, dan simbol-simbol visual yang penuh dengan makna budaya. Masalah yang dibahas adalah bagaimana proses adaptasi budaya dalam desain karakter dapat berisiko mengalami penyederhanaan atau penggambaran stereotip saat disiapkan untuk pasar global. Metode penelitian yang diterapkan adalah penelitian pustaka dengan pendekatan kualitatif-deskriptif, melalui tinjauan literatur, analisis visual, dan evaluasi dokumen resmi dari pengembang. Hasil penelitian mengindikasikan bahwa karakter dalam Genshin Impact tidak hanya menampilkan elemen visual yang khas dari budaya, seperti busana, bangunan, dan simbol mitologi, tetapi juga mengadopsi struktur cerita serta ciri psikologis yang mencerminkan identitas budaya dari setiap wilayah dalam permainan. Sebagai kesimpulan, desain karakter dalam Genshin Impact memiliki potensi yang signifikan sebagai sarana diplomasi budaya visual, meskipun diperlukan pendekatan yang kritis terhadap kemungkinan adanya bias dalam representasi..
Copyright (c) 2024 Haur Nahdah Syakirah, Adinda Erin Nur Anggita, Arishty Cicilia Calista Senduk, Anggis Rizky Wiyaringtyas https://creativecommons.org/licenses/by/4.0
Analisis video Miawaug yang berjudul saatnya membuka warnet baru menggunakan teori simulasi simulakra
Teknologi dan masyarakat adalah hal penting yang saling terikat dan tidak bisa dipisahkan. Perkembangan teknologi menghasilkan media komunikasi baru yang dikenal sebagai new media. Pengaruh budaya dari kemunculan media baru ini termasuk konten yang disebut livestreaming. Penelitian ini membahas tentang konten livestreaming yang dilakukan oleh YouTuber. Mengacu pada keberhasilan MiawAug, banyak kreator pemula yang membuat saluran YouTube dengan konten video game. Salah satu aspek penting dalam memproduksi video YouTube tentang ulasan video game adalah strategi cara berbicara. Dengan teknik berbicara yang baik, gaya komunikasi yang digunakan kreator akan menjadi lebih fokus dan terstruktur. Penelitian ini bertujuan untuk menggambarkan bentuk tuturan MiawAug sebagai Youtuber Video game menggunakan perspektif strategi tuturan Levinson. Teori yang digunakan dalam penelitian ini adalah teori Simulasi-Simulakra yang berasumsi tentang manusia telah hidup dimana keadaan simulasi menggantikan realitas itu sendiri.
Copyright (c) 2024 Galib Indrajaya, Raesita Angelina Putri, Tiara Sasi Kirana Putri, Thoriq Alfi Syahrin, Zidan Hikmal Prasetyo https://creativecommons.org/licenses/by/4.0
Augmented reality pada pameran temporer Dr. Wahidin di museum Kebangkitan Nasional
Penelitian ini membahas pemanfaatan teknologi augmented reality (AR) dalam pameran temporer Dr. Wahidin di Museum Kebangkitan Nasional sebagai upaya inovatif untuk menyampaikan narasi sejarah kepada generasi muda. Latar belakang dari penelitian ini didasarkan pada kebutuhan museum untuk menyesuaikan diri dengan perkembangan zaman, serta tantangan dalam menarik minat generasi digital terhadap pembelajaran sejarah yang konvensional. Tujuan dari penelitian ini adalah untuk menganalisis bentuk penyajian visual dan naratif dari animasi 3D berbasis AR yang ditampilkan dalam video dokumentasi pameran. Penelitian ini menggunakan metode kualitatif deskriptif dengan pendekatan observasi visual terhadap dokumentasi video serta studi literatur sebagai dasar teoretis. Hasil pembahasan menunjukkan bahwa animasi 3D yang dihadirkan melalui pemindaian kode QR berfungsi