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R. Hadapiningrani Kusumohendrarto
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aksajournal@gmail.com
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Editorial Address
Kampus STSRD Visi Indonesia, Jl. Tamansiswa No. 150 B, Mergangsan, Yogyakarta - 55151, Telp (0274) 377787
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Kota yogyakarta,
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INDONESIA
Aksa : Jurnal Desain Komunikasi Visual
ISSN : -     EISSN : 26151111     DOI : 10.37505/aksa
Aksa: Jurnal Desain Komunikasi Visual seeks article related to the topics about phenomena, studies, concepts, design ideas of visual communication design.
Articles 80 Documents
Perancangan Maskot Sebagai Strategi Brand Activation Klub Sepakbola PSIM Jogja Ditya Rizkizha
AKSA: Jurnal Desain Komunikasi Visual Vol. 2 No. 2 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v2i2.25

Abstract

Yogyakarta, a town still exist will including its culture and tradition, have a football team local named PSIM Jogja. Identity PSIM Jogja attaching with blue and white, and Tugu Jogja to represent the club it comes from the town of Jogja. This can be seen through logo. PSIM Jogja have the logo club, classic it is meaningful. Historically the club PSIM cannot be separated by means of Keraton Jogja. But, to nickname attaching in PSIM Jogja itself is not the point where the brand image. Several media often mentioned differently. This has touched frequently make a question ask mind forces loyal to PSIM Jogja. Of a question that need of the effort to create and strengthened image PSIM Jogja through a strategy of branding called brand activation. See this difficulty researchers consider mascot design as part of its brand activation done to realize vision and the mission of PSIM Jogja as a football club “Warisane Simbah”, this business also to care for existence PSIM Jogja in various football Indonesia and close the club with audience.
Tinjauan Makna Pada Label Korek Api Propaganda Jepang Di Indonesia Tahun 1942-1945 Lintang Dewi Prasistiya; Donna Carollina
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 1 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i1.26

Abstract

Japanese propaganda matchboxes is one of the propaganda media used by Japan in its effort to get the hearts and attention of Indonesian people. This matchbox is producted on 1942-1945 with varied themed on each series, this research will spesifically discuss about series 101. As a propaganda media, this matchbox unconsciously is one of visual communication design product from the illustration, message delivery to the audience through design and its own function as a packaging. Thus, this research was conducted to reveal the meaning behind the design of the Japanese propaganda matchbox series 101. The research of meaning in this qualitative research is carried out with an approach to art critism according to Edmund Burke Feldman. The result of this research is the design of Japanese propaganda matchbox series 101 was produced in 1994 and designed by Takashi Kono. If assessed in term of quality, the visual element in this lable is harmoniously arranged and create a balanced and unified design. The color has a high contrast, the typography used is san-serif which has high readability and legibility, and the object of illustration is made as closely as possible to the actual object so it can be easily understood. All the visual elements displayed on the design has a connection with the main theme and purpose of this matchbox label is to restore Indonesian people trust because on 1944, Japan situation in battlefield is getting worse and there’s a rumor that Japan has defeated in the war, with some hope that they will get Indonesian people trust again and Indonesian people have some initiative to help Japan in the war. Compare to the previous series of the matches, this series emphasize the atmosphere of war and victory in war over America, Britain and China.
Persepsi Masyarakat Seni Terhadap Karya Mural Methodos Imam Fathurahman
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 1 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i1.27

Abstract

This mural research aims to find out how people recognize the identity of their artists from the experiences and opinions of the public when viewing and reading mural works that are in the public room. The object of the mural that the researchers chose was Methodos's mural on the wall of one of the food stalls located in Mrisen Village, RT. 007, Panggungharjo Village, Sewon District, Bantul, Yogyakarta. This study uses qualitative research and interview methods to find information from the experience of the arts community on mural art.
Perancangan Media Komunikasi Visual Pada Museum Uang Sumatera Arif Budiman; PG. Wisnu Wijaya
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 1 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i1.28

Abstract

The Sumatran Money Museum (MUS) in Medan, North Sumatra is one of the self-managed museums, with a collection of thematic and distinctive artifacts, namely the Sumatran currency! The official currency that was issued after independence in 1947-1949. This is among MUS's strengths. However, the problem that arises is that MUS has not yet maximally arranged aspects of visual communication such as consistency in implementing corporate identity, stationary, and graphic signaling (sign system), including the absence of graphic information (infographic) information on the history of the Sumatran currency. This study provides solutions to problem solving through designing a visual communication media based on identity (brand identity) and prioritizing informationfriendly principles, especially for young millennials. The problem in this study was answered by using the design method by following the stages of the graphic design process from Amy E. Arntson namely Research, Thumbnails; Roughs, Comprehensives and Ready for Press. The solution obtained from this research is to design a corporate identity service. Consists of the logo, stationary, merchandise and graphic information of the museum. As a first step in building the MUS brand identity.
Article Review - Potensi Game Edukasi Dalam Upaya Pelestarian Batik Indonesia Novan Edo Pratama
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 1 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i1.29

Abstract

Educational game has potential in transferring knowledge. educational game makes it easy to deliver knowledge to students. one of the elements in the game, namely character, has a role in conveying the message. fun educational games make it so effective when it used in batik preservation. where batik is very diverse and it is not easy to learn the meaning and philosophy in it. the meaning and philosophy of batik in Indonesia deserves to be introduced to our next generation. with a learning process that is full of culture. This article discusses the potential of educational games in the learning process of preserving batik culture in Indonesia.
Pengukuran Efektivitas Infografis Pada Portal Berita Online Kompas.com Zahrina Rahmani Humairoh; Dian Prajarini
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 1 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i1.30

