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Kota padang,
Sumatera barat
INDONESIA
Dekave : Jurnal Desain Komunikasi Visual
ISSN : -     EISSN : 23023228     DOI : -
Core Subject : Humanities, Art,
Arjuna Subject : -
Articles 9 Documents
Search results for , issue "Vol 10, No 4 (2020)" : 9 Documents clear
PERANCANGAN VIDEO PROMOSI IDENTITY HANDMADE Irfan Yulian; syafwandi syafwandi
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110732

Abstract

The main purpose of this design is to promote the fashion product and tailoring service that providing by Identity handmade, then hopefully can be able to increase consumer buying interest towards Identity Handmade product's. Identity Handmade promotional video design is using several theory which are video theory, promotional theory, communication theory and visual communication and design theory. Then the promotional video is got strengthened by using design method which is FOUR D method. FOUR D design method is define, design, development and disseminate. Promotional video as the major media got supported by using supporting media such as T-shirt, mask, keychain, sticker, pin, poster and social media instagram.Kata kunci: produk fashion, promosi, video, Identity Handmade.
PERANCANGAN SIGN SYSTEM MASJID RAYA SUMATERA BARAT Muhammad Fauzan; heldi heldi
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110324

Abstract

The construction of mosques in West Sumatra shows a rapid progress, the Grand Mosque of West Sumatra has become one of the landmark in Padang City as the capital of West Sumatra Province, it is located in a strategic location in the city of Padang, nevertheless the sign system infrastructure in the mosque layout has not optimal yet, including Identification Signs, Information Signs, Direction Signs and Regulatory Signs as directions sign, for serving the activities of pilgrims whovisit the area of West Sumatra Grand Mosque. The purpose of the sign system design for the Grand Mosque of West Sumatra is targgetted to effective indoor and outdoor area, informative and communicative for the visitors. The design method is the Black Box method, which is a main design process that is located in the thinking process through free exchange of ideas and then  systematically transformed. Data collection is obtained through observation, interview and documentation. The design analysis approach used is the 5W + 1H analysis. The main design of this media is identification signs, information signs, direction signs and regulatory signs. Meanwhile, the supporting media consists of umbrella, caps, prayer beads, al-quran reciting places, prayer mats, clocks, and mats / footwear.Key words : sign system, landmark, indoor, autdoor
PERANCANGAN WEBCOMIC “QUEEN OF BEE” MENGENAI FENOMENA SOCIAL CLIMBER UNTUK REMAJA Mifta fauziah; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110733

Abstract

The behavior of teenagers today is very much influenced by the existence of social media. The desire to appear existent and get recognition makes teenagers like to show off a luxurious lifestyle and hits, even though sometimes that lifestyle is not in accordance with their real life. This is what causes a social climber phenomenon where an individual tries to do certain things in order to increase the degree of his social status. Social climber has many negative impacts on teenagers' lives. Because it requires a media to deliver information that can provide knowledge to adolescents about the social climber phenomenon and its negative impact on adolescents. The media for delivering information that will be used is in the form of webcomics or digital comics.Webcomic is used as the main media because it has an attractive appearance, is not boring and easy to access. By using a character approach that suits young social media users, the target audience will certainly be more interested. This webcomic will be supported by several media that can help promote products such as promotional videos, posters. X banner, T-shirt, key chain and instagram.The design methodology used is the Glassbox design method which consists of 4 stages, preparation, incubation, illumination and verification and the 5W + 2H data analysis method which is used as a basic concept for problem solving, that is what (what), who (who), when (when) , where (where), why (why), how (how) and how much (how much).Keywords: Webcomic, Digital Comic, Webtoon, Social Climber, Pansos, Panjat Sosial.
PERANCANGAN MOTION COMIC 2D PERAN DAN FUNGSI MAMAK DALAM SISTEM KEKERABATAN MINANGKABAU Affiza Rahmi; heldi heldi
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110729

Abstract

The contribution and function of information and communication media as information disseminators include studying and preserving the civilization of social and cultural values in the Minangkabau community both in print media, 2D audio visual and 3D media. As today, modern society or the millennial generation does not really care about the role and function of the Mamak towards their nephews, and millennial youth tend to see the values of tracing traditions as ancient, while the influence of outside culture is very vulnerable to be diminished, including in Minangkabau. So there is a need for information and communication media to disseminate education to Minangkabau adolescents such as 2D motion comics which present moving picture stories to discuss the role and function of Mamak in looking after their nephews. As the target audience, Minangkabau youth are expected to be interested in understanding the values of Minangkabau cultural civilization through this motion comic. This design method uses the 4D development model, namely define, design, develop, and disseminate. While the data analysis method uses a SWOT analysis, namely Strengths, Weaknesses, Opportunities, and Threats. The main media in this design work is the Motion comic, which consists of illustrations of moving cutouts where the final result is using Youtube Channel to play Motion comic videos online. Furthermore, it is supported by other media in the form of T-shirts, posters, comics, pins, note books, stickers, x-banners.Keyword: Motion Comic, Mamak, Minangkabau,
DESIGN OF DESCRIPTION STORIES AS EDUCATIONAL MEDIA FOR MUSLIMAH CLOTHES FOR EARLY CHILDREN Nurhalima Nurhalima; syafwan syafwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110734

