scholarly journals Suasana Batin sebagai Pendukung Kreasi Gambar Ilustrasi pada Mahasiswa Program Studi Desain Komunikasi Visual Universitas Sebelas Maret

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

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Chunyan Liu ◽  
Zhe Ren ◽  
Sen Liu

With the development of science and technology and social progress, people can reveal design information in different forms on a daily basis. The more common visual design information, the more important its development status. In visual communication design, the two most important factors are color and image. These two factors can play a great role and can attract the public’s attention. This article is based on AI technology to study the design of color matching and image application in visual media communication design, aiming to innovate the method of visual media communication design, breaking through the traditional color matching and image application, so as to better use color art in visual communication design and graphic art and design excellent works. First, this article elaborates on the concept, main components, and influencing factors of visual communication design and also introduces the application of AI technology, then designs a visual media communication design model based on AI technology, and finally analyzes the current status of visual media communication design, usage, and satisfaction. From the analytical analysis, it appears that the optical media interface is commonly used for packaging design, responding to 45.6%; it is used more in the film and television media industry, reaching 68%; 49% of the public are very satisfied with AI visual media communication design. The above data fully shows that the application of AI visual media communication design is very wide, and the color matching and image use are very prominent, and the public is willing to accept AI visual media communication design works.


2018 ◽  
Vol 1 (2) ◽  
pp. 279
Author(s):  
JESSICA YONATIA

Nowadays as technology grows and globalization affects, most companies usually have product catalogues on website as an advertising and online shopping as well. The study attempts to identify visual appearance comparison of Ikea and Olympic websites, by aesthetic elements which suit to visual communication design's principles. The applied method is qualitative method supported by theories and field survey. The result will be outlined as descriptive analysis which may be a reference in making an effective, informative and visually aesthetic commercial website. Keywords: aesthetic; commercial website; online; visual communication design


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.


2017 ◽  
Vol 14 (1) ◽  
pp. 65
Author(s):  
Ferdinand Indrajaya

<strong>Abstract</strong><br />The paper is an attempt to show a form of appropriating and recontextualizing the fondational study of art and design traditionally with our contemporary life. The content of this paper is mostly based on basic design study class learning activities, in Visual Communication Design department, Pelita Harapan University. The in class activities are considered as a simulation of the mentioned attempt. The attempt is<br />directed towards the basic design study tradition which has been established since Bauhaus. It tries to show how the significance of Bauhausian tradition is still relevant in the contemporary life; the life which has been driven mostly by digital technology. Digital technology is no longer understood as merely an ensemble of devices but it has<br />become the worldview of contemporary life. Intertwining the Bauhausian tradition with that of worldview may contribute greatly to the way we understand both technology and art &amp; design.<br /><div> </div><div> </div><strong>Abstrak</strong><br />Makalah ini disusun sebagai wujud upaya untuk menunjukkan apropriasi<br />dan rekontekstualisasi pemahaman tradisional dari studi dasar rupa dengan kehidupan kontemporer sejauh ini. Penyusunan makalah ini sendiri bertolak dari aktivitas perkuliahan studi dasar rupa di jurusan Desain Komunikasi Visual Universitas Pelita Harapan dan merupakan simulasi praktis dari upaya apropriasi dan rekontekstualisasi tersebut. Upaya apropriasi dan rekontekstualisasi diarahkan kepada tradisi studi dasar rupa yang secara historis telah terpancang semenjak era Bauhaus. Isi makalah akan berupaya untuk menunjukkan bagaimana pendidikan dalam tradisi Bauhausian tetap relevan di era kehidupan kontemporer yang sebagian besar dimensinya telah didaya-gerakkan oleh teknologi digital. Teknologi digital yang tidak hanya dipahami sebatas ansambel alat-alat, namun telah menjadi pandangan dunia dominan kehidupan itu sendiri. Menjalin tradisi historis pendidikan dasar seni dan desain dengan lingkup kehidupan masa kini yang serba digitalteknologis dapat berkontribusi bagi kita untuk memahami baik teknologi  ataupun seni dan desain itu sendiri.


