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 159 Documents
Perancangan Media Board Game Untuk Menjembatani Generation Gap Antara Millennial dengan Alpha Khosasih, Evan Tjandra; Damajanti, Maria Nala; Octaviano, Rifqi Athallah
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.v14i1.16418

Abstract

The differences between the Millennial and Alpha generations often create a generation gap, particularly in habits, cultural development, and communication styles. These differences frequently lead to miscommunication that affects relationships between generations, both within families and social environments. This study aims to design an interactive board game to address these miscommunication issues in a fun and educational way, using the Design Thinking method. In this method, the first step is to understand the communication differences between generations, followed by problem definition and ideation of solutions. This board game is designed with a challenge-based mechanism, where players from both generations compete to understand and use the slang language typical of each generation. The design of this game promotes positive interaction and enriches intergenerational understanding. Through trials and iterations in Design Thinking, it is expected that this board game will improve awareness, tolerance, and communication skills between generations. With a flexible and easy-to-play concept, this board game offers an effective and interactive alternative to strengthen the relationship between Millennials and Alphas, while reducing miscommunication.
Pendekatan Transdisipliner di Perguruan Tinggi untuk Pengembangan Industri Mainan Modern : A Study of Art, Design and Psychology on the Phenomenon of Toys as Universal Entertainment Agents Noorsasetya, Ananta Hari
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.v14i1.16224

Abstract

Product design is a further enhancement of visual art oriented towards function and mass production. In the context of toys, this phenomenon supports additional functions of toys as entertainment medium for adults for emotional release and nostalgia ,not merely as stimulation for child development. Based on product design theory, emotional theory and childhood memory as the foundation, this research explored the role of toys as universal entertainment agents to facilitate relaxation and community building. By implementing a transdisciplinary approach, higher education as the provider of the workforce has the potential to make significant contributions in the development of the modern toys industry. This writing analyzes how toys repeated design and specific art style link industry and hobby. The author would also explore how some disciplines are able to integrate to enrich the design and production of modern toys.
Pemetaan Strategi Komunikasi Brand Produk Hair Tonic di Indonesia Arly, Rachel; Muljosumarto, Cindy; Sylvia, Merry
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.v14i1.16392

Abstract

Hair tonic is one of the products developed to help with hair care. Unfortunately, the marketing of this product is mixed. The brand communication strategy between categories is difficult to distinguish, making the information, product content, uniqueness, and targets of the brand mixed and less recognized by consumers. Therefore, an analysis of consumer insight, character, preferences, and communication was carried out, along with mapping of brand communication strategies by using a qualitative descriptive comparative method. Interview and observation were conducted to gather data to prove product categories based on content, then compared with consumer communication as a benchmark for brand communication strategy success. This study aims to provide assistance in the form of a guideline for other brands that have similar categories and objectives in implementing the right brand communication strategy in running the brand, educating consumers regarding product functions and content, and solving consumer problems. In the end, this study proves that the brand category is successful and in accordance with the brand communication strategy.
Perancangan Animasi Gatotkaca Sebagai  Media Edukasi Makanan Ultra-Proses Menggunakan Metode Design Thinking Pratiwi, Diana Hakim; Adi Kurniawan, Rendya; Muslihah, Isnawati; Rachman, Anung
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.v14i1.16395

Abstract

Ultra-processed food (UPF) is increasingly dominating dietary patterns despite its well-documented negative health impacts. The low level of public awareness about the dangers of UPF highlights the need for educational efforts that are both effective and engaging, especially for teenagers and young adults. This study aims to develop the Gatotkaca character design as an educational medium for ultra-processed foods within an educational animation context. Gatotkaca was chosen due to his strong cultural and heroic image, which are expected to resonate with the target audience. The study uses a qualitative descriptive approach and adopts the design thinking method, consisting of empathize, define, ideate, prototype, and test. Data were collected through direct observation (primary source) and literature studies (secondary source). The findings indicate that visual media such as animation has strong potential in conveying health education, particularly regarding UPF. The animated video is expected to serve as an informative, entertaining, and emotionally engaging educational tool. This design offers a fresh approach by combining modern visual storytelling with cultural elements
Translasi Narasi Visual untuk Komunitas Belajar Filsafat Melalui Narrative Extraction Method Elmanisa, Astiti; Elmanisa, Astiti Ramdani; Bastari, Rendy Pandita; Resmadi, Idhar
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 2 (2026): April 2026
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i2.19051

Abstract

This study examines the process of translating verbal narratives into visual forms through the application of the Narrative Extraction Method (NEM) in the design of visual assets for an Indonesian philosophy learning community. The urgency of this research lies in the need for a systematic approach to identifying and extracting key narrative elements as a foundation for visual development, ensuring that the resulting visual representations accurately reflect the meaning and context embedded in the source narrative. NEM is employed as an initial approach to extract the essence of the narrative, keywords, and conceptual elements from the text before they are translated into visual forms. The design process is understood as a practice of intersemiotic translation, in which verbal meanings are transferred into a visual sign system through the use of metaphor, composition, and illustrative style. The findings indicate that NEM helps clarify the direction of visual design, particularly when dealing with narratives that are complex and rich in social and emotional contexts. However, the implementation process also involves iterations and adjustments influenced by the illustrator’s visual style and subjective preferences, resulting in visual outcomes that are not entirely linear with the initial extraction results. Nevertheless, NEM continues to function as a primary conceptual foundation that maintains the semantic connection between the narrative and its visual representation. This study highlights the importance of creative flexibility in applying systematic methods within narrative-based visual design practices.
Kajian Sosial-Semiotik Estetika Dongeng dalam Visualisasi Musik Video Blue Hour oleh TXT Sutanto, Shienny; Sutanto, Shienny Megawati; Wardaya, Marina
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 2 (2026): April 2026
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i2.19524