Abstract

In Islamic muslim dress called a hijab serves to cover the body parts that are forbidden to see or other words aurat. In Indonesia there are still adult women wearing muslim clothing that is not true, and also can not distinguish between a hijab and a veil, it also occurs in children of an early age, where parents have not taught dress muslimah (hijab) to her son. Then by it, the purpose of this design is to produce the design illustrated story books as a medium of education muslim clothing for children of early age due to see there are still mature women wearing muslim clothing, which is not true.The method used in this design is descriptive method of qualitative analysis, where this analysis is carried out based on the logic and arguments of a scientific nature, so as to produce the design illustrated story books that can accommodate and nurture the life of will be education and training for the child to recognize how to clothing a muslim in accordance with Islamic teachings.In the process of solving the problem, used the analysis of the 5W+1H (what, who, where, when, why, and how) to determine the design objectives, the target audience, and the method of solving the problem. The design of this picture-story book entitled “ Yuk Berhijab With the Fig and the Umma” by applying the story descriptive approach to convey his message. the visual message consists of a figure of girls named Fig and his mom called the Umma. Illustration and layout done with the rough sketch, and then visualized in a digital form. For supporting the main media, created supporting media, namely, E-Books, Posters, Pins, Banners, X-Banners, Stickers, and Mugs.Keywords: Books, Picture Stories, Education, Muslim Clothing, EarlyChildhood
PERANCANGAN CERGAM “IBU KAMI SEEKOR KUCING” CERITA RAKYAT JAMBI Ariska Ulandari; hendra afriwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110730

Abstract

The fairy tale of Our Mother is a Cat, none of the children have ever met the storybook in comical form. So that children are very less interested in reading it, because there is only writing and at least pictures so that it becomes less interesting. The comics in this book are intended as the main media to convey the contents of the moral message contained in the comics with an attractive visual appearance. The method used is the 4D method. 4D development model consists of four stages namely: Define, Design, Development and Dissemination. This comic book is assisted by other media such as wall clocks, tumbler, key chain, sticker, poster, flayers, , Instagram, cergam digital.Keywords: Book, Picture Story, Folk Story, Jambi.
PERANCANGAN WEBCOMIC MENGATASI KECANDUAN GAME ONLINE Ricky Leon Nanda; dini faisal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110735

Abstract

Nowadays, teenagers in Indonesia are busy following the trend, namely playing online games. This can be seen from the habit of playing gadgets every day. Besides that, the development of online games is now being rapidly developed in the world, including Indonesia. Without realizing it, teenagers have spent a lot of time trying, until they finally become addicted to Online Games. Online Games can also have a negative effect on players if done excessively. One of the main factors is the intensity of playing online games for teenagers, who can be categorized as addicts if they play 3 hours a day or 20 hours a week. By playing online games excessively, of course it can interfere with learning activities, social activities to the health of adolescents themselves.Based on these problems the Webcomic “Level Up!” design was made. Webcomic media was choosen as the main media because Webcomic can easily reach young people who are familiar with gadgets, so that teens can receive information and messages delivered by Webcomic well, effectively and pleasantly, and Webcomic can be an interesting reading and a first step to reduce teenagers in playing excessive online gaming.In deigning the comic, writer used 4D (Definition, Design, Develop, Disseminate) and 5W+1H (What, Where, Who, Why, How) methods. Author analyzes the “Level Up!” Webcomic that has never been made before. As a study in designing Webcomic and supported by supporting media in the form of Flash Applications, Posters, T=Shirts, Sticker Lines, Pins, Mobile Casing, Key Chains, and Website Add Banners that are able to Promote “Level Up!” Webcomic.Keywords : Addicted Online Games, Level Up, Webcomic 
PERANCANGAN BUKU CERITA BERGAMBAR DIET PLASTIK UNTUK MENJAGA KELESTARIAN LINGKUNGAN Evita Yolanda Sari; syafwandi syafwandi
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110731

Abstract

This design is motivated by the large amount of plastic waste caused by the increasingly severe impact of plastic waste on the environment. Various efforts have been made to reduce plastic waste, but public awareness is still low. This final project aims to design an educational media for children aged 9-11 years in the form of pictorial stories. The approach used is to make this pictorial story, among others; illustration approach, pictorial story approach, and environmental awareness approach. The design method used is the Four-D method (Define, Design, Develop, Disseminate). The main media chosen was picture story books. For promotional needs, the supporting media chosen are: T-shirts, T-shirts, bookmarks, X-Banners, E-Books, posters, and Tumblr.Keywords: Picture Story Book, Plastic Diet, illustration, Environment
VIDEO DOKUMENTER WISATA KABUPATEN DHARMASRAYA Sindi Septiani; hendra afriwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 4 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i4.110736

Abstract

The design of a tourist documentary video for Dharmasraya Regency, West Sumatra Province, aims to increase the number of visitors who are still small due to the ineffective use of promotional media. The author is interested in raising this problem and designing a final work entitled "Tourism Documentary Video of Dharmasraya Regency".The design method used in designing this documentary video is the Thiagarajan method called 4D with 4 stages consisting of Define, Design, Development, and Dissemination. The design of a tourist documentary video for Dharmasraya district uses the SWOT analysis method.The results of designing a tourist documentary video for Dharmasraya district are packaged in the form of a video in the MP4 Full HD format which is burned to a DVD disc, and promoted on a YouTube account and also broadcast on I NewS TV Padang. The supporting media chosen were DVD labels, DVD disc covers, t-shirts, posters, key chains, pins, tote bags and social media profile icons.Keywords: audio-visual media, natural tourism, historical tourism, padangroco temple, Dharmasraya regency tourism.

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