cover
Contact Name
Arif Try Cahyadi
Contact Email
arif3cahyadi@email.unikom.ac.id
Phone
+6281998522354
Journal Mail Official
jurnalvisualita@email.unikom.ac.id
Editorial Address
Universitas Komputer Indonesia, Fakultas Desain, Desain Komunikasi Visual Jl. Dipatiukur No. 112-116, Kota Bandung, Smart Building Unikom, 6th Floor, Room 6027
Location
Kota bandung,
Jawa barat
INDONESIA
Visualita : Jurnal Online Desain Komunikasi Visual
ISSN : 26552140     EISSN : 23015144     DOI : https://doi.org/10.34010/visualita
Core Subject : Humanities, Art,
The Online Visual Communication Design Visualita Journal is dedicated to disseminating findings or research and original ideas about design, applied arts, and visual culture, which is published in 2 (two) episodes a year, namely in April and October. The scope of the Visualita Journal covers an unlimited variety of visual culture starting from visual, contemporary, and traditional arts, visual communication design, and graphic and technical design with other sciences such as communication, culture, sociology, marketing, psychology, language, etc.
Articles 154 Documents
Tinjauan Visual Brand Identity Beberapa Brand Produk Makaroni Pedas Sebagai Acuan Perancangan Logo Ulita, Novena
Visualita Jurnal Online Desain Komunikasi Visual Vol 11 No 2 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v11i02.8748

Abstract

ABSTRAK Visual brand identity penting dimiliki agar suatu produk dapat mudah dikenali, diingat dan dipromosikan. Untuk itu sebagai seorang desainer komunikasi visual sebelum merancang visual brand identity yang tepat maka desainer perlu mengetahui positioning produk di pasaran sehingga menjadi acuan untuk keputusan desain nantinya. Tujuan penelitian ini mengungkap cara menentukan brand positioning yang dapat dijadikan acuan desainer sebelum merancang visual brand identity, kasus secara spesifik yakni pada produk makaroni pedas yang ada di Jakarta. Dengan teori Product Life Cycle dan teori elemen desain penelitian ini dilakukan secara metode kualitatif, melihat pola-pola yang terbentuk dan kemudian mendeskripsikannya. Melalui cara pengumpulan data dengan observasi, studi pustaka, dan juga dokumentasi, data kemudian dikumpulkan untuk menggali informasi mengenai produk terkait sehingga kemudian dapat dilakukannya analisis data dengan menggunakan teknik analisis konten. Hasil dari penelitian ini penulis menemukan adanya beberapa indikator yang dapat digunakan dalam menentukan positioning produk dalam tujuan perancangan visual brand identity. Dengan hasil tersebut bermanfaat bagi referensi mahasiswa melakukan perancangan logo dari produk yang sejenis. Setelah dilakukannya perbandingan, setiap brand memiliki keunggulannya masing- masing.
Pengaruh Video Virtual Tour 360° Pantai Kuta Terhadap Respon Emosional Audiens Paramartha, I Putu Adi Surya; Julianto, I Nyoman Larry; Mudra, I Wayan
Visualita Jurnal Online Desain Komunikasi Visual Vol 11 No 2 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v11i2.8453

Abstract

The presence of a 360° virtual tour video as a medium with a new format in Indonesia has the potential to be an alternative way of traveling as well as a medium for promoting a tourist attraction with a new format. The unique experience that 360° videos offer can influence the emotional response of the viewer which in turn can potentially influence the viewer's actions. The purpose of this research is to determine the emotional response of respondents when watching a 360° virtual tour video about Kuta Beach. This qualitative research uses emotional design theory approach in the analysis process. Data collection techniques are carried out using documentation and questionnaire methods. The results of this research indicate that respondents tend to feel more positive emotion than negative emotions when watching a 360° virtual tour video about Kuta Beach. Most of the positive emotion are caused by the visual scene generated based on a particular camera placement, especially when there was movement of the camera. Meanwhile, the negative emotional response, especially the boredom type, was caused by the placement of the camera which was only stationary in one place. In addition, it was also found that personal factors such as personality and culture can also affect emotional responses when watching 360° videos.
Transformasi Atribut Menjadi Elemen Estetis Pada Kostum Olahraga Musnur, Irfandi
Visualita Jurnal Online Desain Komunikasi Visual Vol 11 No 2 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v11i2.8841

