Visual Diagnostic Strategy

Author(s):  
Jose Miguel Silva ◽  
João Matos Neves ◽  
Daniel Raposo Martins

The following article focuses on the development of a visual exploratory study in the form of a diagnostic, tested in a learning experience to support the development of the final project. A project developed in the field of visual communication design, degree of Visual Communication Design and Audiovisual Production of the School of Applied Arts, Castelo Branco Polytechnic Institute, Portugal. The visual diagnostic exploratory study, involving several phases of information gathering, was conducted by the students within the scope of the Curricular Unit of Research Design, of the curricular year of 2018/19. The introduction of the visual diagnostic exploratory study provided new solutions to the visual communication level of a product or service in the final degree project. From its application, it resulted in a greater solidity in the arguments of the solutions proposed by the students; however, there were observed gaps in the understanding of the perspective of the consumer in the phase of mapping the archetypes and creation of narratives in the customer journey.

2021 ◽  
Vol 4 (02) ◽  
pp. 268-290
Author(s):  
Erisa Adyati Rahmasari ◽  
Toto Haryadi

Abstract Implementation of education activities on 2020 for college level has changed because of Covid-19 pandemic. It must be carried by online include an exhibition for the Final Project. Dian Nuswantoro university (UDINUS) as an IT based campus has experience on online education implementation. However, this does not apply to final project exhibition activities which are usually held physically in a gallery, as it has been implemented by Visual Communication Design (DKV) majors at UDINUS for years. This transition is a new thing for DKV academic community, so it becomes the main topic of this article. The research was conducted to obtain points of view and conclusion regarding the response of the academic community to virtual exhibition and its potential on post-pandemic period. This research was carried out at the beginning of the even semester according to the UDINUS academic calendar, namely March 2021 by online. Qualitative and quantitative methods are used to gain data deeper through virtual exhibition observation, literature study, and questionnaires to the academic community randomly. The research adapted the diffusion-innovation theory of Rogers and Shoemaker’s model, which has conclusion that the adaptation of virtual exhibition for the final project of DKV students received positive response and it was accepted as a substitution of physical exhibition, as well as an alternative which can be chosen to hold exhibitions in the post-pandemic period. This research can be developed further, especially to examine the potential of virtual exhibition deeply, that have not been found in this research.Keywords: Covid-19, Visual Communication Design, diffusion-innovation; virtual exhibition, perceptionAbstrak Pelaksanaan kegiatan pendidikan tahun 2020 di tingkat perguruan tinggi mengalami perubahan signifikan akibat pandemi Covid-19. Aktivitas perkuliahan wajib dilaksanakan secara online termasuk pameran karya Tugas Akhir. Universitas Dian Nuswantoro (UDINUS) sebagai kampus berbasis IT memiliki pengalaman dalam pelaksanaan pendidikan secara daring. Namun, hal ini belum berlaku untuk kegiatan pameran Tugas Akhir yang biasanya dilaksanakan secara fisik dalam sebuah galeri, sebagaimana telah diterapkan oleh program studi Desain Komunikasi Visual (DKV) di UDINUS selama bertahun – tahun. Transisi ini merupakan hal baru bagi civitas akademika DKV, sehingga menjadi topik utama artikel ini. Penelitian dilakukan untuk memperoleh pandangan dan kesimpulan terkait respon civitas akademika terhadap pameran virtual serta bagaimana potensinya di masa pasca pandemi. Penelitian ini dilaksanakan pada awal semester genap sesuai kalender akademik UDINUS yakni bulan Maret 2021 serta dilakukan secara online. Metode kualitatif dan kuantitatif digunakan untuk menggali data secara lebih mendalam melalui observasi pameran virtual, studi pustaka, serta penyebaran angket online kepada civitas akademika secara acak. Penelitian mengadaptasi teori difusi-inovasi model Rogers dan Shoemaker, yang menghasilkan kesimpulan bahwa adaptasi pameran virtual dalam Tugas Akhir mahasiswa DKV mendapat respon positif dan diterima sebagai substitusi pameran fisik, serta menjadi alternatif yang bisa dipilih untuk menyelenggarakan pameran di masa pasca pandemi. Penelitian ini bisa dikembangkan lebih lanjut khususnya untuk mengkaji lebih dalam potensi pameran virtual yang belum ditemukan di penelitian ini.Kata Kunci: Covid-19; Desain Komunikasi Visual; difusi-inovasi; pameran virtual; persepsi


