cover
Contact Name
Wayong
Contact Email
jeskovsia@asia.ac.id
Phone
+6281331899389
Journal Mail Official
jeskovsia@asia.ac.id
Editorial Address
Jl. Soekarno Hatta, Rembuksari 1A, Kota Malang, Jawa Timur, Indonesia.
Location
Kota malang,
Jawa timur
INDONESIA
Jeskovsia (Jurnal Desain Komunikasi Visual Asia)
ISSN : 25808753     EISSN : 25974300     DOI : https://doi.org/10.32815/jeskovsia
Core Subject : Art,
Published by Institute for Research and Community Service (Lembaga Penelitian dan Pengabdian Kepada Masyarakat / LP2M) of INSTITUT TEKNOLOGI DAN BISNIS ASIA MALANG as a periodical publication that provides information and analysis on the science of Visual Communication Design.
Articles 7 Documents
Search results for , issue "Vol 8 No 01 (2024): Jeskovsia 8.1" : 7 Documents clear
Merchandise Djampie Oesodo Sebagai Brand Awarness Konsumen Hanafi, Ahmad Nur; Happy, Handry Rochmad Dwi; Hendrawan, Faldi
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.788

Abstract

The existence of herbal medicine has begun to decline because it has been replaced by modern medicines. For the people of Indonesia, herbal medicine is not just traditional medicine, but a drink to support health. The purpose of this research is to create a way to create a new image of herbal medicine that can be a solution to this phenomenon so that it can be considered a casual drink that can be consumed every day. Literature Study, By studying reference books and journals related to today's design techniques and styles and the application of business in the digitalization era. Observations, indirect observations made through digital media related to the development of visual style, observing products that have been in business for a long time, and following issues that develop in society. Analysis, and research on Segmentation, Targeting and Positioning to find out the right strategy in designing brand identity. This research produces 3 types of visual identity and merchandise, namely logo, packaging, and promotional media. The results of the test using the questionnaire method show that the Visual Identity design can provide a value of trust and attract consumers to buy products. Djampie oesodo is a traditional beverage brand that has just been pioneered so the identity of the product is not yet well known. With the use of visual identities such as logos (logograms and logotypes), 1st Packaging, 2nd Packaging, key chains, bags, tumblers, social media, and online stores have been able to become product identities so that buyers can easily identify these products.
Perancangan Poster Siwarga GPA (Griya Pesona Asri) Sebagai Media Informasi Inovasi Teknologi Lomba INOVBOYO 2023 Afandi, Haekal Ridho; Renzina, Yudha Delonix
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.970

Abstract

Penelitian ini fokus membahas tentang poster website Siwarga GPA (Griya Pesona Asri) sebagai media penyalur informasi terkait fungsi website untuk kebutuhan pemberkasan dalam proses pendataan kependudukan warga dalam suatu wilayah. Poster tersebut juga berfungsi memberikan informasi terhadap vitur website Siwarga GPA yang ikut serta dalam Lomba Inovasi Teknologi INOVBOYO 2023 sebagai media promosi dan informasi untuk memahami website tanpa harus mencobanya. Poster website Siwarga GPA adalah himbauan penggunaan dan cara kerja program dengan tujuan tersebut penulis mencari data dengan memakai metode kualitatif dan juga teknik analisis data yang digunakan ialah SWOT untuk landasan pembuatan poster dari komposisi, gambar, tipografi dan warna yang sesuai dengan website tersebut serta mempertimbangkan keinginan visualisasi dari beberapa pihak terkait. Dari latar belakang dan tujuan mengikuti Lomba Inovasi Teknologi INOVBOYO 2023 tersebut perancangan media informasi poster website Siwarga GPA dibuat.
Grafis Lingkungan: Inovasi Desain Tempat Pembuangan Sampah Sebagai Identitas Visual Taman Kunang-Kunang Wulandari, Sri; Rizqi, Azmi Annur; Ayuswantana, Alfian Candra
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.971

Abstract

Surabaya as the 2nd largest city in Indonesia besides having great job mobility, there are tourism destinations that are no less abundant and developed. It is an attraction for tourists to visit. One of the tourist destinations in Surabaya is Taman Kunang-Kunang, located on Jalan Penjaringan Timur, Kec. Rungkut, Surabaya. Taman Kunang-Kunang has aesthetics and complete facilities. However, one of the facilities has an ordinary impression and does not represent the beauty of Taman Kunang-Kunang, namely the garbage dump. Therefore, it is necessary to strengthen the form and visual graphics of an attractive landfill environment that can reflect and improve the visual identity of Taman-Kunang-Kunang. This strengthening uses qualitative descriptive data analysis techniques with observation and literature study methods. It was found from the data analysis that the uniqueness of Taman-Kunang-Kunang, namely the firefly installation, became a reference for strengthening the shape and visual graphics of the landfill environment to improve the visual identity of the park. Maintaining the graphics of the garbage dump environment derived from the deformation of the shape of fireflies can increase the visual identity of the Fireflies Park which attracts visitors' interest and desire to dispose of garbage in its place.
Analisis Tipografi pada Poster Film Horor Indonesia Tahun 2022 El Chidtian, Aileena Solicitor Costa Rica; Renzina, Yudha Delonix
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.975

