scholarly journals Window on the weather: a case study in multi-platform visual communication design, with a relationship to Design Thinking

2021 ◽  
pp. 147035722094854
Author(s):  
Iain Macdonald

In February 2018, after three years of design and development work, the British Broadcasting Corporation (BBC) Weather launched its redesigned service across multiple platforms. The project involved new ways of cross-disciplinary communication design working across broadcast and digital services. This research examines these innovations and considers the transcorporeality of our relationship with weather forecasting. BBC Weather developed an iconography in the mid-1970s that has been integral to its brand identity and which has survived the changes in television graphics technology from magnetised acrylic symbols to digital systems. Satellite imagery, advanced computer weather modelling, mobile interaction, and weather on the move in realtime, have become integral to presenting different layers of visual sophistication and information that require translation and editing to communicate the weather across multiple platforms and formats. An ethnographic study of the leading participants in the design project mapped out the creative process and highlighted reflexive points where design practice was modified and adapted by the interdisciplinarity of the team. Their approach to design anthropology and service design approaches are revealed in the context of Design Thinking, and how the domestication of digital services is linked to a relationship to the weather for a UK and Irish audience.

Design Issues ◽  
2020 ◽  
Vol 36 (2) ◽  
pp. 72-86
Author(s):  
Hung Ky Nguyen

Being witty and being culturally appreciated are two independent things in visual communication design. More often than not, on one hand, the Japanese sense of ‘playfulness’ is manifested in enigmatic images, which express intriguing aspects of Japanese psyche. On the other hand, the Western sense of humor is often light hearted, as its major aim is to raise a smile instead of ambiguity. This ethnographic study examines the essence, categories, and sentiment of playfulness in Japanese context. It also explores in detail the situations in which playfulness is used and, where permitted, how Japanese artists and designers come up with playful ideas and encode meaning in their works. The conclusion focuses on how the Japanese sense of playfulness has long been used to establish cultural influence, social voice, and individual distinction.


2021 ◽  
Author(s):  
Jian Rao, Jingwen Huang

In recent years, green design has experienced rapid development, but also exposed a series of problems such as high cost, lack of humanization, low recycling rate and so on. For these drawbacks, designers have an unavoidable responsibility. This paper analyzes the existing problems in green design. From the change of design thinking, the eco-friendly design method is explored. In this paper, the design from material selection to production, and then to the recovery of the whole process of overall consideration, follow the principle of reduction, reuse, recycling. The content of visual communication design can be roughly classified. According to their own characteristics, the best design scheme is selected. Through the application of different media, replace the high pollution, high consumption of paper printing. It is proposed that the large-scale promotion of environmental protection materials can be realized by simplifying the quantity and types of materials. At the same time, this paper expounds the implementation method of green design education in art design education in Colleges and universities. This paper fully analyzes the purpose and value of green design education from the curriculum and content, teaching methods, the specific implementation of teaching effect evaluation and evaluation. The results show that promoting sustainable development of green education can cultivate students' creativity, innovation and creative ability. A perfect green design education system and a correct concept of ecological civilization can be established.


