cover
Contact Name
Amar Ma'ruf Stya Bakti
Contact Email
amar.maruf@machung.ac.id
Phone
+6285749804733
Journal Mail Official
citradirga@machung.ac.id
Editorial Address
Villa Puncak Tidar Blok N No. 1, Karangwidoro, Dau, Doro, Karangwidoro, Kec. Dau, Malang, Jawa Timur 65151
Location
Kota malang,
Jawa timur
INDONESIA
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia
Published by Universitas Ma Chung
ISSN : 26569973     EISSN : 2686567X     DOI : -
Jurnal Citradirga adalah jurnal ilmiah yang diterbitkan oleh Program Studi Desain Komunikasi Visual Universitas Ma Chung. Citradirga mempublikasikan artikel luaran penelitian, gagasan konseptual, dan review kepustakaan dalam cakupan rumpun ilmu seni, desain, dan media, pada 1) Sub Rumpun Ilmu Kesenian, dalam Bidang Ilmu Seni Intermedia (688), 2) Sub Rumpun Ilmu Media, dalam Bidang Ilmu : a) Fotografi (701); dan b) Televisi/Videografi/Sinematografi (702); serta 3) Sub Rumpun Ilmu Desain, dalam Bidang Ilmu Desain Komunikasi Visual (708). Artikel luaran penelitian dapat berupa ringkasan hasil penelitian dasar (kajian, kritik, tinjauan, atau evaluasi), penelitian terapan (perancangan atau penciptaan), dan peneltian pengembangan (research & development), baik yang bersifat monodisipliner maupun interdisipliner. Dalam Bidang Ilmu Seni Intermedia dapat terbagi menjadi beberapa topik semisal Seni Video, Instalasi Video, dan topik lain yang mengeksplorasi dan mengintegrasikan seni visual dan teknologi. Dalam Ilmu Media, dapat berupa topik seperti Fotografi, Videografi, Film Fiksi maupun Dokumenter, dan topik lain yang berkaitan dengan Foto dan Video. Adapun dalam Bidang Ilmu Desain Komunikasi Visual dapat berupa topik seperti Desain Grafis, Infografis, Brand Identity, Ilustrasi, Desain Kemasan, Multimedia Interaktif, Animasi, Game Design, Apps Design, dan topik lain yang berkaitan dengan komunikasi visual.
Articles 78 Documents
Perancangan Desain Kemasan Produk Manisan Buah Umkm Sola Gracia untuk Membangun Citra Merek Stevanie Yuliana; Ayyub Anshari Sukmaraga
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 1 No 02 (2019): Volume 01, Nomor 02, Oktober 2019
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v1i02.254

Abstract

Packaging has become one of the main points of the buying and selling process today, so that with attractive and easily found packaging by the community, it is expected that sales will increase. Sola Gracia is a Small and Medium Business that is struggling to increase sales through sales targeting consumers aged 25 to 40 years. But there is still a need for improvements in existing packaging designs. The design will be focused on the introduction of products with attractive packaging so that consumers will be interested in buying these products. Besides that design also includes marketing through social media so that consumers will get products easily. The method used is research and development, and questionnaires. The results of these methods will help to design packaging that is in accordance with the consumers wishes. Furthermore, to test the packaging design, trial packaging was made. It is known that consumers prefer appetizing and colorful packaging. The result that was already fixed on packaging will be validated using online questionnaires. This stage is used to depict how people accept the packaging.
Perancangan Buku Pembelajaran Aksara Jawa untuk Meningkatkan Minat Belajar Remaja dan Pelestarian Budaya Jawa Rosalia Nadya Narulita; Aditya Nirwana; Bintang Pramudya PP
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 1 No 02 (2019): Volume 01, Nomor 02, Oktober 2019
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v1i02.255

Abstract

Javanese script now has faded. Javanese script currently used to elementary schools, besides that, Javanese script book references are very few and it difficult to someone who wants to learn Javanese script. Therefore, Javanese script learning book was designed to increase the interest of learning in adolescent, also to preserve Javanese culture. This design uses qualitative methods that produce primary and secondary data. It begins with research, analysis, synthesis, design of content concepts, visual concepts, design design concepts, final design and production. It will produce Javanese script learning book for beginners. This book uses six types of paper, book size 148mm x 210 mm with softcover. Media supporters are worksheets, typeface, poster typeface, fabric sign, motion graphic and social media promotion. This book has been tested for effectiveness through qualitatively questionnaire and concluded that the visual aspect change the stigma of learning Javanese scripts that was bored to fun learning.
Analisis Ikonologi Iklan Billboard Go-Pay di Yogyakarta Arif Ardy Wibowo; Dinda Destiana Fahma Ayu
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.284