2022 ◽  
Vol 4 (3) ◽  
pp. 474-498
Author(s):  
Tsania Putri Mahisa ◽  
Insanul Qisti Barriyah ◽  
Septi Asri Finanda ◽  
Moh. Rusnoto Susanto

This writing aims to (1) describe children's games as ideas or inspiration for the creation of a work of Pop Up Books (2) describe the depiction of the form and process of making Visual Communication Design in the form of a three-dimensional Pop-up Book that elevates Lombok NTB's Traditional Children's Games in order to remain maintain and preserve the local wisdom of the archipelago through children's games. The methods used in the creation of this artwork include exploration and experimentation. In this case, the exploration was carried out by searching for libraries, pictures and all information related to the theme that I took, namely traditional games for children from Lombok, NTB. Then in terms of this exploration, do a sketch activity, which is then visualized in several uses of several bitmap-based applications such as Ibis applications on mobile phones and Coreldraw applications using laptops. The work is done by starting from making a sketch, then designing, printing, then cutting and pasting until finally it becomes a Pop-up book.     The results of the discussion and creation are as follows: 1. The theme of the work presented in: Final Project is Traditional Children's Games in Lombok NTB, with the title "Designing Pop-up Books for Traditional Children's Games as Preservation of Local Wisdom in Lombok NTB". 2. These Visual Communication Designs visualize a collaborative design of Ibis and Coreldraw applications and then the results are printed using an albartos paper machine and create a work called Pop-up Book. 3. The number of book pages created is 11 pages consisting of 1 opening page, 9 Pop-up game pages, and 1 closing page along with front and back covers, with a manufacturing period of 4 months in 2021 starting from July-October.  Keywords: Children's traditional games, Pop-up Books, Local wisdom.


Humaniora ◽  
2010 ◽  
Vol 1 (2) ◽  
pp. 705
Author(s):  
Tunjung Riyadi

 A work of visual communication design which aired on the television screen has a different perspective in its interpretation in the eyes of the audience when compared to other media. By understanding the characteristics and nature of media, proper exploration of graphic design can easily be created. Through literature study, observations of the author as a practitioner of graphic design for television and comparisons with the print media will facilitate the understanding of this study. 


2021 ◽  
Vol 3 (3) ◽  
Author(s):  
Yosef Yulius

<p class="SammaryHeader" align="center"><strong><em>Abstract</em></strong></p><p><em>In the scientific field of visual communication design, the logo is one of the most frequently made designs and has a good market share. Along with the times, designing a logo work has undergone various forms and forms of transitions. The design process has also undergone innovation from various aspects ranging from concepts to the final results. The amount of market demand for a good logo makes the logo designers try to maximize the logo making process to match the expected results. One form of the logo-making process is by applying the golden ratio as a benchmark in determining the proportion and order of a harmonious and regular form to produce an aesthetic visual form. Understanding of the golden ratio is needed as a guide for graphic designers to be able to create a design work that has a basis for structured patterns and arrangements.</em></p><p><strong><em>Keywords </em></strong><em>: Logo, Graphic Design, Visual Communication Design, Golden Ratio, DKV</em></p><p><em> </em></p><p class="SammaryHeader" align="center"><strong><em>Abstrak</em></strong></p><p><em>Dalam bidang  desain komunikasi visual, logo merupakan salah satu karya desain yang paling sering dibuat dan memiliki pangsa pasar yang baik. Seiring dengan perkembangan jaman, perancangan sebuah karya logo telah mengalami berbagai macam transisi bentuk dan rupa. Proses perancangannya pun telah mengalami inovasi dari berbagai aspek mulai dari konsep hingga hasil akhirnya. Banyaknya permintaan pasar akan logo yang baik membuat para perancang logo berusaha memaksimalkan proses pembuatan logo agar sesuai dengan hasil yang diharapkan. Salah satu bentuk proses pembuatan logo adalah dengan cara mengaplikasikan golden ratio sebagai patokan dalam menentukan proporsi dan tatanan bentuk yang harmonis dan teratur untuk menghasilkan bentuk visual yang estetis. Pemahaman akan golden ratio dibutuhkan sebagai panduan para desainer grafis untuk dapat menciptakan suatu karya desain yang memiliki landasan akan pola dan tatanan yang terstruktur.</em></p><p><strong><em>Kata Kunci </em></strong><em>: Logo, Desain Grafis, Desain Komunikasi Visual, Golden Ratio, DKV</em></p>


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