sebagai media interpretatif yang menyampaikan konteks sejarah dari diorama fisik secara lebih hidup dan komunikatif. Visualisasi ini tidak hanya menampilkan tokoh sejarah, tetapi juga menyampaikan narasi melalui gerak tubuh, ekspresi wajah, dan suara dalam format semi-realistis. Penerapan prinsip animasi seperti anticipation, pose-to-pose, dan solid drawing turut memperkuat keterlibatan emosional dan pemahaman pengunjung. Kesimpulan dari penelitian ini menekankan pentingnya pembaruan media edukasi di museum melalui teknologi digital yang tidak hanya menarik secara visual, tetapi juga mampu menjaga akurasi dan kedalaman narasi sejarah
Copyright (c) 2024 Syauqi Adam Rabbani, Elda Franzia Jasjfi https://creativecommons.org/licenses/by/4.0
Analisis semiotika pada poster film Nussa: Makna visual dan pesan tersirat
Poster film adalah salah satu media komunikasi visual yang paling efektif untuk menyampaikan pesan dan menarik perhatian penonton. Tujuan dari penelitian ini adalah untuk menganalisis semiotika poster film Nussa dan memahami makna visual serta pesan tersirat yang disampaikannya. Permasalahan utamanya adalah bagaimana elemen visual seperti warna, tata letak, simbol dan teks mengekspresikan nilai-nilai Islam, keluarga dan pendidikan. Urgensi penelitian ini terletak pada meningkatnya kebutuhan akan desain visual yang dapat menyampaikan pesan moral dengan jelas dan tepat kepada khalayak, khususnya keluarga Muslim di Indonesia. Metode yang digunakan adalah pendekatan kualitatif berdasarkan analisis semiotika Roland Barthes, yang mencakup dua tingkatan: denotasi dan konotasi. Hasil analisis menunjukkan poster film Nussa berhasil menyampaikan nilai-nilai seperti keharmonisan keluarga, eksplorasi, dan pendidikan. Warna-warna cerah, simbol eksplorasi seperti roket, dan ilustrasi karakter mencerminkan dan menginspirasi anak-anak dan keluarga untuk bermimpi besar dan memahami pentingnya kerja sama tim. Penelitian ini berkontribusi pada penelitian komunikasi visual dengan menyajikan wawasan baru tentang penggunaan elemen visual dalam mengomunikasikan pesan moral. Hasilnya dimaksudkan untuk menjadi referensi bagi desainer grafis dalam menciptakan media periklanan yang indah dan bermakna.
Copyright (c) 2024 Ade Firmansyah, Anggih Darmawan, Muhammad Razan Ramadhan https://creativecommons.org/licenses/by/4.0
Pengembangan sistem pedoman identitas visual sebagai pendukung media komunikasi WOF Wooden dengan menggunakan pendekatan etnografi
Pertumbuhan industri furnitur setiap tahun semakin berkembang begitu pesat, tetapi hal ini juga dapat mengalami penurunan yang diebabkan dari daya saing yang begitu banyak. Salah satunya CV WOF Karya Reswara merupakan perusahaan industri furniture yang terletak di Kecamatan Dau, Kabupaten Malang. Sehingga itu untuk meningkatkan branding CV WOF Karya Reswara dengan pengembangan sistem pedoman identitas visual secara pendekatan etnografi. Metode penelitian menggunakan kualitatif deskriptif dengan pengumpulan data berdasarkan data primer meliputi wawancara, observasi, dokumentasi dan data sekunder meliputi studi literatur. Sehingga hasil penelitian menghasilkan output implementasi pedoman identitas visual, sistem desain, dan augmented reality. Oleh karena itu, dari hasil implementasi maupun perancangan ini dapat memaksimalkan media promosi online CV WOF Karya Reswara serta bermanfaat untuk lingkup branding.
