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
Visualisasi Muslim dalam Video Game sebagai Citra Islam dalam dunia Game. Studi Kasus : Call of Duty, Assassins Creed & Battlefield Albar, Deni
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.v12i1.10645

Abstract

Secara ekonomi, pasar game global menghasilkan keuntungan sekitar 2 triliun rupiah pada tahun 2020. Separuh dari pendapatan tersebut berasal dari kawasan Asia Pasifik. Dalam video game terdapat pesan-pesan yang disampaikan kepada para pemainnya, pesan tersebut dapat berupa ideologi, politik, ekonomi, sosial dan budaya. Salah satu pesan dalam dunia game yang menarik untuk dikaji adalah citra umat Islam dalam dunia game yang dikembangkan oleh developer dari Barat atau Eropa yang menampilkan bias budaya, terutama sejak peristiwa 9/11 di Amerika Serikat hingga perkembangannya pada tahun 2022. Hal in menjadi urgensi penelitian terhadap kerukunan beragama yang dipengaruhi oleh citra dalam game. Penelitian ini bertujuan untuk menemukan rumusan konseptual dalam penerapan pencitraan suatu agama khususnya Islam dalam media game. Penelitian ini berorientasi pada penjelasan dalam mengantisipasi fenomena/gejala religi dalam mendukung proses penerapannya dalam dunia game. Metode yang digunakan dalam penelitian ini adalah penelitian kualitatif deskriptif dengan metode data kepustakaan. Penelitian ini dilakukan dengan mengkaji representasi visual dari simbol visual agama Islam dalam berbagai video game, khususnya video game yang dikembangkan oleh developer barat, kemudian mengaitkannya dengan gameplay dalam game tersebut. Deskripsi menggunakan fakta-fakta dari data yang diperoleh sebagaimana adanya. Hasil penelitian ini diharapkan mampu menunjukkan rumusan konsep dalam merepresentasikan Islam dalam dunia game dan menjadi acuan yang tepat dalam penerapannya.
Perancangan Strategi Kreatif Konten Visual Sosial Media Situ Cileunca Pangalengan Kab. Bandung Muthmainnah, Ligar; Yusup, Nuke Rahmadina
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.v12i1.10950

Abstract

The city of Bandung has natural beauty that is still beautiful, especially in the Bandung Regency area. There are still many green lands that have now begun to be managed properly, neatly arranged, and made more comfortable for visitors. One of them is Situ Cilenca located in Pangalengan, Bandung Regency, is a tourist destination that has views of green hills and dense forests and vast expanses of lakes. In addition to having amazing natural beauty, Situ Cileunca offers several game attraction facilities offered in the form of outbound training such as rafting, flying fox, ATVs and also have a camping ground. With an affordable entrance ticket price, Situ Cileunca already has facilities that can be said to be complete. Moreover, currently the Bandung Regency Disbudpar is arranging the existing facilities in Situ Cileunca in stages. But unfortunately Situ Cileunca has not made maximum use of social media, so it is not uncommon for many who do not know Situ Cileunca in detail. This design was made to implement creative strategies in social media to maximize the promotion of low budget high impact for Situ Cileunca. In collecting data, this design uses a mix method, by conducting interviews, observations, and distributing questionnaires to Bandung residents aged 19-25 years. The results of this plan can be seen that by maximizing social media will be more effective in introducing and disseminating information about Situ Cileunca Pangalengan Kab. Bandung.
Perancangan Label Kemasan UMKM Kirihuchi Sebagai Media Promosi Untuk Meningkatkan Pemasaran Produk Soedewi, Sri; Mustikawan, Arry; Swasty, Wirania; Mohd Pahme, Nur Faizah; Mohd Shuib, Ahmad Sofiyuddin
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.8952

