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Dekave : Jurnal Desain Komunikasi Visual
ISSN : -     EISSN : 23023228     DOI : -
Core Subject : Humanities, Art,
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Articles 545 Documents
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 KEMASAN “BATIAH RANAH MINANG” MAKANAN KHAS PAYAKUMBUH Deri febrian; M Nasrul Kamal; Riri Trinanda
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 1 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i1.112330

Abstract

Writing this final project aims to design a business Buk Epi Sofinar which is located at Keluran Padang Tinggi Piliang, Payakumbuh City. Buk Epi has a business called Batiah Ranah Minang. Consumers do not know and understand the superiority of the product and the current identity of Batiah Ranah Minang is not optimal, making Buk Epi's business less noticed by consumers. Purpose of packaging design as a print media that functions product identity in an informative and communicative manner for consumer satisfaction and to increase product safety.The Glass Box method is used in designing, collecting data through observation, interviews and documentation from the owner. The method of SWOT data analysis as a problem solving by raising the advantages of getting the right layout, typography, and colors for Batiah Ranah Minang.The design of Batiah Ranah Minang business packaging design in Payakumbuh, can attract the attention of buyers and increase the existence of food businesses in the city of Payakumbuh. The addition of media such as X-banners, business cards, t-shirts, aprons, stickers, paper bags and mugs aims to support the main packaging media.Keywords: Packaging , Batiah Ranah Minang , Design
VISUAL IDENTITY GUDANG CREATIVE DESIGN DALAM MENINGKATKAN BRAND AWARENESS Abdul Hamdanil; Syafwandi Syafwandi
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 1 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i1.112339

Abstract

Gudang Creative Design is a service business engaged in graphic design and photography that is currently developing in Sungai Pua District, Agam Regency. Gudang Creative Design was formed in 2017 and is managed by Yoli Ade Saputra as the owner and founder of Gudang Creative Desain until now. This business is still relatively new and requires a visual identity that includes logos, colors, and fonts, as well as rules in their application, in accordance with the guidelines set by the designer in the manual books as the main medium, in order to form a consistent identity, improve the business image, as well as differentiate it with other competitors. The purpose of this research is to design visual identity and other promotional media. The theories used in this research are brand theory, promotion theory, awareness theory and logo theory.The design method that I use is the 4D method which is used to support the creation of the design concept of visual identity.The expected results are in the form of main media, namely manual books, then supporting media such as business cards, stamp id cards, letterheads, envelopes, posters, x-banner, stamps, customer desks, car branding and articles to be published in the DKV journal FBS UNP Padang.Keyword : Branding , Promosi, Awareness dan Logo
MAKNA VISUAL PADA BOOK COVER NOVEL BUMI KARYA TERE LIYE Juliana fatma Amran; Zubaidah A Zubaidah A
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 3 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i3.110826

Abstract

On the earth cover book written by Tereliye, there are found many signs and visual language that need to be explored deeper. Another thing that was found was related to the pictures and components of the book cover with the fiction storyline on earth novels. The purpose of this study is to analyze the meaning and also the relationship of the book cover with the storyline in Tereliye's Eart novel.The research method used by researchers is a type of descriptive qualitative method with literature study data collection techniques where the data obtained from various sources of books, journals and the internet. This study uses a semiotic theory approach and color theory and also the theory of visual elements in the object of research, namely Tereliye's book cover earth. This study describes the pieces of the picture and the description of the data in the form of data denotation and connotation to clarify any meaning that is on the cover book by Tereliye's novel.The results of this study explain that the visuals on the book cover have a connection with the storyline.Keywords: Book Cover, Semiotics, novel
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,
Perancangan Magazine Motor Custom di Kota Padang Rahmanditto Yusardi, Yusardi; M.Nasrul Kamal
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 1 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i1.112334

Abstract

Custom motorcycle was born to adapt to a builder and owner's will on character, shape, idea, and imagination. The custom culture is a primary part of a custom motorcycle. Printed media such as magazine plays an active role in developing custom culture in Padang. Magazine becomes a source of information capturing history on years and objects which are used as content. This magazine contains specifications and descriptions from some custom motorcycle's owners. With macro and micro photography techniques, the information is expected to be easily understood. The purpose of this design is to provide information regarding custom motorcycles with people interested in the custom motorcycle scheme as the target audience. The method of this design is Four-D method: define, design, development, disseminate. The method of analysis is 5W+1H (what, where, who, when, why, and how). The main medium in this design is magazine, simply arranged so it is easy to understand, and supported by media such as t-shirt, headband, tote bag, keychain, sketchbook, sticker, and Instagram feed so the information of this design is right on target.Keywords: Custom Motorcyle, Magazine.
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 MOTION GRAPHIC CERITA RAKYAT ‘MANANGKABAU’ Aulia Afif.Z; hendra afriwan
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 3 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i3.110320

