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INDONESIA
Ultimart: Jurnal Komunikasi Visual
ISSN : 19790716     EISSN : 26158124     DOI : -
Core Subject : Humanities, Art,
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
Arjuna Subject : -
Articles 244 Documents
Analysis of Visual Elements of YouTube Videos as a Medium for Teach Character Values in Children Soetio, Dylan Sebastian; Wardaya, Marina
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4429

Abstract

Digital Natives, the new generation of kids who have had an early exposure to digital tech since childhood and have since grown alongside technological advancements of the early 21st century. These advancements would be the rise of digital platforms such as YouTube, a collective digital network purpose-built for children for entertainment, play, and learning. Digital content produced provides various visual stimuli, such as characters and gestures, colors and shapes, and backgrounds to convey cohesive storytelling. However, the majority of content available hadn’t provided a positive impact due to the purposefulness to provide meaning and impact, or lack thereof. The premature approach taken by creators would lead to a decline in attention spans, negative ethics, and poor cognitive capacity in children’s development. The purpose of this research is to analyse visual elements and storytelling in media targeted to children on YouTube as a medium to implement moral ethics, train cognitive thinking, while preserving the attention spans of children. Qualitative descriptive methods and the theory of Semiotics by Roland Barthes are utilized in unison. The primary data obtained through direct Interviews with Parents and their children, with secondary data from Observation and Documentation. Research results present visual elements are simple, communicative, and supportive narration which convey emotion, stimulate empathy from children, honesty, and accountability. Findings suggest the importance of communicative design in creating digital content that not only peaks interest but also functions in improving cognitive capacity and creating a positive character.
Satisficing in UIUX Design: A Theoretical Review Towards E-Commerce Users' Behavior Indira Febriany; Nurwahyudi, Salsabillah Putri
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4431

Abstract

Satisficing is one of the users’ behavioral patterns in decision-making. In which users tend to choose a “good enough” option compared to an optimal one. In the context of e-commerce UI/UX design, which has been facing challenges such as choice overload, it became important to understand this behavior, since the process of satisficing can happen quickly. This process might influence users’ perception of interface usability and aesthetics, also affecting users’ loyalty to the platform. The aim of this research is to study the characteristics of the user’s satisficing behavior and its implications for UI/UX design. This research adopts a qualitative approach through synthesis from literature studies such as scientific articles, books, official reports, and professional articles. The results show that there are two users’ satisficing behavior characteristics in the e-commerce UI/UX design context. Interface navigation satisficing, and purchase decision satisficing. However, both characteristics share similar motivations and solutions. An efficient, simple, and straightforward interface design can help both satisficing behaviors, and classic aesthetics and informative visual presentation can reduce the user’s cognitive process and elevate usability perception. This research recommends several interface design implementations that help users achieve goals with minimum time and effort, such as recommendation features, clear and intuitive navigation, and consistent visual presentations.   Keywords: aesthetic, UI/UX design, user behavior, satisficing, usability
Time as Exchange Value: Political Economy of Signs and Self–Other in Film “In Time” Heryanto, Naldo Yanuar
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4437

Abstract

This research analyzes how time is represented as exchange value in the science fiction film In Time (2011), through the combined lenses of Jean Baudrillard’s hyperreality, the political economy of signs, and Greimas’s semiotic square. The study departs from the premise that value in contemporary capitalism is increasingly tied to symbolic representation rather than material production. Through visual discourse analysis and Greimasian semiotics, this study exposes how colors, narrative structure, and character transformation function to encode subject–other relations, reinforcing class divisions. The film depicts a hyperreal capitalist system where time is commodified, converting human lifespan into currency and creating stark divisions between dominant and marginalized classes. This alignment with Marxist critique shows how capitalism extracts value from human life itself. In contrast with Indonesian cultural contexts where time holds relational and cyclical significance rather than exchangeable value, the film illustrates a radical commodification of time. In conclusion, the film not only visualizes socio-economic inequality but uses speculative narratives to critique capitalist logics embedded in contemporary visual culture. Future research is encouraged to explore how symbolic objects and semiotic structures in popular media function as ideological apparatuses in the hyperreal age.
Exploration of Experience and Perception in Using Gradient Map for Digital Coloring Sentani, Elizabeth Jessica; Yoo, Min-Hyuk; Sitinjak, Eunike Yolanda Zefanya; Kolombuto, Laura Gebrimova; Siahaan, Abigail Tamba; Susanto, Giovani
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4448

Abstract

This study explores the experience and perception of using Gradient Map (GM) compared to the Direct Coloring (DC) method for digital coloring, particularly among learners. The research addresses whether GM provides benefits in four areas, learning curve, speed, ease of use, and satisfaction for users, and compared with the DC method. The research employed a mixed-methods approach involving comparative experiments using a within-subjects design and a post-experiment survey among 19 participants with varying experience. The experiment required participants to color an image using both GM and DC methods. Results show a near-even split in preference (52.6% for GM, 47.4% for DC), with the majority (84.2%) agreeing that GM is useful. However, the DC method scored slightly better on average for perceived learning curve and speed, and significantly higher for user satisfaction. The GM method was only marginally better in ease of use. GM's benefits include non-destructive editing and fast color experimentation, but its perceived drawbacks relate to the technicality, the multi-step process (value-first), and the need for pre-existing knowledge of value and color theory. In conclusion, GM is a powerful, efficient tool for color editing and experimentation, but its full benefit is realized when users already understand value and color theory. DC offers greater satisfaction and perceived ease of learning due to its directness. Future research should involve a larger, more diverse sample, and incorporate quantitative usability tests focusing on user experience.   Keywords: gradient map; digital painting; digital colorization; direct coloring; user experience.

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