cover
Contact Name
Yogi Widya Saka Warsaa
Contact Email
jeskovsia@asia.ac.id
Phone
+62581222505059
Journal Mail Official
jeskovsia@asia.ac.id
Editorial Address
Jl. Soekarno Hatta, Rembuksari 1A, Kota Malang, Jawa Timur, Indonesia. Faximile: (62 341) 434 5225
Location
Kota malang,
Jawa timur
INDONESIA
Jeskovsia
ISSN : 25808753     EISSN : 25974300     DOI : 10.32815/jeskovsia
Core Subject : Art,
Strictly for the division of the scientific realm Visual Communication Design is divided into three important areas such as graphic design, advertising and multimedia, but it does not rule out the possibility of openness to relations or linkages from the point of view of science or other disciplines. The flexibility of the approach with multidisciplinary studies including economics, politics, culture, law becomes a new foothold in the development of research and scientific activities. Cooperation and the role of various parties foster a diversity of scientific methodologies such as scientists, researchers, designers, engineers, students, and others who are part of the community.
Articles 7 Documents
Search results for , issue "Vol 7 No 02 (2023): Jeskovsia 7.2" : 7 Documents clear
Perancangan Board Game Breakout Sebagai Media Edukasi Analisa Berita dalam Berinvestasi Saham Sukhita Tatang Solihin; Jason Prestiliano; T. Arie Setiawan Prasida
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i02.917

Abstract

Isu/berita menjadi salah satu faktor penting dalam menentukan kapan waktu yang tepat untuk mulai berinvestasi pada suatu perusahaan karena terdapat korelasi yang kuat antara pergerakan harga saham dengan perilisan informasi ke publik. Melalui board game para pemain dapat saling berinteraksi dan belajar untuk menganalisa isu/berita yang dapat berpengaruh terhadap perubahan harga saham dengan cara yang menyenangkan. Metode yang akan digunakan dalam penelitian ini adalah metode deskriptif dengan pendekatan mix method dan menggunakan Linear Strategy. Board game Breakout merupakan sebuah media edukasi yang efektif untuk melatih investor pemula/calon investor menganalisa berita karena dapat mensimulasikan kegiatan berinvestasi saham yang berfokus pada isu/berita dengan cara yang menyenangkan.
Penggunaan Media Sosial Instagram sebagai Media Promosi untuk Menaikkan Brand Awareness Parvis Production Jacob Irwanto Susilo; Rendy Iswanto
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i02.923

Abstract

Strategi pemasaran mulai masuk ke era digital dengan adanya digital marketing. Videografi adalah salah satu bentuk dari digital marketing yang mulai umum digunakan oleh para pelaku bisnis. Tetapi yang menjadi problem adalah bentuk pemasaran video masih belum digunakan dengan baik oleh masyarakat karena kendala biaya. Oleh karena itu, Parvis Production muncul menjawab masalah yang dihadapi oleh UMKM. Parvis Production adalah brand Videography yang berfokus pada pembuatan konten videografi berupa commercial videography dengan target market UMKM. Media promosi utama yang akan digunakan adalah Instagram dalam bentuk konten berupa feeds dan reels. Penelitian menggunakan pengumpulan data primer secara kualitatif melalui wawancara 3 expert user dari bidang videografi, design, dan branding. Kemudian 3 extreme user yang menggunakan video dalam media promosinya. Secara kuantitatif dilakukan melalui kuesioner online yang diisi oleh 100 orang sesuai dengan kriteria. Untuk data sekunder menggunakan literatur dan studi pustaka sebagai landasan teori guna mendukung data primer.
Brand Identity UD Bakriy Furniture Sebagai Upaya Meningkatkan Brand Awareness Dian Dwi Saputra; Yogi Widya Saka Warsaa; Handry Rochmad Dwi Happy
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i02.964

Abstract

Having no visual identity makes UD. Bakriy Furniture is experiencing difficulties in hooking up new customers. That's not all the UD factor. Bakriy Furniture experienced difficulties in hooking up new customers, along with several other factors, namely, the change in the spelling of the name as well as the company's vision and mission. Subsequent changes in the ownership structure include innovations in new product variants, expansion of products and services, updating of furniture styles and designs as well as variants following the wishes and attractiveness of consumers. Differentiate from several regional competitors, especially the city of Pasuruan. The research method used is observation, namely coming directly to the location to conduct interviews with Muchammad Al Hamid as the owner of UD. Bakriy Furniture and Haidar Al Hamid, representatives from UD. Bakriy Furniture., supported by conducting literature studies sourced from books. The rebranding process starts from creating a concept, making thumbnails and then roughlayout. The test results using the questionnaire method in this study showed that out of 10 respondents agreed with the visual identity of UD. Bakriy Furniture which is able to reflect the company's identity.
Perancangan Artwork Board Game Journey of Bengok Sebagai Media Promosi Bengok Craft Menggunakan Flat Design Revan Dhimasnata; Jason Prestiliano; T. Arie Setiawan
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i02.916

