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
Analisis Naratif Visual, Retorika Visual, dan Semantik Pada Sampul Tempo ‘Gemoy-Gemoy Gaspol’ Varlina, Vivi; Wulandari, Sri
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.15660

Abstract

The magazine cover plays a crucial role as a visual communication medium in attracting attention and conveying editorial messages. This study analyzes the cover of Tempo magazine’s ‘Gemoy-Gemoy Gaspol’ edition using the theories of visual narrative, visual rhetoric, and semantics. The method employed is a qualitative descriptive analysis of visual design elements. The findings reveal that the main illustration, supporting elements, typography, and color scheme interact to construct an implicit narrative message. Visual rhetoric influences readers' emotions and perceptions of the social and political issues presented. From a semantic perspective, the use of symbolic signs enhances meaning and represents a specific political narrative. The study concludes that the cover of Tempo magazine’s ‘Gemoy-Gemoy Gaspol’ edition effectively communicates political messages implicitly through the integration of visual elements, rhetoric, and semantics, providing insights for graphic designers and media practitioners in political communication.
Implementasi ChatGPT untuk Meningkatkan Kreativitas & Efisiensi dalam Produksi Video Pada Media Subadi
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.12679

Abstract

The purpose of this study is to explore the application of ChatGPT in increasing efficiency and creativity in the video production process in the media industry. The method used in this study is a qualitative approach with interviews and in-depth observations of the creative team on the Kata Dokter YouTube channel, which has implemented ChatGPT in creating video scripts. Data collected through producer interviews provides an overview of how ChatGPT is used in developing creative ideas and writing scripts. The main argument in this study is that ChatGPT can accelerate the creative process and provide new, relevant ideas. ChatGPT has been shown to reduce script creation time by up to 51%. The results of this study indicate that the application of AI in the creative process has a significant impact in terms of time efficiency and content quality. However, human creativity remains an important factor that cannot be replaced in developing authentic and interesting content. This study concludes that ChatGPT can be a very useful tool in supporting the creative process in the media industry, but collaboration between technology and human creativity is still needed to achieve maximum results.
Komik Digital "Di Balik Topeng" Media Informasi Kewaspadaan Obat Ilegal dan tidak aman Laila Puspitasari, Sarah; Hidayat, Syarip; Kadarisman, Asep
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.13910

Abstract

Health issues have become a major public concern, driving significant developments in the health sector. However, this situation is exploited by certain individuals selling unsafe and illegal drugs that pose serious health risks. Weak supervision by BPOM and low public awareness about medications worsen the circulation of such drugs. Therefore, an informative medium is needed to raise public awareness about drug consumption. This qualitative research was conducted through literature studies, observations, interviews, and questionnaires. Data were analyzed through reduction, presentation, and verification stages. The findings show that most respondents lack understanding of illegal drugs and tend to buy medicines without checking their safety. Respondents also showed strong interest in educational media that are visual and engaging, such as digital comics. The design process applies visual communication design and storytelling approaches, combining narrative strength with communicative visuals. The stages include idea exploration, script writing, character and background visualization, and digital comic page production. Digital comics are chosen for their ability to effectively, attractively, and deliver health messages, raising awareness and caution about the dangers of illegal drugs.
Analisis Media untuk Tujuan Edukasi Konsumsi Buah dan Sayuran bagi Anak Usia Dini Maulani, Meisri Savitri; Retnoningsih, Sri
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.15383

Abstract

The high level of junk food consumption compared to eating fruits and vegetables can increase obesity rates in Indonesia, especially if the habit is carried out from an early age. Education from an early age about the importance of eating fruits and vegetables is needed so that children's nutritional needs are met and their growth and development are balanced. This study was conducted to find a suitable solution so that children can be interested in learning about the importance of fruits and vegetables, and also to get used to starting to consume them. By analyzing how children behave in dealing with fruits and vegetables, we also look for solutions to deal with them. This study was also conducted to be able to compare what learning media are effective in educating early childhood. Using a mixed research methodology between quantitative and qualitative. Data collection through literacy studies and also using interviews with one of the principals in the city of Bandung and distributing questionnaires to parents of children. The approach through children's illustrated books as a learning medium can be used to increase children's interest in literacy and also in fruits and vegetables.
Implementasi dan Analisis User Interface pada Website The Room 19 sebagai Perpustakaan Independen di Kota Bandung Rochmawati, Irma; Luqman, Ria Fathya; Yunus, Syarip; Cahyadi, Arif Try
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.15641

Abstract

The Room 19 is an independent library space located in Bandung with a cafe library concept. Currently, The Room 19 provides information related to the place and facilities through its website and social media. However, The Room 19's website design looks simple and does not display complete information. A website design can be said to have successfully run according to plan or has fulfilled the wishes of the user, one of which depends on the application of the user interface. With clear planning and analysis, it can minimize problems in the process of developing a website. This research aims to provide an overview of the implementation of user interfaces using the prototyping method on web pages as an initial step in digital media development activities. The purpose of making this prototype is to provide a common perception and understanding of the basic user interface process in developing a website, so that there is good communication between developers and system users. The results of this research can be used as a reference or reference for website design developers who have followed the prototyping steps in a structured manner, thus providing an overview of the process for users and observers of website design development science.
Visualisasi Karakter Dan Desain Background Dua Dimensi Sebagai Aset Game Edukasi Darma Yasa, Ngakan Putu; Novitasari, Dwi
Visualita Jurnal Online Desain Komunikasi Visual Vol 13 No 2 (2025): April 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v13i2.15761

