cover
Contact Name
Erna Meiliana
Contact Email
ernameiliana@trisakti.ac.id
Phone
+6287840093703
Journal Mail Official
jurnaldimensidkv@trisakti.ac.id
Editorial Address
Fakultas Seni Rupa dan Desain Universitas Trisakti Jl.Kyai Tapa No.1 Grogol Jakarta 11440
Location
Kota adm. jakarta barat,
Dki jakarta
INDONESIA
Jurnal Dimensi DKV Seni Rupa dan Desain
Published by Universitas Trisakti
ISSN : 25027425     EISSN : 25497766     DOI : https://doi.org/10.25105/jdd
Jurnal Dimensi DKV Seni Rupa dan Desain was published by Faculty of Art and Design Trisakti University in 2016. This journal is published regularly 2 (two) times a year, every April and October. Articles in Jurnal Dimensi DKV Seni Rupa dan Desain include knowledge, studies, research, intellectual ideas and ideas related to the science of art, culture especially those related to Visual Communication Design, such as advertising, graphic design, digital multimedia, typography, illustration and photography. Jurnal Dimensi DKV Seni Rupa is published both in print and online versions. The aim of Jurnal Dimensi DKV Seni Rupa dan Desain to publish original papers , conceptual frameworks, analytical and simulation models, case studies, empirical research, and book reviews .Also to develop and communicate widely the development of art and design theoretical and pragmatic.
Articles 170 Documents
DESIGN THINKING SEBAGAI METODE PERANCANGAN LOGO PERAYAAN ULANG TAHUN KOTA MAKASSAR 416 TAHUN Rahmat Zulfikar; Ahmad Ade Nugraha; Adelia
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 8 No. 2 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i2.17638

Abstract

Design Thinking as The Method for Designing the Logo of Makassar City’s 416th Anniversary. A city's birthday party is a representation of enthusiasm and appeal in a series one year earlier. The general government will issue a logo as a visual element of the celebration attribute. The city's birthday celebration becomes an annual event for the city community and a space for casual communication together. The published logo will become a celebration of communication identity as well as a space for public expression. This design will aim to create an appropriate visual identity to represent expectations and as a forum for wider public expression. Design thinking is a structure of thinking and acting in producing solutions or policies. This method precipitates the process of empathy and reframing in determining the ideas produced. In the process of designing expressions and expectations are found as insights in realizing a visual identity which is then derived in the form of a logo. The visual identity of Makassar City's 416th anniversary celebration brings togetherness and innovation as a theme. This is also a message contained in communications to the public. A good visual identity can motivate people to be more participatory in urban changes in the future. Keywords: logo, visual identity, city anniversary, design thinking, Makassar city
PERANCANGAN KARAKTER MASKOT RISHII SESUAI KEPRIBADIAN BRAND GURI RAMEN Maria Regina Taufik; Shienny Megawati; Evan Raditya
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 8 No. 2 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i2.18393

Abstract

The Rishii Mascot Character Design According to the Guri Ramen Brand Personality. Guri Ramen is the first halal ramen restaurant in Surabaya with the USP (Unique Selling Proposition) of Sapporo-style ramen. Guri Ramen wants to present a mascot to assist promotional activities and increase awareness of the target market. The purpose of this research is to design the Rishii mascot character which will be used to strengthen the brand image and promote Guri Ramen. This research was conducted using qualitative methods and literature studies. The literature study was conducted to find information regarding the design and use of mascots in promoting a brand. The design process begins with analyzing the brand, competitor research, and USP analysis using the Value Proposition Canvas, and finally finding the personality of the Guri Ramen brand. The result of this design is a character named Rishii which is a visualization of the personality of the Guri Ramen brand, which is then applied to various promotional media for the brand. Keywords: character design, mascot, USP, brand personality, promotion media
IDENTIFIKASI SKEMA WARNA PADA COLOR GRADING SEBAGAI PEMBANGUN MOOD DALAM FILM ANIMASI PIXAR “COCO” Savina Rachma Oktaviandry; Virginia Suryani Setiadi
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 8 No. 2 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i2.18394