Copyright (c) 2024 Elsa Mayori, Dimas Fakhruddin https://creativecommons.org/licenses/by/4.0
Analisis literasi visual poster dan video tiktok all eyes on Rafah Palestine
Palestina dan Israel mempunyai Sejarah yang begitu panjang, bahkan prosesnya sudah terjadi lebih dari 1 abad yang lalu. Di Inggris, Eropa sebelumnya, tepatnya tahun 1897, telah dibentuk satu organisasi yang bernama Judenstat atau kemudian lebih populer State of Israel. Penelitian poster All Eyes on Rafah menggunakan metode kualitatif, Metode Penelitian Kualitatif merupakan, penelitian yang mengacu pada: konsep dari makna, definisi, karakteristik, metafora, simbol dan hal lain berkaitan dengan deskripsi. Salah satu Poster All eyes on rafah yang paling terkenal adalah poster yang diunggah oleh akun instagram bernama @shahv4012 asal negara Malaysia, poster ini paling banyak diunggah ulang oleh semua pengguna Instagram, dalam poster ini pesan utama yang coba disampaikan di dalamnya adalah mengenai ajakan untuk memberikan kepedulian dan perhatian kepada aktivitas penyerangan kamp pengungsian di Rafah, Palestina. Dari penelitian ini, kesimpulan yang dapat ditarik adalah genosida yang dilakukan Israel terhadap rakyat palestina terutama diwilayah rafah yang saat ini terjadi memberikan reaksi yang besar di seluruh dunia. Berbagai macam reaksi yang diberikan atas tindakan genosida yang dilakukan oleh Israel pun beragam seperti ajakan untuk melakukan boikot, lalu ajakan untuk memberikan kepedulian serta dukungan kepada warga Palestina, salah satunya dengan memberi dukungan dan ajakan dengan menyebarkan Poster dan membuat Video Tiktok.
Copyright (c) 2024 Muhammad Gunaldi Sarimulya, Raffie Alifa Istiawan, Muhammad Aqsa Virgiawan. E, Smart Haryanto, Fauzan Arroozaqi https://creativecommons.org/licenses/by/4.0
Analisis iklan Gojek 2024 kenalin emak hemat, yang tau kalo pake Gojek paling hemat
Studi ini akan menganalisis iklan Gojek "Kenalin Emak Hemat, yang Tau Kalo Pake Gojek Paling Hemat" yang dirilis tahun 2024. Dengan penggunaan metodologi kualitatif deskriptif, serta pendekatan literasi visual. Analisis ini berfokus pada bagaimana iklan ini memnciptakan narasi dan menggambarkan positif tentang penggunaan aplikasi Gojek, serta bagaimana hal itu berdampak pada persepsi masyarakat tentang layanan Gojek sebagai solusi hemat biaya. Pendekatan literasi visual digunakan untuk menjelaskan makna dari berbagai elemen visual dan audio yang digunakan dalam iklan, serta bagaimana elemen-elemen ini membantu menyampaikan pesan utama iklan. Dalam iklan menampilkan karakter "Emak Hemat" sebagai representasi dari ibu rumah tangga yang cerdas dalam mengelola keuangan keluarga dengan memanfaatkan layanan Gojek. Melalui penggunaan elemen audio visual seperti visualisasi karakter, dialog, latar belakang musik, dan elemen sinematik lainnya, iklan ini berusaha menyampaikan pesan bahwa menggunakan Gojek adalah pilihan ekonomis bagi masyarakat. Hasil penelitian ini diharapkan dapat memberikan wawasan tentang strategi pemasaran melalui media audio visual dan efektivitasnya dalam mempengaruhi perilaku konsumen.
