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 Video Motion Graphic Tentang Perjalanan Sampah Di Kota Malang Subari Subari; Stefanus Ericko Dewangga; 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.v4i02.796

Abstract

Garbage accumulation is an impact resulting from unprocessed human activities and society’s indifferent nature. If processed properly, the waste can be a promising product that can increase resources in the area. The problem of waste is still a problem in big cities in Indonesia, and Malang is no exception. The city of Malang itself has a lot of waste piles, namely approximately 492.35 tons/day which is transported to TPS (Temporary Disposal Sites) and approximately 464.74 tons/day which is transported to TPA (Final Disposal Sites). This problem must be considered by the people of Malang City, so an interesting approach is needed so that people are interested. The first step to informing this problem is by making a motion graphic video, which covers 3 things, namely why and why garbage has accumulated, a graph of garbage accumulation in Malang City, and solutions to reduce this accumulation. The purpose of making this motion graphic video is to tell the problem of garbage that has accumulated and must be realized by the outside community, especially the people of Malang City. The result of this design is a motion graphic video that will be distributed through on youtube channel. With a motion graphic video about the waste problem in Malang City, people can be more aware and change their habits of not littering.
Pengenalan Jajanan Tradisional Kepada Siswa SD di Malang melalui Boardgame Shella Dwi Pramaysari; Eva Handriyantini; Mahendra Wibawa
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.v4i02.804

Abstract

The subject of souvenirs which discusses traditional local snacks is already provided in the thematic book. This book is published by the government for elementary grade and is also used in SDN Pisangcandi 2 Malang. The subject itself is simple, but yet considered not optimally absorbed by students due to the absence of learning support media that can be used to facilitate the teaching and learning process. The solution offered for this problem is to create a board game as an interactive learning media. This media will be able to improve learning outcomes related to the topic of traditional snacks. Boardgame as an interactive media also can create children's interactions with each other and minimizing addiction to other electronic devices such as smartphones or tablets. The method used in this research is a design method that begins with the concept phase, the design phase, and prototyping before reaching the final result. This Djatra board game is made using a storyline that can make the player animate the character's role. This research outcome is a full set of boardgame packaged with attractive visuals, adapted to the characteristics of students to make them interesting and making it easier to understand the subject comprehensively
Perancangan Video Promosi Desa Beji untuk Meningkatkan Brand Awareness Jozua F Palandi; Ahmad Ufi Amrullah; Rahmat Kurniawan; Adita Ayu Kusumasari
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.v4i02.808

Abstract

Beji Village is one of several villages in the Junrejo District area which is located on the main road to Batu City. Beji Village is divided into three hamlets: Krajan Sae, Sawahan, and Karang Jambe. Most of the residents of Beji Village work at home as tempe producers. However, the community is still not familiar with tempe made by Beji Village, including its processed products. This is due to the lack of promotion from the villagers themselves. Designing this promotional video requires several methods. Starting from the data collection stage which was carried out by interviews, observation, documentation, and questionnaires. Next, we conducted a literature study and conducted an analysis using the SWOT analysis technique. The promotional media used is video media. This promotion entitled "Tempenesia" which uses the concept of story telling and inserts the concept of soft selling of processed products in it. The final test results from this Video got a total score of 566 out of a maximum total score of 572 in the very good category.
Halaman Depan Mavis Volume 4 Nomor 2 Siti Aminah
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

Abstract

Perancangan Desain Maskot Kabupaten Situbondo Dengan Pendekatan Design Thinking Abdurrohman Abdurrohman; Addin Aditya; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.757

Abstract

The design of the Situbondo City mascot has carried out research on Situbondo Regency, because many people outside Situbondo do not know about Situbondo Regency, only the closest city. the author got some information about the mascot but many Situbondo people do not know what a mascot is and its function. Mascots are used not only to promote a city or area, but also to provide persuasive education about the city or area. The research method used in this design uses observation, interview, and questionnaire data collection techniques. The data collection is done online by distributing questionnaires to obtain accurate information and the results are used to achieve research objectives. a boat that is designed to live (anthrophomorphism) like a city icon by using a distinctive hat (odheng) in the form of a shell motif originating from the sea of Situbondo City and creating several poses from the mascot character of Situbondo Regency.
Desain Asset Visual Game Mobile Matematika Andreatono Nathaniel; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.791

