cover
Contact Name
Jufriadif Na`am
Contact Email
judikatif@upiyptk.ac.id
Phone
+6287895670026
Journal Mail Official
judikatif@upiyptk.ac.id
Editorial Address
Kampus Universitas Putra Indonesia YPTK Padang Jl. Raya Lubuk Begalung Padang-25221
Location
Kota padang,
Sumatera barat
INDONESIA
Judikatif: Jurnal Desain Komunikasi Kreatif
ISSN : 27459454     EISSN : 27459454     DOI : 10.35134/judikatif
The Judikatif: Jurnal Desain Komunikasi Kreatif publishes papers on visual communication and image representation, with emphasis on novel technologies and theoretical work in this multidisciplinary area of pure and applied research. The field of visual communication and image representation is considered in its broadest sense and covers both digital and analog aspects as well as processing and communication in biological visual systems.
Articles 125 Documents
Promotional Media Design for Joompo.id Based on the Omen Character Targeting Generation Z Audiences Alyaa Parisya Putri; Asidigisianti Surya Patria; Nanda Nini Anggalih
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 7 No. 2 (2025): December Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v7i2.277

Abstract

This study aims to design promotional media for Joompo.id by highlighting the phenomenon of “pemuda jompo” as the main visual concept to attract younger audiences. This phenomenon describes a young generation that is active yet easily tired, making humor about fatigue part of their daily expression. This potential is translated through the character Omen, which serves as the center of visual storytelling across promotional materials. The research uses a qualitative descriptive approach through observation of competitors’ social media and informal interviews with audiences to understand visual preferences and relevant communication styles. The SWOT analysis technique was applied to identify factors that influence the effectiveness of promotional media design. The findings show that the use of humorous characters and consistency in visual elements can increase content appeal, strengthen brand messages, and build emotional connections with audiences. The resulting promotional media is not only informative but also entertaining and relevant to the experiences of young people, making it more effective in enhancing brand appeal
Visual Representation of Acehnese Traditional Music on Digital Media YouTube and TikTok: English Berlian Denada; Asrinaldi Basrimba; Teuku Muhammad Husni
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.281

Abstract

This study aims to analyze the revitalization of Acehnese traditional music through visual representation on digital platforms, particularly YouTube and TikTok. The rapid development of digital media has transformed the ways traditional music is produced, distributed, and consumed, especially among younger generations. This research employs a qualitative approach using visual analysis methods to examine selected Acehnese traditional music videos. Data were collected through screenshot techniques and analyzed based on visual composition, cultural costumes, environmental settings, performance movements, and production techniques. The findings reveal that the revitalization of Acehnese traditional music occurs not only in its musical elements but also through the adaptation of modern visual aesthetics. The use of cinematic composition, overlay techniques, representations of Acehnese coastal landscapes, and dominant cultural symbols such as traditional costumes and properties indicate a negotiation between tradition and modernity within digital spaces. Furthermore, the active participation of young performers demonstrates that digital platforms function as dynamic media for cultural transmission. This study concludes that YouTube and TikTok serve as strategic spaces for strengthening Acehnese cultural identity through the visual construction of traditional music, thereby supporting cultural preservation and revitalization in the digital era.
Reducing Older Generations’ Apprehension Toward QRIS in Traditional Markets: A Visual Communication Approach DIAN FITRIARNI SARI; Rizky Alfadly; Amy Maulid; Yasha Langitta Setiawan; Deby Gemysa Faradiba
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.282

Abstract

The adoption of QRIS in traditional markets remains uneven, particularly among older generations who experience low digital literacy and high levels of technology anxiety. These barriers are not solely technical but are strongly influenced by psychological factors such as fear of making transaction errors and lack of trust in digital payment systems. This study aims to develop a visual communication strategy to reduce apprehension and improve QRIS adoption among elderly users in traditional market settings. This research employs a qualitative approach using AIDA (Attention, Interest, Desire, Action) model to identify key issues derived from interviews, observations, and open-ended questionnaires. The findings are then translated into design solutions using the AIDA model as a framework for structuring communication strategies. The results indicate that visual communication design plays a significant role in bridging the gap between technological complexity and user understanding. By applying clear visual hierarchy, simplified information flow, trust-building messages, and step-by-step instructional visuals, the proposed design effectively addresses cognitive and emotional barriers. The study concludes that a behavior-oriented visual communication approach contributes to enhancing perceived ease of use and user confidence, reducing technology anxiety, and strengthening behavioral intention to adopt QRIS.
Lucky Chill Cafe Logo Design Using Roland Barthes’ Visual Semiotics for Brand Image Putu Gede Maha Vivaldi Pradnyana; I Gede Wirya Mahendra Nandanawana Putra
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.284

