cover
Contact Name
Siti Aminah
Contact Email
sitiaminah@stiki.ac.id
Phone
+62341-560823
Journal Mail Official
jurnal@stiki.ac.id
Editorial Address
http://jurnal.stiki.ac.id/MAVIS/editorial_team
Location
Kota malang,
Jawa timur
INDONESIA
Mavis : Jurnal Desain Komunikasi Visual
ISSN : 26569159     EISSN : 26569221     DOI : https://doi.org/10.32664/mavis
MAVIS (Mata Visual) adalah jurnal yang diterbitkan dua kali setahun (pada bulan Maret dan September) oleh Lembaga Penelitian & Pengabdian kepada Masyarakat (LPPM) Sekolah Tinggi Informatika & Komputer Indonesia (STIKI) Malang. Terbit pertama kali pada Maret 2019. MAVIS (Mata Visual) ini sebagai media publikasi ilmiah berupa karya penelitian maupun rancangan dalam bidang seni, desain, budaya dan terapannya.
Articles 51 Documents
Perancangan Playbook Sebagai Pendukung Buku Tema 7 Bagi Siswa Kelas 1 di SDN Pisangcandi 2 Malang Inggrit Mei Saraswati
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 1 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (472.905 KB) | DOI: 10.32664/mavis.v1i1.270

Abstract

The learning activities of the second semester students at Pisangcandi 2 Elementary School in Malang used the theme 7 book with a concept containing a lot of writing, counting questions, and a prohibition on not allowing the Theme Book to be used as a worksheet. This has an impact on the lack of interest of students to use the book outside of school hours. Therefore, the solution to this problem is to make interactive books in the form of playbooks as supporters of Book Theme 7. In addition, the design of the playbook also aims to increase students' interest while learning and playing according to the theme of Book 7 outside of school hours. The method used in this design begins with the phase of making the playbook material concept, choosing the type of interactive to be used, making the design from character to layout, and the prototyping stage before going to the final stage. This design produced a playbook in the form of books using 3 interactive concepts, namely peek a boo, games, and participations with discussion of material namely living things and non-living things, animals, and plants.
Perancangan Buku Ilustrasi Digital Painting “Culinary Experience Of Malang” Sebagai Upaya Mendukung Potensi Kuliner Legendaris Di Kota Malang Fery Andry Asmawan
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 1 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (652.3 KB) | DOI: 10.32664/mavis.v1i1.271

Abstract

Malang is one of the major cities in Indonesia which has a lot of potential, including the culinary and tourism potential. Until now, local culinary already exists since a long time is still not able to compete with emerging new culinary. Therefore, the author makes a book illustration digital painting that contains about a legendary culinary places in the city of Malang. The illustration is chosen because the illustration is a picture that communicates a concept or message. The best medium to enjoy the illustrations are on the media-the media designation, such as magazines, books, etc. Digital painting provides convenience in terms of technical illustration creation. The design model using the SadjimanEbdiSanyoto model, that begins with the background of the problem, identification, data source, and then resumed the synthesis, concept design, design process, and the final design. The software used in the process of creating digital illustrations include: Adobe Photoshop CS and Adobe Illustrator CS 6. The book that made measuring 21 cm x 21 cm use Art Paper 310 g on book covers and 120 grams on the contents of the book, volume using volume spiral. Media supporters include brochures, posters, merchandise, social media, mug, tote bag, and bookmarks. For subsequent authors are expected to design with the same problems but with different media.
Buku Fotografi Jamu Tradisional sebagai Media Promosi Produk Minuman Alternatif Hidup Sehat Galuh Kumala Nifya
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 1 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (553.086 KB) | DOI: 10.32664/mavis.v1i1.272

