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
Analisis Desain Visual Google Doodle Seniman Indonesia Prasetyo, Abdul Rahman
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
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.v5i01.718

Abstract

Illustrations of Google Doodles with the theme of Indonesian culture attract attention. One of them is a Google Doodle with the theme of illustrations by Indonesian artists. This study aims to: 1) Analyze the visualization of 3 Google Doodle illustrations by Bagong Kussudiardja, Tino Sidin and Affandi in terms of illustration form, color, and typography. 2) Analyze Google Doodle Bagong Kussudiardja, Tino Sidin and Affandi's illustrations with their meaning and content. The type of research used in this research is to use a qualitative descriptive approach because I want to examine more deeply and describe the Google Doodle visuals with the theme of Indonesian Artists. In the data analysis technique in this study using the interactive model method proposed by Miles and Huberman which has the stages of Data Source, Data Reduction, Data Presentation, and Data Withdrawal. The subject of this study used several visual illustrations from 3 Google Doodle illustration works, namely Bagong Kussudiardja, Affandi, and Tino Sidin. The results of this study indicate that there are 2 types of illustrations, namely Benyamin Sueb's Google Doodle and Affandi's Google Doodle including imaginary illustrations and Tino Sidin's Google Doodle including cartoon illustrations. The use of illustration shapes, colors, and typography in these three Google Doodle illustrations has its own meanings in each illustration, and of course it is related to the content of the theme raised in each of these three Google Doodle illustrations. The typography of the three Google Doodle illustrations uses the Sans Serif font family with the Custom Decorative Font typeface. The selected font characters in the three Google Doodle illustrations tend to match the themes raised in each Google Doodle illustration.
Perancangan Logo dan Desain Kemasan Produk Minuman Olahan Susu Merek Ibu Yudhi untuk Usia 6-12 Tahun dalam Upaya Meningkatkan Penjualan Produk di Sidoarjo PP, Bintang Pramudya; Sukmaraga, Ayyub Anshari
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
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.v5i01.722

Abstract

MSMEs in Indonesia cannot be underestimated. MSMEs can become the largest economy in Indonesia. For this reason, a high level of awareness is needed to have a brand or corporate identity to further develop it. Therefore it is necessary to make a logo and packaging design on the product as the company's identity. The aim is to differentiate between one product and another and to make companies from one product better known by the public. This study uses a qualitative method by collecting data through observation, interviews with company owners, and literature. Supporting media in this design are key chains, shopping bags, drawstring bags, small notes, stickers, drinking bottles, hats, displays, and pencil cases.
Pengenalan Identitas Budaya Nusantara Lewat Buku Mewarnai “The Time Machine Coloring Book Bernostalgia dengan Warna” Kusumohendrarto, Raden Hadapiningrani; Fitri, Nofria Doni; Sani, Muhammad Nur
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
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.v5i01.723

Abstract

In everyday life, a person will experience psychological ups and downs, both physically and spiritually. It can cause a person to experience fatigue, boredom, and stress. In response to this, there are many ways you can do it, one of which is by coloring an illustration book. The coloring illustration book entitled "The Time Machine Coloring Book BERNOSTALGIA dengan WARNA” presented in this book has interesting things because it contains the diverse cultural identities of the Indonesian archipelago, ranging from daily activities to objects and so on. As well as Illustrations can simultaneously provide an educational message indirectly through attractive visuals. This study will use descriptive qualitative analysis by analyzing the illustrations, text, and themes in the book. The role of this coloring book illustration is expected to be a medium for attraction, interest, education, and color therapy that introduces the cultural identity of the Indonesian archipelago, especially its traditional culture
Perancangan Visual Artwork Dengan Teknik Desain Pop Up Pada Board Game Untuk Media Pembelajaran Pencegahan Malnutrisi Untuk Usia 10 – 11 Tahun Sutikno, Melinda Rachel; Prestiliano, Jasson; Pratiwi, Peni; Setiawan, Arie
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
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.v5i01.724