Abstract

The use of sports jersey T-shirt products has become a stylish variant of the fashion trend for the community. Users of this t-shirt product have penetrated several circles, both children, teenagers and the elderly. What's interesting is that the jersey basically has attribute components that are produced as function demands, now present as an aesthetic visual ornament in fashion. This research basically comes as a follow-up research that has been done before. Previous research has revealed that there is an additional function of the soccer jersey, both in terms of supporters as a fan identity and a marker for the players themselves. In this study, we try to look at it from a different perspective, namely the form of the transformation function of sports jersey attributes (not limited to football) into aesthetic attributes in the World of Fashion. This will be explained through the aspects of material, visual, color and other functions which are usually used as a function of transforming into a fashion trend. Through the research that has been done, it is concluded that the transformation of Functional Motivation into aesthetics in sports jersey fashion products is a process of sign association. The association involves the role of previous markers (such as color, other attributes and visuals) that have been established in the mind. Through this empirical knowledge it is conceptualized into a "sporty" style which is realized in the jersey fashion trend.
Persepsi Emosi dalam Iklan HomePod yang Disajikan Melalui Visual Storytelling Arbi, Hafiz; Sari, Maya Purnama; Triannisa, Selvia Widi
Visualita Jurnal Online Desain Komunikasi Visual Vol 11 No 2 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v11i2.8849

Abstract

Advertising presentations sometimes only show a problem and solution related to the advertised product. The storytelling aspect of advertising becomes an important factor, it can make the audience feel involved and immersed in the story being conveyed, so that the advertising message is easier to deliver and remember by the audience. The use of inappropriate visuals can make advertising less effective in influencing the audience's decision, and may also be irrelevant to the audience. With the presence of emotions that can create a connection with the audience and influence their decision to buy the advertised product or service. Advertising that uses emotions appropriately can be more effective than advertising that only focuses on rational information. The method is applied by analyzing several sources such as advertisements, journals, and books. The aim is to find out the relationship between visual, storytelling, and emotion in advertising. Techniques such as storytelling and visual can enhance the effectiveness of advertising in delivering messages and influencing the emotions of the audience. Emotional perception also affects purchase decisions. Effective advertisements can influence consumer trends or purchasing decisions.
Analisis Warna pada Pembentukan Suasana Ruang di Kedai Kopi Semi Purworejo Prastomo, Agustinus Dicky
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.9327

Abstract

The space atmosphere of a coffee shop today, shaped by the natural monochrome colors, has a negative impact on the perceptions of young target consumers. This negative impact emerged during a focus group discussion (FGD) at Kopi Semi coffee shop, Katerban village, Donorejo, Purworejo Regency, Central Java. Apart from FGDs, data collection was also carried out through interviews, questionnaires, physical observations and social media as well as various coffee communities and related agencies under distric government and regional development planning agency. Kopi Semi coffee shop uses the concept of natural dark brown and black coffee colors. This color identification appears in the identity of the logo, furniture, as well as the spatial environment which is then simulated through the visual design. This color is visually perceived as dull, old-fashioned and old by young consumers aged 25-35 years who are targeted as an extension. So that currently loyal consumers are more than 40 years old. It seems that color plays an important role in forming the space atmosphere in the Kopi Semi coffee shop. This research shows that changes to the color concept need to be made. Positive perceptions of color changes in the future, are expected to increase the attractiveness of the space atmosphere in the Kopi Semi coffee shop.
Perancangan Web Komik Angling Dharma Sebagai Pengenalan Cerita Rakyat Jawa Timur Kepada Dewasa 18-25 Tahun Febyanti, Feby; Ayuswantana, Alfian Candra; Wulandari, Sri
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.9598

Abstract

In this modern era, it is necessary to design a culture in Indonesia that attracts the interest of the younger generation so they don't forget their country's identity. Literature is one area of culture that can be raised. This design aims to introduce one of Indonesian literature, namely the folklore of Angling Dharma to the target age group of 18-25 years. The media that is effectively used is comics. There are several types of comics, one of which is web comics. Web comics were chosen because this type of comic is cheaper and has a wider reach than printed comics. The design will use a qualitative descriptive method to analyze interview data, questionnaires and feedback which will then be followed by the implementation of the design concept, and then the implementation of the design. The design will focus on the fantasy genre as the main attraction. From the results of the research, designers can find out how to get the younger generation interested in learning Angling Dharma folklore. Like the character designs in an anime/cartoon style, the main characters have issues that are close to the reader, and the setting designs are fantasy-like. With this design, it is hoped that the Angling Dharma web comic can attract the curiosity of the younger generation.
Analisis Konten Visual pada Akun Instagram Desa Ciburial sebagai Sarana Promosi Wisata Rahman, Yanuar
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10736

