cover
Contact Name
Siti Aminah
Contact Email
sitiaminah@ubhinus.ac.id
Phone
+62341-560823
Journal Mail Official
lppm@ubhinus.ac.id
Editorial Address
Jl. Raya Tidar 100 Kota Malang
Location
Kota malang,
Jawa timur
INDONESIA
Mavis: Jurnal Desain Komunikasi Visual
ISSN : 26569159     EISSN : 26569221     DOI : https://doi.org/10.32664/mavis
Core Subject :
MAVIS (Mata Visual) adalah jurnal yang diterbitkan dua kali setahun (pada bulan Maret dan September) oleh Lembaga Penelitian & Pengabdian kepada Masyarakat (LPPM) Universitas Bhinneka Nusantara. MAVIS (Mata Visual) ini sebagai media publikasi ilmiah berupa karya penelitian maupun rancangan dalam bidang seni, desain, budaya dan terapannya.
Arjuna Subject : -
Articles 99 Documents
Perancangan Buku Foto “Serangga Di Sekitar Kita” I Made Surya Dharma Yasa; Gunawan Susilo; Ahmad Zakiy Ramadhan
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 02 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v3i02.618

Abstract

This research aims to design a photo book as an introduction to insects around us for children aged 6-12 years. The problem in this design is that there are still many children who do not know about harmful and harmless insects. As an effort to overcome this problem is to make a photo book design. This design aims as an introduction to insects around us. This design uses the method of Platter Design Thinking (2012) as a design reference consisting of (a) empathize, (b) define, (c) ideate, (d) prototype, and (e) test. The final result of this design is a photo book containing introductions such as habitat, food, dangerous and harmless.
Perancangan Media Promosi "Café Nomu9 Bites & Beverages" Sebagai Penguat Brand di Kota Malang Fajar Akbar Alfatah; Adita Ayu Kusumasari
MAVIS : Jurnal Desain Komunikasi Visual Vol 3 No 02 (2021): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v3i02.624

Abstract

The food and beverage industry are now growing and varied starting from the price also the price as well. This causes business competition in this field Increases consumer prices in determining and selecting products needed by media promotions for companies to be able to compete with other companies. Therefore, the author of promotional media for Nomu9 Bites & Beverage cafe can compete with new cafes in Malang through social media in the form of videos on the Instagram and Youtube platforms. Social media was chosen because many people use it. It also cheap and measurable promotional media. The design model uses Sadjiman Ebdi Sanyoto, which starts with the background of the problem, discusses the data source, then passes the synthesis, the design concept, the design process, and the final design. The software used in the process of making this promotional media include Adobe Premiere, Adobe After Effects, Adobe Photoshop, and Adobe Lightroom. Commercial ad format Mp4 has a resolution of 1920x1080 and is 1 minute long. Instagram story format Mp4, has a resolution of 1080x1920 (vertical) with a duration of 15 seconds. Supporting media include: Mp4 photo slideshow format, has a resolution of 1080x1920 (vertical) and has a duration of 60 seconds. The next writer is expected to be able to discuss the same with different media.
Perancangan Infografis Interaktif Bagi Pengunjung Museum Singhasari Malang Denny Kurniawan; Adita Ayu Kusumasari; Jozua F Palandi
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.650

Abstract

Singhasari museum was building not only understand the legacy singosari kingdom but also singhasari museum has a strong and an opportunity in tour history. Yet singhasari museum has a lack of layouts in an information museum collection for want a media to have attention and information singhasari museum. This last project aims to produce an interactive and attractive design so that information can be properly. Yet the design method used by the author starts from the method of collecting data through observation, interviews, and documentation. Then proceed with the data analysis method using SWOT analysis (Strength, Weakness, Opportunity, Treatment) and then media planning and creative planning. In planning this interactive media, it displays layouts, typography, photography, and colors that are attractive and simple so that later information is well. By planning this interactive media, it is hoped that it will attract as well as become information about the Singhasari Museum.
Perancangan User Interface Aplikasi E-Nelayan Berbasis Mobile Menggunakan Metode Design Sprint Vanda Fransiska Armanda Sari; Yekti Asmoro Kanthi; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.652

Abstract

Dissemination of marine information such as weather and potential fish locations by the Surabaya City Marine and Fisheries Service which is still carried out conventionally indirectly so far has greatly hampered the performance of fishermen, especially in Bulak sub-district. Based on the results of the interview, one of the fishermen explained that the Bulak sub-district is a capture fisheries area that is still quite potential but the success rate of their capture fisheries business is highly dependent on marine information sources from the local government. The design of the E-Fishermen application aims to provide services in the form of a marine information system specifically for the Surabaya area. With the E-Fishermen application, all information dissemination activities will be more flexible because it can be done anytime and anywhere. The method used in designing the user interface of the E-Fishermen application is a design sprint consisting of the stages of understanding, divergence, decide, prototype and validate.
Perancangan Maskot Ngalup Coworking Space Malang Iman Firmansyah; Rahmat Kurniawan; Zusana Eko Pudyastuti
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.653