Abstract

Traditional herbal medicine is naturalingredients which made from nutritious plants to maintain health and cure diseases. It is still consumed by people currently because it is natural and not contain side effect. In the following time, life style of people start to change and medical is also more modern. The existence of traditional herbal medicine shifts especially among young people. Lack of people understanding about traditional herbal medicine, so it is needed visual communication media as informative media which consist of knowledge about traditional herbal medicine, the media is photography book. The design model beginning with writing of the background continued with data collection, there are primary data and secondary data, than data analysis, synthesis data, determine the design concept then make the design process to the final design. The method use in retrieving data is observation, documentation and interviews. This design product is photography book about traditional herbal medicine which the title is “Suwe Ora Njamu” the content of this book will provide information about traditional herbal medicinethat history, utilization, traditional herbalist story in the present, recipe and efficacy ingredients used in traditional herbal medicine. The Information will be conveyed in a languange that easy to understand and interesting to read.
Perancangan Video Cara Mencuci Tangan Bagi anak Tunarungu Muclis Darma Prasetyo
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 1 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (658.692 KB) | DOI: 10.32664/mavis.v1i1.273

Abstract

The behavior of a healthy life is one of the important things for each person a small child was no exception. The introduction of health early on in these habits need to be applied to adults, there are many ways of maintaining health one is hand washing. Why should hand wash because the mainstream media is in the hands of the cause of the influx of germs in the body of every person especially in children. Design of video media how to wash your hands for deaf children as alternative media to enhance insight knowledge of deaf children SLB B Naqvi. Instruction in maintaining health in particular keep clean hands only delivered orally. The design of Informative videos how to wash hands in deaf children can make more happy and understand the importance of maintaining healthy hands. This media is designed based Video using After effects, Vegas Pro14, and Adobe Illustrator, has a size of 1920 x 1080 pixels pixels. The result of the design resulted in a mainstream media, namely hand washing way Informative video to enhance the independence of deaf children and supporting multiple media like a CD Case, Posters, t-shirts, bumper stickers, key chains, pins, and Tote Bag. This media can be applied in school SLB B Naqvi as the companion material, media can be run through the Mobile screen or projector, as well as the display in place of the sink so that the learners are more interested and diligent in keeping kesahatan hand with hand washing.
Perancangan Interactive Motion Graphic Tentang Wayang Beber Sebagai Sarana Pengenalan Budaya Pramaditya Hendi Hartono
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 1 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1106.432 KB) | DOI: 10.32664/mavis.v1i1.276

Abstract

Wayang Beber is a puppet art that appeared in pre-Islamic times and is still developing in certain areas of Java. One of which is Wayang Beber in an area of Pacitan. Wayang Beber Pacitan is played by five people, four people play the instruments such as rebab, kendang, kenong laras slendro and gong while one person act as puppeteer. Wayang beber show begins with a small ritual using scattered flowers, incense, and a few other offerings which are used as a symbol of invoke the salvation from the Almighty God. The way to play Wayang Beber is by rolling the image of the puppet (wayang) one by one until it finishes, then follows the next roll until the story is complete. By the time of its development, Wayang Beber of Pacitan has experienced obstacles due to the lack of public knowledge about what wayang beber is, making it one of the biggest reason why it rarely performed. In order to introduce these puppets (wayang) to be known to the wider community, an interesting way is needed so public are interested. The first step to introduce this puppet(wayang) is by making a video in the form of interactive motion graphic which includes three principal, such as explanation of wayang beber, figures in wayang beber and wayang beber stories. The purpose of making interactive motion graphics is to introduce Wayang Beber of Pacitan to the younger generation through media that are often seen by young people. The final results of this design produced three motion graphic videos, namely an introduction of Wayang Beber of Pacitan, motion graphic of Wayang Beber of Pacitan figures, and motion graphic of Wayang Beber of Pacitan stories. Three of these videos will be disseminated through a video streaming site on the internet, Youtube, with the keyword ‘Interactive Motion Graphic – WayangBeberPacitan’ or also can be accesed by this link https://youtu.be/niWdK1if09k. With an interactive motion graphic about wayang beber primarily aimed at the younger generation, it is expected to be able to make the youngsters become interested in both local culture and content. Through these motion graphics, besides being able to introduce Wayang Beber of Pacitan to the youngster, it is also possible to create other creative content such as films or games adapted from Wayang Beber of Pacitan.
Perancangan Playbook Untuk Wanita Yang Mengalami Haid Saskia Sefi Syahsanas; Ida Siti Herawati; Rina Nurfitri
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 02 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.272 KB) | DOI: 10.32664/mavis.v1i02.277