Abstract

Mathematics is one of the compulsory subjects for students in Indonesia. Mathematics is one of the quality of learning subjects, especially math during the epidemic seoson, the learning materials are effective, interesting ang not boring for students. One way is to create educational games using mobile phones. Educational game is an Android based mobile game that makes it easier for users to use it anywhere and anytime than other platforms, same as a computer. Therefore, the problem posed in this research is How to generate mathematical mobile game image assets? Solution to this research problem is how to design visual assets with a natural theme. So create some icons, buttins and background design with forest design, wood design and another math related objects. It is then incorporated into the final design. End of the result from this research is visual game assets can be used to make games easy to operated and enjoyable, especially for elementary student in grades 3 and below.
Perancangan Buku Fotografi Wisata Kawasan Kajoetangan Heritage Rizky Bagus Wicaksono; Chaulina Alfianti Oktavia; Ahmad Zakiy Ramadhan
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.872

Abstract

Abstract The town of Malang has a new face that attracts the attention of local and non-local tourists, as the government of the city is poorly built but beautiful in the Kayutangan area. Kajoetangan Heritage has shortcomings, including the absence of building information, tourist spot photos, and tourist location maps, so that tourists will be confused about the tourist spot in memory of the widely spread tourism spot. Therefore, there is a need for a media that can address these shortcomings. It is media information that can provide information about the condition of the building as well as a map of the tourist area so that tourists can explore the area more thoroughly. To obtain the results of the research, the authors used qualitative methods described descriptively. The use of the method is aimed at processing or analyzing the data collected from the results of interviews with several sources. Next, define the design concept and carry out the planning process until the end of the design. Then this plan produced a photographic book entitled "Tourists of the Kajoetangan Area."The photographs presented in this book will be arranged in such a way that they are equipped with a tourist location point and a short description that explains each photo, so that the presence of this photographic book can be made as one of the media tourist information that can provide more information for tourist visitors.
Aksara Jawa Sebagai Ide Dasar Perancangan Typeface Kampung Tembalangan. Bernardus Satria Agasta Dwi Cahyono; Rakhmad Maulidi; Mahendra Wibawa
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.874

Abstract

Tembalangan is a densely populated urban settlement located on Bunga Kumis Kucing Street in the city of Malang, East Java. This vibrant community holds tremendous potential, ranging from its rich natural resources to its captivating historical and cultural heritage. The natural resource potential of Tembalangan is evident in its proximity to the Brantas River and the presence of three natural water sources that are still utilized by the local residents. Additionally, the village boasts a rich historical and cultural legacy, with traces of the ancient Hindu kingdom civilization. However, the passage of time has gradually eroded some of this potential. In response to these challenges, designers have been motivated to craft and enhance one aspect of the visual identity, with the ultimate goal of making Tembalangan more widely recognized and celebrated for the unique character that has flourished within its urban landscape.
Perancangan Cergam Pesta Paskah Sebagai Media Interaktif Untuk Anak Sekolah Minggu Alhadid Lutfi Ashari; Sarjono Sarjono; Rahmat Kurniawan
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.887

Abstract

In the celebration of Easter there are also activities for children, where children engage in prayer, drama, Easter eggs, and listen to light sermons. Usually, though, when giving a talk to children, children often feel bored, and it is not uncommon for them to play on their own. Hence the introduction of this multifaceted storybook was used as a supporting media for the talk, where children not only listen and see but also interact directly with the activities in the storybook. The method used in this design is DRS. Sadjiman ebbe at Santoyo, Data collection techniques of interviews and observations. With analysis results using a 5w + 1h analysis as a data analysis. The result of this plan of the Passover storybook book has a major media supporting an a4 book with a total of 34 pages using a hardcover, printed on 260 full-color art paper, and has 5 activities in 1 book
Perancangan Buku Ilustrasi Diet Untuk Penderita Gastritis Eghi Yulina Anggraeni; Subari Subari; Adita Ayu Kusumasari
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.908

Abstract

Gastritis is a disease that occurs because a person consumes alcohol excessively, smokes, abuses drugs, the age factor, and also because of the Helicobacter pylori bacteria. One very important way to do after suffering from this condition is to go on a diet, but not everyone understands about a diet specifically for gastritis sufferers. To overcome this, information that can be conveyed regarding diet for gastritis sufferers is needed in the form of an illustrated book. This design model begins with writing the background of the problem followed by collecting primary and secondary data, then analyzing the data, determining the design concept, and carrying out the design process up to the final design. The methods used to collect field data are interviews, questionnaires, and literature reviews. This design resulted in an illustrated book entitled "Diet for Gastritis Sufferers". The content in this illustrated book will provide information about gastritis and diet as one of the cures for managing your diet. This information will be conveyed in language and illustrations that are easy to understand and interesting to read.