cover
Contact Name
Pindi Setiawan
Contact Email
jurnalwimba@gmail.com
Phone
+62222516567
Journal Mail Official
jurnalwimba@gmail.com
Editorial Address
Fakultas Seni Rupa & Desain - Institut Teknologi Bandung Jl. Ganesha No.10 Bandung, 40132
Location
Kota bandung,
Jawa barat
INDONESIA
Wimba: Jurnal Komunikasi Visual
ISSN : 20850948     EISSN : 27147207     DOI : https://doi.org/10.5614/jkvw
Wimba Jurnal Komunikasi Visual (2085-0948) is a peer-reviewed and open access journal in the field of visual communication and aims to publish academic article and to create discussion among lecturers, students, researchers and professionals in the field of visual communication design, graphic design, heritage-related design, illustration, typography, photography, multimedia interactive design, advertising and social campaign, branding, packaging design, sign system, interface design, visual language, animation, game design and other visual commucation-related fields. Published and organized by Visual Communication and Multimedia Research Group of ITB (Bandung Institute of Technology) since 2009, the journal is published twice a year every July and December. Wimba Jurnal Komunikasi Visual (2085-0948) adalah jurnal peer-review dan akses terbuka di bidang komunikasi visual dan bertujuan untuk mempublikasi artikel akademik serta menciptakan diskusi di antara pendidik, mahasiswa, peneliti dan profesional dalam bidang desain komunikasi visual, desain grafis, desain berbasis budaya tradisi, ilustrasi, tipografi, fotografi, desain multimedia interaktif, periklanan dan kampanye sosial, branding, desain kemasan, marka grafis, desain antarmuka, bahasa rupa, animasi, desain game dan bidang lainnya yang terkait pada komunikasi visual. Jurnal ini dikelola dan diterbitkan oleh Kelompok Keahlian Komunikasi Visual dan Multimedia, FSRD ITB sejak tahun 2009 dan terbit dua kali setahun setiap Juli dan Desember.
Articles 152 Documents
FENOMENA META, SINERGI 3 PLATFORM MEDIA SOSIAL: FENOMENA META, SINERGI 3 PLATFORM MEDIA SOSIAL Ifa Safira Mustikadara Sagir; Faisal Irfansyah Moenggah
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 1 (2023): Wimba: Journal of Visual Communication
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2023.14.1.1

Abstract

MetaPlatform Inc. started with Facebook in 2004 and expanded after taking over Instagram, WhatsApp, Beluga and Oculus VR. This article reviews why and how Meta Platform Inc. developed Facebook, then took over and developed other platforms that make global social media play a significant role in various aspects of users' lives. Social media users, in various age groups have their own preferences in making choices to use their social media platforms. In this study, the authors limit it to 4 social media platforms, all of which are owned by Meta Platform Inc., namely: Facebook, Messenger, Instagram and Whatsapp, and their effects on users in the middle age group (40-60 years). Text analysis and user behavior in interacting and participating in using and following the dynamics of the four platforms. The results of this study show that the middle-aged generation tends to use primary features on the platform. Key features like photo sharing, text messaging and social interaction remain the main attraction for users in this age group.
ANALISIS PERKEMBANGAN DAN PENGARUH TIPOGRAFI PADA SAMPUL MAJALAH BOBO TERHADAP KETERTARIKAN ANAK Setiawan, Michelle Jacqueline; Sihombing, Riama Maslan
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.1

Abstract

Bobo Magazine has been in production since 1973 and there are thousands of Bobo magazines that have been published. Bobo magazine has a cover design that is unique and different from other magazines. Its unique design has its own charm for readers, especially children. One of the most important design elements in cover design communication is typography. This study aims to analyze the development of typography in Bobo magazine and determine its effect on children's interests. This research refers to the theory of four main typographic principles including legibility, readability, visibility, and clarity. This research method uses a qualitative approach, with data collected from the results of documentation, observation, and literature. From the results of the analysis, it is known that there is a change in the typography design on the cover of Bobo magazine with the application of better typographic principles. The use of correct and appropriate typographic principles makes Bobo magazine successful in attracting children's attention. Typographic design can communicate well to readers and can convey information well, clearly, and precisely.
ANALISIS KECENDERUNGAN LOGO DAN KEMASAN RESTORAN AYAM GEPREK DI KECAMATAN COBLONG Lidwina Zita Dewi; Oki Hamka Suyatna
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 2 (2023): Wimba: Journal of Visual Communication
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2023.14.2.5