Abstract

Lack of fruit and vegetable intake can cause malnutrition in the body because fruits and vegetables contain many important vitamins for body health. Children are reluctant to eat fruits and vegetables due to lack of awareness of healthy eating patterns. In this problem, children need to be given education, namely board game learning media for the prevention of malnutrition entitled "fruitvege missions". This design uses a combined method, namely "mixed method" to obtain more robust and comprehensive data. In designing, it also takes an interesting and unique visual artwork, namely pop up because it is three-dimensional and interesting for children. The things obtained in this board game improve the quality of children's learning and help children be aware of health from an early age.
Perancangan Desain Kemasan Sebagai Media Peningkatan Brand Awareness Janus Coffee & Roastery Bhakti, Aditya Dwi Putra; Sungkono, Fandy Pratama
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
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.v5i02.725

Abstract

Janus Coffee & Roastery is a coffee roastery located in Batu City Square and has been established since 2018. The background for this research is that Janus has not focused too much on designing packaging designs, on the other hand, packaging design has strong potential in efforts to increase product brand awareness. Therefore, the purpose of this research is to design packaging design for Janus Coffee & Roastery in an effort to increase brand awareness. This design uses a qualitative and descriptive approach. Data collection techniques through observation, interviews, and literature study were analyzed using the SWOT and USP methods. The results of this creative design are packaging illustrations, brand colors, brand patterns, and typography. The end result of packaging design is applied to media such as coffee bags, drip bags, drip bag boxes, shopping bags, plastic bags, and coffee cups which are adjusted in terms of safety, ergonomics (comfort), and experience (experience).
Perancangan Pop-Up Book sebagai Media Pengenalan Pengendalian Diri untuk Anak Usia 5-6 Tahun Hariyanto, Agnes Tea Kirana; Nirwana, Aditya; Sukmaraga, Ayyub Anshari
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
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.v5i02.810

Abstract

Indonesia, known for its friendly nature, is experiencing symptoms of moral degradation, even among elementary school children. This is also due to various factors such as exposure to harmful content and lack of early character education. The concept of self-control, as the foundation for other character education, should be taught to children so they can differentiate what should and shouldn't be done. The purpose of this design is to introduce self-control to children through an informal learning medium: a pop-up storybook titled "Even Heroes Need Self-Control". To achieve this goal, the designer collected qualitative data through observation, interviews, and literature studies, which served as a reference for the design process using the Research and Development method. The final product is a 14-page hardcover book, with merchandise such as secondary packaging, interactive magnetic poster, bucket hat, sanitizer, water bottle, and enamel pin. The success indicator for this design is an introduction of self-control, demonstrated by the ability to mention examples of self-control that can be practiced in daily life.
Perancangan Brand Identity UMKM Cerys Bites di Kota Malang dengan Metode Moser untuk Membangun Brand Awareness Santoso, Elsa Febritha; Nirwana, Aditya; Prasetya, Bintang Pramudya Putra
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
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.v5i02.811

Abstract

Micro, Small, and Medium Enterprise play an important role in the Indonesian economy due its ability to evenly absorb the workforce, especially in the food and beverage sector, particularly in the snack industry like cookies, wafer, and biscuits. This development also evident in Malang City, which is home to numerous cookies brand and one of which is Cerys Bites. Despite its potential, Cerys Bites still lacks awareness compared to its competitors. To address this, a brand identity for Cerys Bites was designed to increase public awareness. The brand identity was developed using the Moser brand model and qualitative research method. Based on the analysis and synthesis of concepts, Cerys Bites was found to possess a core brand value, message, and personality that formed the visual concepts in its brand identity design. The results showed an increase in Cerys’s Bites Instagram account, as evidenced by higher activities such as like, comments, shares, and saves. The effectiveness test revealed a rise in Instagram engagement for Cerys Bites, demonstrating that a well-designed and consistent brand identity can successfully build public awareness.
Perancangan Identitas Brand Parfum Freia Untuk Membangun Rekognisi Brand Dengan Metode Design Thinking Pada Target Audiens Umur 18-35 Tahun Di Shopee Setyoraharjo, Pantaleon; Nirwana, Aditya; Prasetya, Bintang Pramudya Putra
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
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.v5i02.813

