cover
Contact Name
Siti Aminah
Contact Email
sitiaminah@stiki.ac.id
Phone
+62341-560823
Journal Mail Official
jurnal@stiki.ac.id
Editorial Address
http://jurnal.stiki.ac.id/MAVIS/editorial_team
Location
Kota malang,
Jawa timur
INDONESIA
Mavis : Jurnal Desain Komunikasi Visual
ISSN : 26569159     EISSN : 26569221     DOI : https://doi.org/10.32664/mavis
MAVIS (Mata Visual) adalah jurnal yang diterbitkan dua kali setahun (pada bulan Maret dan September) oleh Lembaga Penelitian & Pengabdian kepada Masyarakat (LPPM) Sekolah Tinggi Informatika & Komputer Indonesia (STIKI) Malang. Terbit pertama kali pada Maret 2019. MAVIS (Mata Visual) ini sebagai media publikasi ilmiah berupa karya penelitian maupun rancangan dalam bidang seni, desain, budaya dan terapannya.
Articles 87 Documents
Perancangan Media Promosi "Café Nomu9 Bites & Beverages" Sebagai Penguat Brand di Kota Malang Fajar Akbar Alfatah; Adita Ayu Kusumasari
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 02 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (479.458 KB) | DOI: 10.32664/mavis.v3i02.624

Abstract

The food and beverage industry are now growing and varied starting from the price also the price as well. This causes business competition in this field Increases consumer prices in determining and selecting products needed by media promotions for companies to be able to compete with other companies. Therefore, the author of promotional media for Nomu9 Bites & Beverage cafe can compete with new cafes in Malang through social media in the form of videos on the Instagram and Youtube platforms. Social media was chosen because many people use it. It also cheap and measurable promotional media. The design model uses Sadjiman Ebdi Sanyoto, which starts with the background of the problem, discusses the data source, then passes the synthesis, the design concept, the design process, and the final design. The software used in the process of making this promotional media include Adobe Premiere, Adobe After Effects, Adobe Photoshop, and Adobe Lightroom. Commercial ad format Mp4 has a resolution of 1920x1080 and is 1 minute long. Instagram story format Mp4, has a resolution of 1080x1920 (vertical) with a duration of 15 seconds. Supporting media include: Mp4 photo slideshow format, has a resolution of 1080x1920 (vertical) and has a duration of 60 seconds. The next writer is expected to be able to discuss the same with different media.
Eksplorasi Punokawan Dalam Perancangan Asset Game Bergaya Chibi Untuk Generasi Muda Sebagai Upaya Pelestarian Budaya Nusantara Syaiful Anwar; Subari Subari; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.519

Abstract

The mobile game is a game that can be played on a feature phone, a smartphone / tablet, smartwatch, and portable media players or graphing calculator. Game assets needed to develop a game. The purpose of this research to design a game asset required to play Mobile Punakawan. This study uses design method derived from the method of designing Sanyoto (2006). Design concept in this study include Thumbnail Layout, Rough Layout, and Layout Comprehensive. The final design in this study a Punakawan game assets. The data used in this research is primary data and secondary data. The primary data of the data taken from the observation results and literature review through the book Art and Character Wayang Purwa, while for secondary data such as reference books, journals existing research, and search for articles that are on the internet. Analysis of the data using the formula 5W + 1H (Who, What, When, Where, Why and How). Based on observations during the design, implementation, and testing processes conducted, it is concluded that the design assets Punakawan game includes sprite, spriteset, tileset, icons, and user interfaces that can then be used for the development of mobile games Punakawan. The character designs were used in this research is the design of a cute chibi character, as an asset to attract users of the game mulai from the age of 8 years, or who are able to operate the Smartphone. The characters used in this design include Bagong Semar, Petruk and Gareng that in the design using Corel Draw and Adobe Photoshop. Presentation Asset game design using Adobe animated CC 2018 Further research is expected to serve as a reference for developing mobile games Punakawan.
Perancangan Infografis Interaktif Bagi Pengunjung Museum Singhasari Malang Denny Kurniawan; Adita Ayu Kusumasari; Jozua F Palandi
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.650

Abstract

Singhasari museum was building not only understand the legacy singosari kingdom but also singhasari museum has a strong and an opportunity in tour history. Yet singhasari museum has a lack of layouts in an information museum collection for want a media to have attention and information singhasari museum. This last project aims to produce an interactive and attractive design so that information can be properly. Yet the design method used by the author starts from the method of collecting data through observation, interviews, and documentation. Then proceed with the data analysis method using SWOT analysis (Strength, Weakness, Opportunity, Treatment) and then media planning and creative planning. In planning this interactive media, it displays layouts, typography, photography, and colors that are attractive and simple so that later information is well. By planning this interactive media, it is hoped that it will attract as well as become information about the Singhasari Museum.
Perancangan User Interface Aplikasi E-Nelayan Berbasis Mobile Menggunakan Metode Design Sprint Vanda Fransiska Armanda Sari; Yekti Asmoro Kanthi; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.652

