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
VIDEO MOTION GRAPHIC “SELF-ESTEEM” SEBAGAI INFORMASI BAGI REMAJA: “Self-Esteem” Motion Graphic Video as Information for Adolecents Sevinevita Kausalya Atjil; Intan Permata Sari; Nurhidayatulloh
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 1 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i1.21305

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“Self-Esteem” Motion Graphic Video as Information for Adolecents. Adolescents have the idea that they feel useless, have no self-satisfaction, and have low self-esteem. The self-esteem that occurs from acne makes teenagers more likely to judge their self-image negatively. Low self-esteem due to acne can be improved by providing information. Therefore, researchers chose one-way communication media, namely motion graphics. The research method is to use MDLC (Multimedia Development Life Cycle) which includes six stages, namely concept, design, material collection, assembly, testing and distribution. The results of this research show that information media about self-esteem for teenagers using motion graphic techniques is very feasible.  From the results of expert and adolescent testing, it is known to designers that self-esteem motion graphics for adolescents are well received and help adolescents increase their self-esteem.  
PERANCANGAN IDENTITAS VISUAL DAN KEMASAN UMKM SANDAT BALI DI DESA BATURITI, BALI: Designing Visual Identity and Packaging of UMKM Sandat Bali in Baturiti Village, Bali Ni Putu Adetya Regina Damayanti, Ni Putu Adetya Regina Damayanti; Ari Rimbawan; Ramanda Dimas Surya Dinata
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 1 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i1.22548

Abstract

Designing Visual Identity and Packaging of UMKM Sandat Bali in Baturiti Village, Bali. Sandat Bali MSME is a local business specializing in women's sandals that incorporate Balinese art and cultural wisdom. However, it struggles with an inconsistent and less attractive visual identity and packaging, reducing its market competitiveness. This study aims to enhance its brand image through a harmonious design approach by integrating monoline, classic, and Art Nouveau elements that reflect Balinese cultural richness. A bright color palette inspired by sandal flowers and summer, along with elegant serif typography, gives the brand a unique identity. The addition of ornamental borders enhances packaging aesthetics, creating a premium feel. A well-defined visual identity and appealing packaging design can improve market competitiveness, strengthen emotional connections with customers, and enhance brand loyalty. This research highlights how an effective visual identity contributes to successful branding and marketing, emphasizing the importance of aesthetics in boosting consumer engagement with local products.
PETA WARNA KEMATIAN DALAM ADEGAN PERPINDAHAN ALAM PADA FILM “COCO”: Color Map of Death in Crossing Another Realm Scene in Film "Coco" Satria Budiana Tresna; Chandra Tresnadi; Pindi Setiawan
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 1 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i1.22590

Abstract

Color Map of Death in Crossing Another Realm Scene in Film "Coco". Color is an important part of our daily life. Imagine if in this world we as humans live without a color. Color in its various applications can also be influenced in a culture, and especially in a celebration of events, especially in celebration of death. In its application, this color is almost used in a series of visual forms, one of which is in an animated film. With this, it is necessary to study how the application of this color plays a role, especially in the form of animation in representing death and other universes. The animation that will be analysed is the Disney Pixar Coco animation, where the animation has a variety of colors and is able to present interesting visual storytelling in presenting colors in celebrating the celebration of death. The method in determining the color map of death in the animated film scene uses a quantitative research method using color surgery using several tools to find colors. The results of colors in the form of a color palette will be analysed for their relationship and the relationship of colors that are present in a predetermined scene. The results of this study will be a reference or reference in describing visuals in forming the color of death in an animation.
ANALISIS EFEKTIVITAS SIGNAGE DI FAKULTAS SENI RUPA DAN DESAIN UNIVERSITAS TARUMANAGARA: Analysis of Signage Effectiveness at the Faculty of Fine Arts and Design, Tarumanagara University Edy Chandra; Matthew Agustino; Budi Darmo
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 1 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i1.22591