Abstract

Advertisement is one of the most well-known form of promotion, due to its broad reach as well as its ability to attract public attention, especially well- advertised products who popular among public. Billboard is one of the main from of outdoor advertising. Billboard is a poster in giant form. This giant poster designed to be seen by people who travel using vehicles with aim to introduce the brand of product. The purpose of this research is to explain the message or ideological meaning in “Go-Pay Billboard Advertisement”. In this research, the author used a qualitative descriptive study. The Go-Pay Billboard Advertisement in Yogyakarta is the main subject and main material to be studied and analyzed in this research. Meanwhile, the object of this research will be focused on the ideological meaning of the Go-Pay billboard advertisement in Yogyakarta using iconology analysis by Gillian Dyer. The data for this research are taken from observations and documentations. Based on the analysis that has been done, the author come to a conclusion that the ideological meaning of Go-Pay Billboard Advertisement is, easy, efficient and safe. Therefore, there are three things that the ads offered to public, such as, the convenience of making all kinds of payment, the efficiency (quick and easy), and security guarantee of every transactions, for all of the transactions are recorded in the secured system, moreover, to gain access to go-pay the customer must enter the password and OTP code send by Go-Jek through registered number. Thus, the customer does not need to be afraid losing the balance when they lost their mobile phone.
“Asat” Seni Video Instalasi Heri Nugroho
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.285

Abstract

“Asat” is a word taken from Java's Language which mean dry. "ASAT" uses to a title of video's art instalation. This art has duration about 4 minute until 5 minute that presented with looping technic. Above all about this visual art is a well traditional instalation that united with video by projected use video optical projector into a hole well instalation then presenting directly to spectators. So that every spectators that watching this art look into the well hole instalation just like the real well. It is because the visual concept from the video projected into the instalation created a real perspective of the well. Themed about environment's problem which is drought environment's damage cause of human act that wasn't protect their environment with built hotel, mall, apartement, and other large building that damage the environment, made effect to the wells around becoming dry. With visualitation process of drying wells with the sign in the visual video, every spectators is lead to follow the feels of how environment damage process that happened around, also the effect that gained from the damage. The instalation video concept is choosen in order to made this art, aim to create a close relation between spectators and the art. So that real espectation will feels by every socrates, so that will create a deep emotion to the spectators that enjoyed this art. Through this art with all concept so this art has big role in deliver moral message to the spectators to always keep their environment in order to keep long life all creatures on the earth.
Kajian Kampanye Sosial Ambient Advertising WWF Turtle Soup Bowl Alvanov Zpalanzani Mansoor; Nucky Artha
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.293

Abstract

WWF Turtle Soup Bowl is WWF's campaign in response of decreasing sea turtle's population in Bali, Indonesia using outdoor ambient advertising. It won several awards, such as Best Use of Ambient Advertising: Stunts & Live Advertising on Spikes Asia and sixth place of Best Advertising on bestadsontv.com October 2008. The purpose of this research is to analyze Pros and Cons of Out-of-Home (OOH) advertising, focusing on the presentation and media usage. Research result shows that the pros of this campaign includes accessibility advantage by the placing it on Kuta Beach, Bali as a strategic tourism spot, effectively targeting audience with peculiar demographic and geographical aspects as the positive traits. Despite having several awards, this campaign has some notably least positive traits that makes the message delivery being less effective, which are difficulties on audience measurement and controlling the media, limited spot availability and geographical impact.
Perancangan Artbook Storytelling Astrologi Tiongkok untuk Anak-Anak Meindanu Dimas Prasetyo; Aditya Nirwana; Didit Prasetyo Nugroho
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.295

Abstract

At present, specifically millennial generation, both children and teenagers in Indonesia are more familiar with the popularity of western-style astrology than Chinese astrology. Chinese astrology is assumed with ancient and boring things. That is because the way how to present eastern astrological merely informative content, such as history books, eastern astrological knowledge, etc. without containing of visual storytelling content. For this reason, there is an alternative media solution to solve these problems, named "Designing Chinese Astrological Storytelling Artbooks for Children". The method used is non-metric (qualitative). Qualitative data obtained from literature studies, observations, and interviews. The outputs are two-dimensional illustrations of the Twelve Chinese Astrology's Artbook.
Perancangan Board Game sebagai Media Pembelajaran tentang Pentingnya Merawat Gigi bagi Anak Usia Sekolah Dasar Maria Pratami Cahyaningtyastuti; Birmanti Setia Utami; Jasson Prestiliano
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.297