Abstract

The K-pop industry utilizes music videos (MVs) not only as promotional media but also as multimodal communication platforms that integrate lyrics, visuals, and music to construct narratives and emotional engagement with global audiences. Blue Hour by TXT (Tomorrow X Together) stands out for its use of the blue hour phenomenon as a conceptual foundation that represents a liminal, magical, and temporary experience of transition. This study aims to analyze how meaning is constructed through multimodal interaction in the Blue Hour MV, and how such meaning is organized through representational, interactive, and compositional meanings. This research employs a qualitative interpretative approach with multimodal analysis as its main framework. The findings show that meaning emerges through the integration of modes. Lyrics provide semantic direction, visuals expand it through color, space, and symbols, while music regulates rhythm and emotional intensity. This study confirms that the Blue Hour MV is a complex multimodal construction and demonstrates the potential of natural phenomena as visual concepts in designing coherent, emotional, and meaningful storytelling within digital visual culture.  
Game Puzzle Geometris sebagai Media Visual Trauma Healing bagi Anak Korban Banjir di Sumatera Barat Sumema; Rotama, Hendra; Yosse, Sofia; Purnomo, Eko; Komalasari
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 2 (2026): April 2026
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i2.19555

Abstract

The flood disaster that hit West Sumatra in November-December 2025 not only caused physical damage, but also psychological impacts in the form of trauma in children. Symptoms such as anxiety, sleep disorders, difficulty concentrating, and withdrawal from the social environment. Conventional trauma healing approaches often lack creative elements that are appropriate to the world of children. This study aims to design and test the effectiveness of geometric puzzle games as a trauma healing medium that integrates the principles of Visual Communication Design for child flood victims. Using a qualitative approach with an applied experimental method, this study involved 15 elementary school-aged children divided into three groups. Each group competed to arrange geometric puzzles into three meaningful shapes: butterflies, ships and rockets, with the mechanism of one representative looking at the target shape for 10 seconds and then communicating it to the team. Data were collected through participant observation, interviews, focus group discussions, visual documentation, and reflective journals, then analyzed using thematic analysis. The results of the study showed three main findings: (1) the process of visual creation through arranging puzzles became an effective means of non-verbal emotional expression; (2) successful puzzle completion rebuilds self-efficacy and self-confidence; (3) visual communication mechanisms within groups strengthen social cohesion and peer support post-disaster. This research provides theoretical benefits for the development of design science in the context of psychosocial interventions, as well as practical benefits for trauma healing practitioners and designers of visual design-based therapeutic media for children.
Preferensi Visual Pengguna Usia Paruh Baya Pada Live Streaming E-Commerce Harahap, Widiya Lestari; Sari, Dely Indah; Olivia, Yaya
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 2 (2026): April 2026
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i2.19630

Abstract

The development of live streaming e-commerce has driven changes in consumer behavior across age groups, including middle-aged users (40–60 years old) who possess significant economic potential but have different visual preferences compared to younger generations. This study aims to identify visual preferences and formulate user-centered design recommendations. The method employed is User-Centered Design (UCD), consisting of context analysis, user needs identification, design development, and evaluation. Data were collected through in-depth interviews and pre-test–post-test questionnaires, and analyzed using the Paired Samples T-Test. The results indicate that effective design elements include a simple layout, larger typography, calm color schemes with contrasting accents, enlarged icons, and clearer pricing and promotional information. The implementation of user-centered visual elements has been shown to improve comfort and positive visual perception among middle-aged users. Statistical analysis shows a significant increase in visual preference scores from 28.60 to 41.50 (t = -9.254; p < 0.001) after design implementation.
Eksplorasi Motif Batik Tidayu dalam Perancangan Tipografi sebagai Media Komunikasi Budaya bagi Generasi Z Dwifitri, Rosa Amelia; Yunianto, Ipung Kurniawan
Visualita Jurnal Online Desain Komunikasi Visual Vol 14 No 2 (2026): April 2026
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/visualita.v14i2.19834

Abstract

Batik is a form of visual cultural heritage that represents identity and philosophical values; however, its utilization in digital contexts remains limited. The application of batik motifs in digital typeface design is also relatively rare, particularly when accompanied by evaluations of visual perception and readability. This study aims to design a typeface based on the Tidayu batik motif as a medium of cultural communication relevant to Generation Z. A descriptive approach was employed using the Design Thinking framework, which includes the stages of empathize, define, ideate, prototype, and test. Data were collected through literature review, visual observation, interviews, and questionnaires involving 60 Generation Z respondents. The results indicate that the designed typeface possesses a strong visual character and good readability in display usage. The average perception score of 4.11 suggests a generally positive visual reception, although readability decreases in longer texts. The typeface shows potential for use in digital visual communication with further development.