Abstract

Analysis of Signage Effectiveness at the Faculty of Fine Arts and Design, Tarumanagara University. This study analyzes the effectiveness of Signage at the Faculty of Fine Arts and Design (FSRD), Tarumanagara University, in assisting students, faculty members, and visitors in navigating campus facilities. Signage plays a crucial role in visual communication, functioning not only as a directional tool but also as an essential representation of the institution’s identity. Effective signage ensures that users can easily locate classrooms, offices, studios, and other key areas within the campus. This research employs a combination of direct observation methods, Focus Group Discussions (FGD), and literature studies to assess the current state of signage at FSRD. FGD discussions with first-year students highlight frequent difficulties in locating important campus information, emphasizing the need for signage with clearer typography, better contrast, and strategic positioning. Literature studies support these findings, underscoring the significance of a consistent and well-structured wayfinding system. The findings indicate that existing signage remains inadequate in three critical aspects: quantity, design, and informational clarity. Observations reveal that the number of signs available is insufficient, leading to confusion, especially for new students and visitors. Additionally, the placement of signs is often ineffective, reducing their visibility and accessibility. From a design perspective, the visual elements of the signage do not adequately reflect the artistic identity of the faculty, missing an opportunity to reinforce FSRD’s creative and academic branding.
DESAIN KARAKTER “STU” SEBAGAI KARAKTER PELENGKAP UNTUK MEMPERKUAT INTERAKSI TERHADAP MASKOT “XODE” BINUS DKV: “STU” Character Design as a Complementary Character to Strengthen Interaction with the “XodE” BINUS DKV Mascot Retno Widya Hapsari; Ahmad Faisal Choiril Anam Fathoni
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 1 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i1.22592

Abstract

“STU” Character Design as a Complementary Character to Strengthen Interaction with the “XodE” BINUS DKV Mascot. Mascots play a significant role in representing organizations by serving as visual identities that engage audiences emotionally and promote institutional values. BINUS School of Design (BINUS DKV) introduced its primary mascot “XodE” in 2022 to embody creativity, enthusiasm, and the dynamic spirit of its students and faculty. However, as a single character, XodE’s personality and emotional depth were limited without interactions to reveal more relatable traits. To address this limitation, the design of “STU” as a complementary mascot was initiated to enrich XodE's character through dynamic interactions and highlight the diverse personalities within the BINUS DKV community. Using the Design Thinking methodology, which includes stages such as empathy, definition, ideation, prototyping, and testing, the development of “STU” prioritized creating a visual and emotional counterbalance to “XodE”. “STU” was designed with rounded shapes and soft lines through this method to visually communicate his reserved, diligent, and introverted personality, contrasting XodE’s vibrant and expressive traits. The result is a companion character that enhances XodE’s personality through contrasting interactions and strengthens the emotional connection with the audience. This study demonstrates the importance of complementary character design in building engaging mascots that reflect organizational identity while fostering emotional resonance. The findings contribute to character design by illustrating how contrasting personalities and visual elements can enrich mascot narratives and deepen audience engagement.
KONSISTENSI PENGGUNAAN BRAND GUIDELINES PADA MATERI PROMOSI DI PERGURUAN TINGGI SWASTA: The Consistency of Using Brand Guidelines in Private University's Promotional Materials Irwan Harnoko; Nugroho Widya Prio Utomo; Agung Zainal Muttakin Raden
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 1 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i1.22593

Abstract

The Consistency of Using Brand Guidelines in Private University's Promotional Materials. Brand identity consistency is a crucial factor in building brand image and consumer loyalty. This study examines the implementation of brand guidelines at Pradita University by analyzing promotional materials based on visual elements such as typography, color, and graphic elements. Observations reveal inconsistencies with the brand guidelines, particularly in the use of typefaces, background colors, and graphic elements. Titillium, the designated standard font, is not consistently applied and is often replaced by decorative and script fonts. The university’s signature green color is also frequently substituted with orange. These inconsistencies risk weakening the university's brand identity. Strict adherence to brand guidelines is essential to maintain visual identity uniformity, enhance memorability, and strengthen the university's image and reputation in the long term.
DESAIN PROMOSI VISUAL JAMU “ASEREHE” BAGI DEWASA MUDA BERBASIS RISET: Jamu “Aserehe” Visual Promotion Design for Young Adults Based on Research Edy Chandra; Mery Sevila
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 2 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i2.23236

Abstract

Jamu “Aserehe” Visual Promotion Design for Young Adults Based on Research. This study designs a visual communication system to promote the herbal drink “Aserehe” to Indonesian young adults. Addressing a persistent gap between the perception of jamu as “old-fashioned/bitter” and the lifestyle demands of convenience and freshness, the research adopts a research-based design approach to directly link empirical insights to design decisions. Methods include exploratory interviews (brand owner and early users; n = 6), a descriptive survey (n = 80) to map taste perception, brand image, and trial intention, and a focused group discussion (FGD; n = [fill in]) to validate creative concepts. Findings are synthesized into the 4A+A strategy—Aware, Appeal, Ask, Act, and Advocate—and operationalized across integrated outputs: Instagram assets (feed, stories, reels), e-commerce posters, flyers, and vouchers, and an activation booth design. The visual system balances contemporary cues (clean typography, fresh palette, expressive illustration) with markers of traditional identity (heritage narrative and functional benefits). Implementation yields a replicable set of application guidelines that supports consistent cross-channel execution. The study contributes to small-business communication design by demonstrating how consumer perception data can be transformed into measurable design requirements. Future research should evaluate pre–post effects (awareness, trial intention, and digital engagement) and test live activations to verify the effectiveness and durability of the 4A+A-driven system.
PERANCANGAN MEDIA VISUAL BLIND BOX SEBAGAI REPRESENTASI AKULTURASI BUDAYA TIONGHOA-NUSANTARA: Designing a Blind Box Visual Medium as the Acculturation of Chinese–Nusantara Culture Representation Naomi; Andreana Lingga Sekarasri
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 2 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i2.23673