Copyright (c) 2024 Muhammad Ridho Fadilah, Nabila Aulia Putri, Roby Cahyani, Siti Syarah Fauziah, Sadam Riski Pratama https://creativecommons.org/licenses/by/4.0
Perancangan ulang identitas visual UMKM Waroongku.id sebagai upaya meningkatkan brand awareness
Perancangan Ulang Identitas Visual Umkm Waroongku.Id Sebagai Upaya Meningkatkan Brand Awareness, Identitas visual yang kuat merupakan aspek penting yang harus dimiliki suatu UMKM agar dapat bersaing dengan kompetitor. UMKM Waroongku.id berdiri sejak tahun 2020 namun, kesadaran merek terhadap UMKM tersebut masih terbilang rendah. Salah satu penyebabnya adalah belum kuatnya identitas visual yang dimiliki sehingga brand kurang memiliki daya tarik dibenak konsumen. Strategi yang dapat dilakukan adalah merancang ulang identitas visual yang bertujuan untuk meningkatkan kesadaran merek masyarakat terhadap UMKM Waroongku.id. Metode penelitian yang digunakan pada penelitian ini adalah mix method (metode campuran) melalui proses perancangan design thinking serta teknik analisa SWOT, STP serta skala Likert untuk mengetahui persepsi terhadap hasil perancangan ulang. Analisa data mendapatkan hasil untuk mengambil peluang dengan merancang identitas visual yang sesuai dengan target pasar yang dimiliki berupa kalangan muda berusia 18-25 tahun. Hasil dari perancangan ulang identitas visual berupa logo, warna, brand illustration pattern, tipografi serta luaran berupa desain kemasan, desain media sosial, merchandise, dan graphic standart manual memperoleh tanggapan positif dari mayoritas responden yang berpendapat bahwa hasil dari perancangan identitas visual telah sesuai dengan karakteristik brand dan meningkatkan minat responden terhadap brand dan produk yang ditawarkan.
Copyright (c) 2024 Muhammad Nadhif Fardhan, Dimas Fakhruddin https://creativecommons.org/licenses/by/4.0
Gema idul fitri bersama BRI: Kajian literasi visual pada iklan idul fitri BRI 2023
Penelitian ini mengkaji makna dalam iklan Idul Fitri BRI tahun 2023 dengan menggunakan pendekatan kualitatif dan teori Literasi Visual. Penelitian ini menganalisis iklan "Gema Idul Fitri Bersama BRI" yang menampilkan momen silaturahmi di rumah nenek, sering kali menjadi ajang pamer prestasi. Melalui pendekatan Literasi Visual, peneliti menguraikan elemen-elemen visual seperti gambar dan komposisi untuk memahami pesan mendalam yang disampaikan iklan. Pengumpulan data dilakukan melalui pengamatan visual terhadap elemen-elemen dalam iklan, termasuk ekspresi wajah dan gestur tubuh. Hasil penelitian menunjukkan bahwa iklan tersebut berhasil menyampaikan nilai-nilai kebersamaan, dan pentingnya silaturahmi dalam budaya Indonesia. Elemen visual dalam iklan mempengaruhi perasaan dan pemahaman audiens, menggarisbawahi pentingnya menjaga hubungan harmonis meskipun ada persaingan. Penelitian ini memberikan kontribusi penting dalam memperkuat pemahaman tentang literasi visual dalam media iklan, serta membentuk dasar untuk penelitian lebih lanjut mengenai peran iklan dalam mencerminkan dan membentuk nilai-nilai budaya dalam masyarakat.
Copyright (c) 2024 Zulfa Aulia Novan Fadhilah, Rakha Arner Fadlurahman Azhari https://creativecommons.org/licenses/by/4.0
Perbandingan user experience (UX) pada platform media Steam dan Epic games store
Steam dan Epic Games Stores merupakan penyedia distribusi game digital yang terkenal di dunia. Kedua platform ini sering menjadi bahan perdebatan di forum diskusi dikarenakan fitur antarmuka pengguna dan pengalaman pengguna yang diberikan oleh kedua platform distribusi game digital sangat berbeda. Beberapa pengguna menyebutkan jika fitur UI/UX yang diberikan oleh platform Steam lebih nyaman dan desain yang simpel bagi penggunanya, berbeda dengan Steam pengguna platform Epic Games lebih menyukai platform tersebut dikarenakan game gratis yang diberikan oleh penggunanya. Sehingga, perdebatan ini membuat perbandingan akan UI/UX dari kedua platform tersebut untuk mencari data. UI/UX manakah yang lebih diminati oleh para penggunanya. Hal ini dapat menjadi rekomendasi bagi para pengguna barunya dan dapat memberikan rekomendasi untuk pengembangan UI/UX terhadap para pengguna kedua platform distribusi game digital tersebut.
