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Contact Name
Fatqu Rizki
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INDONESIA
Seniman: Jurnal Publikasi Desain Komunikasi Visual
ISSN : 29861888     EISSN : 29866170     DOI : 10.59581
Core Subject : Art,
SENIMAN : Jurnal Publikasi Desain Komunikasi Visual merupakan jurnal ilmiah yang mempublikasikan hasil penelitian, kajian konseptual, studi kasus, dan praktik kreatif dalam bidang Desain Komunikasi Visual (DKV). Jurnal ini bertujuan menjadi wadah pertukaran gagasan, pengembangan keilmuan, serta dokumentasi praktik desain yang berkontribusi pada perkembangan teori, metodologi, dan aplikasi desain komunikasi visual di tingkat nasional maupun internasional. Fokus Fokus utama SENIMAN : Jurnal Publikasi Desain Komunikasi Visual adalah kajian dan pengembangan keilmuan Desain Komunikasi Visual yang mencakup aspek konseptual, strategis, estetis, sosial, budaya, dan teknologi visual dalam berbagai media komunikasi. Ruang Lingkup Ruang lingkup SENIMAN : Jurnal Publikasi Desain Komunikasi Visual mencakup kajian dan praktik Desain Komunikasi Visual, meliputi: Desain grafis cetak dan digital, tipografi, ilustrasi, fotografi, dan videografi Identitas visual, branding, periklanan, promosi, dan desain kemasan Media interaktif, multimedia, motion graphic, animasi, UI/UX, dan desain informasi Budaya visual, kearifan lokal, industri kreatif, serta media dan teknologi baru Teori, kritik, sejarah desain, metodologi penelitian, dan studi kasus desain SENIMAN : Jurnal Publikasi Desain Komunikasi Visual menerima artikel penelitian, artikel konseptual, dan laporan praktik kreatif yang relevan dengan bidang Desain Komunikasi Visual dan belum pernah dipublikasikan sebelumnya.
Articles 90 Documents
Perancangan Desain Kalender Tahun 2024 Untuk Kementerian Agama Republik Indonesia
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1910

Abstract

Abstract. We can't let go of the name of the calendar, of course most homes or work spaces need a calendar. The calendar is not only limited as a reminder of the time, nowadays the promotional media also utilizes various media to improve marketing efficiency, so the Calendar now has a dual function, besides the time indicator can also function as a promotional medium, Therefore many Companies and institutions want to create their own calendars, One of them is the Ministry of Religion RI, Through the branding company PT. established partners noble, this journal discusses Calendar Design on the Design Design of Calendar 2024 For the ministry of religion of the Republic of Indonesia, this design uses a qualitative method based on interviews and literature studies, through the said process resulted in the design of the Calender 2024 Ministry of Religion. Keywords: Calendar, Promotional Media, Ministry of Religion Abstrak. Kita tidak bisa lepas dari namanya kalender, tentunya Sebagian besar rumah atau ruang kerja membutuhkan kalender, kalender bukan hanya terbatas sebagai pengingat mengenai waktu, saat ini media promosi juga memanfaatkan berbagai media untuk meningkatkan efisiensi marketing, karena itu Kalender sekarang mempunyai fungsi ganda, selain petunjuk waktu dapat difungsikan juga sebagai media promosi, Oleh karena itu banyak Perusahaan dan Lembaga yang ingin membuat kalender mereka sendiri, Salah satunya Adalah Kementerian Agama RI, Melalui Perusahaan branding PT. mitra mapan mulia, Jurnal ini Membahas Mengenai Desain Kalender Pada Perancangan Desain Kalender Tahun 2024 Untuk Kementerian Agama Republik Indonesia, Perancangan ini menggunakan Metode Kualitatif yang berdasar pada wawancara dan studi literatur, Melalui Proses Tersebut dihasilkan desain Kalender 2024 Kementerian Agama.
Menganalisis Peran Konten Video Sebagai Alat Utama Dalam Media Promosi Produk Untuk Meningkatkan Konsumen Dan Keberhasilan Branding
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1914

