cover
Contact Name
Marina Wardaya
Contact Email
marina.wardaya@ciputra.ac.id
Phone
-
Journal Mail Official
jurnalvcd@ciputra.ac.id
Editorial Address
CitraLand CBD Boulevard, Made, Kec. Sambikerep, Kota SBY, Jawa Timur 60219
Location
Kota surabaya,
Jawa timur
INDONESIA
VCD (Journal of Visual Communication Design)
ISSN : 25485342     EISSN : 25485350     DOI : https://doi.org/10.37715/vcd
Core Subject : Art, Social,
VCD aims as a forum for academics, educators, and practitioners from around the world to communicate research papers, conceptual papers, and best practices about the dynamics of the creative industry Coverage of VCD includes, but is not limited to issues surrounding: Graphic design Visual Communication Comic and Illustration Advertising Photography Film and Videography Animation Design and Culture Study Game Design
Articles 10 Documents
Search results for , issue "Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design" : 10 Documents clear
An Analysis of Dixit: Board Game Design Elements for the Deaf Community Soehalim, Aurelia
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6344

Abstract

This study examines inclusive board game design as a vital medium to support social interaction and cross-modal communication within and outside of the deaf community, with a specific focus on children and adolescents. Communication barriers frequently marginalize deaf individuals, limiting their participation in socially interactive environments. To address this, the research utilizes a qualitative observational approach supported by extensive library research to identify key design elements that foster inclusivity. By applying the Mechanic-Dynamic-Aesthetic (MDA) framework, the study analyzes how specific gameplay structures can bridge the gap between deaf and non-disabled players. The findings indicate that board games prioritizing 2-way communication using clear visual medium, simple feedback, and interaction mechanics can effectively reduce linguistic barriers and encourage active, equitable participation. Ultimately, this research contributes to the field of inclusive design by providing practical considerations and a theoretical foundation for creating socially accessible board games that promote empathy and shared play experiences across diverse sensory abilities.
Enhancing Children’s Self-Awareness in Diabetes Prevention through Digital Picture Books Wardani, Lely Surya; Hendrawan, Faldi; Kabelen, Nicholaus Wayong
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6346

Abstract

Childhood obesity persists as a significant global public health challenge, influenced not only by dietary factors but also by parental perceptions that frequently associate objectively overweight children with good health. This prevalent misconception can severely impede early prevention efforts and negatively impact children's physical and psychological development. This study aimed to develop and evaluate a digital picture book as an educational medium to enhance self-awareness among children aged 9–12 years concerning obesity prevention and the adoption of healthy lifestyles. Using a direct research method, data were systematically collected through structured interviews with parents, questionnaires administered to the target children, and direct observations during the intervention. The comprehensive evaluation specifically assessed children's understanding of health concepts, their engagement with the visual content, and their overall acceptance of the educational material. The developed digital picture book, titled "Aku Terlindungi dari Obesitas!" (I Am Protected from Obesity!), achieved a 'very good' effectiveness rating of 89% based on responses from 30 child participants in Malang City. These findings robustly indicate that the integrated visual and narrative approach effectively supports children's comprehension of obesity risks and actively promotes the adoption of healthy behaviors. This study significantly contributes to the field of visual communication design, demonstrating the potent capability of engaging visual storytelling in digital picture books to serve as an effective and accessible educational medium for the early prevention of childhood obesity.
Educational Media Design for Organic Waste Management through Black Soldier Fly Maggot Cultivation Ardiansyah, Hafid; Wicaksono, Arif Ranu
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6385

Abstract

The increasing volume of organic waste in residential areas remains a significant environmental issue, particularly due to limited public understanding of proper waste management methods. The lack of effective visual educational media has become a key challenge in supporting community understanding of organic waste management using Black Soldier Fly (BSF) maggots in Mojosongo, Surakarta. This study aims to design an educational e-book as a visual communication medium to address this issue. The research applies the Design Thinking method, consisting of empathize, define, ideate, prototype, and test stages, to develop a user-centered design. The resulting e-book integrates structured content with visual elements to enhance clarity and comprehension. Evaluation through beta testing involving 25 respondents shows a feasibility score of 87.6%, indicating high suitability. The findings indicate that the e-book is feasible and has strong potential to support community understanding.
Visual Interactivity: Communication Strategy for Labuan Bajo Cultural Tourism Branding Julianto, I Nyoman Larry; Lestawi, I Nengah; Yasa, I Ketut Wardana; Hasbullah, Hasbullah
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6393