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


2019 ◽  
Vol 4 (1) ◽  
pp. 87
Author(s):  
Ardiyan Ardiyan ◽  
Melki Sadekh Mansuan ◽  
Juni Putra

<strong>Abstract</strong><br />Animation Cinematography in Virtual Reality Media with Indonesian Local Ghost Content. This research objective is to search local potential in visual communication design especially animation cinematography field in context of Virtual Reality (VR) usage that contained Indonesian local ghost stories as entertainment yet informational message. The development of VR media as short animation movie media is affecting visual communication design especially animation cinematography because of the variety and optional camera view is not only determined by movie maker. Interactivity through VR media makes user is immersive with the environment. The immersive aspect can be more attractive when affecting user such as in horror ghost stories through VR media that caused audience feels horror through simulation or fantasy. But the quantity<br />and quality of VR media is not use enough and through this research this problem is analyzed in descriptive qualitative method to explore understanding and content in VR design especially local ghost stories that can be entertainment yet informational. The usage of animation cinematography will transform in VR media especially in 360 VR<br />animation movie.<br /><div> </div><div> </div><strong>Abstrak</strong><br />Sinematografi Animasi dalam Media Virtual Reality Bermuatan Hantu Lokal<br />Indonesia. Penelitian ini bertujuan untuk menggali potensi lokal dalam sudut pandang keilmuan Desain Komunikasi Visual terutama dalam rumpun sinematografi animasi yang berkaitan dengan pemanfaatan medium Virtual Reality (VR) dengan konten hantu lokal Indonesia sebagai sarana hiburan ataupun dapat dimanfaatkan lebih lanjut sebagai<br />media untuk menyampaikan informasi. Perkembangan media VR mempengaruhi perkembangan keilmuan, terutama sinematografi animasi dari sudut pandang kamera yang memberikan opsi dalam pembingkaian gambar yang sudah tidak dipilihkan oleh perancang film. Interaktivitas melalui media VR mengakibatkan seolah-olah kita merasa imersif dengan lingkungan. Aspek imersif yang terjadi sangat mempengaruhi<br />penggunanya, sebagai contoh VR yang bertemakan horror hantu sehingga pengguna bereaksi ketakutan dan mendapatkan pengalaman yang bersifat simulasi bahkan fantasi.<br />Namun sangat disayangkan secara kuantitas dan kualitas media VR ini belum maksimal dimanfaatkan, sehingga dalam penelitian ini melalui analisis kualitatif deskriptif mencoba memberi pemahaman dan menggali konten yang dapat menjadi masukan untuk dimunculkan dalam karya desain VR, khususnya kekayaan budaya hantu lokal yang dapat dijadikan sarana hiburan ataupun informasi. Tidak hanya itu penerapan<br />sinematografi animasi diharapkan bertransformasi dalam medium VR khususnya dalam 360 film animasi VR.<br /><br />


2021 ◽  
Vol 10 (82) ◽  

Design fiction is a critical design approach which speculates on possible futures and forms technology-based visions on how future life might be and explains fictional worlds through the designed artefacts. Design fiction opens a free space to question current assumptions, operations, and systems. Design fiction is also used to create alternative worlds by moving away from various constraints, business expectations in particular, and to provide a convenient atmosphere for students to be able to think in a conceptual context, to develop new discourse, and to question their relation with reality. The present article argues that design fiction can be used as an instrument to question the position of design education in providing a labour force to the sector, and to move out of the structure of the design fiction that focuses on now and today. In this scope, the design fiction projects produced in the course of a Visual Communication Design Project will be examined, the methods used and the stages followed will be explained, and opinions will be presented on the possible angles of outcomes for students in design education. Keywords: Design fiction, design education, visual communication design, speculative design


2016 ◽  
Vol 3 (2) ◽  
pp. 127
Author(s):  
Achmad Herman ◽  
Anita Pahlevi ◽  
Yulianti Said

The purpose of this study was to discuss visual communication design process of of political advertisement in the Morowali election 2012. This research method used a qualitative approach with descriptive research. This research subject is chosen by purposive sampling, each people from each candidate and data collection techniques used in-depth interviews and documentation. Ideally, in the process of visual communication design used seven stages, namely inspiration, identification, conceptualization, definition, exploration, communication, and production. The results showed that the campaign team of four candidates in the process of visual communication design political advertising did seven stages. However, in practice some stage wasn't taken maximum yet namely conceptualization, definition and production, due to the successful teams of the four candidates did not understand very well how the process of visual communication design.


Sign in / Sign up

Export Citation Format

Share Document