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INDONESIA
Demandia : Jurnal Desain Komunikasi Visual, Manajemen Desain, dan Periklanan
Published by Universitas Telkom
ISSN : 24776106     EISSN : 25022431     DOI : -
Journal “demandia” is a print and electronic publication media which publishes the results of studies and research in the field of Visual Communication Design, Design Management and Advertising; published twice a year (March and September). The journal managed by Telkom University aims to promote and develop Visual Communication Design, Design Management and Advertising.
Arjuna Subject : -
Articles 162 Documents
PENCIPTAAN KOMIK DENGAN GAYA PIXEL ART Muhammad Dhimas Pratama; Warli Haryana
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.4866

Abstract

This study aims to create comics with a pixel art visual style by describing the elements and techniques used, to make pixel art style comics, especially in the form of digital comic strips, it requires knowledge of the techniques of making comics and the elements contained in pixel art itself. The method used is a descriptive qualitative approach with a creation methodology used in the making of this article, the creation method in question makes a work product the focus of research by going through three stages, namely (1) Exploration, (2) Improvisation and (3) Formation. The results showed that the technique of making comics used was to determine the story, determine the format, create characters, compose pictures and stories and determine the storyline. While the pixel art techniques or elements implemented are straight lines, dithering, jaggy style or not using anti-aliasing, and inline. Produce six panels with vertical positions measuring 260x150 pixels by paying attention to three visual elements (illustration, typography and color). This writing is expected to contribute ideas in enriching the results of studies on pixel artstyle and can popularize pixel art style as another part of art, especially as comic art. Keywords: comic, digital, pixel art
RANGKA KERJA PERANCANGAN MODEL MASKOT UNTUK SEKOLAH ALAM DEPOK Hedi Amelia Bella Cintya; Hairunnas Hairunnas; Tania Kurniawan; Mohamad Zaki Afandi
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5736

Abstract

The visual identity of a school can be used as a promotional medium. With a significant number of primary schools in Indonesia, competition among schools has become intense. Educational institutions require innovative approaches to promote themselves. One popular promotional method is the use of mascot characters. Creating appealing characters is an effective way to ensure easy recall. However, the design of these characters should not only be aesthetically pleasing but also convey the visual identity and message of the institution. Several criteria need to be met, necessitating a guideline on how a mascot can comprehensively represent the identity and message of a school. The purpose of the conducted research is to address this issue. The research adopts the Design Research Methodology (DRM) model to accomplish its objectives. The study produces a framework that can be utilized to create a mascot that represents the visual aspects of an educational institution. In addition to developing the framework for mascot creation, the research also conducts an evaluation of the established framework. The evaluation consists of two important criteria tested separately, involving multiple parties. The first evaluation aims to assess the understanding of the framework and the appropriateness of the characters designed using the framework. The results of the evaluation demonstrate that the created framework successfully addresses the formulated problem. Keywords: Character Design, Framework, Mascots, School’s Identity
USER INTERFACE MEASUREMENT ANALYSIS OF TRAVEL E-COMMERCE BASED ON USABILITY AND USER EXPERIENCE Siti Hajar Komariah; Asep Mulyana; Rita Komala Dewi; Yunizar Yunizar
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.6347

Abstract

Technological developments, especially in Information and Communication Technology (ICT), encourage the growth of new ICT-based businesses with online systems (e-commerce) consisting of Traveloka, Nusatrip, and tiket.com. The User Experience (UX) is influenced by how he feels when interacting with the device in front of him. The application users use to access online stores is the User Interface (UI). The research method used is a quantitative method and confirmation survey with the help of SPSS, and a comparison has been made of measuring UI parameters based on Usability and UI Measurement and analysis in this study used the Webuse tool and Mean Opinion Score method to determine the quality of the three e-commerce UIs in the eyes of their users and what kind of experience they felt when browsing these websites. The novelty is using the new hybrid method Webuse tool and Mean Opinion Score in comparing measurement and analysis of UI, Usability and UX parameters. The results of the Usability UI measurement with the Webuse Tool showed that Traveloka gets a score of 81, Nusatrip 72, and Tiket.com gets a score of 74. Meanwhile, in measuring UX against UI with MOS, Traveloka obtained MOS 4.13, Nusatrip 4.0, and Tiket.com obtained MOS 4.0. Keywords: Travel E-Commerce, User Interface, User Experience, Usability
PENERAPAN MODEL KOMUNIKASI PEMASARAN AISAS DAN TEORI KOMUNIKASI HAROLD D. LASWELL PADA BOBOBOX BERSAMA DANIEL MANANTA Mediva Dyah Fajriani; Sonson Nursholih
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5201