Abstract

Logo design constitutes a critical stage in establishing a brand’s visual identity, as it functions as a sign system that communicates brand values and character. This study aims to design the Lucky Chill Cafe logo using Roland Barthes’ visual semiology approach to build a brand image representing the relaxed lifestyle and togetherness of urban youth. A descriptive qualitative method was employed using Wheeler’s visual identity design model, consisting of conduct research, design identity, and implement and manage, integrated with Barthes’ semiotic analysis of denotation, connotation, and myth. Data were collected through semi-structured interviews with the cafe owner and manager, non-participant observation, and visual documentation. The resulting logo features an oval composition containing seven visual elements: the sun, waves, palm trees, cutlery, a coffee cup, the shaka hand gesture, and rounded typography. These elements represent a tropical atmosphere and culinary activity, convey friendliness and casualness, and construct a narrative of a laid-back urban youth lifestyle. The study contributes to the development of a meaning-driven logo design methodology by positioning Barthes’ semiology as a generative framework in the ideation process rather than solely as a post-design analytical tool.
Interpreting Psychiatrist’s Book Cover Design as Personal Branding Through Barthes’ Semiotics Elisabeth Pratiwi; Mochammad Charis Hidayahtullah
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.285

Abstract

Book cover design is a critical element of visual communication that shapes how readers perceive both the content and the identity of an author. Within the mental health profession, the visual language of a book cover extends beyond aesthetics it carries personal values and reflects the professional character of its creator. This study analyzes the visual signs on the cover of Buku Seorang Wanita yang Ingin Menjadi Pohon Semangka di Kehidupan Berikutnya, a book by psychiatrist dr. Andreas Kurniawan, Sp.KJ, and interprets their semiotic meaning through Roland Barthes' theoretical framework. A qualitative-descriptive semiotic approach was adopted, applying Barthes' three levels of meaning: denotation, connotation, and myth. Analysis focused on visual elements including color palette, illustration, typography, and compositional layout. The findings reveal that the combination of soft green tones, a female figure surrounded by natural symbols, and sans-serif typography collectively project a visual impression that is calm, reflective, and humanist. At the mythological level, the design constructs ideological narratives centered on emotional healing, inner strength, and the psychiatrist's identity as an empathetic, approachable figure. Taken together, the visual communication design of this book cover plays a strategic role in reinforcing the professional personal branding of a mental health practitioner.
Design and Development of Engklek Carpet Learning Media for Early Childhood Motor Stimulation Riya Wahyuni; Hamidah Apriani; Roni Kurniawan
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.286

Abstract

Early childhood education requires varied and enjoyable media to stimulate optimal child development, but the availability of media that integrate motor, cognitive, language, and social-emotional aspects is still limited. This study aims to develop interactive learning media in the form of an engklek carpet to stimulate fine and gross motor skills in children aged 3-6 years while introducing traditional games. The method used is Research and Development with the ADDIE model which includes the stages of Analysis, Design, Development, Implementation, and Evaluation. Data were collected through interviews, observations, literature studies, and documentation at PG & TK Islam Nurul Hasanah East Jakarta. The results showed that the engklek carpet media was successfully developed by integrating four types of games that adapted the traditional games of engklek tapak gunung/tapak bulan and engklek sliding. The design uses bright colors, representative illustrations, and a box size of 30 x 30 cm according to the characteristics of early childhood. A trial on 20 Kindergarten B students showed that students participated in activities enthusiastically, orderly, and were able to achieve development indicators in the aspects of art, language, cognitive, physical-motor, and social-emotional. The conclusion of this study is that the hopscotch carpet media is suitable for use as an effective PAUD learning medium to increase children's interest in learning and contribute to the preservation of local culture.
Designing an Activity Book as a Batik Education Medium for Children Aged 6-12 Years at the Batik Museum Irene Lidwina Hutahaean; Rahina Nugrahani; Hasti Rahmaningtyas
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.287