Abstract

Ordering food with Online Food Delivery (OFD) service is a common and popular activity amongst university students. Rice and chicken are one of the most popular menus, ayam geprek is one of them. The development of ayam geprek industries and OFD technology encourages every business owner to compete. One of the ways to survive is by building brand identity such as logo and designing a good packaging complemented by their own characteristic. Therefore, this research is done to learn the visual tendencies and the application on packaging design found in ayam geprek restaurants around Coblong District. Data is collected by comparing ten logos & packaging from restaurants with content analysis and descriptive analysis methods. The results show that there are similarities of visual elements found in few logos and packaging which applied with their own characteristics and uniqueness.
ANALISIS VISUAL DESAIN KARAKTER FAUST PADA GAME “MY LOVELY DAUGHTER” MENGGUNAKAN METODE MANGA MATRIX Fitriadi Putri, Tiara Andhienia
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.2

Abstract

Video games are a popular entertainment phenomenon among people today. Various genres of video games have sprung up and have their own impression on the players. In it, video games have visual elements that have their own uniqueness and aesthetic value. These visuals can provide information, especially on character design in the game world. Like the visual elements in the game "My Lovely Daughter", where the visual elements in it have meaning to each other and form a narrative in the game itself. Characters that are created with certain characteristics will attract the attention of players. The purpose of this research is to interpret each visual element in the character and how important character design is to build the identity of a game characteristic using the manga matrix method. Through the analysis, the visual elements of the character design in the game show that the design references chosen for the Faust character have been carefully considered, from the face, clothes, accessories to the personality part of the character.
Analisis Rebranding Produk Kecantikan Lokal “Luxcrime” pada Perkembangan Brand Effendy, Valerie
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.3

Abstract

Local beauty products such as Viva, Purbasari, Sariayu, and Mustika Ratu have been present since the 1960s, but their branding has primarily targeted adults. However, since the 2010s, there has been a growing development of local beauty products specifically for teenagers. The peak of this trend occurred during the pandemic, as teenagers became more conscious of self-care, resulting in significant growth for local beauty brands like Luxcrime. This research aims to analyze the relationship between Luxcrime's rebranding and its progress in the Indonesian beauty industry before and after the pandemic. The study employs qualitative methods of visual content analysis and descriptive analysis to examine Luxcrime's re-branding from the perspective of Conceptual Branding Theory and Brand Equity. The findings indicate that Luxcrime’s rebranding has a significant impact on brand advancement by creating opportunities for product expansion and expanding market share through the introduction of new visual elements.
Perancangan Buku Ilustrasi Digital Untuk Masyarakat Umur 20-35 Tahun Tentang Kekerasan Terhadap Anak Usia Dini Dan Pengaruhnya Pada Perkembangan Psikologis Toby Fajar Febriyanto; Sayid Mataram
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 2 (2023): Wimba: Journal of Visual Communication
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2023.14.2.4

Abstract

The early childhood phase, spanning from ages 0 to 6 years, is considered the golden age for human growth and development, significantly influencing an individual's future life. Regrettably, instances where children are subjected to maltreatment, particularly violence, hinder their holistic development. Acts of violence adversely impact both the physical and psychological well-being of a child. To address this issue, a digital illustrated book media has been designed to explore the impacts of violence on early childhood and its effects on children's psychological development. This research aims to provide education and awareness regarding the consequences of violence on children to individuals aged 20-35, including both parents and non-parents. The study adopts a descriptive qualitative approach, utilizing the ADDIE model to develop the media. The research findings indicate that the target community can enhance their awareness of child development and minimize adverse psychological effects on children, thereby potentially preventing occurrences of violence from their immediate environment directed towards children.
APP-ASSISTED BOARDGAME AS AN EDUCATIONAL MEDIUM FOR ELEMENTARY SCHOOL’S CHILDREN'S COLLABORATIVE SKILL’S Tegar Priskadana Putra; Alvanov Zpalanzani Mansoor
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 2 (2023): Wimba: Journal of Visual Communication
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2023.14.2.3