Abstract

In an effort to support the effectiveness of sales, various production methods and processes as well as promotional activities in creating, introducing and selling the resulting products will be widely encountered in the current era. One of the means to sell products is to use print media and electronic media as promotional tools and means of communication. Utilization of print media, produces something in physical form, in addition to the use of electronic media, it produces some content to retain customers with social media features. This paper will discuss the process of designing a mascot as one of the promotional media to increase the selling value of a brand.
Perancangan Motion Graphic Wisata Edukasi Di Desa Sumbergondo Dengan Teknik Penggabungan Animasi 2d Dan 3d Sulthon Maulana Rozaq; Evy Poerbaningtyas; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i01.654

Abstract

Sumbergondo Village is one of the villages in Bumi Aji District, Batu City, East Java, which has a lot of potential, from abundant plantation products to the main potential, namely educational tourism, discussing the recycling of organic and non-organic waste into compost used for plantations. they. Unfortunately, this educational tour is not well-known by tourists, so the need for promotional media packaged in the form of motion graphic videos can explain things that are invisible to the human eye by combining 2-dimensional animation for character animation and typography and 3-dimensional as an asset design in the form of a background packed with a duration of 1 minutes 30 seconds briefly discusses all the potential of Sumbergondo. It can be concluded that if motion graphics and the incorporation of 2-dimensional and 3-dimensional animation are successfully used as promotional media and also make the information in them more conveyed, it is hoped that in the future this educational tour can develop and educate the public in solving waste problems in Indonesia.
Halaman Awal MAVIS Volume 4 Nomor 1 Maret 2022 Siti Aminah
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 01 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kajian Semiotika Ilustrasi Digital Karya Agung Budi Santoso (Pendekatan Semiotika Roland Barthes) Alfa Risi; Zulkifli Zulkifli
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.739

Abstract

Agung Budi Santoso is a profesional illustrator whose work often intersects in various scopes of the creative industry in Indonesia and abroard, especially in music. The illustrative approach he uses in his works often refers to the surrealist style thus causing confusion for some people in translating the meanings of the illustrations. This study aims to find out how to understand the message conveyed in the illustrations. The method used is descriptive qualitative method, using the application of Roland Barthes’ semiotic theory through the meaning of the signifier and the signified to determine the meaning of the relation of denotative, connotative and ideological signs contained in the illustrations. The results of this study explain that presence of surrealist visualization in Agung Budi Santoso’s illustrations is often influenced by segmented references to pop culture and music itself, so that this often causes misinterpretations in his works.
Perancangan Desain Maskot Kabupaten Situbondo Dengan Pendekatan Design Thinking Abdurrohman Abdurrohman; Addin Aditya; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 5 No 01 (2023): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v5i01.757

Abstract

The design of the Situbondo City mascot has carried out research on Situbondo Regency, because many people outside Situbondo do not know about Situbondo Regency, only the closest city. the author got some information about the mascot but many Situbondo people do not know what a mascot is and its function. Mascots are used not only to promote a city or area, but also to provide persuasive education about the city or area. The research method used in this design uses observation, interview, and questionnaire data collection techniques. The data collection is done online by distributing questionnaires to obtain accurate information and the results are used to achieve research objectives. a boat that is designed to live (anthrophomorphism) like a city icon by using a distinctive hat (odheng) in the form of a shell motif originating from the sea of Situbondo City and creating several poses from the mascot character of Situbondo Regency.
Perancangan Motion Graphic Series sebagai Media Edukasi tentang Depresi bagi para Remaja Joshua Rexy Lindartono; Saiful Yahya
MAVIS : Jurnal Desain Komunikasi Visual Vol 4 No 02 (2022): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v4i02.761

Abstract

Depression is a familiar thing to everyone, depression is a mental disorder that can cause excessive sadness. All ages are susceptible to depression, especially adolescents aged 14-17 years, because they are experiencing changes biologically, psychologically, and socially. with the lack of concern for adolescents about depression is also one of the factors that make them susceptible to depression, besides that the lack of supporting media to provide education is a factor that make adolescents less concerned about this problem, social media such as Instagram and Youtube is one of the media that is often used by adolescents. The purpose of designing the Motion Graphic Series is to provide educational media for adolescents to become more understand, and also more concerned with, depression issues. This design uses the Design Thinking method which has several stages such as Understand, Observe, Point of View, Ideate, Prototype, and Test to get results that match the data that has been collected. This design produces a Motion Graphic Series as the main media to be asked on Youtube. and Instagram, besides that there are also supporting media in the form of advertisements on Youtube and Instagram to support the main media, the results of the trial work show that this Motion Graphic can help identify depression because it fits the target audience. From the results of this design, there is three series of Motion Graphic and also some media implementations such as Instagram posts and YouTube ads.

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