Abstract

The development of digital technology has prompted the global community to turn to more interactive and accessible media to simulate future experiences. In the context of tourism, digital media is a strategic means in building the image of destinations, including in strengthening Labuan Bajo's tourism branding as a leading cultural tourism destination. However, there are still issues related to effective branding communication strategies in creating interactivity and immersive experiences for potential travelers. Research that raises the integration of local culture as the main content in interactive media to support sustainable tourism branding has also not been explored in depth. Most studies have not examined how the values of local wisdom can be packaged immersively and strategically to create destination differentiation. This study aims to analyze the branding communication strategy of Labuan Bajo cultural tourism destinations that are able to increase attractiveness through an interactive approach. The method used is descriptive qualitative with data collection techniques in the form of interviews with Mr. Hatta and Mr. Evan and literature studies. Data analysis was carried out using the theoretical approach of Aristotle's Rhetoric which emphasizes aspects of ethos, pathos, and logos in message delivery. The results of the study show that the integration of Labuan Bajo's local cultural elements into interactive Virtual Reality 360° media is able to create a more immersive branding communication strategy through multisensory experiences. Other findings revealed that the presentation of visual messages that lead to the concept of sustainable tourism provides differentiating value and increases the attractiveness of destinations in the eyes of tourists. The implication of this study is the importance of utilizing experience-based interactive technology in tourism branding strategies, especially in increasing local wisdom and sustainability values as destination competitiveness in the digital era.
Character Design for Interactive Pop-Up Storybook as Emotional Regulation Learning Media for Marginal Children Indra, Diva Irmaliya; Sutejo, Aris; Masnuna, Masnuna
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6455

Abstract

Children's emotional regulation is crucial for psychological well-being and social development, yet marginalized children in Indonesia remain vulnerable due to socioeconomic pressures and limited access to interventions. Existing studies have primarily focused on facilitator-oriented training modules that emphasize rules and activity flow. These are not easily accessible to children, lack visual appeal, and are hampered by time, resources, and technical requirements for training sessions. This creates a gap in non-digital, interactive visual media that children can use independently to memorize and practice emotion regulation strategies while gaining a comparable learning experience. Addressing this gap, the present study aims to design character representations for an interactive pop-up storybook as a self-learning tool, facilitated by the WE POSE Surabaya community. Employing a qualitative Design Thinking approach through interviews with children aged 8–10, expert validation, and a literature review. This exploration resulted in four characters: Jalu, Tilu, Bara, and Laras. Warm color tones and chromatic shifts were applied to intuitively represent the emotional context. This storybook integrates interactive features such as pop-up scenes, liftable flaps, and pull-out tabs, allowing children to actively engage. The findings suggest that this type of interactive storybook can serve as an inclusive educational medium for marginalized children with limited digital access. This research contributes to Visual Communication Design by combining character design with physical interactivity to strengthen learning outcomes on emotion regulation.
Visual Asset Characters Design for Webcomic “If I were you, Mom!” Cennywati, Cennywati
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6458

Abstract

The increasing demand for high-frequency webcomic production presents a challenge in maintaining visual consistency while ensuring production efficiency, particularly in four-panel (4-koma) formats that require clarity and repetition. In this context, character design plays a crucial role in conveying personality, emotion, and narrative function effectively within limited visual space. This study explores the design of the main characters in the webcomic If I Were You, Mom! which portrays everyday family life intertwined with conflicts arising from a body-swapping incident between a grocery store owner and her middle school daughter. This study aims to develop and implement a structured minimalist character design process that supports production efficiency while maintaining strong visual identity, as well as to validate its effectiveness through audience perception. This study is using a descriptive qualitative method, using visual reference analysis, sketch exploration, character sheet development, and audience-based visual validation through questionnaires. The evaluation’s result was an overall mean score of 4.09 (good category), indicating that the character designs convey effectively identity, role suitability, and emotional expression, therefore showing the viability of a minimalist visual strategy for serialized webcomic production.
The Role of Visual Communication Design in Constructing Meaning, Value, and Identity in a character-Based Cultural Phenomena: A Case Study of Pop Mart Saputra, Ellen Agustine; Indriati, Lisa
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6486

Abstract

This study investigates the structural role of visual communication design in shaping contemporary character-based pop culture ecosystems. While existing research on popular culture has predominantly emphasized media consumption, fandom behavior, and market dynamics, limited attention has been given to how design functions as a strategic mechanism that constructs symbolic meaning, economic value, and identity mediation. Using a qualitative comparative case study of Pop Mart, this research examines how character design systems, visual branding strategies, and blind box distribution formats operate as interconnected cultural infrastructures. The findings reveal that visual communication design extends beyond aesthetic representation and functions as a cultural engine that sustains collectability, reinforces emotional attachment, and enables identity projection within digital consumer culture. The study argues that character-based pop culture should be understood as a designed ecosystem in which visual communication plays a central role in negotiating cultural capital, participatory engagement, and market value in contemporary creative industries.
Picture Book as Wayfinding Intervention: A Critical Visual Analysis of Zoë Learns Healthcare Signs for Multilingual Users in Southern Nigeria Stewart, Ashley; Inyang, Etiido
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6495

