Wimba : Jurnal Komunikasi Visual https://journals.itb.ac.id/index.php/wimba <p style="text-align: justify;">Wimba Jurnal Komunikasi Visual (2085-0948) is a peer-reviewed and open access journal in the field of visual communication and aims to publish academic article and to create discussion among lecturers, students, researchers and professionals in the field of visual communication design, graphic design, heritage-related design, illustration, typography, photography, multimedia interactive design, advertising and social campaign, branding, packaging design, sign system, interface design, visual language, animation, game design and other visual commucation-related fields. Published and organized by Visual Communication and Multimedia Research Group of ITB (Bandung Institute of Technology) since 2009, the journal is published twice a year every July and December. Wimba Journal has been accredited by SINTA-3.</p> <p style="text-align: justify;"><em>Wimba <em>Jurnal Komunikasi Visual</em> (2085-0948) adalah jurnal peer-review dan akses terbuka di bidang komunikasi visual dan bertujuan untuk mempublikasi artikel akademik serta menciptakan diskusi di antara pendidik, mahasiswa, peneliti dan profesional dalam bidang desain komunikasi visual, desain grafis, desain berbasis budaya tradisi, ilustrasi, tipografi, fotografi, desain multimedia interaktif, periklanan dan kampanye sosial, branding, desain kemasan, marka grafis, desain antarmuka, bahasa rupa, animasi, desain game dan bidang lainnya yang terkait pada komunikasi visual. Jurnal ini dikelola dan diterbitkan oleh Kelompok Keahlian Komunikasi Visual dan Multimedia, FSRD ITB sejak tahun 2009 dan terbit dua kali setahun setiap Juli dan Desember. Jurnal Wimba sudah terakreditasi SINTA-3.</em></p> <p> </p> KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung en-US Wimba : Jurnal Komunikasi Visual 2085-0948 <p>The Authors submitting a manuscript do so on the understanding that if accepted for publication, copyright of the article shall be assigned to Wimba jurnal Komunikasi Visual and KK Komunikasi Visual &amp; Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung as the publisher of the journal. Copyright encompasses rights to reproduce and deliver the article in all form and media, including reprints, photographs, microfilms, and any other similar reproductions, as well as translations.</p> <p>Wimba jurnal Komunikasi Visual and KK Komunikasi Visual &amp; Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung and the Editors make every effort to ensure that no wrong or misleading data, opinions or statements be published in the journal. In any way, the contents of the articles and advertisements published in Wimba jurnal Komunikasi Visual are the sole and exclusive responsibility of their respective authors and advertisers.</p> <p><strong>Firmanda Satria. M.Ds (Editor-in-Chief)</strong><br />Editorial Office of Wimba: Jurnal Komunikasi Visual KK Komunikasi Visual &amp; Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung</p> <p>Jl. Ganesha 10<br />BANDUNG 40132<br />Tel / fax : 0222516567 / 0222516567</p> <p><br />Email: <a href="mailto:jurnalwimba@gmail.com">jurnalwimba@gmail.com</a></p> SIGN SYSTEM DESIGN AS INFORMATION MEDIA IN PARAMADINA UNIVERSITY, CIPAYUNG CAMPUS https://journals.itb.ac.id/index.php/wimba/article/view/22567 <p>The existence of a sign system in public spaces is crucial, not only as an information medium but also for playing a role in creating a conducive public environment and reinforcing the image of institutions, such as the Paramadina University campus in Cipayung. In its development, the Cipayung campus is projected to become the main campus of Paramadina University, requiring the incorporation of a sign system in the current construction of buildings. In the design process of the sign system, a concept is needed that can represent the vision and mission of the university or the values inherent in Paramadina, such as Islamic, Indonesian, and Modern values. This research aims to understand the process of designing a sign system using a descriptive-qualitative method. Data sources for this research were obtained through interviews, observations, and literature studies.</p> <p>Keywords: Sign System, Information Media, Paramadina University</p> Siti Khodijah Lestari Rian Dwi Antoro Novandy Ananta Adi Putra Copyright (c) 2023 Wimba : Jurnal Komunikasi Visual 2023-12-30 2023-12-30 14 2 68 76 10.5614/jkvw.2023.14.2.1 DESIGNING EDUCATIONAL INFOGRAPHIC VIDEO ABOUT THE IMPLEMENTATION OF ZERO WASTE IN SKIN CARE FOR TEENAGERS https://journals.itb.ac.id/index.php/wimba/article/view/22269 <p><em>Skincare trend that has been happening in Indonesia raises concern regarding plastic waste since most of the skin care packaging &nbsp;is made of plastic and along with the&nbsp; lack of public awareness about the waste problem. Zero Waste principles, especially refuse, reduce, reuse and recycle are applicable to minimize skincare waste. Zero Waste should be educated to young women as they started to take care of themselves using skincare. Motion graphics has the ability to present data and facts regarding skin care waste interestingly and also&nbsp; explain clearly the steps to implement Zero Waste. The research uses a qualitative method with a linear strategy, data collection was carried out by interviewing several sources and the target audience. The result of this research is a motion graphic video that is effective to educate young women about the implementation of Zero Waste in skincare usage.