Abstract

Designing a Blind Box Visual Medium as the Acculturation of Chinese–Nusantara Culture Representation. This study aims to design a blind box as a medium to introduce and preserve the acculturation of Chinese–Nusantara culture among young generations. It is essential for young people to recognize products of cultural acculturation in order to understand cultural diversity and the historical heritage that shapes national identity. The blind box was chosen as the medium because its element of surprise can stimulate curiosity and interest among youth toward cultural richness. This research employed a qualitative approach, with data collected through observation, interviews, and literature study. The focus was directed toward representing cultural elements through character designs, such as traditional clothing, cuisine, architecture, music, folk games, decorative arts, and traditional transportation. The result of this study is a prototype blind box featuring a cultural character named Amoi, which visually represents Chinese–Nusantara acculturation. The findings conclude that the blind box can serve as an effective medium to spark curiosity among youth about cultural values, although it remains limited to specific themes. Therefore, further research is expected to develop the concept more broadly.
MAKNA VISUAL DALAM FILM PENDEK “PUPUS – CANGKIR PROFESOR” (2025): REPRESENTASI BUDAYA LOKAL JAWA: Visual Meaning in the Short Film “Pupus – Cangkir Profesor” (2025): Representation of Javanese Local Culture Shofani Azhari
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 2 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i2.23881

Abstract

Visual Meaning in the Short Movie “Pupus – Cangkir Profesor” (2025): Representation of Javanese Local Culture. Visual meaning in a short movie offers a unique framework to preserve and reinterpret local culture in the digital era. This study investigates the visual semiotic construction of Javanese cultural values in the short movie “Pupus – Cangkir Profesor” (2025) through Roland Barthes’s semiotic model of denotation, connotation, and myth, combined with Stuart Hall’s cultural representation theory. The methodology employs a qualitative descriptive approach, using repeated scene segmentation, identification of visual signs, interpretive analysis, and validation through literature and cultural expert discussions. The findings demonstrate that the movie transforms everyday objects, gestures, and domestic spaces into cultural signs that encode grief, memory, and reverence for intellectual figures. Cups, silence, ritual gestures, and sacred domestic interiors become cultural myths reflecting Javanese values of suwung (sacred emptiness) and lila legawa (graceful acceptance). The study concludes that short movies function as both aesthetic narratives and cultural archives, bridging traditional heritage and digital storytelling. This research contributes to the broader discourse on visual semiotics and film as a medium of cultural preservation in the digital era.
PARTICIPATORY DESIGN: PENDEKATAN VISUAL-NARATIF UNTUK MEMBANGUN LITERASI FINANSIAL PADA REMAJA MARJINAL DI GAINESVILLE, FLORIDA: Participatory Design: A Visual-Narrative Approach to Building Financial Literacy among Marginalized Youth in Gainesville, Florida Akbar Seknun
Jurnal Dimensi DKV: Seni Rupa dan Desain Vol. 10 No. 2 (2025): Jurnal Dimensi DKV Seni Rupa dan Desain
Publisher : Universitas Trisakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25105/jdd.v10.i2.24082

Abstract

Participatory Design: A Visual-Narrative Approach to Building Financial Literacy among Marginalized Youth in Gainesville, Florida. This research aims to explore how participatory design workshops can create a space for marginalized youth in Gainesville, Florida, specifically Project YouthBuild (PYB) students, to share their thoughts on financial literacy. Through two workshops, researchers and facilitators used a personal currency design approach based on the Miro platform. Participants not only designed their own money but also articulated their values, expectations, and understandings of money concepts, such as saving and investing. Results show that this creative, visual-based approach can bridge language and cultural gaps and foster active engagement. The novelty of this research lies in the application of a visual-narrative approach to financial literacy, which has rarely been explored in educational contexts for marginalized youth. This approach not only provides a more inclusive and contextual learning method but also introduces an alternative pedagogical model that places personal experience at the center of understanding financial concepts.