Abstract

Sales of cosmetics coupled with the popularity of online stalls have created new trends in beauty products. This trend was capitalized on by Freia to start his new business. But with so many kinds of perfume brands and their subjectivity, a consistent visual identity and communication is needed that can communicate Freia's unique values and concepts. From that Freia can be distinguished from other brands. That is the medium chosen for Freia to build brand recognition so that it can be recognized and differentiated from competitors. The method used is Design Thinking from the book Design Thinking Playbook by Michael Lewrick, Patrick Link and Larry Leifer. Methods of data collection using qualitative methods according to Patricia Leavy. With this method, holistic research and collaborative flow design can be carried out to attract varied and subjective perfume designs. In research, from the results of the analysis, a new Freia brand identity will be generated which is contained in a Graphic Standard Manual consisting of brand concepts, brand values, logos, slogans, color palettes, typography, graphic assets and their implementation designs on packaging, signs, stationery, media social, exhibition, vehicle and uniform. After testing the responses from the sources, Freia's brand identity can be communicated and Freia is not associated with other brands.
Pengembangan WEB Comic Fantasi Cerita Sura dan Baya untuk Mengurangi Tindakan Rasisme Remaja Kota Surabaya Nasrullah, Yusuf; Sumarwahyudi, Sumarwahyudi; Prasetyo, Abdul Rahman
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
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.v5i02.834

Abstract

One negative impact in teenage friendship is the appearance of racial motive bullying. As we know, Indonesia is a country with thousands of cultures. Likewise in Surabaya, it was recorded several times that this activity happened in the middle of the beautiful teenage friendship. Therefore, a developed product formed as a fantasy web comic which is published in an online publisher and not be printed entitled "Kweira and the Story of the Legend Sura and Baya" aims to analyzing, developing, and communicating anti-racism insights to Surabayan teenagers so that such actions can be reduced in quantity and potential. This research use ADDIE development model which includes stages: Analysis, Design, Development, Implementation, and Evaluation. In addition validation tests by media experts and material experts done also to assess the feasibility of the product. So the result is found that fantasy web comic is usable as anti-racism counseling media for Surabayan teenagers.
Perancangan Aset Visual 3D Virtual Reality (VR) Gedung Universitas Ma Chung Sebagai Media Pengenalan Mahasiswa Baru Rahmadianto, Sultan Arif; Putra Prasetya, Bintang Pramudya; Soen, Wilson
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
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.v5i02.852

Abstract

The rapid advancement of digital technology has brought significant benefits in addressing various human needs. Amidst this technological progress, Virtual Reality (VR) stands out as one of the most remarkable achievements in the world of technology. In recent years, VR has undergone rapid development, enabling users to experience deeper and more immersive interactions. This extends beyond the realms of entertainment and gaming, as VR has found widespread applications in education, training, art, and even the medical field. Universitas Ma Chung, a private university located in Malang Regency, is committed to delivering high-quality education and preparing graduates for national and international competitiveness. The university encompasses a range of facilities, including five main buildings: the Rectorate building, Bakti Persada, Student Center, Balai Pertiwi, and RnD. However, new students often possess limited information regarding these facilities, emphasizing the need for an effective and engaging medium for introducing these resources as part of academic service enhancement. The research methodology employed in this design utilizes a qualitative approach. The primary objective of this design is to create 3D visual assets to be utilized within the VR environment, serving as a tool for introducing new students. The outcome of this endeavor results in the development of 3D visual assets for the Rectorate building, Bakti Persada, Student Center, Balai Pertiwi, and RnD. The next researchers can leverage the aforementioned VR to create a more interactive and immersive orientation experience for new students. By utilizing the designed 3D visual assets, new students can virtually explore the university facilities before arriving on campus.