Abstract

Along with the development of technology and communication, Bobobox, a brand that operates in the field of accommodation (hotels) in the city of Bandung, offers a form of marketing to show a value quite different from other brands of its kind. Bobobox uses social media, especially Instagram, to introduce its products or services to the general public. This study aims to find out how Bobobox applies the AISAS marketing communication model and the Harold D. Communication Theory of Lasswell through digital media. This writing uses qualitative methods that are descriptive through the analysis of case studies on how Bobobox conveys its brand value. The results of this research show that Bobobox uses digital marketing communication strategies through various variable content that visually builds interpretations for the audience about the value of Bobobox by collaborating with Daniel Mananta as an influencer that brings relatable topics to its market segmentation. Keywords: AISAS, communication model, digital media, value
REDESAIN KEMASAN MADU TRIGONA DAN KREASI KORAN BEKAS UNTUK RESTORASI EKONOMI UMKM BALI Andreas James Darmawan
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5624

Abstract

An effort and enthusiasm for the Balinese economy to revive after the pandemic, where the Ministry of Tourism and Creative Economy provided packaging design assistance for Micro, Small and Medium Enterprises (MSMEs) in Tenganan Village and Carangsari Village, Bali. The urgency of this research is to respond to the problem raised by the Visual Communication Design Study Program Association (Asprodi) which is improving packaging design in the 8th batch of Packaging Design Surgery (BEDAKAN) program. This research focuses on two MSME products; packaging design for Trigona Honey "Kele-Kele" and packaging design for Used Newspaper creations "Tirta Nadi". The method used is descriptive qualitative in nature, by collecting data based on direct discussions by representatives of the Ministry of Tourism and Creative Economy, Asprodi DKV, and the Association of Indonesian Industrial Product Designers (ADPII); offline and online interviews with related MSME entrepreneurs, followed by the process of making the initial stage of the packaging design, which eventually enters the packaging design finalization stage. This research resulted in a new packaging design for UMKM Madu Trigona "Kele-Kele" and the Creation of Used Newspapers "Tirta Nadi. Keywords: Packaging Design, Trigona Honey, Used Newspaper Creations
PENGGUNAAN DESAIN AUDIT SEBAGAI PENGUKURAN AKTIVITAS DESAIN PADA UMKM KABUPATEN BANDUNG Bijaksana Prabawa; Rahmiati Aulia; Ariesta Beta Nandya; Satria Eko Wicaksono
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.5934

Abstract

The Micro, Small, and Medium Enterprise (MSME) sector plays a strategic role in the economic growth of Indonesia. This is important because the majority of the Indonesian population has low education levels and relies on small businesses. One region in Indonesia with the most MSMEs is Bandung Regency with total of 476,954 business units. This has led to high business competition intensity in Bandung Regency. In order to compete, MSMEs require comparative advantages in a competitive business ecosystem. Based on previous research, design plays a significant role in shaping the competitiveness of established companies. However, the situation is different when design is implemented in micro scale business processes that have limitations. This research aims to determine the ability of MSMEs in Bandung Regency to apply design in their business processes. This study uses a mixed-method sequential explanatory approach, which combines quantitative and qualitative approaches. The research stages refer to the audit design framework through questionnaires, observations, and interviews to obtain a comprehensive analysis. The results of this study provide an overview of the issues faced by MSMEs and the extent of design utilization in their business processes. This research is expected to provide aesthetically pleasing and applicable design solutions for MSMEs. Keywords : design audit, design, Bandung Regency, MSMEs
STRATEGI PENGEMBANGAN BISNIS PLATFORM ONLINE PADA MONDAI PRELOVE – THRIFT SHOP Rezki Saputri; Ira Wirasari
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.4961

