cover
Contact Name
Intan Rizky Mutiaz
Contact Email
intanrm@itb.ac.id
Phone
+6288212348559
Journal Mail Official
deskomvisjurnal@gmail.com
Editorial Address
Jl. Lodan Raya No.2, RT.12/RW.2, Ancol, Kec. Pademangan, Jakarta Utara, Jakarta, 14430, Indonesia
Location
Kota adm. jakarta utara,
Dki jakarta
INDONESIA
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
ISSN : 27213927     EISSN : 27213919     DOI : https://doi.org/10.38010/deskomvis
Core Subject : Art,
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media published by Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV). Deskomvis focused to publish high-quality articles dedicated to all aspects of the latest outstanding research reports, conceptual ideas, studies, theories, using qualitative approach in the field of Visual Communication Design, Digital Arts, and Media. Focus and scope of Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media includes: Typography, Branding, Design Thinking, Visual Culture, Photography, Advertising, Film, Animation, Videography, Illustration, Nirmana, Painting, etc.
Articles 66 Documents
Comparison of visual meanings on the cover of Agatha Christie's Crooked House novel in 1986, 2000, 2009, and 2017 Zulkadinityas, Ayu; Gunawan, Iwan; Ayu, Ardianti Permata
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i2.132

Abstract

Changes in book cover design are a common practice among publishers, particularly for best-selling novels. This phenomenon is evident in Crooked House by Agatha Christie, which has undergone four distinct cover redesigns in 1986, 2000, 2009, and 2017. These design variations form the foundation of this study. The research aims to analyze the use of visual signs on the covers of Crooked House to identify, interpret, and compare the meanings conveyed through each visual element across different editions. A qualitative research method was employed, utilizing Charles Sanders Peirce’s semiotic theory, which consists of three core components: representamen (sign), object, and interpretant. The study also examines stylistic variations and design trends in each cover edition to explore how visual differences influence the transmission of meaning and the representation of the novel’s narrative essence. The findings indicate that, despite their visual diversity, each cover conveys a consistent underlying meaning and impression related to the novel’s thematic content. The variations among editions are influenced by contextual factors such as prevailing design trends of each era and the distinctive artistic styles of individual illustrators. These contextual elements shape the visual expression of the covers while preserving the core semiotic identity of the novel.
Cultural representation of Chinese elements in Genshin impact and its influence on player interest Wardaya, Marina
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 2 (2025): Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i2.133

Abstract

This study was conducted by using different ways to analyse participant interest through combining qualitative methods that looked at Culture from Traditional Chinese Society and how that reflects on Genshin Impact and Quantitative Methods to determine the overall influence of Culture from Traditional Chinese Society and Genshin Impact. Through this approach, our focus was the visual representations of Lions from Lion Dance Tradition within Genshin Impact, and how these images contrasted to both the narrative storyline and environmental aspects associated with Chinese Culture. Quantitative data were collected through a survey of 65 players to measure their perceptions, interest levels, and engagement with the cultural representations presented in the game. Qualitative analysis was conducted through visual and content analysis of character design, narrative context, and game mechanics to identify how Chinese cultural elements are constructed and communicated. The findings from this mixed methods approach indicate that the visual and narrative representation of Chinese culture in Genshin Impact positively influences player interest and stimulates curiosity about the cultural themes depicted in the game. These results suggest that digital games have the potential to serve as effective media for introducing cultural representation through immersive visual and interactive experiences.
Understanding learning motivation in online doodle art education: The role of teaching materials and webinar facilities Rie Naftali Sebastian; Brian Alvin Hananto
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 3 (2025): Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i3.151

Abstract

The rapid shift toward webinar-based education has transformed how practice-based art learning is delivered, raising questions about which factors most effectively sustain learner motivation in online environments. This study aims to examine the influence of teaching materials and learning facilities on participants’ motivation to further explore doodle art following an online webinar. A quantitative survey-based approach was employed, involving 58 participants who attended a synchronous doodle art webinar featuring live drawing demonstrations and simultaneous practice. Data were collected using a five-point Likert-scale questionnaire and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). The results indicate that the quality of teaching materials has a significant positive influence on participants’ motivation (t = 2.527, p = 0.006), while learning facilities do not show a statistically significant effect. These findings suggest that, in practice-based online illustration learning, pedagogical factors such as clarity of explanation, visual demonstrations, and structured content play a more decisive role in motivating learners than technical facilities, provided that basic technological requirements are met. The study contributes to online art and design education by providing empirical evidence that prioritizing instructional quality is critical for sustaining learner motivation in creative webinar-based learning contexts. Practically, the findings offer guidance for educators and institutions in designing more effective online illustration learning experiences that encourage continued creative engagement beyond formal instructional sessions.
Exploring photovoice-based educational games for building self-confidence in middle childhood children Sisya Ayumi Nurzauza; Rosa Karnita
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 3 (2025): Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i3.156