Abstract

Merawat kesehatan gigi sangat penting dan kegiatan ini merupakan salah satu perilaku Pola Hidup Bersih dan Sehat (PHBS). Meskipun banyak orang mengerti akan hal tersebut namun sebagian besar mengabaikan dan tidak sepenuhnya paham dampaknya jika mereka tidak merawat kesehatan gigi sejak dini. Terutama untuk siswa sekolah dasar, mereka harus mendapatkan pelajaran tentang kesehatan gigi. Harus ada perhatian khusus untuk menumbuhkan kesadaran para murid akan kesehatan gigi. Untuk membuat siswa berminat mempelajarinya, harus ada media interaktif yang berhubungan dengan kesehatan gigi. Tujuan penelitian ini untuk merancang board game “Bye-bye Karies” sebagai media belajar dan untuk menumbuhkan kesadaran siswa sekolah dasar akan kesehatan gigi. Metode deskriptif, pendekatan kombinasi dan strategi linear digunakan dalam penelitian ini. Hasil yang diperoleh dari penelitian bahwa siswa sekolah dasar lebih sadar akan kesehatan gigi setelah mereka memainkan board game “Bye-bye Karies”.
Menggunjing Relief Candi Borobudur sebagai “Cikal Bakal” Komik Indonesia Aditya Nirwana
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 01 (2020): Volume 02, Nomor 01, Maret 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i01.298

Abstract

Referring to the study of Indonesian Comics, most of the critics and researchers agreed on Indonesia's first comic is Put On, (Kho Wan Gie), published in the 1930s in Sin Po Daily in the form of humorous strip comic medium. Most consider the reliefs of the Borobudur temple, wayang beber, and wayang kulit as "forerunners" of Indonesian comics. This is an odd compilation that considers Put On as the first Indonesian comic while believing the relief of the Borobudur temple as the forerunner to the form of comics as a medium. Also, historically it has no logical connection, both in terms of continuity (continuity) and change (change). Such claims are also related to the triumph of ahistorical traditional notions of comics. This incident caused the relief of Borobudur temple to be dragged into the comic category, or claimed to be the forerunner of Indonesian comics. This essay explores the socio-historio-cultural context to expose this. From the description of the arguments obtained several conclusions that: 1) Relief of the Borobudur temple cannot be approved as the forerunner of Indonesian comics, which have no continuity and also ‘the genealogy line is quite clear; 2) Modern Indonesian comics do not inherit relief or puppet traditions in terms of stylization, technique, material, axonometric revolution and also the direction of reading; 3) The form, structure, characteristics, and mediums of Indonesian comics in the early days of their emergence, were known by Indonesian comic artists through the learning process for foreign painters/artists, or by introducing European and American comics which were sent in advance and transferred to Indonesia.
Buku Ilustrasi 4 Macam Kepribadian Remaja 16-18 Tahun Sarah Zhafirah; Masnuna Masnuna; Aditya Rahman Yani
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 02 (2020): Volume 02, Nomor 02, Oktober 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i02.323

Abstract

Very few adolescents are aware of the importance of recognizing the concept of personal personality in Indonesia, even though this is one of the important thing teenagers must understand so that they can maximize their teenage years and arrange their way of life as early as possible. Most books on personality consist of boring text and difficult language for adolescents to understand and does not interest them. Many disadvantages from not understanding the concept of personality, including the creation of social reactions. Based on interviews and questionnaires, adolescents do not know their personalities and personality types so that they cannot recognize and maximize their potential. Overcoming this problem was finally designed an illustration book that aims to simplify the message of the importance of recognizing one's personality and understanding 4 types of personality. Illustration is communicative and make it easier for readers to understand messages through visuals
Perancangan Visual Brand Communication Kota Singkawang Febry Valiansyah; Atria Nuraini Fadilla
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 2 No 02 (2020): Volume 02, Nomor 02, Oktober 2020
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v2i02.330

Abstract

Tourism industry is one of the most effective sectors in increasing the foreign exchange in Indonesia along with regional autonomy system that encourages to develop their economy independently. Blessed with a big tourism potential, Singkawang is still unrecognized for its tourism due to weak brand communication. This research used interview, literature review, questionnaire, and observations as data collection, also applied questionnaire analysis, comparison matrix analysis, SWOT analysis to analyze the collected data. The collected data was used as a reference to design brand communication of Singkawang City. The collected data showed that Singkawang needed to re-brand and improve promotion strategies, with lively diversity as a brand proposition and lively singkawang as a brand name. The visual aspect used cultural elements of Singkawang with a modern touch applied to logo and media promotions. The results of this research are to support the Tourism program and increase public awareness about Singkawang tourism. Keywords: Singkawang, Brand communication,Tourism