cover
Contact Name
Marina Wardaya
Contact Email
marina.wardaya@ciputra.ac.id
Phone
-
Journal Mail Official
jurnalvcd@ciputra.ac.id
Editorial Address
CitraLand CBD Boulevard, Made, Kec. Sambikerep, Kota SBY, Jawa Timur 60219
Location
Kota surabaya,
Jawa timur
INDONESIA
VCD (Journal of Visual Communication Design)
ISSN : 25485342     EISSN : 25485350     DOI : -
Core Subject : Art, Social,
VCD aims as a forum for academics, educators, and practitioners from around the world to communicate research papers, conceptual papers, and best practices about the dynamics of the creative industry Coverage of VCD includes, but is not limited to issues surrounding: Graphic design Visual Communication Comic and Illustration Advertising Photography Film and Videography Animation Design and Culture Study Game Design
Articles 65 Documents
ANALYSIS REGARDING THE IMPORTANCE OF PROMOTION IN STEEL COMPANIES IN INDONESIA Yapari, Reinaldi
VCD (Journal of Visual Communication Design) Vol. 5 No. 2 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i2.2686

Abstract

The purpose of this research is to find out the promotion and marketing strategy for steel companies in Indonesia. The research method used in this research is qualitative and quantitative research methods. Qualitative research methods include interviews with resource persons and product users (extreme users and expert users) as well as literature studies of journals related to light steel, promotion, and marketing strategy. The conclusion of this research is the need for a promotion that can be accepted by customers and to be able to promote steel companies in Indonesia. Keyword: branding, marketing, promotion, customers, steel
CREATING VISUAL ASSETS OF KOREAN VOCABULARY CARD GAME NOLJA Maharani, Satyaning
VCD (Journal of Visual Communication Design) Vol. 5 No. 2 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i2.2689

Abstract

The Korean vocabulary card game Nolja is a game designed to assist the learning process of Korean vocabulary in an interactive way and suitable for women aged 15-25 years. However, as a new game, Nolja has a fatal problem with its design, namely, the placement of illustrations on the player card which makes the game finish too quickly, there are no tools to assess language proficiency on the card, the typeface on the card is less legible, and strokes on the illustration are too thin, Therefore, it is necessary to design a visual asset for the Nolja vocabulary card game. Visual asset design for Nolja includes game theme design, illustration, educational game system, layout, and content arrangement. This design aims to produce a Nolja card game design that is interactive, educational, and suitable for women aged 15-25 years who have the motivation and function to convey Korean language subject matter well. The design is carried out by qualitative methods through interviews with experts and extreme users in the game and learning the Korean language, distributing surveys to 100 target markets. This design is also supported by data collection from literature studies from books, journals, and articles from the Internet. The design produces a visual asset for the Nolja vocabulary card game with a stronger educational game system and a design style that matches the target market's wishes so that it can be well received by the market. Keyword: Korean language, Visual learning media, Flashcards, Picture card games, Visual assets.
MOTION GRAPHIC RELATED TO WARNING ALERT ADVICE ON GATELESS RAILROAD CROSSING Daniel, Kevin Oktavianus; Indahsari, Rina Dewi
VCD (Journal of Visual Communication Design) Vol. 5 No. 2 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i2.2691

Abstract

The motion graphic video design is aimed at drivers of two-wheel-drive and four-wheel-drive vehicles whose age is ranging from 17-40 years, with the length of a two-minute 15-second video that was released online. In the test results on 20 people with a targeted age range, about 94.4% of respondents responded favourably and 6.6% of respondents responded poorly. Therefore, it can be concluded that most of the respondents responded with a positive response to the motion graphic video related to warning alert advice on the gateless railroad crossing. Keyword: Accident, Gateless Railroad Crossing, Public Service Advertisements, Motion Graphic, Advice.
THE APPLICATION OF VISUAL MAPPING AS A NEW MEDIA TO SUPPORT THE ATMOSPHERE AND AMBIANCE IN MUSIC EVENTS Tarumanegara, William
VCD (Journal of Visual Communication Design) Vol. 5 No. 2 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i2.2692

Abstract

So many music shows are held in Indonesia. Music shows are now also decorated by Video background or known as Visual Mapping. Visual Mapping is a new medium on the stage. This makes the writer want to make an observation on the atmosphere and ambiance provided by a Visual Mapping on a music event. Qualitative methods with observative techniques and interviews to obtain data and information needed to be used as a basis for data collection. The writer expects that visual mapping observation will be able to provide an explanation regarding visual mapping as a new media that provides an atmosphere & ambiance as well as a new experience for visitors. Keyword: Music Event, Motion Graphics, Video Mapping, Ambience, Media.
DESIGNING BRAND ACTIVATION THROUGH INSTAGRAM FOR SEMANDTIK Ridho, Muhammad Ainur
VCD (Journal of Visual Communication Design) Vol. 5 No. 2 (2020): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v5i2.2693