Abstract

Boardgame is one form of game that is presently popular. The development of board games is also interesting from board games which were originally just paper and boards, now they are starting to penetrate the digital world. Starting from board games that are present digitally, implementing a hybrid concept between physical and digital, to those that use the latest technology. The addition of digital tools or applications to board games seeks to enhance the playing experience by making games more exciting, fascinating and interactive. With the presence of digital media in a board game, digital media interventions such as the use of audio, video, or even interactive displays are conceivable. In addition to serving as a form of diversion, board games can also serve as an educational tool. With board games as an educational medium, tedious learning can become more enjoyable. Boardgames as learning media are not new; there are already quite a few boardgame titles that contain science and soft skills-related learning content. Students must possess four competencies in the 21st century: critical thinking and problem solving, creativity, communication skills, and problem-solving skills through collaboration. During the pandemic, many online students encountered difficulties collaborating with their classmates. There is a need for learning materials that facilitate student collaboration, and board games are one such medium. Collaboration is nothing new in the realm of collaborative education; it has become an integral part of the existing educational structure. Collaboration is an integral element of the current education system in Indonesia, which emphasises character education, and is even included in the Pancasila student profile. Based on this phenomenon and aided by a review of the relevant literature, research was conducted to determine how board games with digital media are utilised as collaborative learning media for children. It is necessary to dissect the design and concept of a board game to determine how they affect the player's experience. Based on this experience, additional research was conducted to determine what children can learn from board games with digital applications.
Perancangan Media Edukasi Video Infografis tentang Penerapan Zero Waste pada Skin Care untuk Remaja Michael Bezaleel; Yohana Enggar; Peni Pratiwi
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 2 (2023): Wimba: Journal of Visual Communication
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2023.14.2.2

Abstract

Skincare trend that has been happening in Indonesia raises concern regarding plastic waste since most of the skin care packaging is made of plastic and along with the lack of public awareness about the waste problem. Zero Waste principles, especially refuse, reduce, reuse and recycle are applicable to minimize skincare waste. Zero Waste should be educated to young women as they started to take care of themselves using skincare. Motion graphics has the ability to present data and facts regarding skin care waste interestingly and also explain clearly the steps to implement Zero Waste. The research uses a qualitative method with a linear strategy, data collection was carried out by interviewing several sources and the target audience. The result of this research is a motion graphic video that is effective to educate young women about the implementation of Zero Waste in skincare usage. Keywords: Zero Waste, Skincare, Motion Graphic
PERANCANGAN SIGN SYSTEM SEBAGAI MEDIA INFORMASI UNIVERSITAS PARAMADINA DI KAMPUS CIPAYUNG Siti Khodijah Lestari; Rian Dwi Antoro; Novandy Ananta Adi Putra
Wimba : Jurnal Komunikasi Visual Vol. 14 No. 2 (2023): Wimba: Journal of Visual Communication
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2023.14.2.1

Abstract

The existence of a sign system in public spaces is crucial, not only as an information medium but also for playing a role in creating a conducive public environment and reinforcing the image of institutions, such as the Paramadina University campus in Cipayung. In its development, the Cipayung campus is projected to become the main campus of Paramadina University, requiring the incorporation of a sign system in the current construction of buildings. In the design process of the sign system, a concept is needed that can represent the vision and mission of the university or the values inherent in Paramadina, such as Islamic, Indonesian, and Modern values. This research aims to understand the process of designing a sign system using a descriptive-qualitative method. Data sources for this research were obtained through interviews, observations, and literature studies. Keywords: Sign System, Information Media, Paramadina University
MAKNA ILUSTRASI SAMPUL MAJALAH TEMPO EDISI ‘KEJARLAH DAKU, KAU KUBEKAP’ Ahdiyat, Azhar Natsir; Saidi, Acep Iwan; Sachari, Agus
Wimba : Jurnal Komunikasi Visual Vol. 15 No. 1 (2024)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/jkvw.2024.15.1.4

Abstract

Cases of corruption involving well-known figures in Indonesia always draw public attention. One such figure is the politician Setya Novanto, who was embroiled in the e-KTP corruption case in 2017. This case was considered a significant corruption case, thus the topic also expanded and became a concern for the society. Due to the importance of this case, Setya eventually became the main figure in the cover illustration of Tempo Magazine's edition titled "Kejarlah Daku, Kau Kubekap" (Chase Me, I'll Smother You) which indicates certain implicit elements including signs and meanings that are interesting to uncover. The purpose of this study is to analyze the visual sign structure and reveal the meanings contained in the cover illustration of Tempo Magazine's edition "Kejarlah Daku, Kau Kubekap". Unveiling the meanings behind the signs present in the magazine cover illustration is made possible using a visual semiotics approach, specifically Barthes' semiotics concept. This study concludes that the meaning contained in the cover illustration of Tempo Magazine is Tempo highlighting news about indications of Setya Novanto's dramatic steps using the central government as a hiding tool from the pursuit of the Corruption Eradication Commission (KPK) related to the e-KTP corruption case. keywords: illustration, magazine cover, visual semiotics, signs, meanings.