Abstract

Poster film horor seringkali menjadi media penting dalam menarik perhatian penonton potensial dan menggambarkan esensi film. Tipografi dalam poster tersebut memainkan peran krusial dalam menyampaikan pesan dan suasana film. Beberapa hal yang menonjol dalam analisis tipografi pada poster film horor Indonesia tahun 2022 adalah pemilihan jenis huruf, ukuran, warna, dan tata letak. Dalam banyak poster film horor, jenis huruf seringkali memiliki karakter seram untuk menciptakan atmosfer yang menegangkan. Ukuran dan tata letak teks juga menjadi faktor penting. Beberapa poster memilih untuk mengekspos judul film dengan huruf besar dan mencolok untuk menangkap perhatian, sementara yang lain memilih tampilan yang lebih subtan dengan teks yang lebih kecil untuk menciptakan misteri. Warna juga memiliki peran penting dalam tipografi poster film horor. Dominasi warna gelap, seperti hitam, merah gelap, atau ungu, umumnya digunakan untuk menciptakan suasana yang menakutkan. Penelitian ini menggunakan metode kualitatif deskriptif dengan pendekatan prinsip-prinsip tipografi yaitu legibility, readibility, visibility dan clarity. Hasil penelitian dan analisis, dapat ditarik kesimpulan bahwa, rata-rata tipografi film horor Indonesia di tahun 2022 menggunakan jenis font dekoratif untuk menciptakan kesan misteri dan kemudian dimodifikasi dengan efek visual untuk menambah kesan horor secara visual. Berdasarkan teori prinsip-prinsip tipografi rata-rata poster film horor Indonesia di tahun 2022 masih memperhatikan teori tersebut dan memenuhi kaidah tipografi.
Rebranding Agen Travel "Jajantiket" Melalui Perancangan Identitas Visual Untuk Meningkatkan Brand Awareness Maulida, Laila; Joselin, Rachel Florencia; Rizkizha, Ditya Fajar
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.993

Abstract

Jajantiket is a travel agent that focuses on selling plane tickets and sailing trips to Labuan Bajo, East Nusa Tenggara. This company, which is domiciled in Yogyakarta, has been operating for 5 years in the tourism industry sector. Competitive business competition requires Jajantiket to change its strategy in strengthening its image in the minds of consumers, one of which is by redesigning its visual identity. Currently Jajantiket only has a logo and visual identity design which is still inconsistent and has not been comprehensively planned. Therefore, it is necessary to design a visual identity for Jajantiket so that it can be well received by the audience, giving the impression of being professional, trustworthy and providing the best service to consumers. This design uses the Robin Landa method with five stages, Orientation, Analysis, Conception, Design, and Implementation. The data collection technique was carried out using a qualitative descriptive method and analysis used the S.W.O.T method. This design produces the Jajantiket logo and its application in related media, such as mascots, supergraphics, and its implementation in other media.
Analisa Bahasa Bentuk Pada Desain Karakter Film Animasi “Spirited Away” Pratiwi, Wilsa
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.997

Abstract

Creating character designs requires several stages in the process, and one of the knowledge that a designer must have is about shape language. The use of form language to make character designs easier for the audience to understand. Form language is a form of communication with certain meanings to create the desired character. Studio Ghibli is a popular animation studio known in various countries, one of the animated films made by Ghibli which has unique and iconic characters is "Spirited Away". The story, which is closely related to superstition, myth and legend, ultimately gives rise to very diverse and interesting types of characters to be discussed. The author wants to analyze the form of language that can be read from the characters in the film "Spirited Away", they are Chihiro, Haku, Kaonashi, Yubaba and Zeniba, Lin, Kamaji and Radish Spirit. The author wants to examine what basic types appear in the characters of this film, what use of shape language appears, and whether there is a match between the meaning of shape language and the traits or personality possessed by each character. It is hoped that the conclusions obtained will provide insight or additional knowledge in creating character designs through shape language theory.
Implementasi Ragam Hias Nusantara dalam Perancangan Desain Karakter Game Nuswantara Hadida, Yasmin Wita Al; Wibawa, Mahendra
Jurnal Desain Komunikasi Visual Asia Vol 8 No 01 (2024): Jeskovsia 8.1
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v8i01.998

Abstract

Archipelago decoration is a pattern of beauty that is repeated in works of art influenced by Indonesian culture. Indonesian decorations are reflected in traditional games and have the opportunity to be introduced into modern games. This design aims to create characters with Indonesian decorative patterns that are attractive and can be implemented into Nuswantara games. The design method used in this design is Design Thinking. The data collected comes from project briefs, literature studies, and observations. This design resulted in 6 character sheets and concept art representing the Kutai kingdom, Sriwijaya kingdom, Ancient Mataram kingdom, Singasari kingdom, Majapahit kingdom and Kalinga kingdom. This design also produces supporting media in the form of art books, loading screens and merchandise. After that, a trial phase was carried out with 3 validators, namely the Nuswantara IP holder as the main resource person, the Let's Play project manager, and a professional illustrator. The test results of the designed media show that the design looks attractive and is considered to have met the character design needs of the Nuswantara game well.

Page 1 of 1 | Total Record : 7