Ultimart: Jurnal Komunikasi Visual
Theories, methods, and implementations of new media technology. Topics include, but not limited to:
1. Digital technology for a creative industry
2. Development of Art and Design in Industry
3. Innovation and Creative Visual Experiment for Art and Design
4. Fine arts and performing arts
Articles
244 Documents
Penciptaan Film Pendek Bertemakan Dampak Dari Keluarga Disfungsi Terhadap Kesehatan Mental Anak
Bachrul Restu Bagja;
Resthu Firthian;
Agus Darmawan;
Rubi Al Firdaus
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i1.2529
Family is the first environment for children to learn and shape character in the future. A successful family is seen from the achievement of welfare for all its members and can manage their family well, providing a sense of security, comfort and mutual respect. Meanwhile, family dysfunction is a condition that interferes with the functioning of a family. Healthy families quickly return to normal functioning after experiencing problems, while dysfunctional families tend to become chronic so that children do not get the needs they should. The children at the Nurun Nisa Cicurug Sukabumi Orphanage Foundation, based on data in 2020, mostly experienced dysfunctional family problems due to lack of education on the role of parents in children's mental health in the family environment. The campaign using short films was carried out as an effort to raise awareness of the importance of the role of parents for children's mental health. The target audience in this study is aimed at teenagers aged 17-25 years who want to marry young in order to get education about the things that cause dysfunctional families. The use of descriptive qualitative methods and analysis based on literature studies aims to obtain a factual, accurate and systematic picture based on various facts in dysfunctional family problems. The short film is based on a true story that is reprocessed into a unified narrative element. Behavior that is carried out by dysfunctional families is considered normal behavior, in fact it can disrupt the mental health of children. Keywords: family; dysfunction; mental health; campaign; short film.
Perancangan Typeface Mengadaptasi Are' Lancor: Identitas Kultural Madura dalam Huruf Latin
Naufan Noordyanto;
Sayatman Sayatman;
Nugrahardi Ramadhani
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i1.2552
Arè' lancor, a type of sickle, is a traditional weapon and has become a Madurese cultural identity, especially in Pamekasan regency, Indonesia. Its important status in local history, folklore, and tradition, does not seem to be supported by the community with efforts to introduce Lancor through representative media to a wider audience. This research was conducted as a strategy to introduce lancor in a familiar and applicable visual language medium. The authors have conducted a typographic exploration by designing a set of typeface that contain elements of the visual character of are' lancor'. The design thinking process is used to achieve the design objectives: empathy, define, ideation, prototyping, and test/implementation. This study aims to construct knowledge about how the creative process and the stages of designing a typeface. Keywords: typography; typeface; are’ lancor; madura; cultural; promotion
Kajian Rujukan Tampilan Antarmuka Aplikasi E-Commerce Untuk Lansia
Fanicia Meilian;
Egi Anwari
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i1.2574
The pace of technology development could not be followed properly by all age groups in society, one in particular, the older adult group. As a matter of fact, the existence of technological developments has the potential to improve the quality of life of older adults, one of which is the convenience of e-commerce. Unfortunately, in the use of technology, many older adults do not feel competent to deal with technology. In this paper, data are analyzed and collected using qualitative methods to explore the experiences of old age users regarding the interface of e-commerce applications. The results were implemented into the reference of the interface design element that was tailored to the experience of older users, which has not been specifically discussed by other research projects. The findings expected to increase the effectiveness of e-commerce application design aimed at older users. Keywords: interface; older adults; e-commerce; design references
Pendekatan AISAS Dalam Post Instagram Carousel Sebagai Strategi Promosi Pada Museum Ranggawarsita
Ristia Kadiasti;
Mukaromah Mukaromah
ULTIMART Jurnal Komunikasi Visual Vol 15 No 1 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i1.2586
Social Media as a medium of information that is able to become a communication bridge between humans is used by various communities to disseminate information with various purposes, especially in terms of marketing. One of the theories used in marketing science such as AISAS (Attention, Interest, Search, Action, Share) is used as the basis for various communities to gain public attention on social media. One of the stakeholders in this community is the Ranggawarsita Museum, Central Java, which actively disseminates information through social media platforms, namely Instagram. However, the Ranggawarsita Museum as a research partner has an urgent need for the dissemination of information involving complex data about museum collections into the Instagram platform. This complex data can be expressed in the form of infographics through the Instagram platform in the form of a carousel. The Carousel form on the Instagram platform is able to increase interest and complex information in one link. Keywords: AISAS; infographic; instagram carousel; museum.