Abstract

The lack of attraction of folklore with minimum illustration presented in the textbook force the children around 13-23 years old to pick the audio visual. This situation makes the children does not like to read the book anymore. As easier for those children to remembered and understood the story if its visualize like comic and animation. In other words, the writer makes the motion graphic of Manangkabau folklore to attract those children attention in preserving the folklore and the society's norms. This motion graphic is hoping to present the moral message and visualize the story in more attractive ways.The design of motion graphic of folklore Manangkabau is using the 4-D design. The 4-D design is kind of the development of learning tools. This design is developed by S. Thiagarajan, Dorothy S, Semmel, and Melvyn I. Semmel (1974:5). This design consists of 4 parts, they are: 1. Definitive, 2. Design, 3. Development, and 4. Desiminate. The analysis of this design is using the descriptive qualitative and SWOT analysis approach (Strengths, Weaknesses, Opportunities, and Threats) in order to find the solution of the problem above.The main media of motion Manangkabau folklore graphic is designed in innovative and creative ways. Besides, This media is also supported by using the pin media, poster, social media (YouTube, Instagram), stickers, notebook and T-shirt, so that the messages consist in the story such as moral, educative and cultural values is fully delivered.Keyword: Motion Graphic, buffalo fight, folklore
MOTION GRAFIS SEJARAH JEMBATAN RATAPAN IBU PAYAKUMBUH SUMATERA BARAT Satria Antomi; Zubaidah A Zubaidah A
DEKAVE : Jurnal Desain Komunikasi Visual Vol 11, No 1 (2021)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v11i1.112338

Abstract

Payakumbuh has historical events. Among the historical events that occurred in the city of  Payakumbuh called the Ratapan Ibu bridge. The bridge is one proof of the history of struggle in West Sumatra, especially in Payakumbuh City. Lack of public appreciation for historical stories and evidence of historical heritage of the Ratapan Ibu bridge. This causes the later generations to know less about the story and care less about its historical evidence. It is necessary to re-communicate these historical events to the public, through motion graphics. The advantage ofmotion graphicscombination is aof illustration, typography, photography, video and audio using animation techniques.The design method used is the 4D (design methodfour-D)using 4 design stages, namely define, design, development, and disseminate. Sources of data used in this design are in the form of statements about the tools, properties, conditions and specific activities concerned.The design results in the form of motion graphics that have stories, pictures, and audio, can make today's young generation learn local history, so that its sustainability can be maintained. The motion graphic of thehistory of the Ratapan Ibu bridge is supported by supporting media in the form of mugs, billboards, tote bags, Youtube, Instagram, twitter and facebook, which are able to promote the Motion Graphic of the History of the Ratapan Ibu Bridge.Keywords: Motion Graphic, History, Mother's Lamentation Bridge,Payakumbuh
IKLAN LAYANAN MASYARAKAT TENTANG NOMOPHOBIA DENGAN TEKNIK MOTION GRAPHIC Surya Agung Perdana; Zubaidah A Zubaidah A
DEKAVE : Jurnal Desain Komunikasi Visual Vol 10, No 3 (2020)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/dekave.v10i3.110827

Abstract

Nomophobia (No Mobile Phobia) is a form of phobia in the form of fear and anxiety that occurs if someone does not hold a phone or gadget for a short time, so that it can cause stress. This condition is not only afraid of losing the smartphone but also runs out of battery and does not get the network. Excessive use of smartphones will have a negative impact on physical and psychological health. To provide an awareness and knowledge effort for the public about the information on the danger of gadget or nomophobia dependence, it is necessary to make a media with the title "Public service announcement about nomophobia with Motion Graphic Technique".The method of designingsmotionsgraphicspublicsservice announcements about nomophobia uses the method of designing glass boxes. The results of the design of public service ads about nomophobia with motion graphic techniques in the form of video format H264 or MP4 with HDTV resolution of 720p 25fps and promoted on social media Youtube and Instagram. In addition to the main media, this design also uses supporting media in the form of posters, mugs, pins, x-banners, stickers, t-shirts, totebags and tumblers.Thewresultswofwthewdesign arewexpected towbe one of the efforts to disseminate information to the public about the negative impacts caused by Nomophobia. Furthermore, public service announcements are expected to broaden people's horizons to be more aware of the dangers posed by NomophobiaKeywords : Public Service Advertisements, Motion Graphic, Nomophobia

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