Abstract

Tourist villages as part of Indonesia's tourism sector hold a significant position and value. After facing the challenges of the global pandemic, the tourism industry is now gradually recovering, with tourist villages gaining attention for offering authentic and unique travel experiences compared to conventional destinations. One of the tourist villages experiencing a resurgence is Desa Ciburial, located in the northern region of Kabupaten Bandung, West Java Province. It presents diverse potential tourist destinations, including cultural experiences, natural attractions, culinary delights, and homestays. The main issue faced by Desa Ciburial is the decline in tourist visits due to the pandemic. Therefore, smart and effective promotion strategies are necessary to support growth and increase visitor numbers. Social media, particularly Instagram, is acknowledged as a powerful promotional platform due to its ability to share visual content. The research employs a qualitative descriptive method, involving data collection and interpretation from the Instagram account @desaciburial. The data analyzed consists of visual content such as photos, videos, and infographics/illustrations published by the account. The analysis categorizes the types of content and message conveyed to form strategies for enhancing the promotion of the tourist village. This research contributes to understanding the importance of effective promotion in increasing visits to Desa Ciburial. By identifying the types of content and messages that successfully capture tourists' attention, it is hoped that the study can assist in formulating more effective and impactful promotional strategies to boost the quantity of visits to Desa Ciburial.
Peran Brand Kolaborator Dalam Memperkuat Produk Kustom Interaktif - Studi Kasus Kolaborasi Uniqlo dengan Indomie, Tolak Angin dan Gojek. Siswanto, Riky Azharyandi; Yunidar, Dandi
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10079

Abstract

This study discusses how brand collaborations can enhance personal relationship with customers through interactive custom product offerings. The focus of this analysis is the collaboration between Uniqlo, a Japanese retail clothing company, and three local Indonesian brands - Indomie, Tolak Angin, and Gojek. The findings of this research reveal that these collaborations not only produce unique custom products but also strengthen the relationship between brands and customers with interactive products, creating a more intimate and personal shopping experience. This study highlights the importance of the right partner selection for maximum results in collaborations, considering the relevance and value that each brand can offer. Therefore, this study examines what factors support the success of this collaboration from the perspective of the strength of the brands chosen by Uniqlo in this collaboration. Applying a phenomenological study approach, the conclusion drawn from this study affirms that inter-brand collaboration plays a crucial role in creating the interactivity of the series of product experiences offered.
Pembuatan Karakter Animasi “Rani” Sebagai Contoh Fenomena Gegar Budaya Mahasiswa Asal Pulau Sumatera di Pulau Jawa Yulianti, Shakila Dwi; Rachman, Anung; Kurniawan, Rendya Adi
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10136

Abstract

Culture shock is a phenomenon that often occurs among migrants. The high mobility in Indonesia causes people to move from one region to another, hence the phenomenon of culture shock is inevitable. Therefore, the phenomenon of culture shock cannot be avoided. In this context, the character of an immigrant from Sumatra who experiences the phenomenon of culture shock is created as an animated character. This animated character with the theme of culture shock is is adapted to the background and cultural identity that is used as a visual attribute of the character. Character creation pays attention to character features that can be remembered by the audience, These features include the identity, hobbies, activity patterns and preferences of an animated character. character. In addition, this animated character is introduced with animated media featuring simple activities played by this character. The animation was produced using Adobe Animate CC software with frame to frame technique and VSDC Video editor for compositing stage
Kajian Strategi Branding UMKM Quiinz Bowl Bojongsoang sebagai Adaptasi Pasca Pandemic: Studi kasus UMKM Quiinz Bowl Prahara, Gema Ari
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 1 (2023)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i1.10446

Abstract

The development of the post-pandemic culinary business has experienced various problems, especially for micro businesses. Problems exist in internal and external elements. In general, there is growth in the culinary sector on a local and regional scale. This problem is experienced by MSMEs Quiinz Bowl, a home-based business that continues to survive and continue to do business in the midst of a changing market. The Quiinz Bowl is trying to try to get out of the post-pandemic barrier. Even though demand is declining, this business is still looking for a way out that can maintain the existence of its micro business. The Quiinz Bowl uses a branding strategy in determining the way forward. This study uses qualitative methods with recommendations for branding strategy analysis implemented in concrete steps in visual communication media Branding strategy with the rejuvenation of previous visual characters is a step to trigger novelty. The use of instore media, is a solution used as an early stage of strengthening Quiinz Bowl products.