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INDONESIA
Dekave : Jurnal Desain Komunikasi Visual
ISSN : -     EISSN : 23023228     DOI : -
Core Subject : Humanities, Art,
Arjuna Subject : -
Articles 545 Documents
PERANCANGAN LOOKBOOK VISUAL IDENTITY PROMOSI HOBO SKATEBOARDING PADANG Dhede Rama Putra, Ir. Drs. Heldi, M.Si., Ph.D., Dra. Jupriani, M.Sn.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 8, No 4 (2019): Seri A
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (696.132 KB) | DOI: 10.24036/dekave.v8i4.104369

Abstract

Hobo skateboarding is one of company that provides clothes, pants, bags, and accessories such as wallets, belts and key chains. Hobo skateboarding promotion is only done through social media Instagram, and the promotional efforts carried out are still not effective.The lookbook design as a visual identity and print media that makes it easier for consumers to choose a product, price, size, and communication and communicative information material, which is expected to increase Hobo skateboarding popularity and produce a positive image for consumers. The purpose of the design is to provide direct information and visualization of Skateboard Hobo products designed in a complete and communicative manner so that the information delivered can be accessed easily to attract customers to buy available products.The method used is design thinking with the analysis used is SWOT analysis, Strength, Weakness, Oppurtunity, and Threat. to find a solution to the problem. The design process starts from observation, documentation and interviews with Hobo skateboard business owners to get the data needed in the design of an effective lookbook and the clarity of information needed will be a guide in the design of the lookbook, supporting media used to support the main search media poster, T-shirts, member cards, stickers, sales invoices and shopping bags.Keywords: lookbook, visual identity, promotion
BRANDING USAHA DAPOER RENDANG RIRY SUCI WULANDARI, Dr. Syafwandi, M.Sn., San Ahdi, S.Sn., M.Ds.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 8, No 2 (2018): Seri C
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (555.418 KB) | DOI: 10.24036/dekave.v8i2.101892

Abstract

This final project aims to maximize branding program, to raise product brand awareness and product brand image, and to make teenagers feel royal for traditional food. Branding Usaha Dapoer Rendang Riry have role to maximize, introduce, and, convince that this product is not only for old people but also young people. Branding use some visual communication design principles and elements. Data analysis method used is SWOT analysis to find the solution from the problem faced. Creative program used is AIDCA because it is appropriate the people habit and culture nowadays which is alongside and can not be separated with internet. Designing process start with data collection, interview, and observation toward Dapoer Rendang Riry products. Main media used for this branding is Brand Guide Line, and the supporting media are packaging, poster, x-banner, shirt, shopping bag, sticker, stationery set, appron, instagram, facebook.Keyword : Branding, traditional food, minangkabau
PERANCANGAN KATALOG PANDUAN WISATA SERIBU RUMAH GADANG DI KABUPATEN SOLOK SELATAN REVIL HUDRIANI, Hendra Ariwan, S.Sn., M.Sn Drs. Ariusmedi, M.Sn.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 8, No 3 (2019): Seri B
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1918.649 KB) | DOI: 10.24036/dekave.v8i3.103686

Abstract

Gadang tourism is a thousand houses icons kabupaten solok seed south.The gadang in the area of a thousand houses gadang this generally hundreds of years, even some of them have been built since 1700-an.Even though has modified several times, restoration council but characteristic and the  original form at all unchanged.When gadang-rumah gadang generally the house in some parts of other minangkabau is almost extinctThe catalogue is one of the media that effective and communicative in communicating information easily and interesting to target an audience.The purpose of this catalogue is to give information on about the area of a thousand houses gadang overall, so that this catalogue can as a guide by  travelers.A method of designing the gadang a thousand houses in a glass box ( glass box ) method .This  method chosen karen abersifat systematic and rational and very effective in the design catalog area a thousand houses gadang tourist guideKeyword: catalog , reribu gadang house , tourism glass box method
PERANCANGAN IKLAN TELEVISI (TV COMMERCIAL) MACARONI ITALIAN STREET RESTO KOTA PADANG NORIS MAULANA PUTRA, Dr. Syafwandi, M.Sn., Riri Trinanda, S.Pd., M.Sn.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 7, No 2 (2018): Seri E
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (959.563 KB) | DOI: 10.24036/dekave.v7i2.9338