Abstract

Online media in greater demand information because the community in looking for quick and easy to access, one of the pioneer is Kompas.com which become a reference to journalism amid all the uncredible information. Nowadays, the Public has limited time to read and understand the news that contains much texting, that is why kompas.com presenting news in infographics with that look attractive but can convey that complex information being easy and fast to understand by the Society. This study focused on the right standard infographics and submission of a simple understanding of infographics that rises for five months of every month taken samples three randomly infographics. The purpose of this research is to evaluate infographic design in the online news website Kompas.com and to see whether the purpose in Kompas.com infographics suitable for the purpose with four important uses categories: usability, readable, design, and aesthetics. The methodology used quantitative methods. The data to the questionnaire online to FLP communities with four variables that usability, readability, design, and aesthetics. The validity test is using moment Pearson; and readability test using Alfa Cronbach. Data analysis using descriptive statistics. Based on data analysis and discussion in this research can be concluded that infographic Kompas.com filled four variables assessment that usability is 80,2 %, Readable is 80,3 %, the design is 82,6 %, and aesthetics is 79,4 %. This shows that the making of Kompas.com infographics is in accordance with generation purposes infographic, which is understandable, easy to read, good in visual, and straight information.
Film Dokumenter Penenun Tapis Lampung Sebagai Media Identitas Kultural PG. Wisnu Wijaya
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 1 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i1.31

Abstract

The Lampung Wastra, called the Tapis, is an intangible artifact that has exotic characteristics and uniqueness like fabrics in other parts of Indonesia. All typical fabrics in the archipelago become cultural icons in each region, especially the Tapis discussed in this paper are indeed in the 'critical' space. In fact, the number of Tapis weavers and the process of regeneration of weavers is not going well. In fact, the number of Tapis weavers and the process of regeneration of weavers is not going well. Weavers who understand the history of Tapis, the meaning of motifs, patterns, types as well as their functions remain one person in Lampung, the rest only have an understanding in the aesthetic area and do not understand the deeper layers of the Tapis, both the meaning, historical value, articulation of forms and motifs used in the Tapis . The design of this documentary film will be made by combining direct cinema and social reconstruction documentary, referring to the form of direct cinema which is the disclosure of a fact that occurs about this Tapis fabric. polemic that occurs in the development of Tapis cloth in terms of philosophical, function and economic aspects, which will provide a strong dramatization in this documentary. For this reason, efforts should be made to build the image of Tapis fabric as a distinctive identity of Lampung cloth, build brand personality through weavers who still preserve cultural processes in making Tapis fabrics. Along with that there must be an effort to re-inform the philosophical values contained in the process of making Tapis fabric.
Parodi Desain Kaos Kamengski Sebagai Gaya Hidup Marsha Audra
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 2 (2020): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i2.34

Abstract

T-shirts have become a timeless type of clothing. Over the years, tshirts have experienced development which is evidenced by thechanging of its form, design, and also function. Moreover, thesignificant increase in consumption level has been accompanied bythe growth in the needs of t-shirt production. With these increasedneeds, the t-shirt industry is becoming a competitive business for themanufacturers to produce a wide range of types and designs that cancaptivate consumers' interests. One of the strategies is by usingparody elements.One of the uses of parody designs that attracts attention isKamengski's work. Besides the success of bringing parody to each ofhis design works, Kamengski often received pros and cons. Apartfrom being able to identify the market gaps and being creative in theexisting limitations, the use of parody on Kamengski shirts design isconsidered as an act of plagiarism and deemed irresponsible.Beyond all of the pros and cons, the use of parody in t-shirtsdesigning can not be denied has become a part of the social lifestyle.This article will discuss the use of parody on t-shirt designs as alifestyle, with a case study of Kamengski t-shirts.
Perancangan Zine Sebagai Media Kampanye Sosial Peduli Pilpres 2019 Untuk Pemilih Pemula (Generasi Z) Lily Elserisa
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 2 (2020): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i2.35

Abstract

The concern of novice voters in the Indonesian Presidential Elections2019 was declining due to bad political problems. This made thempolitically apathetic. Many social campaigns have tried to voice this,but have not yet had an impact because they are buried by the swiftflow of information in digital media. The campaigns also do not yethave a message and media selection strategies that are close to thenovice voters which is part of generation z. The author carries out thisdesign using the Design Thinking method from Tim Brown (2009). Inthis design, the author creates visual communication for a socialcampaign. The verbal and visual message strategies adapted fromLakoff and Johnson's metaphor theory (2003). In selecting media, theauthor considering generation z and digital theory from Stillman(2017). That theory supported by the concept of media synergy fromDjito Kasilo (2008). Those strategies are applied in e-zines andprinted zine so the message of the social campaign can be accepted bynovice voters in real and virtual spaces.
Prinsip Dasar Tata Rupa Dalam Film Animasi “The Secret Of Kells” Wahju Tri Widadijo
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 2 (2020): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i2.36

Abstract

This article reviews the analysis of the application of the basicprinciples of visual arts and design in the animated movie “TheSecret of Kells” (2009) directed by Tomm Moore. The pictures andillustrations used in this animation is very unique and very artistic.The pictures and illustrations are created with the ornamental styleof the medieval art period. This study is based on the initialassumption, that is, one of the indicators of good animation is howthe impression of every cut of the film is influenced by artisticelements applied within the composition, the layout, and theblocking. In the staging aspect, as one of the aspects of 12 principlesof animation, it says that every visual asset in animation should belayouted properly to make a good and right composition. One of thestrategies is by applying the basic principles of visual arts anddesign such as rhythm, unity, domination, balance, and proportion.The analytical process itself was using a descriptive qualitativemethod. The purpose of this analysis is to show the intensity of theuse of the basic principles of visual arts and design in the animatedmovie “The Secret of Kells” (2009).