Abstract

The development in childhood to adulthood is marked with the onset of puberty that occurred on a regular basis in every month. At the time of teenagers should be a some of changes to the emotions result by several factors such as adjustments to the environment and others. The teenagers are at the time of menstruation have mood swings, and I want to find an activity so that they can improve mood. These activities can be done through the media that's interesting is that the playbook. What kind of book is made for women, adolescents who are having periods in the form of the interactive has several interesting topics. Therefore, designers make the playbook, “Let's Play Together” who have the contents of games, diaog pictures, instructions, and information about menstruation. To promote the playbook has several media supporters of stationery, packaging, calender period, paper bag, totebag, and x-banner.
Halaman Awal MAVIS Volume 1 Nomor 1 Siti Aminah
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 1 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kajian Visual Kemasan Sebagai Media Informasi Ali Ramadhan; Fachmi Khadam Haeril; Rika Medina
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 02 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (686.606 KB) | DOI: 10.32664/mavis.v1i02.415

Abstract

Packaging is one way to provide information about the products contained therein, while the information is expected to provide an obvious description. In the packaging of toys, sometimes the information provided is dominated by the image of its products. Using qualitative methods that aim to provide information based on the depictions contained in the packaging especially flying glider packaging. With the approach in the form of retrospective case series study is expected to provide answers that can help in viewing the visual packaging of toys in providing information relating to the packed product. Visual of flying glider packaging is dominated by images as information that describes the contents of the toys that packed. While the text as one way of conveying the information used as a explanation of the toy. Keywords: Visual, packaging, flying gliders, information.
Perancangan Buku Panduan Permainan Bola Basket 2017 Berbasis Fotografi rofi'i rofi'i; Pujiyanto Pujiyanto; Ahmad Zakiy Ramadhan
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 02 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (628.741 KB) | DOI: 10.32664/mavis.v1i02.416

Abstract

FIBA Rules book on 2017 which is a handbook basketball rules. The book explains all the rules in detail starting from basic rules until the rules are common. This book should be used as a tool for the players to know the rules of play in the game of basketball, but in fact this book is only used by the referee as a tool to run a game. This is causing a lot of players when the program will often perform a fundamental error. The fundamental error committed players make a match less healthy due to too many abuses. Photography books made to describe a State of basketball rules published in the book the FIBA Rules 2017. In this final task process designer that needs to be done is to identify data from primary data source and secondary data sources the next step draw a conclusion from the data already obtained. After the conclusion of the finished drawn an answer for a foothold. After the process is done footing the concept design and process design, and then done the digitization phase to the final design.The result of this design is the result of a media education basketball rules. With the design of the book Guide basketball games 2017 Based Photography is expected to give an education to the players in order to produce a quality game.
Rebranding Perpustakaan Umum Kota Pasuruan Dalam Upaya Peningkatan Citra Event Story Telling Indra Gunawan; Pujiyanto Pujiyanto; Fariza Wahyu Arizal
MAVIS : Jurnal Desain Komunikasi Visual Vol 1 No 02 (2019): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM STIKI Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (411.104 KB) | DOI: 10.32664/mavis.v1i02.417

Abstract

Pasuruan City Public Library has an activity that aims to appreciate the talent of elementary school age children in the field of literature through story telling events. The activity is an annual routine activity organized by the public library of Pasuruan city as an effort to get closer to the community. The use of promotional media in story telling events organized by the Pasuruan city public library is needed to attract the attention of the wider community. Considering the lack of media promotion carried out by the Pasuruan city public library, the event lacked support for the community. The design used to promote story telling events in the form of rebranding promotional media and the addition of supporting media in the form of stationary sets and merchandise. Promotional media rebranding is one of the solutions to help increase the attractiveness of the community towards organizing story telling events. The addition of media such as stationary sets and merchandise is not only used to attract the attention of the public, but the use of the media is intended as an added value needed so that the event has a separate identity.