Abstract

The pandemic era specifically changed the way people live from offline to online. This also happens in buying and selling products or services that also occur in thrift clothing business shops. Mondai Prelove – Thrift Shop is one of the online shop businesses engaged in the fashion industry that sells women's clothing in various styles. During marketing activities, there are problems regarding unknown market segmentation, so it is difficult to carry out these activities. This has an impact on the lack of income in this business. This study aims to analyze market conditions suitable for the sale of Mondai Prelove – Thrift Shop and make business strategies with SWOT and STP analysis. This type of research uses descriptive qualitative methods. The results of this study show that the business strategy needed is related to adding human resources, and sales consistency on various online shop platforms by paying attention to market segmentation and strengthening the company's brand identity. It can be concluded that there is a need for variety in carrying out marketing techniques by ongoing trends so that product purchases on various e-commerce platforms and social media run smoothly. Keywords: business strategy, SWOT analysis, thrift shop
RANCANGAN BUKU AKULTURASI BUDAYA ROTI CAKWE DENGAN PENDEKATAN FOTOGRAFI Edbert Andy Junior; Yana Erlyana
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.4827

Abstract

Indonesia is well-known for its cuisine, which is a result of cultural acculturation. However, the rapid and increasingly varied development of culinary innovations has caused the existence of traditional foods to be increasingly displaced and threatened with extinction. By making this work, the goal is to increase awareness of one of the local traditional foods, cakwe bread, by showing the historical, social, and cultural value of traditional Indonesian food. The research uses the design thinking method in designing a photography book with an emotional, creative, and artistic approach. The research results show that the use of photography in the design of this book has an important role in helping to convey the information. This design is hoped to increase the younger generation's awareness about preserving traditional cuisine in Indonesia.Keywords: Photography, acculturation, Culinary, design thinking
RANCANGAN BUKU AKULTURASI BUDAYA ROTI CAKWE DENGAN PENDEKATAN FOTOGRAFI Junior, Edbert Andy; Erlyana, Yana
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.4827

Abstract

Indonesia is well-known for its cuisine, which is a result of cultural acculturation. However, the rapid and increasingly varied development of culinary innovations has caused the existence of traditional foods to be increasingly displaced and threatened with extinction. By making this work, the goal is to increase awareness of one of the local traditional foods, cakwe bread, by showing the historical, social, and cultural value of traditional Indonesian food. The research uses the design thinking method in designing a photography book with an emotional, creative, and artistic approach. The research results show that the use of photography in the design of this book has an important role in helping to convey the information. This design is hoped to increase the younger generation's awareness about preserving traditional cuisine in Indonesia.Keywords: Photography, acculturation, Culinary, design thinking
PENCIPTAAN KOMIK DENGAN GAYA PIXEL ART Pratama, Muhammad Dhimas; Haryana, Warli
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 8 No 2 (2023): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v8i2.4866

Abstract

This study aims to create comics with a pixel art visual style by describing the elements and techniques used, to make pixel art style comics, especially in the form of digital comic strips, it requires knowledge of the techniques of making comics and the elements contained in pixel art itself. The method used is a descriptive qualitative approach with a creation methodology used in the making of this article, the creation method in question makes a work product the focus of research by going through three stages, namely (1) Exploration, (2) Improvisation and (3) Formation. The results showed that the technique of making comics used was to determine the story, determine the format, create characters, compose pictures and stories and determine the storyline. While the pixel art techniques or elements implemented are straight lines, dithering, jaggy style or not using anti-aliasing, and inline. Produce six panels with vertical positions measuring 260x150 pixels by paying attention to three visual elements (illustration, typography and color). This writing is expected to contribute ideas in enriching the results of studies on pixel artstyle and can popularize pixel art style as another part of art, especially as comic art. Keywords: comic, digital, pixel art

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