Abstract

Movie “Coco”. Color grading is one of the important factors in the cinematography of a film. The atmosphere in a film can be formed with different coloring for each scene so that it can build the right atmosphere. This research was conducted to identify the color scheme in color grading as a mood builder in Pixar’s animated film “Coco”, using a qualitative approach, and descriptive method. Data collection comes from various visual sources and library references. From this research, it is concluded that the color scheme in color grading in Pixar’s animated film “Coco” successfully builds the audience’s mood by using different color schemes for each scene. The color schemes that are often used in the animated film are derivatives of orange, blue, and purple. The results of research journals on color grading as a mood builder in Pixar’s animated film “Coco” are expected to be one of the reference sources or references, especially textual studies on color grading. This research journal is also expected to contribute as a reference development study in multimedia, using an approach regarding color schemes as mood builders in a film. Keywords: color grading, color scheme, mood, animation, Coco
PERANCANGAN IDENTITAS VISUAL TOKO ROTI DARI DARI Nathaniel Tegar Prakasa; Anggi Anggarini; Yoga Putra Pratama
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 8 No. 2 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i2.18395

Abstract

The Dari Dari's Bakery Visual Identity Design. The bakery business is highly attractive to entrepreneurs in Indonesia because of the prevalent breakfast culture, where bread is a popular choice for morning meals. Among the many bread brands in Indonesia, Dari Dari, a small and medium-sized enterprise (UKM), stands out with its focus on bakery and pastry products made from natural ingredients without artificial additives. To strengthen its brand identity and market appeal, Dari Dari is undergoing a visual identity design process, aiming to create a unique logo and extend it to other promotional media. The research involves qualitative and quantitative methods such as literature studies, observations, interviews, and questionnaires to effectively convey the brand's message and values to customers and establish a distinct position in the competitive market. Keywords: visual identity, logo, UKM, bakery
TEKNIK PENCAHAYAAN BEAUTY SHOT GLOW IN THE DARK FACE PAINTING DENGAN KONSEP REOG PONOROGO Ramanda Syah Putra; Erlina Novianti; Silviana Amanda Aurelia
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 8 No. 2 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i2.18396

Abstract

The Beauty Shot Glow in The Dark Face Painting Lighting Technique with Reog Ponorogo Concept. Beauty shot photography is based on the idea that everything in the photo must look beautiful, attractive, and have an aura. Face painting is a face painting process as a medium to be painted. Along with the times, face painting has experienced a creative modification in the use of paint, namely glow in the dark painting which can light up or refract its color in the dark. Glow in the dark face painting is to paint using special paint media that cannot cause irritation and damage to the skin. Besides using special paints for human skin, the type of paint used is also required to contain a mixture of phosphor substances to emit light in the dark. Glow in the dark has a similar concept to solar power because the power source is light. It aims to get the glow in the dark effect on face painting, by using low key lighting techniques. During the photoshoot, ultraviolet reflector lighting enhances the ultraviolet light emitted from the lighting to its maximum extent, aiming to bring out the glow in the dark effect on the face painting model. In this study, the authors raised the concept of Reog Ponorogo. Singo Barong is the main character in the Reog ponorogo performance and one that will be applied to the creation of the author's work. Singo Barong is a combination of Barongan and Dhadak Merak. The research method used by the author is observation, namely systematic observation by observing photo workshop of Martha Suherman. The result of creating a glow in the dark face painting artwork with the concept of Reog Ponorogo is the production of glow in the dark photos using low-key lighting techniques.Keywords: beauty shot, face painting, glow in the dark, photography, Reog Ponorogo
PERANCANGAN BUKU CERITA BERGAMBAR BERJUDUL ”ASAL-USUL TARI RONGGENG IBING” UNTUK REMAJA BERUSIA 13-17 TAHUN Martinus Eko Prasetyo; Febbri Irawan Yusuf; Asrullah Ahmad
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 8 No. 2 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i2.18397