Abstract

Multilingual users of primary health centres in Nigeria face a significant but under-researched wayfinding challenge: institutional signage systems encoded in English and internationally standardised iconography that carry no bridge to the indigenous languages and cultural frameworks of their users. This study addresses that gap by critically analysing the picture book Zoë Learns Healthcare Signs (Stewart, 2025)—a purpose-designed visual communication artefact that deploys the conventions of the picture book genre to build wayfinding literacy among multilingual communities in Rivers State, Nigeria. Drawing on the Critical Picture Book Literacy (CPBL) framework of Stewart and Koopmans (2025), multimodal discourse analysis, and postcolonial design theory, the study evaluates how illustrator agency, identity representation, and unconscious bias operate within the book's visual text, and how its semiotic strategies bridge international wayfinding iconography with local linguistic knowledge. The analysis finds that the book makes three substantive design contributions: it constructs a culturally specific BIPOC child protagonist who repositions marginalised communities as knowing navigators; it pairs international wayfinding signs with Igbo and Ijaw equivalents, creating a multilingual bridge strategy without precedent in Nigerian healthcare design; and it deploys an enhancement mode of image-text interaction that faithfully replicates the semiotic challenge users face in actual healthcare environments. The study also identifies design limitations—typographic language hierarchy, inconsistent multilingual coverage, and a counterpoint safety-signs spread—and develops concrete, actionable recommendations for future iterations. By demonstrating how picture book design can function as a pre-emptive, community-embedded wayfinding literacy intervention, this study contributes an original framework applicable to inclusive health communication design in multilingual contexts across the Global South.
Transformation of Islamic Geometric Principles and Symbolic Colors in the Design of the Sign System at Ribath Al-Falah Islamic Boarding School, Mataram City- West Nusa Tenggara Azhari, Ridho Fidhi; Dinata, Ramanda D.S.; Hendrawan, Freddy
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6519

Abstract

Sign systems in Islamic educational environments are often designed primarily as navigational tools, while Islamic identity is applied only as decorative ornamentation. This study develops a contextual sign system for Pondok Pesantren Ribath Al-Falah, Mataram City, through a geosemiotic visual transformation approach integrating Islamic geometry, symbolic color, and bilingual typography. The novelty of this study lies in positioning Islamic geometric principles not merely as aesthetic elements, but as structural components regulating hierarchy, modularity, and visual consistency within the signage system. The research responds to navigation difficulties and low environmental visibility identified through questionnaires, field observations, and user responses within the pesantren environment. A descriptive qualitative method was employed using a Design Thinking framework supported by Charles Sanders Peirce’s semiotic theory. Islamic geometric patterns, symbolic green color, and Arabic–Latin typography were transformed into a modular Environmental Graphic Design system consisting of directional, identification, and regulatory signage. The findings indicate that repetitive geometric structures, modular layouts, and consistent information hierarchy contribute to symbolic representation and navigational communication simultaneously. User evaluations also suggested positive responses regarding legibility, visibility, and semantic clarity of the proposed signage system. Overall, this study contributes a contextual Environmental Graphic Design approach integrating Islamic visual identity and wayfinding communication within Islamic educational environments.
Visual Novels as Anxiety Interventions: Visual Storytelling and Emotional Engagement in Young Adults Alexandra, Juliette
Journal of Visual Communication Design Vol. 11 No. 1 (2026): VCD: Journal of Visual Communication Design
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v11i1.6562

Abstract

Anxiety disorders are a common mental health challenge experienced by young adults, especially university students who face academic pressure and tend to overthink. Visual novel is a narrative-based interactive media that has potential to help users understand and manage their emotions, thought, and reflect on their coping styles through an immersive and more personal gaming experiences. This study aims to identify and design visual novel design principles that support adaptive coping mechanism strategies for young adults. The focus is directed toward visual storytelling, and emotional interactive experiences as design elements that can help users manage anxiety in a more empathetic and intuitive way. This study uses a qualitative method with data obtained through a literature review, interviews with a psychology expert, and three young adults aged 21-22 who enjoy playing visual novel games to better understand their visual preferences and responses toward coping systems in game. Furthermore, an analysis of the narrative and visual elements within visual novels was conducted. The findings reveal that the application of adaptive coping mechanisms, particularly problem-focused coping and positive reappraisal in dialog choice systems, are proven to be able to increase players understanding of healthy coping strategies and encourage them to reflect on their efforts to deal with anxiety in everyday life. Respondents also stated that the use of cute art style and soft pastel colors created a calming atmosphere for players, making the gaming experience more comfortable without causing excessive stress or tension. Interactive narration also contributes to increased emotional engagement, which supports players in reflecting on the consequences of their choices. Therefore, visual novels have the potential to serve as entertainment media that are not only attractive but also effective in helping young adults recognize coping mechanisms as a form of anxiety intervention. However, further research is still needed by involving more respondents and conducting long-term effectiveness testing to assess the application of adaptive coping in real life through visual novel games.

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