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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 254 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.
Exploration of Batik QR Code using Atumics Method to Increase the Functional Value of Batik M. Amaruddin Yusuf; Emmareta Fauziah; Agatha Dinarah Sri Rumestri
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4365

Abstract

Batik is an Indonesian ancestral heritage in the form of oral and intangible culture that has long been recognized by UNESCO. As time progresses, batik usage has diminished, particularly among the youth who prioritize practical, efficient technology such as QR Codes through the adoption of digitalization and QRIS. On the other side, the limitations of fashion MSMEs in providing information regarding alternative products brought to exhibitions have resulted in buyers not finding products that match their desires, so MSMEs need a product catalog to represent products that cannot be brought to exhibitions. This research attempts to combine batik and QR Codes using the atumics method to create a new product that is relevant to the times. By combining culture and technology, the batik QR Code can be filled with digital information links, one of which can be a digital catalog of fashion MSME products fostered by Rumah BUMN Pekalongan. It is hoped that with this research, batik will have a functional value that is harmonious with its aesthetic value and can provide an additional product alternative for buyers at exhibitions.
Visual and Narrative Content Variation in Building Consumer Trust: A Case Study of Ecinos' Social Media Strategy Lovjoyla Lennial; Christian
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4503

Abstract

This study examines how visual and narrative content variation contributes to consumer trust and purchase intention in local fashion branding. Focusing on Ecinos as a case study, the research explores how promotional content, informative posts, storytelling, and value-driven campaigns operate as communication strategies on social media. This study employs a qualitative single-case study approach grounded in a qualitative constructivist paradigm and supported by descriptive data triangulation. Data were collected through a preliminary perceptual survey involving 55 Instagram users, in-depth interviews with two digital content practitioners and two fashion content creators, and observational analysis of Ecinos’ social media content. The survey was used only to identify general audience tendencies and was not intended for inferential or causal claims. The findings indicate that varied content supports trust formation when it combines visual consistency, process transparency, relevant information, and humanized storytelling. Behind-the-scenes content helps reduce audience uncertainty by revealing production processes and product value, while inclusive and socially meaningful narratives foster emotional connection and community identification. The study concludes that, in local fashion branding, social media content design functions not only as a promotional tool but also as a trust  building communication strategy. The findings contribute to visual communication design studies by showing how content variation can transform product-centered communication into a more authentic and relationship-oriented brand experience.
Gender Gaze Representation in American and South Korean Cinema: A Roland Barthes Semiotic Analysis Theresia Tiffany; Krisopras Pison; Ni Putu Anindhitha Ayesha Sandra; Hedi Amelia Bella Chintya
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4571

Abstract

This research is conducted to examine various representations of the gender gaze in cinema, specifically in American and South Korean cinemas, through the lens of Roland Barthes’ semiotic theory. The objective of this study is to analyze how both the male gaze and the female gaze are visualized and communicated through various cinematographic perspectives, such as visual signs and symbols, narrative structures, and even the cinematic techniques. Specifically, Barthes’ method of signification is used to interpret both explicit and implicit meanings constructed in the selected films from both countries. The results provide findings that American cinema tends to show more patriarchal visual ideology, which puts women as objects of the gaze, while South Korean cinema leans more toward women’s incremental transformation toward representations that are more balanced. Furthermore, this research concludes that the gender gaze in cinemas is mostly influenced by cultural and social aspects of the signified countries, as it represents the ideology that has been implemented in the society. In conclusion, this research provided complex insights into how cultural and social settings influence the cinematic gender gaze, therefore enhancing the understanding of gender representation and cross-cultural visual studies and offering valuable contributions to contemporary film production and analysis.
Social Campaign Design Supporting Recovery from Childhood Emotional Neglect Among Late Adolescents Gabrielle Ivy Luna Putri; Firmanda Satria
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4613