Abstract

The purpose of this study is to determine the responses of potential consumers on Instagram to the business value of Semandtik as a social brand. The research method used is the Quantitative Method by conducting questionnaires to 70 respondents and Qualitative Methods to 3 Expert Users, 3 Extreme Users, online observation of 2 competitors, as well as literature and journal studies that can support this research. The results of the study can be concluded that Feeds containing neatly arranged photo/video content and informative and communicative instastories content that can also be accessed are highlighted on profiles are the main factors that make them aware of a brand. Then IGTV and GUIDES features. This is a consideration for semandtik in the future to pay attention to and develop a design and communication strategy in the two Feeds and instastory features, especially in the key-visual and content timeline. On the guides and IGTV features, attention should also be paid to the audience's reference material. Then the majority of respondents are aware of the value brought by semandtik through the statements listed in the semandtik instagram bio and consider the available links to make it easier to access and learn more about semandtik and consider the content presented by semandtik to be quite interesting. Furthermore, Whatsapp is the media most often used to communicate further to a brand on Instagram followed by DM, marketplace, and Website. Keyword: design style, brand Activation, strategic media, batik, artisan.
Website Layout Design of Kurnia Advertising as a Promotion Media in the City of Malang Indahsari, Rina Dewi; Rizqi, Afif Naufal
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2695

Abstract

Layout is the basic framework that must be built in a design work. In this Kurnia Advertising promotional website, the power of layout in displaying information is dominated by white which gives the impression of a clean and simple design. Other elements use dominant colors of yellow, black and orange which are intended to give a cheerful and elegant feel. Product photos and detailed product information are presented on the website to provide more complete information to users. The ease of accessing the website and complete information are the strengths of this website to attract consumers to be interested in buying services from Kurnia Advertising. Tests carried out by distributing google forms to measure the effectiveness of website design and content were carried out on 50 respondents. The test results show that the website is quite effective in providing information to users with a simple design. In addition, the development of a website that is used as a promotional medium aims to make it easier for users to get information through features and the addition of a complex but structured menu so that the information conveyed can be more optimal. Keywords: website, layout, promotion media, user interface
Freedom of Expression in The Movie Spotlight as a Medium to Convey the Voices of Sexual Abuse Victims to the Public Gunawan, Elisabeth Carolina
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2696

Abstract

Spotlight (2015, directed by Tom McCarthy) is a docudrama which told the story of the investigation of sexual assault of young boys in Catholic Church in Boston, United States of America. A group of four journalists from The Boston Globe, called Spotlight, specialized in investigation overlooked, forgotten cases, and one of the cases is the sexual assault cases that happened inside the Catholic Church. Although their journey to seek the truth has many challenges and problems, they helped a lot of abuse victims to have courage and speak up over the tragedy that happened to them. Spotlight's realistic expression on the narration was shown through the character's dialog, which contributed to the plot of the movie itself. The meaning of "Freedom of Expression" depicted in the movie Spotlight was to symbolize the struggle of the characters, which includes the journalists and the victims, to fight for their rights. Through this movie, McCarthy wanted to help more people who were victims to speak up about their traumatic abuse. Spotlight not only could be a technique of mental healing for victims, but also a media of advocacy for people to know, to inform and to communicate the negative aspects of victim blaming. Keywords: Freedom of expression, docudrama, sexual abuse, victim blaming, advocacy
Study of Video Games as Alternative Teaching Media In Covid-19 Pandemic Era Utomo, Pandu R
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2697

Abstract

Technology has a direct impact on human’s behaviors and lifestyles in Covid-19 pandemic era. Various sectors such as education and economy adapted technology-based remote work and study. With the existence of remote study, the educational world will still face some issues related to the study effectiveness which requires students’ initiatives in the process. This research’s aim is to explore video game's potential as an alternative education method to solve those issues. Also, it is to study the reason why videogames are considered as a solution for remote study’s challenges during this pandemic. A study method towards related literature was used in this research. Conclusion achieved from this research is that videogames are able to stimulate students’ initiatives in exploring learning materials. Video games gave play-like learning experience and thus, reduced the stress on the students during remote study. However, the result still needs further study to achieve realistic methods that can be applied in the field. Keywords: Game, Remote Study, Pandemic
Material Design for “Am I Doing It Right?’ Book as Identity Search Media for Young Designers in Modern Era Christian, Calvin
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2698

Abstract

The content making of the "Am I Doing It Right?" book as a medium for searching the identity of young designers in the modern era is an initiative of the writer to participate indirectly in the mental development and mindset of young designers in Indonesia. In this modern era, designers often get less favorable views from society, many feel that the role of a designer is trivial. Departing from this problem, the authors have researched literature reviews that discussed the history of the designer profession, the true purpose of it, the role they held in society, the view of the social community towards the profession of designer, and ways of addressing the profession as a designer. Literature reviews will be carried out on at least fifteen scientific papers and books that discuss topics related to designer identity in the world. Keywords: Identity, Designer, Role, Profession
Product Design of Card Game with the Theme of Mental Health for Teenagers Gunawan, Livia Angelica
VCD (Journal of Visual Communication Design) Vol. 6 No. 1 (2021): Journal of Visual Communication Design VCD
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/vcd.v6i1.2699

Abstract

This research contains the product development of the card game, Wellbeing, which is a game published under Petualangan Menuju Sesuatu that attempts to simulate different events and coping mechanisms as a means to educate players about mental health management. The methods used in this research are qualitative and quantitative research through interviews with expert and extreme users, as well as surveys to the target consumer and literature studies. The purpose of this research is to discover whether or not the card game, Wellbeing, is already able to answer the needs of its target market. The results afterwards show that the game is already able to garner positive response from the public as well as provide them with content that can give appropriate educational value and thereby solve the problem which is the lack of coherence between the initial iteration of the product and its target market at the time. Keywords: board game, educational game, mental health literacy, gameplay mechanic, target market fit