Abstract

Macaroni Italian Street Resto is one of the culinary places in Padang City which is located at Bandar Street No. 4 of Padang Barat, Padang City, West Sumatera. Established since April 5, 2016 up to now with that offer food/ beverage taste of italian food with a blend of Indonesian tastes. And has a classic concept building structure that uses materials such as wood and used goods as furniture.Selection of television advertising as the final work aims to produce an effective and efficient promotion design in accordance with the advantages of television advertising, which can reach a broad target. In addition, with this television ads will be able to introduce Macaroni Italian Street Resto as Italian food food taste creations are cheap / affordable by young people in the city of Padang. SWOT is a method used in doing data collection that is through observation, interview, and documentation. Then proceed with data analysis method by using SWOT analysis (strenght, weakness, opportunity, threats). Further concludes data analysis and creative approach (mainstream and supporting media). In making the design of television advertising Macaroni Italian Street Resto in the city of Padang this writer displays verbal and visual messages for audiences who see this promotion. The design of television advertising is made into 2 (two) namely the main media and supporting media. The design of television advertising Macaroni Italian Street Resto this, is expected to create a good positioning. In addition, it is expected to attract the attention of the target audience, especially among young people in the city of Padang considering the media-based audio visual campaign is a very likely media and a big influence in promoting promotion.Keywords: Café /Resto, Television Ads, Macaroni Italian Street Resto
WEB DESIGN E-BEACH CAFÉ PARIAMAN Dedek Oldio Fernando, Dini Faisal, S.Ds., M.Ds., Henra Afriwan, S.Sn., M.Sn.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 9, No 1 (2019): Seri C
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1107.932 KB) | DOI: 10.24036/dekave.v9i1.105826

Abstract

E-beach cafe was established on June 7, 2014 which is located on the Nasri Nasar Pariaman street, sand, Central Pariaman, Pariaman City near the tourist attraction of the Pariaman beach. A better promotion is needed to attract more customers to come to E-Beach Cafe. One of the promotions that can be done is by website media. The purpose of this promotion as a manifestation of the desire of the author so that e-beach cafe has a media promotion in the form of website design that aims to create informative and communicative information media, so that the existence of e-beach cafe can be known to the public.The analysis method used in the promotion of e-beach cafe uses the SWOT analysis method (Strength, Weakness, Opportunities and Threat). The orientation of developing e-beach cafe web design ideas includes the main media in the form of website design and supporting media in the form of menu lists, t-shirts, posters, mugs, x-banners, flagchain, business cards, stickers, and pins. It is expected that with the design of this web design can have promotional media in the form of website media aimed at creating informative and communicative media, so that the existence of e-beach cafes can be known to the public and increased sales turnover from e-beach cafes.Key Words : Design, Web, Website, E-Beach Café.
ANALISIS SEMIOTIKA VISUAL ANIMASI UPIN & IPIN EPISODE “IKHLAS DARI HATI” Yasa Aulia Putri, Dr. Syafwandi, M.Sn., Riri Trinanda, S.Pd., M.Sn.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 8, No 1 (2018): Seri C
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1271.899 KB) | DOI: 10.24036/dekave.v8i1.100636

Abstract

This study aimed to describe the visual animation Upin & Ipin with research restrictions on the episode  "Ikhlas  dari Hatit". The method used is qualitative descriptive method qualitative interpretative analysis. The  research focus is on visual analysis (color, gesture and characters), with a little review of the episode "Ikhlas  dari Hati". Data analysis using study semiotics Barthes to see two levels of meaning (denotative and  connotative), with supporters of the theory of semiotics Peirce to see signs (icon, index and symbol), and the theory of Saussure to see a marker (signified) and the sign (signifier) in several scenes and visual (color, gestures, characters) in the animation Upin & Ipin documented writer. The results of the research conducted,  it has concluded that animation of Upin & Ipin have a good visual communication strategies in the creation of characters, both of gesture, color and character. Thus developed a strong character. The message conveyed is well conceived and delivery simple, so it can follow the story line and easily understood.Keywords: Animation, Upin & Ipin, and Semiotics
PERANCANGAN BUKU PENGENALAN KALIGRAFI COPPERPLATE DENGAN TEKNIK POINTED PEN PUTRI NAMIRA ZEIN, Drs. Yusron Wikarya, M.Pd. San Ahdi, S.Sn., M.Ds.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 8, No 2 (2018): Seri B
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (626.858 KB) | DOI: 10.24036/dekave.v8i2.101803