Abstract

This study reviews the crucial role of video content as the main tool in product promotion media with the aim of increasing consumer engagement and branding success. Through in-depth analysis of marketing strategies that use video content, this research identifies the positive impact of video content on consumer engagement levels, building emotional connections, and increasing brand awareness. The factors of creativity, authenticity and understanding the target market are also considered important elements in the success of a promotional campaign. The practical implications of this research provide valuable guidance for marketing practitioners to optimize the role of video content in achieving branding goals and increasing consumer appeal. 
Perancangan Desain Lembar Kerja Faceless Untuk Anak Muslim Usia Dini
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1915

Abstract

Worksheet for children is one of the learning tools that can be used as early childhood education media. Early childhood refers to children in the age range of 0-6 years old. As we all know, this age is crucial and influential for the future of these children. Therefore, one of the roles that parents can play is to find suitable learning media, and one of them is by using children's worksheets. Children's worksheets are often associated with images of living beings such as humans and animals.To address the concerns of Muslim parents who may consider drawing living beings as prohibited, a faceless worksheet named "Hanif" has been created. The Hanif worksheet is designed to be suitable for Muslim families, featuring captivating images that are liked by children.
Perancangan Strategi Marketing UMKM Dizert Dessert Di PT. Kawakibi Digital Branding
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1917

Abstract

Marketing is an activity where business actors offer their products to consumers so that they can accept the product with all the ideas and ideas so that the product can be sought after by consumers. Of the many UMKM products, kawakibi offers its services to help UMKM players develop their brand image and increase product sales through social media. PT. Kawakibi Digital Branding is a company that has a main focus on the branding sector. With an innovative and creative approach, Kawakibi strives to help companies and brand logos build strong relationships with potential consumers and achieve long-term success in this competitive industrial world. The results of this research can be used as a reference for designers and readers in utilizing marketing strategies.
Analisis Pengaruh Video Animasi Lagu Anak Indonesia Terhadap Perkembangan Kosakata Pada Balita Berdasarkan Komponen Linguistik
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1918

Abstract

This research explores the potential of Indonesian animated children's songs videos in supporting vocabulary development in toddlers. Sampling from the "Lagu Anak Indonesia Balita" channel on YouTube, the study utilizes observational methods of visual style and literature review to understand children's visual responses to the content. The results indicate that Indonesian animated children's song videos, with their short duration and repetitive lyrics, can create an enjoyable learning experience. From a phonological perspective, the repetition of sounds in the lyrics aids in the recognition of language sounds. Semantic aspects are represented through the introduction of various vocabulary in an easily digestible manner. The simple syntax of the lyrics supports the understanding of basic sentence structures, and pragmatically, these songs can be applied in everyday communicative contexts. In conclusion, Indonesian animated children's song videos can positively contribute to the vocabulary development of toddlers through a holistic and enjoyable approach. The findings of this research can serve as a foundation for the development of early childhood education curricula that effectively utilize animated media.
Optimalkan Daya Tarik Visual Branding Merchandise untuk Festival Generasi Pemenang
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1919

Abstract

Festival Generasi Pemenang Season 2 merupakan ajang lomba tahunan yang diselenggarakan oleh Yayasan Rumah Generasi Pemenang, melibatkan perlombaan Musabaqah Hifdzil Qur'an (MHQ) dan Banjari. Penelitian ini fokus pada perbaikan visual dan branding festival, mengidentifikasi permasalahan sebelumnya dan menerapkan upaya perbaikan. Melalui peningkatan visualisasi, fasilitas, dan variasi perlombaan, festival menciptakan pengalaman yang lebih menarik. Desain merchandise yang mencerminkan tema ceria festival menjadi bagian integral, memberikan peserta dan pendukung kenang-kenangan yang bernilai. Dengan langkah-langkah ini, Festival Generasi Pemenang semakin mengokohkan identitasnya, mempromosikan semangat kebersamaan, dan memberikan kontribusi positif bagi masyarakat Kabupaten Gresik.
Analisis Representasi dan Interpretasi Makna Visual Dalam Iklan Marjan Edisi Ramadan 1444H: Analisis Semiotika Roland Barthes
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 2 (2024): November : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v1i2.1921

