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
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 ModernĀ : 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

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

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 SebagaiĀ  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

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