</em></p> <p><strong>Keywords: </strong><em>Zero Waste, Skincare, Motion Graphic</em></p> Michael Bezaleel Yohana Enggar Peni Pratiwi Copyright (c) 2023 Wimba : Jurnal Komunikasi Visual 2023-12-30 2023-12-30 14 2 77 99 10.5614/jkvw.2023.14.2.2 APP-ASSISTED BOARDGAME AS AN EDUCATIONAL MEDIUM FOR ELEMENTARY SCHOOL’S CHILDREN'S COLLABORATIVE SKILL’S https://journals.itb.ac.id/index.php/wimba/article/view/21865 <p>Boardgame is one form of game that is presently popular. The development of board games is also interesting from board games which were originally just paper and boards, now they are starting to penetrate the digital world. Starting from board games that are present digitally, implementing a hybrid concept between physical and digital, to those that use the latest technology. The addition of digital tools or applications to board games seeks to enhance the playing experience by making games more exciting, fascinating and interactive. With the presence of digital media in a board game, digital media interventions such as the use of audio, video, or even interactive displays are conceivable. In addition to serving as a form of diversion, board games can also serve as an educational tool. With board games as an educational medium, tedious learning can become more enjoyable. Boardgames as learning media are not new; there are already quite a few boardgame titles that contain science and soft skills-related learning content. Students must possess four competencies in the 21st century: critical thinking and problem solving, creativity, communication skills, and problem-solving skills through collaboration. During the pandemic, many online students encountered difficulties collaborating with their classmates. There is a need for learning materials that facilitate student collaboration, and board games are one such medium. Collaboration is nothing new in the realm of collaborative education; it has become an integral part of the existing educational structure. Collaboration is an integral element of the current education system in Indonesia, which emphasises character education, and is even included in the Pancasila student profile. Based on this phenomenon and aided by a review of the relevant literature, research was conducted to determine how board games with digital media are utilised as collaborative learning media for children. It is necessary to dissect the design and concept of a board game to determine how they affect the player's experience. Based on this experience, additional research was conducted to determine what children can learn from board games with digital applications.</p> Tegar Priskadana Putra Alvanov Zpalanzani Mansoor Copyright (c) 2023 Wimba : Jurnal Komunikasi Visual 2023-12-30 2023-12-30 14 2 100 122 10.5614/jkvw.2023.14.2.3 DESIGNING A DIGITAL ILLUSTRATION BOOK FOR THE 20-35 AGE GROUP ON EARLY CHILDHOOD VIOLENCE AND ITS IMPACT TO THEIR PSYCHOLOGIC DEVELOPMENT https://journals.itb.ac.id/index.php/wimba/article/view/21591 <p><em>The early childhood phase, spanning from ages 0 to 6 years, is considered the golden age for human growth and development, significantly influencing an individual's future life. Regrettably, instances where children are subjected to maltreatment, particularly violence, hinder their holistic development. Acts of violence adversely impact both the physical and psychological well-being of a child. To address this issue, a digital illustrated book media has been designed to explore the impacts of violence on early childhood and its effects on children's psychological development. This research aims to provide education and awareness regarding the consequences of violence on children to individuals aged 20-35, including both parents and non-parents. The study adopts a descriptive qualitative approach, utilizing the ADDIE model to develop the media. The research findings indicate that the target community can enhance their awareness of child development and minimize adverse psychological effects on children, thereby potentially preventing occurrences of violence from their immediate environment directed towards children.</em></p> Toby Fajar Febriyanto Sayid Mataram Copyright (c) 2023 Wimba : Jurnal Komunikasi Visual 2023-12-30 2023-12-30 14 2 123 137 10.5614/jkvw.2023.14.2.4 ANALISIS KECENDERUNGAN LOGO DAN KEMASAN RESTORAN AYAM GEPREK DI KECAMATAN COBLONG https://journals.itb.ac.id/index.php/wimba/article/view/20857 <p><em>Ordering food with Online Food Delivery (OFD) service is a common and popular activity amongst university students. Rice and chicken are one of the most popular menus, ayam geprek is one of them. The development of ayam geprek industries and OFD technology encourages every business owner to compete. One of the ways to survive is by building brand identity such as logo and designing a good packaging complemented by their own characteristic. Therefore, this research is done to learn the visual tendencies and the application on packaging design found in ayam geprek restaurants around Coblong District. Data is collected by comparing ten logos &amp; packaging from restaurants with content analysis and descriptive analysis methods. The results show that there are similarities of visual elements found in few logos and packaging which applied with their own characteristics and uniqueness.</em></p> Lidwina Zita Dewi Oki Hamka Suyatna Copyright (c) 2023 Wimba : Jurnal Komunikasi Visual 2023-12-30 2023-12-30 14 2 138 153 10.5614/jkvw.2023.14.2.5