Abstract

This research aims to identify and interpret the visual signs in the Marjan Syrup advertisement Ramadhan Edition 1444H using Roland Barthes' semiotic approach to understand the message to be conveyed to consumers. The type of research applied is qualitative description. The data analysis process was carried out by applying Roland Barthes' semiotic studies, allowing the observation of three levels of meaning (denotative, connotative, and mythical) in several scenes, visual signs, symbols, colors, and compositions contained in the Marjan Syrup advertisement, Ramadhan Edition 1444H. The research results concluded that this advertisement can be considered an achievement in communicating complex and in-depth messages through visual media.
Perancangan Web Design Sebagai Marketplace Online Brand “Hanif”
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1925

Abstract

In the growing of digital era, technological advances have brought many innovations in the use of websites as a marketplace online for online sales and promotions. The use of the website is by designing a web design. Good web design includes not only visual aesthetic aspects, but also functionality, intuitive navigation, and responsiveness to various devices and users. Due to advances in technology and utilizing it, methods of disseminating information can be very easy and fast to do. Through a qualitative approach and design studies that can explore various aspects of design, including illustration and UI/UX which influence visual value and function.
Perancangan Peta Wisata Interaktif Kota Sidoarjo dengan Menggunakan Desain Landmark yang Ceria
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1931

Abstract

The use of information technology has become an integral part of modern tourism development. Interactive tourist maps have proven to be an effective tool in guiding travelers to explore tourist destinations. This research focuses on designing an innovative and appealing tourist map for the city of Sidoarjo, utilizing cheerful landmark designs. The development method involves user needs analysis, selection of representative landmarks, and the implementation of attractive and user-friendly graphic designs. This interactive tourist map is designed to be accessible through digital platforms, enabling users to plan their journeys more efficiently. The selected landmarks not only serve as location markers but are also designed with cheerful aesthetics to enhance the user experience. The map is equipped with interactive features such as detailed information about each landmark, the best travel routes, as well as reviews and recommendations from previous users. It is expected that the design of this interactive tourist map will make a positive contribution to promoting tourism in the city of Sidoarjo and enhancing traveler satisfaction through an engaging and informative experience. Furthermore, the use of cheerful landmark designs is anticipated to create a strong visual identity, setting it apart from tourist destinations in other cities.
Perancangan Ui/Ux Website E-Commerce Mercandise Kota Sidoarjo Menggunakan Design Thinking
SENIMAN: Jurnal Publikasi Desain Komunikasi Visual Vol. 2 No. 1 (2024): Mei : SENIMAN: Jurnal Publikasi Desain Komunikasi Visual
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/seniman-widyakarya.v2i1.1941

Abstract

Internet technology has not only transformed societal thought patterns but has also significantly impacted lifestyles, particularly through User Interface (UI) and User Experience (UX). In Indonesia, specifically in the fashion e-commerce sector, there has been rapid growth with over 2 million e-commerce businesses. The UI/UX design process utilizes the Design Thinking method, encompassing stages such as Emphatize, Define, Ideate, Prototype, and Testing. Through the involvement of surveys and interviews, user issues are identified and formulated in the How Might We framework. Figma is employed in the development of UI/UX, resulting in a prototype tested through Usability Testing and the Single Ease Question. The testing outcomes indicate the success of the prototype. Through the application of the Design Thinking method, the design process yields effective solutions, providing an optimal user experience in interacting with the e-commerce merchandise website of Sidoarjo city.