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> en-US <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> jurnalwimba@gmail.com (Dr. Agung Eko Budiwaspada, M.Sn.) jurnalwimba@gmail.com (wikayanto) Mon, 30 Dec 2024 00:00:00 +0700 OJS 3.2.1.0 http://blogs.law.harvard.edu/tech/rss 60 Children's Storybooks Mapping in Indonesia 1975-1985 https://journals.itb.ac.id/index.php/wimba/article/view/23904 <p><em>This study examines the development of children's storybooks in Indonesia during the period of 1975-1985, known as the golden age of children's literature. Using a qualitative approach and Content Analysis method, this study maps 131 children's book titles in terms of publishing aspects and visual characteristics. The results show that the development of children's storybooks in this era was heavily influenced by the Presidential Instruction No. 10 of 1973 and the removal of paper subsidies. Mapping of publishing aspects reveals the dominance of male authors and illustrators, as well as the significant role of publishers such as Pustaka Jaya, Gramedia, and Balai Pustaka. The majority of books have 50-70 pages with text dominating. Analysis of visual characteristics shows a preference for simplified style, outline and shading techniques, and the dominance of black and white colors. Visual representation is dominated by human characters in everyday life settings, with portrait visual structure and symmetrical composition. The themes raised tend to be monotonous, often reflecting government propaganda. This research highlights the importance of documentation and recognition of the contributions of writers and illustrators of that era, and provides valuable insights into the dynamics of the children's publishing industry in Indonesia during the New Order era. </em><strong><em>keyword</em></strong><em>: children's storybooks, illustration, New Order, propaganda, content analysis</em></p> Riama Maslan Sihombing, Naidi Atika Zundaro, Triyadi Guntur Wiratmo, Anneke Defa Rachmadian Copyright (c) 2024 Wimba : Jurnal Komunikasi Visual https://journals.itb.ac.id/index.php/wimba/article/view/23904 Mon, 30 Dec 2024 00:00:00 +0700 BRAND IDENTITY ANALYSIS OF FACEBOOK META LOGO. INC. AND M-SENSE MIGRAINE USING SEMIOTICS AND VISUAL COGNITIVE https://journals.itb.ac.id/index.php/wimba/article/view/23146 <div><em><span lang="id">Logo has a significant role in building brand identity. Nevertheless, the understanding of visual identity from one brand to another often experiences visual cognitive differences. This affects the identity of a brand due to a lack of knowledge of visual information such as the case of M-sense Migraine and Meta Facebook. In this study, researcher used the descriptive analysis as a method with semiotics and visual cogntive approach. The results explained that there is misinterpretation of visual information related to Meta logos and M-sense. The lack of knowledge of the audience towards both brands which ultimately creates confusion in the minds of the audience and undermines an exclusivity elements in building brand identity.</span></em></div> Vivi Varlina, Auriza Cantika Noviandari, Hadrian Irnando Copyright (c) 2024 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/23146 Fri, 31 Jan 2025 00:00:00 +0700 TAHAP PERANCANGAN LOGO INSPIRASI (INDONESIA–NTU SINGAPORE INSTITUTE OF RESEARCH FOR SUSTAINABILITY AND INNOVATION) https://journals.itb.ac.id/index.php/wimba/article/view/23735 <p>The Ministry of Education and Culture (Kemdikbud) in collaboration with UGM, UI, ITB, ITS, and NTU Singapore has initiated the INSPIRASI Program (Indonesia–NTU Singapore Institute of Research for Sustainability and Innovation). These five universities, with funding from LPDP, aim to establish centers of excellence to attract researchers, students, and industry partners to create concrete solutions for climate change mitigation and sustainability. INSPIRASI focuses on three main pillars: Renewable Energy, Circular Economy, and Smart Cities, involving aspects of research, education, enterprise, and community. This design-based research aims to produce the INSPIRASI logo and brand guidelines. The method used is descriptive qualitative, and the logo design method follows Robin Landa's 5-stage model: Orientation, Analysis, Concept Design, Design, and Implementation. The logo design is inspired by the international Atom Symbol, depicting three well-defined electron orbits around a nucleus. The three electron orbits represent the three main pillars, while the atom's nucleus represents the aspects of research, education, enterprise, and community.