Journal of Visual Art and Design 2022-12-15T08:41:52+07:00 Hafiz Aziz Ahmad, Ph.D. Open Journal Systems <p><img class="imgdesc" src="" alt="" /></p> <p align="justify"><em>Journal of Visual Art and Design</em> welcomes original research, Art and Design work, and critical discourse on traditional and contemporary issues in the field of Art and Design. Researchers, Artists, and Designers are welcomed to contribute in the form of conceptual or theoretical approaches, designer/artists' writing, case study or critical essays in the fields of Art and Design.</p> <p align="justify"><em>Journal of Visual Art and Design</em> focuses on theoretical and empirical research articles in the region of Asia and Pacific. The scope includes the following subject areas: Design and Art History, Visual Culture, Art and Design Methodology, Art and Design Discourse, Design and Culture, Art and Design Sociology, Design and Art Management, Art Criticism, Anthropology of Art and Design, Industrial Design, Visual Communication Design, Photography, Interior Design, Craft, Architectural Design, Film, Multimedia, Design Policy, Psychology of Art and Design as well as Art and Design Education.</p> <p align="justify"><strong>Indexing/ abstracting/ archiving</strong> : <a href=";ISSN=2337-5795">Web of Science (Emerging Sources Citation Index) - Clarivate Analytics</a>, <a href=";hl=en" target="_blank" rel="noopener">Google Scholar</a>, <a href="">CrossReff</a>, Perpustakaan Nasional Republik Indonesia, <a href=",p2654,3.html" target="_blank" rel="noopener">Index Copernicus</a>, <a href=";recCount=25&amp;recPointer=7&amp;bibId=15763839">Library of Congress</a>, <a href="">Indonesian Publication Index</a>, <a href="">Science and Technology Index (SINTA)</a>.</p> <p>ISSN: 2337-5795, E-ISSN: 2338-5480</p> <p style="text-align: justify;">Published by The Institute for Research and Community Services, Institut Teknologi Bandung, in collaboration with The Aliance of Indonesian Industrial Product Designer (<a href="">Aliansi Desainer Produk Industri Indonesia (ADPII)</a>).</p> <p align="justify">The journal has been also accredited for five years based on The Decree of Directorate General of Research and Development Strengthening, Ministry of Research, Technology and Higher Education of the Republic of Indonesia <a href="">No. 30/E/KPT/2018</a>, dated on October 24th, 2018. <a href="">Certificate</a>.</p> <p style="text-decoration: underline;"><strong>Publication History</strong></p> <p><strong>Formerly known as:</strong></p> <p>ITB Journal of Visual Art and Design (2007 - 2014)</p> <p>Back issues can be read online at:</p> Use of Design Theories and Principles in Visual Brand Identity Elements in Commercial and Retail Banks 2022-05-09T19:08:57+07:00 Donia Bettaieb Abeer Alsobahi <p class="Abstract"><span lang="EN-US">Studies on the processes that link logos and space design aesthetics to visual perception and recognition of visual brand identity (VBI) remain scant. Consequently, this study analyzed the visual correspondence between visual brand identity elements such as logos and interior spaces in commercial retail banking companies by assessing the foundations of their aesthetics formation and the role of aesthetic principles, aesthetic appraisal, and aesthetic impression. Using a qualitative approach, four commercial retail banking companies in Jeddah, Saudi Arabia were analyzed through semi-structured interviews with professional designers and design academics. A comparative method was used to determine the visual correspondence between the aesthetics of the logos and the interior spaces. The findings confirmed the importance of using design characteristics and theories for designing the elements of VBI. The results encourage the use of design for building visual correspondence between the elements of a visual identity of brands. This study provides a useful addition to knowledge on the place of design principles in the creation of VBI.</span></p> 2022-12-15T00:00:00+07:00 Copyright (c) 2022 Journal of Visual Art and Design A Study of Sunaryo’s Wot Batu through Art Criticism 2022-05-18T05:42:52+07:00 Khairunnisa Liummah <p style="user-select: auto;">The Indonesian modern art scene in the 1940s, which related to many ideologies, also influenced the art of Indonesian artist Sunaryo (1943). One of his recent works, <em>Wot Batu</em>, is a work of land art consisting of sequential installations made with stones lying in a landscape in Bandung. Wot Batu means ‘stone bridge’ in old Javanese. This study aimed to discover Sunaryo’s artistic qualities in <em>Wot Batu</em> in order to trace Sunaryo’s perspective of spirituality and his background as a modern Indonesian artist. This research used Feldmann’s art criticism approach. The interpretation and judgment process in this work was obtained by connecting a formal analysis of the artwork to Sunaryo’s background as an artist. The research findings confirm that Sunaryo presents his own perspective on spirituality in this work through the use of stones as the main material and other natural elements. He made use of various aspects, such as combining and assembling stones, multisensory stimulation of the visitor, the site and the movement of the visitor inside it, support his concept. This study revealed that Sunaryo’s perspective on spirituality not merely concerns the relationship between humans and a greater power, but also humans as a part of nature, balance, the perpetuity of the universe, and the experience of nothingness and serenity.