Abstract

Design of a Picture Storybook titled “Origins of the Ronggeng Ibing Dance” for Youth 13-17 Years Old. The Ronggeng Ibing dance is a type of ronggeng art known in the Sundanese community that has developed in the southeastern part of West Java, especially in Ciamis Regency, Banjar City, and Pangandaran Regency. In this Ronggeng Ibing, several female dancers are accompanied by Sundanese gamelan and kawih-kawih (singing) music. Sundanese kawih-kawih as accompaniment to the Sundanese Ibing dance also experienced development with many new kawih-kawih being created. The research method was carried out by conducting interviews with resource persons, distributing questionnaires, and collecting and reading literature. The result of this design is in the form of an illustrated storybook that will discuss the origins of the Ronggeng Ibing Dance. Through this design, it is hoped that it can provide insight to children about their origins more specifically in terms of dance culture, can increase children's reading interest, and can make it easier for children to understand cultureKeywords: storybook, ronggeng ibing, Pangandaran Regency, West Java
ANALISIS VISUAL SPLASH ART KARAKTER LUX PADA GAME “LEAGUE OF LEGENDS” Josslyn Amelie; Elda Franzia Jasjfi
Jurnal Dimensi DKV Seni Rupa dan Desain Vol. 8 No. 2 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i2.18398

Abstract

The Visual Analysis of Lux Character’s Splash Art on the Game of “League of Legends”. Splash art is a definition that is mostly used in most video games to show the visualization of a playable character in the game. Besides splash art having interesting illustrations, splash art often shows the character's lore to the players, so the player is interested and manifested to play the character or to use the skin on the character. The use of composition is one of the biggest factors that affect the choice to tell the character’s story within its splash art. One of the video games that have splash art that interests most gamers is “League of Legends”. The game“League of Legends” has so many players and invested fans because of the interesting gameplay and the illustration of the character’s splash art. In this journal, one of the characters whose splash art will be explained in analytic matter is Lux. Lux is one of the woman warriors in the “League of Legends” and is known to be very popular. The method is qualitative visual analysis. Visual illustration data collected dan analyzed based on visual design theory, especially commposition, illustration, and colour. The result is that Lux has so many skins variations that can be used in the game and every splash art within the character has a correlation with the character’s lore.Keywords: splash art, game, League of Legends, Lux
ANALISIS PERUBAHAN VISUAL KARAKTER PADA GIM COOKIE RUN KINGDOM Ika Resmika Andelina; Sherly Theresia
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 8 No. 1 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i1.13513

Abstract

Cookies Character Design Development Analysis in Cookie Run Kingdom When viewed statistically on the play store, City-building Simulation Role Playing Games such as Cookie Run Kingdom are a type of game that is quite popular among players. The visualization is interesting, especially in the character design which uses an anthropomorphic style from the basic shape of the GingerBread Man cookie, which is one of the aspects that sells even though it uses an unusual style like anime and cartoon styles in general games. However, this popular character design can actually experience significant changes from visualization to character stories (lore) when it gets the influence of mixing from other elements and still gets a good response from the players. These changes to the character design will be further dissected to explore the elements that are mixed and removed in the character to create a new design. The shape matrix of the manga matrix technique will be used to dissect the elements that become the mix of cookie character designs, so that the results of the research can be used as reference material for character designers to use the manga matrix approach, which is reinforced by anthropomorphism techniques in creating new characters or redesigning them. unique, using a style that is not common but still captivates players. Keywords: character design, antropohomorfism, game, manga matrix
SELF-PORTRAIT VISUALISASI DAMPAK PSIKOLOGI AKIBAT PANDEMI Rahadi Gama Satya; Silviana Amanda Aurelia; Erlina Novianti
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 8 No. 1 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i1.15200