Abstract

Childhood Emotional Neglect (CEN) is a form of adverse childhood experience characterized by the consistent lack of emotional responsiveness from caregivers, which often remains unrecognized yet significantly affects long-term emotional and interpersonal development. In late adolescence, unresolved CEN may manifest as emotional dysregulation, difficulty forming healthy relationships, and impaired social functioning. In the Indonesian context, public awareness of CEN remains limited, and design-based social interventions addressing its interpersonal impacts are still scarce. This study aims to develop a visual communication–based social campaign that supports interpersonal recovery from the negative effects of Childhood Emotional Neglect among late adolescents. A qualitative descriptive approach was employed, utilizing literature review, questionnaires, in-depth interviews, and observational analysis of existing social campaigns. The campaign was developed through a Design Thinking framework and structured using the AISAS communication model (Attention, Interest, Search, Action, Share), emphasizing empathetic storytelling and emotional engagement. The study resulted in a social campaign titled "Anak Bawang Berhak Disayang" (Every Underdog Deserves to Be Loved), which integrates digital and physical media to foster emotional awareness, encourage reflection on past experiences of emotional neglect, and support sustained interpersonal recovery, particularly through emotional reconnection with parents. The campaign utilizes a website and social media as its primary platforms to guide users through awareness, reflection, and recovery stages. Future research is recommended to evaluate audience impact, emotional outcomes, and behavioral changes using quantitative or mixed-method approaches.
Crafting Experience: The Role of Sensory and Emotional Design in E-Learning Narratives Roy Anthonius Susanto; Christian Orvin Widodo
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4617

Abstract

While digital storytelling tools increasingly incorporate sensory and emotional design elements, the effectiveness of these elements in an experiential learning environment remains less clear and needs to be explored further. This research enhances the investigation of this topic through a qualitative multiple case study of three platforms: Gentlerain.ai, The Blue Desert, and Expo 58 Virtual Pavilion. These platforms were chosen for their story-driven e-learning features and emphasis on narrative frameworks. Data were produced by conducting a series of methodical UI/UX walk throughs and observing the primary platforms. Each instance was evaluated based on a framework that included narrative composition, sensory details, emotional connection, interaction design, consistency with Kolb’s experiential learning cycle, and management of cognitive load. The findings indicate that visual design serves as a primarly elements but not yet standardized across platforms. While it serves as a medium to direct attention, emotional and argumentative burdens can sometimes reduce the engagement effectiveness. Tactile interactivity, in contrast, was not strongly associated with affective engagement; for example, The Blue Desert evoked emotional responses despite minimal tactile interaction. Cross-case comparisons further illustrate that narrative structure is fundamental for sustaining overall engagement with design attention and impact, thereby influencing the learning outcomes achievable through Kolb’s experiential learning cycle. This research presents the Narrative Sensory Experiential Learning Model along with a design checklist for designers. This contribution is framed not only in relation to the model itself but also concerning the cross-case process that demonstrates the value of qualitative and structured analysis of digital platforms.
The Director as Ethical Mediator: Institutional Documentary Practice in Rumah Kejujuran Wida Kurnianda Djamil; Petrus Damiami Sitepu
ULTIMART Jurnal Komunikasi Visual Vol 19 No 1 (2026): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v19i1.4633

Abstract

This research explores how the ethics can be preserved in institutional documentary practice by the conception of the director as an ethical intermediary. The research uses a qualitative, practice-based approach and focuses on a collaborative project between UMN and KPK called Rumah Kejujuran on the basis of a documentary. It is the process of creative work that will be the principal object of investigation and the primary source of data. As a practitioner-researcher, the director will have to reflect on ethical considerations during the entire production process. There are all phases of documentary film making that are used to gather data: development until post-production. Such data include audiovisual information, anecdotal commentaries and subjective access to the subject, and institutional records of production limitations. Reflective interpretative analysis of the data is done using thematic interpretation including the tension of ethics, creative negotiation, humanistic representation and institutional constraint. The results demonstrate that the ethical issues are mainly brought about by structural circumstances to define what is possible to be represented, but not through direct interventions. Imaginative bargaining in documentary mode, narrative format, and visual characteristics helps in maintaining morality. The analysis shows that by depicting the subjects as social actors in daily situations, humanistic representation does not allow the decrease of the subjects to the status of institutional symbols. The study redefines institutional documentary practice as a reflective and ethical negotiation space by framing the filmmaking process as an ethical space.

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