</p> 2022-12-15T00:00:00+07:00 Copyright (c) 2022 Journal of Visual Art and Design Design for Impact: Wake Wadho, A Cultural Branding through Collaborative Design Model in Ngada Regency, East Nusa Tenggara 2018-01-05T10:19:12+07:00 Ni Nyoman Sri Natih Sudhiastiningsih Siti Chadijah <p>Wake Wadho is a trans-sectoral and interdisciplinary collaborative model that combines design thinking and rapid ethnography implemented in three traditional villages in Ngada, Middle Flores, East Nusa Tenggara, Indonesia. This collaborative model was born from a pilot program (IKKON) run by the Indonesia Creative Economy Agency (BEKRAF RI). This collaboration involved people from various backgrounds, such as design, art, and anthropology. The three traditional villages in Ngada Regency required more comprehensive action involving facilitation and empowering activities to develop a sustainable and creative ecosystem. The program activities were reviewed based on social, cultural, economic, and geopolitics aspects. This paper illustrates the usage of design as a tool to create sustainable livelihoods. It describes a collaborative design model that combines anthropological and design approaches to create an ‘Experience Journey’ (EJ) consisting of two categories: a service design recommended as a tourism scheme and a sustainable lifestyle product as a tangible product design. This output aimed to emphasize the part of empathy within the design process by considering the sociocultural aspect of the community’s everyday life. Furthermore, the products have authentic and inspiring stories behind them. The initial output was wrapped up in Wake Wadho as a cultural brand.</p> 2022-12-15T00:00:00+07:00 Copyright (c) 2022 Journal of Visual Art and Design Artificial Light as A Supporting Element to Achieve Sacredness in the Holy Spirit Cathedral Church of Denpasar 2022-11-21T08:48:31+07:00 Carina Tjandradipura Imam Santosa Imamz.Santosa@Gmail.Com Gregorius Prasetyo Adhitama Ignatius Bambang Sugiharto Andriyanto Wibisono <p>The sacred space in Catholic Church buildings is intended for people to experience the mystery of God’s work of salvation and the epiphany of faith through light as one of its design elements. Light is seen as a significant aspect of Catholic teachings, representing divine manifestation through its symbolic function. The presence of artificial light in the worship room of the Holy Spirit Cathedral Denpasar was designed to accommodate all worship activities in conveying symbolic meanings. This study aimed to determine how artificial lighting through pragmatic, psychological, and symbolic functions is present in the prayer room. The data collection techniques used were observation, interviews, and questionnaires. The study results showed that the pragmatic function of light in the worship room of the Holy Spirit Cathedral Denpasar is considered a supporting aspect, while light with its psychological and symbolic functions is considered to be the main aspect, which is very influential in creating a spatial atmosphere that facilitates the religious experience of the churchgoer. Although the presence of artificial lighting in the worship room does not fulfill visual comfort, churchgoers consider the presence of artificial light to be able to accommodate the whole procession of worship activities.</p> 2023-01-16T00:00:00+07:00 Copyright (c) 2023 Journal of Visual Art and Design Familiarity and Overcoming of Uncanny Valley towards Computer-Generated Imagery Characters in Malaysian Film 2021-11-15T10:09:18+07:00 Ahmad Azaini bin Abdul Manaf Fatihah Ismail Mohd Rosli Arshad SungPil Lee <p>Recently, the idea of the uncanny valley has drawn interest in robotics and other scientific circles and popular culture. Several scholars have discussed its implications and reactions towards human-like robots. However, only several previous studies examined overcoming the uncanny valley for realistic looking computer-generated actors in films and animation. This seeks to examine the familiarity of participants with the use of digital characters as actors. This paper explains how computer-generated imagery (CGI) was used to create actors in Malaysian films, the uncanny valley characteristics that may affect the audience’s attention. The researcher has chosen visual stimuli consisting of 1 genuine human character and 1 less humanlike subject. A self-administered survey (n = 127) with sample film footage and photos were delivered online via email and social networks to responders. Surprisingly, based on the data, the human resemblance of the humanlike characters was substantially higher than expected. This research concluded that the artificial CGI characters had higher perceived eeriness if the character was highly familiar to the audience. As a result, the digital actor’s replacement an impression of eeriness and disbelief, which confirms the uncanny valley theory.</p> 2023-01-16T00:00:00+07:00 Copyright (c) 2023 Journal of Visual Art and Design An Examination of Postmodernism in Sculptural Practices in Some Nigerian Art Schools 2020-07-28T13:51:13+07:00 Razaq Olatunde Rom Kalilu Allan Francis Ebunola Oladugbagbe <p>Postmodernism, a Western artistic concept, affects sculptural practices in Nigerian art schools. Sculptures are consequently getting extremely subjective as students use postmodernism to avoid learning classical sculptural principles. Therefore, this study examined postmodernism in sculpture in Nigerian art schools with a view to finding ways by which postmodernism can be incorporated into practice in Nigerian art schools. The study used data collected through field research at three art schools between 2010 and 2021. Nine (10%) out of 89 postmodern sculptures observed in the three art schools were randomly selected for formal analysis. The findings indicate that the exploration of found objects and the production of sculptures that provoke deeper conceptual meanings of subjects have become the norm, triggered by the socio-cultural conditions and geography in the art schools’ locations. It is concluded that postmodernism can be incorporated into sculptural training in Nigerian art schools without inhibiting the development of knowledge and skills according to classical and artistic principles and values. </p> 2023-01-31T00:00:00+07:00 Copyright (c) 2023 Journal of Visual Art and Design