Abstract

Self-confidence during middle childhood (ages 6–12) plays an essential role in children’s social, emotional, and academic development. At this stage, children begin to evaluate their abilities and form self-perceptions influenced by learning experiences and social interactions. However, limited opportunities for reflective and creative self-expression in elementary school settings may affect the development of children’s self-confidence. This condition highlights the urgency of exploring approaches that provide developmentally appropriate expressive spaces for children. This study aims to explore the potential of a photovoice-based approach as a conceptual foundation for designing educational games that support self-confidence development in elementary school children in Bandung. The research employed a descriptive qualitative method supported by literature review and questionnaire-based data collection. Primary data were obtained from 19 parents of children aged 6–12 years from public and private elementary schools in Bandung. The questionnaires explored children’s daily activities, confidence tendencies, and preferred modes of expression. As an adaptation of photovoice principles, children were encouraged, with parental guidance, to represent aspects of their self-identity and experiences through visual media. The findings indicate that children tend to express themselves more confidently through visual and creative media compared to purely verbal forms. While positive self-appreciation was observed, situational hesitation and self-doubt were also identified. These results suggest that a photovoice-based visual approach can serve as a relevant foundation for designing participatory educational games that foster self-confidence in elementary school children.
From context to interface: Contextual user experience in three student UI/UX projects Desi Dwi Kristanto
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 3 (2025): Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i3.160

Abstract

The design of user interface and user experience (UI/UX) can function not only as a means of aesthetics and navigation, but also as a medium for understanding user behaviour and needs within specific contexts of use. This article offers a reflective multiple‑case analysis of three undergraduate digital application design projects that adopt context‑based approaches to address functional, social and emotional issues faced by their users. Drawing on human‑centered design standards and contextual user experience concepts, the study examines how each project configures users, tasks and environments, and how experience‑centered design perspectives are mobilised to shape affective qualities such as safety, reassurance, productivity and community engagement. Using documentation of the design process, design artefacts and final reports, the analysis shows how observation, interviews, persona and journey mapping, and prototype testing enabled students to surface patterns of interaction, latent needs and contextual constraints that informed their interface decisions. The findings argue that a deep understanding of context of use and lived experience is crucial for generating UI/UX solutions that are not only usable and visually coherent, but also empathetic, inclusive and aligned with users’ everyday practices. In the realm of design education, the study suggests that treating UI/UX projects as sites for contextual and experience‑centered inquiry can strengthen students’ reflective capacities and position interface design as a research‑driven strategy for mediating relationships between humans and technology.
Progression of female leadership representation in disney Princess films through Roland Barthes' semiotic analysis Jessica Hengkenang; Eka Noviana
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 3 (2025): Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i3.167

Abstract

This study examines the progression of female leadership representation in Disney Princess films through the lens of Roland Barthes’ semiotic theory. The phenomenon addressed is the global circulation of princess narratives and the problem is how repeated visual constructions in children’s media may shape early gender schemas and assumptions about leadership. Using a qualitative content analysis, the study purposively sampled three representative films Snow White and the Seven Dwarfs, Beauty and the Beast, and Frozen selected to reflect Pre-Transition, Transition, and Progression phases of Disney princess narratives. Primary data were drawn from key scenes identified through repeated viewings; visual units (costume, framing, props, gesture, and spatial composition) were coded and analyzed across denotative, connotative, and mythic levels following Barthesian procedures. Findings indicate a clear visual progression: early films privilege domesticity and appearance, transitional films introduce intellectual agency yet maintain social constraints, and contemporary films normalize female authority via symbolic markers of institutional power. The study concludes that Disney’s visual constructions have shifted from naturalizing female passivity toward legitimizing women’s leadership in the public sphere. Implications include the need for media literacy interventions for educators and parents, and recommendations for content creators to design more inclusive visual narratives that support gender-equal leadership models. The research contributes to visual communication and gender studies by demonstrating how semiotic reading of cinematic visuals reveals the gradual normalization of female leadership across historical phases of films.