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 85 Documents
Tinjauan Metode Gamifikasi dalam Menyelesaikan Konflik Pertemanan Yang Terjadi Pada Gen Z Isnaeni Safina Nur Aulia; Rosa Karnita
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 7 No 2 (2025): Volume 07, Nomor 02, Oktober 2025
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.v7i2.1431

Abstract

Communication among friends in Generation Z often leads to conflicts caused by differences of opinion, personal feelings, and a lack of understanding of interpersonal relationships. These factors can affect the quality of communication within a friendship. This study aims to understand how conflicts arise within Generation Z friendships. The conflicts identified are addressed by examining gamification methods through interactive media as a tool for self-reflection in resolving friendship issues among Generation Z. Gamification methods have the potential to serve as an engaging and relevant learning medium, thereby offering a strategic solution to enhance empathy and the quality of interpersonal communication among Generation Z. A qualitative approach was employed in this study through data collection via a literature review of previous research, a survey of 61 participants, and in-depth interviews with 2 individuals. The interviews were conducted by considering different perspectives regarding friendship conflicts among Generation Z. The results of the data analysis indicate that Generation Z frequently experiences friendship conflicts caused by jealousy, differences of opinion, and a lack of understanding regarding the Feeling of the conversation partner and interpersonal communication. Further research is recommended to test the effectiveness of gamification media through experimental methods in measuring improvements in empathy and communication by developing a more specific game design model based on interpersonal communication theory and social psychology.
Disparitas Teknis dan Estetika: Analisis Komparatif Desain Pemenang Lomba Batik Tulang Bawang Barat Ony Setyawan; Andi Irawan
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 7 No 2 (2025): Volume 07, Nomor 02, Oktober 2025
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.v7i2.1424

Abstract

This study aims to describe and critique the visual presentation of ornamentation used in the 2025 Tubaba Signature Batik Design Competition. The analysis of visual ornamentation design in the form of batik motifs was conducted on the works of the first, second, and third-place winners of the competition. This study is grounded in the standardization of batik creation, specifically the characteristic ornamentation of batik pesisiran. This research employs a qualitative data collection method. Data analysis involves stages of data collection, data interpretation, and determining correlations between data points. The results indicate technical disparities and variations in aesthetic application by the designers, which impacted the fulfillment of various indicators used in the Tubaba batik competition assessment. The evaluation of these criteria is based on an investigation of batik pattern quality, motif clarity, and the alignment with the competition theme and regional identity. Furthermore, it considers the feasibility of the designs across various batik techniques—such as hand-drawn (batik tulis), stamped (batik cap), or a combination of both—as well as a symbolic-ornamental nature that is not overly symbolic.
Analisis Visual Dalam Pemasaran Iklan Sprite “YANG-HAUS DIKEMACETAN" Tahun 2025 Menggunakan Metode Semantik a'la illiyyin ahmad ahmad ayyin Ayyin; Eko Darmawanto
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 7 No 2 (2025): Volume 07, Nomor 02, Oktober 2025
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.v7i2.1463

Abstract

This study analyzes the visual messages in the 2025 "Yang-Haus" version of Sprite advertisements aired on YouTube. The research is driven by the significance of visual communication strategies in capturing consumer attention through advertising media. The objective is to identify the meaning of visual messages in each scene and how visual communication design elements are utilized to convey these messages. This study employs a qualitative method with a visual communication design approach, utilizing data collection techniques such as literature studies and visual analysis of each advertisement scene. The results indicate that the advertisement uses visual elements—such as a dominant green color, bold typography, water effects, and dramatic cinematography—to represent freshness, energy, and thirst-quenching qualities. Furthermore, symbols like lemons, soda bubbles, and character expressions strengthen the emotional message delivered to the audience. The study concludes that the "Yang-Haus" version of the Sprite advertisement does not merely provide product information but also builds a powerful visual experience to influence consumer perception and purchase intent.
Ilustrasi Interaktif Pengenalan dan Pengolahan Sampah Sebagai Media Edukasi Arista Cahyani; Amalia Hartiningrum; Sonhaji Arif; Putra Uji Deva Satrio; Akhya' Muhammad Khaidzir
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 7 No 2 (2025): Volume 07, Nomor 02, Oktober 2025
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.v7i2.1467

Abstract

The mismanagement of waste can have severe impacts on the environment and public health. According to data from the Ministry of Environment and Forestry (KLHK), public awareness in Indonesia regarding waste segregation remains low, emphasizing the need for education on waste management, especially for younger generations. This design aims to create an interactive illustration book as an engaging and effective educational tool to introduce children aged 10-12 to waste types and the 3R principles (Reduce, Reuse, Recycle). The method employed is Research and Development (R&D) using the 4D model, which includes Define, Design, Develop, and Disseminate stages. The interactive illustration book is designed with an appealing cartoon illustration style, complemented by interactive elements such as mazes, matching games, lift-a-flap features, and a quiz on the last page. Data were collected through observation, interviews, and literature studies. The results of the design indicate that the interactive illustration book effectively enhances children's understanding of waste types and their management.
Tinjauan Media Kampanye Visual Dalam Meningkatkan Kesadaran Terhadap Bahaya Penyakit Menular Seksual Jundy Nisrina Ruhiyat; Rosa Karnita
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 8 No 01 (2026): Volume 08, Nomor 01, Maret 2026
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.v8i01.1474

Abstract

Indonesian adolescents are a group vulnerable to Sexually Transmitted Diseases (STDs) because their increasing curiosity about reproductive health is not accompanied by adequate access to accurate information. Discussions about reproductive health are still considered taboo, causing many adolescents to obtain information from social media and their surrounding environment, where the information is not always reliable. Although visual campaign media have been widely used as educational tools, studies examining visual characteristics that align with adolescents' preferences in Indonesia remain limited. This study aims to identify adolescents' knowledge of STDs and examine the visual characteristics of campaign media as a basis for designing visual campaigns on STDs. The study employed a qualitative descriptive approach with data collected through questionnaires. Data were analyzed using data reduction, data presentation, and conclusion drawing based on two main indicators: knowledge of STDs and preferences for visual campaign media. The participants consisted of junior high school, senior high school, and vocational high school students in Bandung.