Abstract

Dissemination of marine information such as weather and potential fish locations by the Surabaya City Marine and Fisheries Service which is still carried out conventionally indirectly so far has greatly hampered the performance of fishermen, especially in Bulak sub-district. Based on the results of the interview, one of the fishermen explained that the Bulak sub-district is a capture fisheries area that is still quite potential but the success rate of their capture fisheries business is highly dependent on marine information sources from the local government. The design of the E-Fishermen application aims to provide services in the form of a marine information system specifically for the Surabaya area. With the E-Fishermen application, all information dissemination activities will be more flexible because it can be done anytime and anywhere. The method used in designing the user interface of the E-Fishermen application is a design sprint consisting of the stages of understanding, divergence, decide, prototype and validate.
Perancangan Maskot Ngalup Coworking Space Malang Iman Firmansyah; Rahmat Kurniawan; Zusana Eko Pudyastuti
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.653

Abstract

In an effort to support the effectiveness of sales, various production methods and processes as well as promotional activities in creating, introducing and selling the resulting products will be widely encountered in the current era. One of the means to sell products is to use print media and electronic media as promotional tools and means of communication. Utilization of print media, produces something in physical form, in addition to the use of electronic media, it produces some content to retain customers with social media features. This paper will discuss the process of designing a mascot as one of the promotional media to increase the selling value of a brand.
Perancangan Motion Graphic Wisata Edukasi Di Desa Sumbergondo Dengan Teknik Penggabungan Animasi 2d Dan 3d Sulthon Maulana Rozaq; Evy Poerbaningtyas; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.654

Abstract

Sumbergondo Village is one of the villages in Bumi Aji District, Batu City, East Java, which has a lot of potential, from abundant plantation products to the main potential, namely educational tourism, discussing the recycling of organic and non-organic waste into compost used for plantations. they. Unfortunately, this educational tour is not well-known by tourists, so the need for promotional media packaged in the form of motion graphic videos can explain things that are invisible to the human eye by combining 2-dimensional animation for character animation and typography and 3-dimensional as an asset design in the form of a background packed with a duration of 1 minutes 30 seconds briefly discusses all the potential of Sumbergondo. It can be concluded that if motion graphics and the incorporation of 2-dimensional and 3-dimensional animation are successfully used as promotional media and also make the information in them more conveyed, it is hoped that in the future this educational tour can develop and educate the public in solving waste problems in Indonesia.
Halaman Awal MAVIS Volume 4 Nomor 1 Maret 2022 Siti Aminah
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kajian Semiotika Ilustrasi Digital Karya Agung Budi Santoso (Pendekatan Semiotika Roland Barthes) Alfa Risi; Zulkifli Zulkifli
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.739

Abstract

Agung Budi Santoso is a profesional illustrator whose work often intersects in various scopes of the creative industry in Indonesia and abroard, especially in music. The illustrative approach he uses in his works often refers to the surrealist style thus causing confusion for some people in translating the meanings of the illustrations. This study aims to find out how to understand the message conveyed in the illustrations. The method used is descriptive qualitative method, using the application of Roland Barthes’ semiotic theory through the meaning of the signifier and the signified to determine the meaning of the relation of denotative, connotative and ideological signs contained in the illustrations. The results of this study explain that presence of surrealist visualization in Agung Budi Santoso’s illustrations is often influenced by segmented references to pop culture and music itself, so that this often causes misinterpretations in his works.
Perancangan Motion Graphic Series sebagai Media Edukasi tentang Depresi bagi para Remaja Joshua Rexy Lindartono; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.761

Abstract

Depression is a familiar thing to everyone, depression is a mental disorder that can cause excessive sadness. All ages are susceptible to depression, especially adolescents aged 14-17 years, because they are experiencing changes biologically, psychologically, and socially. with the lack of concern for adolescents about depression is also one of the factors that make them susceptible to depression, besides that the lack of supporting media to provide education is a factor that make adolescents less concerned about this problem, social media such as Instagram and Youtube is one of the media that is often used by adolescents. The purpose of designing the Motion Graphic Series is to provide educational media for adolescents to become more understand, and also more concerned with, depression issues. This design uses the Design Thinking method which has several stages such as Understand, Observe, Point of View, Ideate, Prototype, and Test to get results that match the data that has been collected. This design produces a Motion Graphic Series as the main media to be asked on Youtube. and Instagram, besides that there are also supporting media in the form of advertisements on Youtube and Instagram to support the main media, the results of the trial work show that this Motion Graphic can help identify depression because it fits the target audience. From the results of this design, there is three series of Motion Graphic and also some media implementations such as Instagram posts and YouTube ads.
Perancangan Media Promosi Jasalindo Sport Sundri Natali; Rakhmad Maulidi; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.790

Abstract

Jasalindo Sport design is a company engaged in rescue and diving, shipwrecking and the provision of diving equipment, the Company does not yet have a promotional media that can be known to the public. Therefore, it is necessary to design a media promotion Jasalindo Sport to improve the image of the company that can be known to the public and increase sales. The method of design using sadjiman Ebdi Sanyoto's method of collecting observation and interview data, with SWOT data analysis (Strengths, Weakness, Opportunities, and Threats (Threats) after that formed a final design that was then tested to the target audience. Jasalindo Sport's promotional media design resulted in a video company Profile and supporting media posters, brochures, catalogs, x-banners, published on youtube, Instagram, Facebook. In conclusion, the resulting media certainly has advantages and disadvantages in helping to introduce Jasalindo Sport.