Abstract

Inovasi media promosi sangat diperlukan untuk menunjang perkembangan usaha dari Bengok Craft yang ingin mengenalkan proses bisnisnya kepada calon konsumen, salah satunya melalui media board game. Agar calon konsumen mendapatkan gambaran serta lebih mudah dalam menangkap informasi yang disajikan, maka diperlukan tampilan visual yang menarik dan dapat menunjang dalam pengenalan proses bisnis Bengok Craft, dikarenakan Bengok Craft tidak hanya menjual produk saja, tetapi juga menjual nilai serta cerita dari produk yang dibuat, karena hal tersebut dapat membantu dalam pengenalan brand Bengok Craft secara mendalam serta membangun konsumen yang loyal. Metode yang digunakan dalam penelitian ini adalah mix method dengan strategi linear. Artwork yang ditampilkan dapat membantu target audience dalam mengenali identitas visual dari Bengok Craft serta mendapatkan gambaran dari proses bisnis yang dilakukan Bengok Craft.
Perancangan Visual Identity Pada Butik E Collection Balikpapan Sebagai Media Informasi Athaya Salsabila; Pranti Sayekti; Yon Ade Lose Hermanto
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i02.952

Abstract

E Collection Boutique is one of the fashion brands in the city of Balikpapan. E Collection is a boutique business that has been running for more than 7 years in the fashion industry. A brand that has been around since 2015 in the E Walk mall, Balikpapan city. The E Collection boutique does not have a visual identity because the logo used is inconsistent. Therefore, it is necessary to design a visual identity for the E Collection Balikpapan boutique so that it can be well received by the public and gives a professional impression, in accordance with the image that the boutique wants to display, namely elegant and graceful. This design uses the Alina Wheeler method with five stages of conducting research, clarifying strategy, design identity, creating touchpoints, managing assets. Data collection techniques were carried out using a qualitative descriptive design method, namely searching and collecting data through reference sources in 4 ways, namely: In-depth Interviews, Indirect Observations, Questionnaires, Libraries. In this design using data analysis with the S.W.O.T method. This design produces the Boutique E Collection Logo and its application to related media such as taglines, super graphics and its application to other media. Keywords: Visual Identity, Boutique, Balikpapan.
Pelestarian Aset Budaya Permainan Congkak Melalui Desain Karakter Untuk Anak Vina Dwi Sartika; Sri Wulandari; Alfian Candra Ayuswantana
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i02.962

Abstract

Traditional games are now disappearing due to the existence of games from foreign nations which are circulating in the form of online games. Games that can divert children's attention and interest in traditional Indonesian games. Through games, children are able to feel various feelings of joy or sadness, playing also involves interactions with each other or opponents. To achieve that feeling can be found by playing traditional games. This atmosphere can be found in traditional games. Based on this, the writer is interested in designing a character design about a traditional Indonesian game, namely the game Congklak. This design uses qualitative research methods with data collection techniques in the form of interviews, observation and literature studies. The results of this design are in the form of 2D-based animated characters which will later be implemented in various communication media. The design of this character design is a way to preserve Indonesian original cultural assets and educate the public about traditional games so that their existence is maintained.
Desain Kemasan Racikan Jamu Herbal Baristo Jumo Sebagai Media Promosi Ananda Ayu Zanira; Elfa Olivia Verdiana; Faldi Hendrawan
Jurnal Desain Komunikasi Visual Asia Vol 7 No 02 (2023): Jeskovsia 7.2
Publisher : Lembaga Penelitian Pengembangan dan Pengabdian Kepada Masyarakat STMIK Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jeskovsia.v7i02.960

Abstract

The Javanese people in particular have consumed herbal medicine (jamu) as a prevention, inhibitor, and antidote ti disease in the body by extracting nutritious extracts from various herbs and spices into drinkable liquid. Baristo Jumo is one of the herbal drink providers. It’s just that Baristo Jumo’s promotion is still experiencing difficulties because the packaging has not reached its most potential use. The solution offered in this research is to design packaging for Baristo Jumo mixed herbal jamu as promotional media. Packaging is a medium that directly deals with consumers, so it must be able to give a good impression. The test results using questionnaire filling method in his study showed 89,6% of “YES”, which means that the packaging design for Baristo Jumo was successful and able to attract consumers’ attention.

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