Abstract

The low level of focus among elementary school-aged children when observing the static collections at the Indonesian Batik Museum presents a challenge in effectively conveying cultural information. Children tend to miss complex historical narratives and only interact briefly with the exhibits. This study aims to design an interactive activity book as an adaptive educational companion for children aged 6-12 years. The design method used is the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model with a qualitative approach. The analysis phase identified children's visual needs, who tend to prefer interactive elements and storytelling. In the development phase, an activity book was produced with mascot characters, simplified batik motif illustrations, and a bright color palette to maintain audience attention. The results of implementation in the field showed that the use of the activity book significantly increased children's focus duration and independence in exploring the museum's collections. Through a series of visual and motor challenges, children were able to understand the philosophy of batik in a more enjoyable and participatory way. In conclusion, the integration of interactive media into museum visits has proven effective in transforming passive learning patterns into active exploration. This design contributes to efforts to preserve batik culture through visual communication media that suits children's cognitive characteristics.
User Motivation and Barriers toward Library of Things at ITEBA Tommy Andrea Gunawan; Dany Kurnia Gunawan; Zhilla Zhalila Qurrata A'yun; Jihan Nur Annisa
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.288

Abstract

University libraries face significant challenges in engaging academic communities in the digital era. This pilot study investigates the motivations and barriers of the academic community at Institut Teknologi Batam (ITEBA) in utilizing library facilities, as an empirical foundation for Library of Things (LoT) implementation. A quantitative descriptive survey was administered to 51 respondents comprising students (74.5%), lecturers (13.7%), and non-academic staff (11.8%). Physical environment comfort (mean = 6.75/10) and conducive learning atmosphere (mean = 6.41/10) are the primary visit motivators, while the absence of engaging programs (43.1% agreement) and inflexible operating hours (37.3% agreement) are the main barriers. A total of 72.5% of respondents expressed strong interest in gamification-based reward programs. These findings provide a preliminary framework for designing a Library of Things platform at ITEBA that integrates non-book item lending with gamification mechanisms and user experience-centered digital service design.
Evaluating User Interface and User Experience in Digital Philanthropy Platform: A Study of Kitabisa.com I Wayan Surya; Ramanda Dimas Surya Dinata; Ari Rimbawan
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.290

Abstract

The rapid growth of digital philanthropy in Indonesia has encouraged the development of social crowdfunding platforms that facilitate online donation activities through mobile-based systems. In this context, interface usability and user experience play important roles in influencing user trust, emotional engagement, and continuity of platform usage. As one of the largest crowdfunding platforms in Indonesia, Kitabisa.com requires an interface capable of supporting effective interaction, visual clarity, and positive user experiences. This study aims to evaluate the User Interface (UI) and User Experience (UX) quality of the Kitabisa.com application using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) methods. The research employed a descriptive quantitative approach involving 30 respondents who had previously used the application for donation activities or campaign exploration. Data were collected through online questionnaires consisting of SUS and UEQ instruments. The SUS analysis produced a score of 78.0, indicating that the application falls within the acceptable usability category with good interaction quality. Furthermore, the UEQ evaluation demonstrated positive results across all dimensions, including attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The findings indicate that the application successfully supports usability efficiency, navigation clarity, and positive emotional engagement during digital donation activities. However, the novelty dimension obtained the lowest score, indicating opportunities for further innovation in interface design and interactive engagement features. This study contributes to usability evaluation research within digital crowdfunding platforms and provides recommendations for improving interface quality and user interaction experiences.
Motion Graphic Design on Safe Boundaries of Digital Relations and Child Grooming in Teenagers Alifah Khoirunnisa; Rahina Nugrahani; Yasser Awaluddin
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.295

Abstract

The rapid development of social media among adolescents has increased the risk of digital exploitation, including child grooming practices. Lack of understanding of safe boundaries in digital relationships means that many adolescents are unable to recognize emotional manipulation, excessive attention patterns, and the risks of sharing personal information on social media. This study aims to design an educational motion graphic about safe boundaries in digital relationships and child grooming among adolescents as a digital education campaign medium. The method used is Design Thinking, which includes the stages of empathize, define, ideate, prototype, and test. Data collection was carried out through observation, literature review, and analysis of references related to adolescent digital behavior and the issue of online exploitation. The results of the study are educational motion graphics in vertical video format that combine digital illustrations, typography, animation, audio narration, and a storytelling approach to convey messages in a communicative and engaging manner. The visual concept uses a children's cartoon illustration style with a dominant purple color. The designed motion graphic was then used by the Anantaka Foundation as a digital education campaign medium through Instagram. This media is expected to increase adolescent awareness of the importance of maintaining safe boundaries in digital relationships and recognizing the risks of child grooming.

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