2021 ◽  
Vol 7 (2) ◽  
pp. 332-351
Author(s):  
Lalita Gilang

AbstrakDalam ilmu desain, ekspresi berupa karya visual atau simbol terpengaruh suasana batin. Karya visual ini dapat diwujudkan menjadi suatu kreasi gambar ilustrasi. Kajian psikologi desain dengan fokus pada suasana batin sebagai pendukung kreasi gambar ilustrasi ini mempunyai dua tujuan yaitu: (1) mendeskripsikan dan menjelaskan suasana batin yang mendukung proses kreasi gambar ilustrasi; dan (2) mendeskripsikan dan menjelaskan wujud kreasi gambar ilustrasi atas pengaruh suasana batin. Metode yang digunakan dalam riset ini adalah metode kualitatif deskriptif, dengan strategi studi kasus. Studi kasus dengan setting penelitian pada mahasiswa peserta Mata Kuliah Pengantar Seni Rupa dan Desain Program Studi Desain Komunikasi Visual Universitas Sebelas Maret. Sampling menggunakan teknik purposive dan pemerolehan data melalui teknik dokumentasi, wawancara mendalam, dan instrumen. Validitas data menggunakan triangulasi teori, dan analisis menggunakan teknik analisis isi. Penelitian mendapatkan hasil: (1) suasana batin yang mendukung proses kreasi gambar ilustrasi pada mahasiswa Program Studi Desain Komunikasi Visual meliputi suasana batin kebingungan; sedih/tertekan/takut; dan optimis. (2) wujud kreasi gambar ilustrasi atas pengaruh suasana batin mahasiswa direpresentasikan berupa bentuk, garis, warna, ukuran, tekstur, ruang, dan arah. Namun yang dominan adalah bentuk, warna, dan tekstur. Kata Kunci: gambar ilustrasi, proses kreasi, psikologi desain, suasana batin AbstractIn design, expression in the form of visual works or symbols was influenced by inner mood. This visual work can be manifested into an illustration image creation. The study of psychological design with a focus on the inner atmosphere as a support for the creation of this illustration image has two objectives, namely: (1) to describe and explain the inner atmosphere that supports the process of creating illustration images; and (2) describe and explain the form of illustration image creation on the influence of inner mood. In this research, the descriptive-qualitative method was used with a case study strategy. The study took place in the "Introduction to Art and Design" course in the Visual Communication Design Department, Sebelas Maret University. Sampling uses purposive techniques and data collection through documentation techniques, in-depth interviews, and instruments. The validity of the data used theoretical triangulation, and the analysis used content analysis techniques. The result of this research is (1) a mental atmosphere that supports the process of creating illustration images for students of the Visual Communication Design department, which includes an inner mood of confusion; sadness/depression/fear; and optimism. (2) the form of illustration image creation on the influence of the students' inner atmosphere is represented in the form of shapes, lines, colors, sizes, textures, spaces, and directions. However, what is dominant is the shape, color, and texture. Keywords: creation process, design psychology, illustration, inner mood


2019 ◽  
Vol 1 (1) ◽  
pp. 69
Author(s):  
Lejar Daniartana Hukubun

Merauke merupakan tempat yang istimewa, karena berada di ujung timur pulau Indonesia. Di kota tersebut dikaruniai berbagai macam kekayaan alam dan budaya setempat. Salah satu budaya asli dari daerah tersebut adalah suku Malind, yang memberikan keunikan dan kekhas an kota Merauke. Namun belum banyak yang mendokumentasinya secara terltulis. Tujuan yang dingin dicapai adalah merancang buku ilustrasi buku cerita rakyat suku Malind dalam bentuk karakter Wayang Papua, dengan begitu memberikan kebaruan dalam menyampaikan sebuah pesan, serta melestarian cerita rakyat suku Malind. Metode yang digunakan dalam perancangan ini menggunakan analisis 5W 1H dan design thinking. Metode yang bervariasi bertujuan untuk mendapatkan data secara valid. Pengumpulan data dilakukan dengan cara observasi, wawancara, dan dokumentasi. Teori yang digunakan adalah teori Desain Komunikasi Visual. Manfaat yang dapat diperoleh dari teori adalah untuk mendapatkan jawaban dari masalah melalui strategi, pengamatan, referensi serta pengalaman yang mereka alami. Perancangan ini ditujukan untuk anak-anak usia 7 hingga 12 tahun. Perancangan ini menerapkan konsep komunikasi dan ungkapan daya kreatif agar dapat diterima oleh target audience. Selain itu, target audience diharapkan dapat memecahkan masalah melalui pesan visual. Perancangan buku ilustrasi cerita rakyat suku Malind merupakan solusi, agar salah satu kebudayaan Malind berupa cerita rakyat dapat dilestarikan. Misinya agar anak-anak sejak dini mulai mengenal kebudayaan mereka, dengan begitu kebudayaan ini dapat dilestarikan.Merauke is a special place, because it is on the eastern tip of the island of Indonesia. In the city it is blessed with various kinds of natural resources and local culture. One of the indigenous cultures of the area is the Malind tribe, which gives uniqueness and distinctiveness to the city of Merauke. But not many have documented it in writing. The cool goal is to design a book of illustrations of Malind folklore books in the form of Papuan puppet characters, thus giving newness in delivering a message, as well as preserving Malind tribal folklore. The method used in this design uses 5W 1H analysis and design thinking. Varied methods aim to obtain data validly. Data collection is done by observation, interviews, and documentation. The theory used is the theory of Visual Communication Design. The benefits that can be obtained from theory are to get answers to problems through strategies, observations, references and experiences they experience. This design is intended for children aged 7 to 12 years. This design applies the concept of communication and expression of creative power so that it can be accepted by the target audience. In addition, the target audience is expected to solve problems through visual messages. The design of an illustrated Malind folklore book is a solution, so that one of the Malind cultures in the form of folk tales can be preserved. Its mission is that children start to recognize their culture early, so that this culture can be preserved.