Copyright (c) 2024 Muhammad Abel Abdullah, Muhammad Rafi Jaseli, Pria Rafif Daffa Arya Putra, Anggis Rizky Wiyaringtyas https://creativecommons.org/licenses/by/4.0
Perancangan animasi sebagai media kampanye kekerasan anak terhadap orang tua
Perkembangan zaman memengaruhi perilaku masyarakat melalui perubahan ekonomi dan politik yang berdampak pada struktur sosial. Dampak negatifnya termasuk meningkatnya kriminalitas, terutama kekerasan, yang sulit dihilangkan. Kasus kekerasan, seperti KDRT, menjadi perhatian serius, terutama di Jawa Timur dan Surabaya. Surabaya meraih penghargaan Kota Layak Anak, menandakan komitmen dalam meningkatkan kualitas kehidupan keluarga. Untuk mempertahankan penghargaan ini, diperlukan kontribusi dari masyarakat dan pemerintah. Penerapan animasi sebagai media kampanye diharapkan dapat mengedukasi masyarakat tentang kekerasan anak, menjangkau semua usia untuk meningkatkan kesadaran dan respons positif terhadap masalah sosial ini. Pembuatan animasi sebagai media kampanye kekerasan anak terhadap orang tua ini adalah salah satu kontribusi untuk mendukung terciptanya kota layak anak. Animasi 2D ini dirancang menggunakan metode kualitatif dan kuantitatif. Penulis menggunakan metode kualitatif pada saat proses perancangan animasi, semantara menggunakan metode kuantitatif pada saat proses pengujian dan evaluasi. Pada penelitian ini juga menggunakan pendekatan design thinking yang terbagi dari lima tahap yaitu empathize, define, ideate, prototype, dan testing. Metode pengumpulan data pada penelitian ini adalah observasi, wawancara, dokumentasi, dan studi literatur. Teknik Analisa data menggunakan reduksi data, penyajian data, dan penarikan kesimpulan. Tujuan dari penelitian adalah menghasilkan animasi sebagai media kampanye kekerasan anak yang dilakukan terhadap orang tua
Copyright (c) 2024 Intan Ramadani, M. Arief Nazaruddin https://creativecommons.org/licenses/by/4.0
Perancangan ulang identitas visual Sitespirit untuk menguatkan brand image perusahaan dengan menggunakan pendekatan etnografi
Penelitian ini berfokus pada perancangan ulang identitas visual agensi Sitespirit dengan menggunakan pendekatan etnografi untuk mengeksplorasi kebutuhan konsumen dan interaksi pengguna. Melalui observasi lapangan selama enam bulan, teridentifikasi bahwa Sekawan Studio membutuhkan identitas visual yang lebih terstruktur, termasuk logo yang menarik, pemilihan warna yang tepat, tipografi yang jelas, dan penataan elemen visual yang lebih baik. Metode yang diterapkan adalah mixed methods, menggabungkan pendekatan kualitatif dan kuantitatif melalui observasi, wawancara, kuesioner, dan studi literatur. Proses design thinking dimulai dengan tahap empathize untuk pengumpulan data, diikuti dengan tahap define untuk menganalisis dan mengelompokkan kebutuhan desain. Tahap ideate menghasilkan konsep dan elemen visual yang dituangkan dalam moodboard, sebelum melanjutkan ke sketsa dan digitalisasi logo menggunakan Adobe Illustrator. Prototyping menghasilkan Graphic Standard Manual (GSM) dan media promosi tambahan untuk memperkuat brand image. Hasil uji coba melalui kuesioner menunjukkan bahwa responden sangat mendukung perancangan ulang identitas visual, yang dinilai lebih menarik dan selaras dengan nilai serta tujuan perusahaan.
Copyright (c) 2024 Achmada Marisanal, Dimas Fakhruddin https://creativecommons.org/licenses/by/4.0