Abstract

COVID-19 adalah penyakit yang menyerang sistem pernafasan manusia, penyebaran yang cepat menyebabkan COVID-19 menjadi sebuah pandemi. Dampaknya adalah mulai dari dampak ekonomi karena banyaknya penutupan pusat perbelanjaan dan PHK masal, hingga dampak pendidikan yang memaksakan siswa dan pengajar untuk melakukan pembelajaran di rumah, beberapa dampak tersebut menyebabkan sebuah dampak psikologi seperti cabin fever yaitu sebuah dampak ketika berisolasi di dalam rumah dalam waktu yang cukup lama. Self-portrait merupakan genre fotografi dimana subjek fotonya adalah diri sendiri, memilih genre ini sebab dampak psikologi akibat pandemi tidak hanya dialami oleh orang lain melainkan juga penulis, self-portrait juga sebagai pendekatan mengenai dampak psikologi dan lebih cepat memahaminya karena pandangan tersebut dari diri sendiri. Dalam membuat karya ini melakukan beberapa tahapan dari observasi hingga membuat karya, penulis tidak memperlihatkan wajah ataupun ekspresi, hal ini bertujuan untuk menyampaikan pesan melalui makna simbolik yang terdapat pada foto yang juga akan dijelaskan melalui deskripsi karya pada foto.
ANALISIS VISUAL KEMASAN BOTOL GOOD DAY PADA GAUL CREATION COMPETITION 2019 DENGAN TEMA “INDONESIA BANYAK RASA” Audrey Lutfianti; Elda Franzia Jasjfi
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 8 No. 1 (2023): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v8i1.16690

Abstract

Abstract A Visual Analysis of The Good Day’s Bottle Packaging at Gaul Creation Competition 2019 With Theme “Indonesia Banyak Rasa”. Packaging becomes the initial attraction of a consumer in buying a product. Attracting consumers requires visual elements that match the company's image. It has been applied to the instant coffee-drink company good day through the creation competition for packaging design. This study will discuss visuals, especially the use of illustrations and colors in bottles of Good Day in Gaul Creation Competition 2019 with the theme "Indonesia Banyak Rasa." The research method used is the quantitative and semiotics analysis of Roland Barthes to analyze the cultural code found in the good day creation competition 2019 packaging design with the "Indonesia Banyak Rasa". Data collection techniques are carried out through library studies of such sources as journals, articles, books, and the Internet. The study of the new good day creation competition 2019 bottled design can be seen by the selection of objects and icons that represent Indonesia's cultural codes where every cultural code present in this facility has different meanings in every area. Keywords: packaging design, cultural codes, competition, visual semiotics Abstrak Analisis Visual Kemasan Botol Good Day pada Gaul Creation Competition 2019 Dengan Tema “Indonesia Banyak Rasa”. Kemasan menjadi daya tarik awal konsumen dalam membeli suatu produk. Untuk menarik konsumen diperlukan elemen-elemen visual yang sesuai dengan citra perusahaan tersebut. Hal tersebut telah diterapkan oleh perusahaan minuman kopi instan yaitu Good Day melalui kompetisi desain kemasan yaitu Gaul Creation Competition. Penelitian ini akan membahas visual terutama penggunaan ilustrasi dan warna pada kemasan botol Good Day pada Gaul Creation Competition 2019 dengan tema “Indonesia banyak rasa”. Metode penelitian yang digunakan adalah kualitatif dan analisis semiotika Roland Barthes untuk menganalisis kode budaya yang terdapat dalam desain kemasan Good Day pada Gaul Creation Competition 2019 dengan tema “Indonesia banyak rasa”. Teknik pengumpulan data dilakukan melalui studi pustaka dari berbagai sumber seperti jurnal, artikel, buku maupun internet. Hasil penelitian pada desain kemasan botol Good Day edisi Gaul Creation Competition 2019 ini, dapat dilihat melalui pemilihan objek serta ikon yang merepresentasikan kode-kode budaya Indonesia di mana setiap kode budaya yang hadir dalam ilustasi ini memiliki makna berbeda di setiap daerah. Kata kunci: desain kemasan, kode budaya, kompetisi, semiotika visual