VISUALITA ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 47-52
Author(s):  
Andrie Rizky Darmawan

Papuan batik is batik originating from the Province of Papua, Indonesia. The batik was produced by the Phokouw Faa batik center in Papua Province. The batik center of Phokouw Faa realizes that the batik that he manufactures is not evenly recognized in Papua Province, so that efforts are needed to inform the existence of the Papua batik. The method used in this research is an experiment on the application of elements and principles of visual communication design using non-conventional media (non-print), namely on time-based digital media in the form of documentary videos. Data to design a visual communication about Papuan batik was obtained during a field survey by observing and interviewing. The identities of the Papua province were applied in developing the documentary video. The full results of the research can be seen on the Youtube link as follow https://youtu.be/M5EP0b3jaBs.


2019 ◽  
Vol 5 (01) ◽  
pp. 48-62
Author(s):  
Elda Franzia

AbstrakAplikasi LINE melakukan inovasi dalam mengikat ketertarikan penggunanya, antara lain dengan mengembangkan stiker LINE melalui Sticker Shop. Stiker LINE menjadi salah satu objek visual yang menarik dalam penelitian desain komunikasi visual. Penelitian ini mengambil studi kasus tiga buah stiker yang berbeda sumbernya, yaitu stiker karakter “Cony Special Edition”, stiker kompetisi “Soekirman Si Tukang Parkir” dan stiker kreator “Baba Kiko”. Rumusan masalah pada penelitian ini adalah bagaimana aspek keunikan atau daya tarik desain stiker LINE dan penyampaian komunikasi visualnya serta peluang pengembangan desain stiker LINE ke depannya. Tujuannya adalah memahami aspek keunikan atau daya tarik dan aspek komunikasi visual pada ketiga stiker LINE tersebut. Penelitian dilakukan dengan metode studi kasus eksploratif. Pengumpulan data dilakukan melalui observasi visual, survei responden dan wawancara narasumber. Analisis dilakukan dengan pengkategorian dan pengkoordinasian data. Data tersebut selanjutnya dianalisis dengan metode deskriptif untuk mendeskripsikan faktor-faktor yang mempengaruhi keunikan dan komunikasi visual pada stiker LINE. Hasil penelitian berupa pemahaman bahwa aspek keunikan pada ketiga stiker terletak pada daya tarik ekspresi dan karakter stiker tersebut. Ekspresi berkaitan dengan aspek komunikasi visual stiker LINE yang digunakan untuk menyampaikan perasaan dan pesan tertentu. Pengembangan stiker LINE secara variatif berpotensi sejalan dengan minat pengguna terhadap ragam stiker baru berupa visual diam dan bergerak untuk menambah daya tarik pada stiker tersebut.  Kata Kunci: desain, stiker, LINE, keunikan, komunikasi visual  AbstractThe LINE apps developed innovation to engaged user’s interest by developing the LINE sticker through Sticker Shop. The LINE sticker is an interesting visual object in visual communication design research. This research case studies are three stickers from different sources, which are “The Cony Special Edition” LINE sticker, “The Soekirman si Tukang Parkir” LINE sticker, and “The Baba Kiko” LINE sticker. The problem of this research is the attractiveness aspect and the visual communication design aspect of sticker LINE design, also the opportunity of developing sticker LINE design. The goal is to understand the attractiveness aspect and visual communication design in those three case studies. The research method is explorative case study method. The analysis is doing by categorizing and coordinating data and analyzing data with descriptive method to describe factors that influence the attraction and visual communication in the LINE sticker. The result is the understanding of LINE sticker attractiveness aspect which are expression and sticker’s character. Expression related to visual communication aspect of the sticker that use to convey certain feeling and message. Further exploration and development of LINE sticker is potential as user interest for variety of new sticker are expand.  Keywords: design, sticker, LINE, attractiveness, visual communication


2014 ◽  
Vol 687-691 ◽  
pp. 1950-1953
Author(s):  
Suo Li

With the rapid popularization of the Internet, great changes have taken place in human life. Network represents a new way of exchange of information, and network-based visual communication media is a form of media, it is the development of visual communication design that brings changes in the design process, affecting the design style, design thinking, showing magical personality style.