Abstract

Product packaging is an effective marketing tool that can influence buyer decisions, increase product selling value, and increase sales. The packaging of the Kirihuci, MSME product from Bandung produces chips made from Cilembu sweet potato has little selling value because it only uses ordinary plastic with packaging labels attached and does not contain complete information needed by consumers. The problem is Cilembu sweet potato chips are prone to breakage. Design packaging and attractive packaging labels are necessary to keep good quality of food and influence consumers. Qualitative research methods are used by conducting observations, interviews, and literature studies to collect design audits and obtain creative briefs. Then the analysis is carried out to get the packaging design references. The research is to purpose a packaging design with the Primary Display Panel standards (color, typography, visuals, and elements on the packaging). So, it can influence consumer purchasing decisions and can improve product marketing.
Pemetaan Desain Kemasan Produk UMKM Makanan: Analisis Visual di Toko Oleh-Oleh Bandung Berdasarkan Jenis, Bentuk, Material, dan Teknik Cetak Yudiarti, Diena; Prabawa, Bijaksana; Swasty, Wirania; Salsabila, Salma Alya
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.11258

Abstract

Improving the competitiveness of Micro, Small, and Medium Enterprises (MSMEs) in the food sector, especially in the city of Bandung, is an ongoing challenge. One key aspect that can enhance the competitiveness of food MSMEs is effective product packaging design. However, MSMEs often face obstacles in creating packaging designs that align with market trends due to limited resources. Therefore, this research aims to conduct a mapping of packaging designs for food MSMEs in souvenir shops in Bandung, focusing on the types of designs, shapes, materials, and printing techniques used. This study employs a qualitative descriptive approach with observational methods, analyzing visual data. The results reveal that the majority of packaging consists of primary packaging, featuring folding carton and stand-up pouch forms, primarily utilizing offset printing and direct print decorations. The most frequently used material is cardboard. This research can serve as a guide for MSMEs in the Bandung region to innovate their packaging designs. The findings are expected to contribute to enhancing the competitiveness of food MSMEs in Bandung and its surrounding areas.
STRATEGI VISUAL PROMOSI LELANG KANTOR PELAYANAN UTAMA BEA DAN CUKAI TIPE A TANJUNG PRIOK Firmansah, Firmansah; Pratikto, Yoga Haryo; Setyawan, Agus Budi
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.11342

Abstract

The Tanjung Priok Type A Customs and Excise Main Service Office has an annual auction activity agenda. In 2021 the Tanjung Priok Type A Customs and Excise Main Service Office has successfully held 18 auction activities, of these 18 auction activities were able to increase state income by 43 billion rupiah. Realizing the large potential value of state revenue from auction activities, the Tanjung Priok type A main customs and excise service office uses visual content via Instagram social media as a promotional medium for auction activities. By optimizing promotional activities on Instagram social media, it is hoped that it will be able to increase state revenue in auction sector that exceeded previous years. Researchers are interested in dissecting the application of visual strategies contained in the promotion of auction activities in the application of visual elements of illustration, visual elements of color, layout, typography, design processes and the rationale for choosing these strategies, using qualitative methods, with data collection techniques using observation, interviews and documentation, as well as using theories to strengthen analysis. From the results of data analysis, the author obtained the results of choosing a visual strategy and the rationale for choosing this strategy to help promotional activities carried out on Instagram media with the main aim of attracting the audience to be part of the success of the auction activities being held.
Identitas Visual Karakter Animasi Sebagai Representasi Multikultural Labuan Bajo Julianto, I Nyoman Larry; Mudana, I Gede; Putra Adnyana Yasa, Gede Pasek; Sustiawati, Ni Luh; Ardini, Ni Wayan; Sumerjana, Ketut; Andreani, Ni Putu Elvian
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.11406

Abstract

The visual identity of the animated characters of the Bugis, Flores and Bima tribes in Labuan Bajo is a creative manifestation of the cultural diversity that characterizes the region. Through meticulous design, these characters become strong visual representations of the rich ethnic and cultural heritage that coexists. The use of local cultural symbols, colors, and motifs provide a deep introduction to the cultural identity of each tribe, while a modern twist on the design acknowledges the changing times without sacrificing respect for tradition. This abstract discusses how the visual identity of the animated characters creates a narrative of inclusiveness and acceptance of diversity, creating an image of Labuan Bajo as a place that blends in multicultural harmony. Overall, the animated characters become a window into the beauty and complexity of the region, and contribute positively to the image of Labuan Bajo as a fascinating multicultural destination.
Analisis Penggambaran Desain Ilustrasi Makanan pada Webtoon Slice of Life “Mukbang Life” Magdalena, Elisa; Susanti, Elizabeth
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.11497