Abstract

The purpose of this design is designs copperplate calligraphy introductory book with pointed-pen technique. This Introduction Calligraphy of Copperplate book with Pointed-pen technique designed as a design solution for enthusiasts and calligraphy activist in Indonesia who have a problem in accessing the educational sources of Calligraphy Learning, especially in Western Calligraphy. Because this book is designed with the introduction of Indonesia Languages that easy to understand and not too rigid. An Attractive visual display also becomes a design focus in order not to make the reader bored.Data analysis in the design of Calligraphy of Copperplate Book was used by 5W + 1H which the data have been obtained from the observations field such as in Calligraphy Art Communities in Indonesia and Calligraphy writing Classes.This Design produces a Calligraphy of Copperplate Book with Pointed-pen technique as the main media, which also supported by several other media’s, namely: deco-sticker, poster, x-banner, bookmarks, notebooks, Invitation Letter, and Greeting Cards as the main media support and as a promotional medium.Keyword: Calligraphy Book , Copperplate Calligraphy,Pointed-pen technique.
PERANCANGAN VIDEO KAMPANYE “AYO KE STADION” MENDUKUNG SEMEN PADANG FC FAZRI RIDWAN LIPALMA, San Ahdi, S.Sn., M.Ds., Dini Faisal, S.Ds., M.Ds.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 7, No 2 (2018): Seri A
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1047.125 KB) | DOI: 10.24036/dekave.v7i2.9089

Abstract

Football clubs will never be separated from their supporters, because the supporters are the life of the team. Semen Padang Fc has two groups of supporters, namely The Kmer's and Spartack's, by the end of 2017, Semen Padang Fc is experiencing a downturn, Semen Padang FC must be relegated to the Indonesian two-league caste, this makes the enthusiasm of the people decline to come directly to the stadium supporting Semen Padang FC.To reciprocate the Society's enthusiasm a Campaign is required, the Campaign is an activity to influence the community by planning activities to achieve a particular goal. The purpose of this campaign video design is to invite people to come back to the stadium directly support the local club of West Sumatra, Semen Padang Fc.The design method of the authors use qualitative descriptive that is interpreting and related data related to the situation that is happening within the community. In addition the authors use the 5W + 1H method, used to problem solving in the background and find solutions of the problem.The design of the campaign "Come to Stadium" will be delivered through Audio Visual media. The role of Audio Visual in this campaign is needed to provide an appeal to society. In addition, for the delivery of information more effective then the campaign also supported some supporting media in the form of scraft, hat, backdrop, scarf, T-shirt, CD Label, CD Cover and Stickers.Keywords: Soccer, Supporter, Social Campaign, Design Method
RANCANGAN BOOKLET WISATA KAWASAN SARIBU RUMAH GADANG DI KABUPATEN SOLOK SELATAN SANDY KELANA, Dr. Syafwandi, M.Sn., San Ahdi, S.Sn., M.Ds.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 7, No 2 (2018): Seri D
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.551 KB) | DOI: 10.24036/dekave.v7i2.9202

Abstract

Saribu Rumah Gadang (One Thousand Minangkabau Traditional Houses) Area is one of the tourism destinations in Nagari Koto Baru, Sungai Pagu Subdistrict, South Solok Regency. Rumah Gadanglocated in this area still looks authentic and quite well maintained despite being aged. The number of Rumah Gadang in this area is 192 units with various forms.The promotion of a tourism area can affect the number of tourists who visit the area. The problem that exists nowadays is the tourism promotion of SaribuRumahGadang Area has not been able to attract many tourists to visit and lack of information in the media campaign.The problem studied is how to design a promotional media in a form of informative and communicative Booklet by utilizing elements and principles of visual communication design. The purpose of this design to convey information, educate, and invite potential tourists to visit this tourism area. The design process starts from data collection, observation, interview and documentation. The method of analysis used in this design is SWOT analysis, this analysis is chosen to know the strengths and opportunities in designing the media campaign and evaluate the weakness and threats that might exist.The supporting media used in the Booklet design of Saribu Rumah Gadang Area in South Solok District are guest book, T-shirts, flyers, stickers, digital posters, totebag, pins, and hats.Keyword: Saribu Rumah Gadang Area, Booklet, Promotion Media.
PERANCANGAN KARAKTER TOKOH VISUAL NOVEL DARK NIGHT SEPTIA FAKHIRA RISTI, Drs. Syafwan, M.Si., Dini Faisal, S.Ds., M.Ds.
DEKAVE : Jurnal Desain Komunikasi Visual Vol 9, No 1 (2019): Seri B
Publisher : DEKAVE : Jurnal Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1311.173 KB) | DOI: 10.24036/dekave.v9i1.105769

Abstract

The purpose of this design is to produce characters in the visual novel Dark Night that matches the character’s background based on Indonesian culture, Dayak, Bali and Batak.The design characters of visual novel Dark Night using black box & glass box design methods and conducting research and collecting reference data about Dayak, Balinese and Batak culture through books, printed media, journals, internet, thesis and other works relevant.The results of this design use the main media in the form of Artbook because this media can display all the characters that have been designed in detail as well as the background of each character's story and supporting media : audio visual, t-shirt, poster, x-banner, cover DVDs, DVD labels, keychains and stickers.Keyword : Characters, Visual novel

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