Author(s):  
Januar Ivan ◽  
Agung Eko Budi Waspada ◽  
Elda Franzia Jasjfi

<p>Abstrak</p><p><em>YouTube </em>merupakan media video digital yang digunakan untuk melihat tayangan hiburan, berita, pembelajaran dan lain-lain, dimana penggunanya berada pada usia 19-34 tahun. Dengan banyaknya tayangan video yang tersebar, namun apakah memiliki edukasi yang sesuai dengan pembelajaran saat ini?. Mahasiswa saat ini sebagai generasi Z atau <em>iGeneration, </em>terutama mahasiswa bidang studi DKV<em> </em>sangat memaksimalkan <em>YouTube </em>sebagai kebutuhan belajar. Maka dari itu, dibutuhkannya video materi pembelajaran yang sesuai dengan Rencana Pembelajaran Semester (R.P.S) mahasiswa/i DKV. Metode yang digunakan adalah <em>Design Thinking.</em> Meninjau mahasiswa/i dikelas, dan media video <em>YouTube </em>konten pembelajaran<em>. </em>Wawancara dilakukan terhadap mahasiswa/i di kelas, kepada praktisi rumah produksi mengenai tahapan untuk membuat sebuah karya video. Pada akhirnya, bahwa mahasiswa/i mata kuliah Multimedia Dasar mendapati kesulitan, diantaranya dalam proses pencarian data di media video <em>YouTube, </em>menggunakan bahasa inggris, penjelasan yang sulit untuk diaplikasikan dalam tugas. Video yang sesuai dengan mahasiswa/i, yang dapat menyampaikan informasi dengan bahasa sederhana, agresif, visual yang menarik dan dinamis, dapat diterima melalui indera penglihatan dan pendengaran menurut sifat dan karakter generasi Z. Strategi video materi pembelajaran yang disampaikan menggunakan narasi materi pembelajaran (gaya video generasi Z) melalui tahap pembukaan, penjelasan materi, visualisasi materi dan penutup. Semua tahapan ini diolah menjadi karya visual video melalui produksi dan pasca produksi</p><p><strong><em>Keyword:</em> generasi z, strategi video, video pembelajaran, <em>Design Thinking, YouTube</em>.</strong></p><p> </p><p>Abstract</p><p><em>YouTube</em> is a digital video media platform where one can view entertainment, news, education, and many other shows with a userbase mostly in the age range of 19-34 years old. Considering the website has so many videos, does it have enough educational value for today’s learning process? Today’s university students are considered as part of <em>Generation Z</em> or <em>iGeneration</em>, and they use websites like <em>YouTube</em> as part of their studies, especially those majoring in Visual Communication Design. Therefore, it necessitates videos containing relevant subject matters for Visual Communication Design students. The method used is <em>design thinking</em>. Students of Basic Multimedia class are observed in class, including their learning content on <em>YouTube</em>. The students are then interviewed about any difficulties they might have had while using the platform, such as browsing through the website’s contents, using the English language, and any explanations or wordings that might be difficult to apply in their studies. A production house practitioner was also interviewed regarding the process of making videos. The videos need to be able to convey information with simple and aggressive language, along with interesting and dynamic visuals that can easily be accepted by <em>Generation Z</em> students. The strategy used for this type of learning is narration of subject matter (<em>Generation Z</em> video style) consisting of an opening, explanation of the subject matter, visualization of the subject matter, and a conclusion. All these steps are used to make educational videos through the processes of production and post-production.</p><p><strong>Keywords: <em>Generation Z</em>, video strategy, educational video, <em>design thinking, YouTube</em></strong></p>


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