Abstract

Webtoon is a comic that has emerged and is in great demand among young people online in the form of a website that is released continuously following a schedule determined by the licensed comic writer. This research aims to discuss the design of food illustrations in the Webtoon "Mukbang Life" by Hong-kki, based on the true story of an author who likes various delicious foods, especially Korean specialities. The method used in this research is a qualitative descriptive method, which will be explained based on the use of illustration design, color and layout. The results of the research obtained are that using illustration designs designed in detail to describe the author's perception of delicious food can attract the reader's attention and provide clear information through the illustrations used.
Analisis Visual Storytelling pada Primaku Sebagai Aplikasi Monitoring Tumbuh Kembang Anak Haq, Munqizul Dienul; Rahman, Yanuar; Tohir, Mohamad
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.12271

Abstract

The growth and development of children is now one of the challenges for parents, especially those who do not have much time to be with their children, so some parents do not know how far their children grow and develop. Although some parents have a fairly divided time for their work, they are not hands-off, recorded 16 thousand parental ratings on the PrimaKu application prove that those who lack time with children are still very concerned about their development and growth. The Primaku application is designed to help parents who have a lot of work outside and do not have much time with their children, even if parents entrust their children to caregivers, they can see the growth and development of their children anytime and anywhere through smartphones. This research uses qualitative methods, using visual storytelling theory which will be a new trigger for the PrimaKu application, the use of visual stroytelling analysis will be a solution to increase the audience and desire of parents to use the application to accompany the growth and development of children.
Analisis Patriarki Dalam Lensa Budaya Jawa Pada Film Pendek “Something Old, New, Borrowed, and Blue” Varlina, Vivi; Rachmatullah, Muhammad Krisna
Visualita Jurnal Online Desain Komunikasi Visual Vol 12 No 2 (2024): April 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v12i2.12435

Abstract

The short film "Something Old, New, Borrowed, and Blue" encapsulates a thought-provoking narrative about the reflection of patriarchy in Javanese culture. The film opens a window to explore the complexity of gender and power dynamics in Javanese society. This research uses a qualitative descriptive study method and Roland Barthes' semiotic approach to explore the meaning contained in the text or media in the movie. The results illustrate the impact that patriarchal values have on women in Javanese culture. Concepts such as "Something Old" emphasize the power of tradition that plays a role in maintaining gender hierarchy, while "Something New" highlights the challenges women face in the transition phase of marriage. "Borrowed" and "Blue" show the complex pressures women experience in fulfilling their roles. The film becomes a tool to deepen our understanding of patriarchy in Javanese culture, enriching our insight into the complexity of social and gender relations within it, and highlighting the struggles and strengths of women in the face of dominant cultural structures.
Penerapan Teori Big Five Personality dalam Perancangan Karakter Maskot Aryani, Tabita Nani; Ardhianto, Peter; Utami, Maya Putri
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 1 (2024): Oktober 2024
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i1.12715

Abstract

The mascot, as a representative of the brand, plays a crucial role in interacting with and building relationships with the audience. In order to create a believable mascot, an understanding of the mascot's personality is necessary. This research aims to apply the Big Five Personality theory as a reference in designing mascot characters for the DKV SCU program. Primary data was collected through a questionnaire filled out by 80 respondents. Respondents were selected using purposive sampling method, consisting of DKV SCU students aged 18-23, both male and female, residing in Semarang, Central Java. The results of the research identified a series of visually recognizable characteristics related to physiological, social, and psychological aspects. Furthermore, the discussion explores the relationship between these characteristics and the five dimensions of the Big Five Personality Theory. The conclusion of this research provides recommendations regarding the concept of character related to personality in depth within the framework of the Big Five Personality Theory as a basis for mascot visual design.