Abstract

ABSTRACT: Currently, game applications are very popular with children and adults. Development of technology can help developers to create games with various genres, topic, storylines and design appearances. The design appearance in the game is the first asset that users will see, so skills are needed to design it to make it more attractive. The display design is the background for the game and the design of the main character or characters in the game. The appearance of the background and character design can provide an attraction for the game chosen by the user. The aim of this research is to design character, property and background designs for educational game assets. The data collection methods used are documentation, observation and literature as well as design using the design thinking method to produce two-dimensional vector-based background and character designs. Observations were made by observing several games which would be used as references in designing background and character designs. This research produces a cartoon design for an adventurous boy character and a two-dimensional background design that can be directly implemented into the game design process.
Desain Kemasan Rappo dalam Membangun Cita-Cita Identitas Merek Ramayanti, Dwi; Swatriani, Rinkapati
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i1.14177

Abstract

Rappo is a local brand that produces products, especially bags. A social enterprise that produces recycled plastic bag waste (kresek) that is designed in such a way that it becomes a product that has a selling value. Conceptually, a brand means a "contract" from a company to its customers; promises, benefits, quality and certain values. A well-designed brand identity is able to form a brand image with a positive perception in the minds of customers. The ideal of brand identity is a higher goal of a brand or organization that goes beyond the products and services it sells. There are nine aspects of the ideal of brand identity, namely vision, meaning, authenticity, differentiation, durability, coherence, flexibility, commitment, value. Rappo packaging design is one of the brand identity elements owned by Rappo. Researchers want to know the design of Rappo product packaging in building brand ideals. The research method used is qualitative, with research outputs in the form of journal publications. The results obtained at this time are that Rappo products are not optimal in packaging.
Hiperrealitas dan Tanda dalam Kolaborasi Genshin Impact-Pizza Hut Indonesia (2023) Hernanto, Pramudya Ardhika
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i1.15402

Abstract

The video game company Hoyoverse who developed Genshin Impact can be seen collaborating with Pizza Hut Indonesia in 2023. In the collaboration, Genshin Impact utilized the images of the characters it had on the collaboration products between the two companies. This research is conducted using library research on Jean Baudrillard's thoughts on signs and hyperreality. This research found that the utilization of character images as signs during the collaboration can be seen in the creation of the new clothes design for the 2 characters involved in the collaboration. The sign created new value for the products sold in the collaboration. The value can be seen still attached to the product, even when its use value is already depleted. The sign is then used in the utilization of hyperreality during the collaboration to push the consumer to buy the collaboration package and receive virtual goods as a distinction. The said hyperreality can also be seen utilized during the collaboration by the existence of the collaboration characters Cosplayers used to pull the consumer to spend money for the ticket and attend the collaboration opening ceremony.
Perancangan Media Pembelajaran Interaktif Pengenalan Isyarat Huruf Hijaiyah untuk Siswa Disabilitas Rungu SLBN Sukapura Bandung Hamidah, Azmi Fauziah; Hilmi, Muhammad Irfan; Prasetyani, Ananda; Mutiaz, Intan Rizky
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i1.16388

Abstract

This study aims to design an interactive learning medium as a tool for introducing sign-based Hijaiyah letters to students with hearing disabilities at SLB Negeri Sukapura. Hearing-impaired students often face challenges in understanding orally and auditorily delivered material. Therefore, there is a need for more inclusive and visually oriented media. The development of this learning medium employs the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Data obtained from this study—based on content, programming, and visual aspects—shows that the seven participating students gave an average score of 91%, categorized as “Excellent.” The classroom teacher’s evaluation also resulted in a 92% score, likewise categorized as “Excellent.” Based on these results, the learning medium is deemed suitable for use.
Desain Batasan Ruang Eksplorasi dalam Video Game terkait Imersifitas: Studi Kasus pada game Assasin’s Creed Series, GTA V & Uncharted 4 Albar, Deni
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 1 (2025): Oktober 2025
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i1.16402

Abstract

This study aims to explore the role of spatial boundaries in video games in shaping narrative and gameplay experience, particularly within the Role Playing Games (RPG) genre. Spatial boundaries not only function as elements of level design but also influence story structure, player interaction, and character development. Using a qualitative content analysis approach, the research highlights how spatial limitations shape immersive virtual environments and affect players’ motivations and narrative decisions. The findings reveal that spatial boundaries play a crucial role in creating alternative digital realities that can influence players’ perceptions of the real world. This study contributes to a deeper understanding of game design and opens up discussions on the sociocultural impact of video games, especially in shaping players’ views and interactions with digital realities. The insights gained are expected to drive innovation in the gaming industry and offer broader benefits in the development of digital culture, both as a form of entertainment and as an educational tool with constructive potential.