Perancangan Puzzle Sudoku Warisan Hanacaraka Menggunakan Metode Design Thinking dan Game Design
Novida Nur Miftakhul Arif
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i2.2582
Learning Javanese script or Hanacaraka unfortunately do not have any pragmatic benefits for majority of people. It is not surprising if the passion to learn Javanese script is low especially with children of elementary school and middle school who receive the learning material in schools. Even though with preserving Javanese script, we will obtain many benefits such as building powerful national character. Preservation actions needs to be taken, one of them is utilizes persuasive method with suitable media for children. Warisan Hanacaraka, an Android mobile game with gameplay of Sudoku puzzle, will becomes the suitable media to answers the challenge. A qualitative approach is used to describe the idea of Warisan Hanacaraka development in this paper. This video game was developed with design thinking and game design which is adapted to Sudoku gameplay. Warisan Hanacaraka can be a new variation of Sudoku puzzle, especially by injecting distinctive traditional. Relevant elements of traditional cultures such as batik, folklore and tamples, uniquely tailored with user interface, user experience, gameplay and story to makes this educational game stand out from the crowd. Warisan Hanacaraka is not only becomes a potential method to growing interest of learning Javanese script, but it can be a positive usage of smartphone because it will stimulate development of cognitive and affective skills. Keywords: hanacaraka; application; game; sudoku
Pengembangan Desain Pola Islam Muqarnas pada Media Virtual Reality dengan Pendekatan Multisensori
Filly Christalia
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i2.2592
Patterns that are commonly found in everyday life sometimes have an important role, such as being an aesthetic symbol that has meaning from the thing it represents. Based on this important role, research is produced that develops pattern designs into innovative designs by involving multi-sensory design studies obtained from an interdisciplinary process of design and neuroscience. The purpose of pattern development in this study is to convey the hidden symbols that the pattern has and improve the consumer experience of the pattern design. The research focuses on one of the basic patterns of Islamic geometric decoration which is applied to the muqarnas dome, whose pattern was developed using the image and sound method. The development of the pattern with the image method will use the concept of color-tone synesthesia, while the development of the image method will involve the application of three-dimensional patterns into the immersive media design, virtual reality. Through these two methods, the pattern developed can improve the visual and audio experience of consumers, namely by providing a sensation of the dimensions of space and music that represent the meaning of the color of the pattern. Keywords: design; innovative pattern; multi-sensory design; islamic pattern; synesthesia.
Bakuman Sebagai Simulakra Industri Komik Bagi Komikus di Indonesia
Johanes Park
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i2.2677
Bakuman is a manga about 2 main characters named Moritaka Mashiro and Akito Takagi who have dreamed to become a popular manga artist and story writer. Bakuman manga, tells the stories about the main characters’ career path from amateur to professional which engage the readers to become a mangaka (comic artist). The purpose of this research was to find out the impact of Bakuman manga as simulacra of the comic industry in Indonesia. The population consisted in this research was 100 digital comic artists in Indonesia (66 male, 34 female) with a range of 19 to 39 years old audiences. The comic artist filled out a questionnaire that spread on social media. The comic artist who participated in this research was obtained by searching Indonesian comic artist communities and a list of the official comic authors in Line Webtoon and Ciayo Comics. The questions in the research were based on text analysis with AIDA theory as measurement. Text analysis based on the main character traits, comic artworks quality standards, achievements of the main character, comic artist work patterns, and the state of the comic industry in Bakuman manga. From this research, it can be proven that after reading Bakuman manga, the readers are inspired to become comic artist by creating and publishing comics in Indonesia. Because digital comic artists in Indonesia are inspired by Bakuman manga, the ideal state of comic culture and industry refers to the situation in Bakuman manga. Keywords: manga; bakuman; Indonesia; comic; artists; simulacra; media
Interactive AR Book As Media For Educating Children About Colorism in Jakarta
Vera Jenny Basiroen;
Damba Permatasakti;
Renalda Elnesia Paath
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i2.2775
The obsession with skin whiteness as a symbol of beauty has long been rampant in the Asian continent, including Indonesia. During the colonial period in Indonesia, white women had become beauty icons, as shown in old magazines. Research and the media have shown that colorism remains largely ignored in the modern era. This study aims to find an effective way to educate the younger generation about the problem of colorism. The research target was limited to the city of Jakarta by observing and interviewing six to eight-year-old students at two local schools in the South. The methods used in this study were interviews with child psychology experts and focus group discussions with the target market. The results show that the stigma of colorism exists among children in big and modern cities like Jakarta. There is a need for education and triggering action on this issue. Using an interactive children’s AR book can be an educational and emotional tool for understanding colorism. AR features deepen the story through animated illustrations and increase interaction with readers. Keywords: colorism; educating; children; AR book; illustration
Perancangan Ulang Identitas Visual Yangko Pak Prapto Dengan Kemasan Sebagai Media Utama
Maxellino Putra Wijaya;
Yana Erlyana
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i2.2788
Yangko is Indonesian traditional food originating from Yogyakarta City. One of the famous yangko brands is Yangko Pak Prapto, it is an old brand established in 1970. Market competition makes a brand require the right branding strategy to be able to compete, has a strong identity to differentiate itself from other brands and is easy to remember by consumers. The problem is that the Yangko Pak Prapto brand can't compete because they lack branding strategy and promotion. Rebranding can be chosen to strengthen brand identity and attract new customers, one of the strategies by using packaging as the main media because packaging is part of the product that deals visually directly with customers. The method in this research uses descriptive qualitative research methods, and the design process uses the design thinking method. The focus of this research is to redesign the yangko pak prapto brand through packaging as main media, with the hope that the brand can have a strong visual identity and increase sales, and can also be a good example in developing a local MSME brand. The results of the design will be in the form of a new logo, new packaging and several supporting media. Keywords: rebranding; brand identity; packaging design; yangko pak prapto; msmes; local product.
Figur dan Citra: Penceritaan Ki Manteb Sudarsono Melalui Karya Foto Potret Indra Leonardi
Ardiles Akyuwen;
Yusup Sigit Martyastiadi
ULTIMART Jurnal Komunikasi Visual Vol 15 No 2 (2022): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara
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DOI: 10.31937/ultimart.v15i2.2798
Photos provide multiple perceptions for the viewer. This article analyzes Ki Manteb Sudarsono's photo from the perspective of semiotic relations with the storytelling relationship between the image of man, nature, God and the third meaning. This qualitative research method will investigate the semiotic relationship between the third sign and meaning in the photo. In general, visual meaning is found through the trilogy relationship between God, nature, and humans in Ki Manteb Sudarsono's photo. Researchers can conclude that the visual meaning of an image is a reflection of the relationship of human life with God and the natural surroundings. Keywords: ki manteb sudarsono; indra leonardi; photo; potrait; semiotics