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 5 Documents
Search results for , issue "Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD" : 5 Documents clear
Website Layout Design of Kurnia Advertising as a Promotion Media in the City of Malang Indahsari, Rina Dewi; Rizqi, Afif Naufal
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2695

Abstract

Layout is the basic framework that must be built in a design work. In this Kurnia Advertising promotional website, the power of layout in displaying information is dominated by white which gives the impression of a clean and simple design. Other elements use dominant colors of yellow, black and orange which are intended to give a cheerful and elegant feel. Product photos and detailed product information are presented on the website to provide more complete information to users. The ease of accessing the website and complete information are the strengths of this website to attract consumers to be interested in buying services from Kurnia Advertising. Tests carried out by distributing google forms to measure the effectiveness of website design and content were carried out on 50 respondents. The test results show that the website is quite effective in providing information to users with a simple design. In addition, the development of a website that is used as a promotional medium aims to make it easier for users to get information through features and the addition of a complex but structured menu so that the information conveyed can be more optimal. Keywords: website, layout, promotion media, user interface
Freedom of Expression in The Movie Spotlight as a Medium to Convey the Voices of Sexual Abuse Victims to the Public Gunawan, Elisabeth Carolina
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2696

Abstract

Spotlight (2015, directed by Tom McCarthy) is a docudrama which told the story of the investigation of sexual assault of young boys in Catholic Church in Boston, United States of America. A group of four journalists from The Boston Globe, called Spotlight, specialized in investigation overlooked, forgotten cases, and one of the cases is the sexual assault cases that happened inside the Catholic Church. Although their journey to seek the truth has many challenges and problems, they helped a lot of abuse victims to have courage and speak up over the tragedy that happened to them. Spotlight's realistic expression on the narration was shown through the character's dialog, which contributed to the plot of the movie itself. The meaning of "Freedom of Expression" depicted in the movie Spotlight was to symbolize the struggle of the characters, which includes the journalists and the victims, to fight for their rights. Through this movie, McCarthy wanted to help more people who were victims to speak up about their traumatic abuse. Spotlight not only could be a technique of mental healing for victims, but also a media of advocacy for people to know, to inform and to communicate the negative aspects of victim blaming. Keywords: Freedom of expression, docudrama, sexual abuse, victim blaming, advocacy
Study of Video Games as Alternative Teaching Media In Covid-19 Pandemic Era Utomo, Pandu R
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2697

Abstract

Technology has a direct impact on human’s behaviors and lifestyles in Covid-19 pandemic era. Various sectors such as education and economy adapted technology-based remote work and study. With the existence of remote study, the educational world will still face some issues related to the study effectiveness which requires students’ initiatives in the process. This research’s aim is to explore video game's potential as an alternative education method to solve those issues. Also, it is to study the reason why videogames are considered as a solution for remote study’s challenges during this pandemic. A study method towards related literature was used in this research. Conclusion achieved from this research is that videogames are able to stimulate students’ initiatives in exploring learning materials. Video games gave play-like learning experience and thus, reduced the stress on the students during remote study. However, the result still needs further study to achieve realistic methods that can be applied in the field. Keywords: Game, Remote Study, Pandemic
Material Design for “Am I Doing It Right?’ Book as Identity Search Media for Young Designers in Modern Era Christian, Calvin
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2698

Abstract

The content making of the "Am I Doing It Right?" book as a medium for searching the identity of young designers in the modern era is an initiative of the writer to participate indirectly in the mental development and mindset of young designers in Indonesia. In this modern era, designers often get less favorable views from society, many feel that the role of a designer is trivial. Departing from this problem, the authors have researched literature reviews that discussed the history of the designer profession, the true purpose of it, the role they held in society, the view of the social community towards the profession of designer, and ways of addressing the profession as a designer. Literature reviews will be carried out on at least fifteen scientific papers and books that discuss topics related to designer identity in the world. Keywords: Identity, Designer, Role, Profession
Product Design of Card Game with the Theme of Mental Health for Teenagers Gunawan, Livia Angelica
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2699

Abstract

This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time. Keywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit

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