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 108 Documents
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.
Perancangan Buku Cerita Bergambar Tentang Pernikahan Adat Ponorogo Sebagai Referensi Budaya Mumtyassanah, Dhahabiani Yunisa; Sarjono, Sarjono; Arizal, Fariza Wahyu
Jurnal Desain Komunikasi Visual Asia Vol 8 No 02 (2024): Jeskovsia 8.2
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.v8i02.986

Abstract

Pernikahan atau perkawinan dalam Undang – Undang Republik Indonesia Nomor 1 Tahun 1974 tentang pernikahan (Indonesia, 2018) adalah ikatan lahir bathin seorang pria dan seorang wanita sebagai suami isteri membentuk sebuah keluarga yang bahagia dan kekal berdasarkan Ketuhanan Yang Maha Esa. Pernikahan biasanya dirayakan dengan menggelar upacara resepsi pernikahan dengan mengikuti tata cara upacara adat yang ada sesuai dengan daerah pengantin. Masyarakat harus menjunjung tinggi nilai – nilai dan makna setiap prosesi pernikahan yang dituangkan dalam bentuk benda, perbuatan, hingga ke sajian, seperti dalam upacara pernikahan adat Ponorogo. Namun masyarakat datang ke acara resepsi pernikahan karena undangan tanpa memerhatikan dan mengetahui sakralnya makna setiap prosesi pernikahan. Masyarakat kurang mengetahui informasi karena minimnya sumber literatur tentang pernikahan adat Ponorogo. Metode perancangan milik Bruce Archer meliputi programming, Data Collection, Analysis, Syntesis, Development, dan Communication digunakan untuk merancang buku cerita bergambar memuat informasi tentang pernikahan adat Jawa Kabupaten Ponorogo. Buku ini dapat menjadi salah satu referensi budaya untuk masyarakat Kabupaten Ponorogo.
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.
Perancangan Desain Karakter pada Buku Interaktif Pengenalan Literasi Keuangan untuk Anak Usia Dini Pramesti, Rizka Sintya; Wulandari, Sri; Setiawan, Bayu
Jurnal Desain Komunikasi Visual Asia Vol 8 No 02 (2024): Jeskovsia 8.2
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.v8i02.1006

Abstract

The focus of this design is the creation of character designs on interactive financial literacy books media for early childhood. The method used in this design is qualitative and uses qualitative descriptive analysis techniques. Primary data were obtained from interviews, Focus Group Discussions, and observations, while secondary data were obtained from literature and mass media. The design process begins with collecting references, determining concepts, making design alternatives, final designs, and evaluating designs. Verbal and visual concepts refer to the characteristics of the target audience, namely children aged 4-6 years in Indonesia. The drawing style and illustration refers to the book "Sayur Juara" which is used as a study comparator. Characters that have been selected and evaluated, then applied to interactive book media, stickers, and keychains. Introducing financial literacy is important from early childhood. This research is expected to contribute to improving early childhood financial literacy through the development of character designs in interactive books that are interesting and educational.
Perancangan Feed Instagram Wisata Sawah Sumber Gempong Mojokerto sebagai Media Promosi Khomsah, Siti Farikhatul; Wulandari, Sri; Nisa, Diana Aqidatun
Jurnal Desain Komunikasi Visual Asia Vol 8 No 02 (2024): Jeskovsia 8.2
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.v8i02.1007

Abstract

Perancangan ini bertujuan untuk meningkatkan peran dan dampak pemanfaatan Instagram sebagai media promosi digital bagi bisnis Wisata Sawah Sumber Gempong. Bentuk desainan berupa desain feed instagram Wisata Sawah Sumber Gempong. Penelitian ini menggunakan metode penelitian deskriptif kuantitatif dan deskriptif kualitatif. Deskriptif kualitatif meliputi pengamatan penulis melalui observasi online melalui media sosial Instagram Wisata Sawah Sumber Gempong. Sedangkan metode deskriptif kuantitatif meliputi penyebaran kuesioner pada rentan usia 18-40 tahun yang ditujukan kepada responden yang suka bepergian. Peranan desain feed instagram ini memiliki pendekatan konsep melalui fotografi dan tipografi. Fotografi yang dibuat berkonsep keluarga. Jadi yang menjadi talent foto adalah keluarga yang diatur dengan pose bahagia, tersenyum, dan tertawa saat menikmati wisata. Alasan penulis mengambil bakat keluarga karena mayoritas yang berkunjung ke wisata sawah sumber gempong adalah keluarga.
Rebranding Kampoeng Pintar Oase Tembok Gede Sebagai Kampung Wisata Edukasi Naghiesa, Fairuz Nur; Wulandari, Sri; Ayuswantana, Alfian Candra
Jurnal Desain Komunikasi Visual Asia Vol 8 No 02 (2024): Jeskovsia 8.2
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.v8i02.1009

Abstract

Kampoeng Pintar Oase Tembok Gede adalah objek wisata edukasi yang mengusung tema cinta lingkungan. Pembaruan identitas pada Kampoeng Pintar Oase Tembok Gede bertujuan untuk membantu membentuk citra yang kuat dan meningkatkan kesadaran merek setelah berdirinya kampung selama 5 tahun terakhir. Dari riset studi eksisting ditemukan bahwa kampung beroperasi dengan sebuah logo dan media promosi melalui Instagram, dan dari mulut ke mulut. Kampung masih belum memiliki media promosi cetak dan elemen-elemen identitas visual yang konsisten, memicu adanya mispersepsi citra Kampoeng Pintar Oase Tembok Gede. Dalam perancangan ini menggunakan prosedur perancangan desain yang sistematis meliputi identifikasi masalah, riset perancangan, konsep desain, dan evaluasi desain. Hasil dari riset data dianalisa melalui tabel S.W.O.T.. Hasil dari perancangan ini adalah identitas visual yang konsisten dan implementasinya pada media promosi yang mendukung, seperti katalog, brosur, dan merchandise.
Representasi Keris Dan Pembentukan Kebijakan Baru Dalam Narasi Rebranding Pariwisata Sumenep Putra, Deny Fardiansyah; Anugerah, Ahmed David; Kurli, Anis
Jurnal Desain Komunikasi Visual Asia Vol 9 No 1 (2025): Jeskovsia 9.1
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.v9i1.1030

Abstract

Rebranding keris as a tourism icon of Sumenep district is a new narrative that has been built by the people of Sumenep based on their assessment of the life of the people who can not be separated from the heirloom. The narrative of rebranding the keris as a tourism icon has relevance to the purpose of efforts to create a strong image impression on tourists, this is because the keris has become part of the archipelago community and even known to the world community. Based on this reality, this study aims to determine how the representation of the value of the keris in the discourse of tourism rebranding, how the visualization of the value of the keris in supporting the discourse of tourism rebranding, how the local government policy in an effort to strengthen the rebranding of the keris as a new icon of tourism in Sumenep. The method used is qualitative with semi-structured interview data collection techniques. The results of this study indicate the keris as a representation of the way of life of the people of Sumenep inherent in daily life so that the icon of the keris as a new branding can create a strong and unique image for tourist destinations, while also strengthening awareness of local cultural values. In addition, rebranding the keris as a tourism icon of Sumenep through the creation of a logo can build a self-image as a tourism centre that is different from destinations in general. Finally, the form of government support in realizing the discourse of keris rebranding as a new tourism icon can be realized through several concrete and strategic forms of support such as the creation of local government regulations.

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