</p> Yudha Pratama putra Copyright (c) 2024 Wimba : Jurnal Komunikasi Visual https://journals.itb.ac.id/index.php/wimba/article/view/23735 Fri, 31 Jan 2025 00:00:00 +0700 AUGMENTED REALITY CHILDREN STORYBOOK TIMUN MAS IMPROVES EARLY CHILDHOOD VISUAL PERCEPTION https://journals.itb.ac.id/index.php/wimba/article/view/24323 <p>Technology-based visual literacy reading activities are an implementation of the smart education concept that is starting to be popularly introduced to the digital native generation. The strategy to combine the power of visual-based learning media and virtual reality technology is a new innovation that seeks to present a more interesting and enjoyable reading experience for early childhood. The research aims to examine how the Augmented Reality Children Storybook (ARCS) Timun Mas media can shape early childhood cognitive-visual responses. The research was conducted using a qualitative case study method on children aged 4-6 years at Darrunajwa Kindergarten, Jombang District, East Java. The data collection techniques chosen to obtain in-depth information were observation, interviews, literature study, and documentation. The results showed that the Augmented Reality-based Timun Mas storybook media can form five indicators of children's visual-cognitive abilities including visual sensory, visual attantion, visual memory, visual spatial relation, and visual sequention memory. The visual response will then form a better visual perception of children towards the forms of visual elements, storylines to moral messages contained in the ARCS Timun Mas.</p> Kinanti Erste Panggayuh Putri Copyright (c) 2024 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/24323 Fri, 31 Jan 2025 00:00:00 +0700 KOMODIFIKASI PERKEMBANGAN KREATIVITAS SEBAGAI UPAYA STRATEGI BRANDING LEMBAGA SEKOLAH SENI ANAK https://journals.itb.ac.id/index.php/wimba/article/view/24131 <p>This branding study focuses on the process of commodification at Ganara Art Studio, a non-formal art institution. The analysis is conducted at two levels. Firstly, at the commodification level, it explores how creative learning practices at Ganara Art Studio can be understood through Piaget's theory of child development. Secondly, at the branding level, the study examines the broader context, specifically how Ganara Art is positioned in social and commercial relations. By addressing these two levels, a comprehensive understanding of children's education at Ganara Art is obtained, encompassing not only its pedagogy but also how the pedagogy operates within a broader social context: encompassing South Jakarta, prestige, and urban parents. This research is undertaken as a branding strategy study, emphasizing how the brand highlights the holistic experience provided by Ganara Art to students aged 3-4 years and urban parents. This study is supported by the theory of Experiential Branding, focusing on sensory, emotional, cognitive, and relational aspects. The research was carried out using a descriptive qualitative approach, and data was collected through interviews with the main subject being the founder of Ganara.</p> Rambo Moersid Copyright (c) 2024 Wimba : Jurnal Komunikasi Visual https://journals.itb.ac.id/index.php/wimba/article/view/24131 Fri, 31 Jan 2025 00:00:00 +0700 Strategi Visual Merchandising Dengan Meningkatkan Tampilan Display Tenant Fashion Studi Kasus Pada Laswee Creative Space https://journals.itb.ac.id/index.php/wimba/article/view/23870 <p><em>One of the important entities supporting creativity in Bandung is Laswee Creative Space. However, there are issues in visual merchandising, particularly in the display of fashion tenants, which appears cluttered and unattractive. Poor display arrangements can diminish the appeal and image of Laswee as a creative hub. Visual merchandising plays a crucial role in creating a unique shopping experience. The use of elements such as lighting, color, and proper product arrangement can enhance the attractiveness and effectiveness of the display. This research aims to optimize visual merchandising strategies by improving the display of fashion tenants at Laswee Creative Space. The research employs a design thinking approach that involves five stages: empathize, define, ideate, prototype, and testing. Data collection was conducted through observation, interviews, questionnaires, and secondary data. The collected data was then analyzed using SWOT analysis. The findings reveal that the use of mannequins in the visual merchandising strategy at Laswee Creative Space significantly impacts the shopping experience of visitors and their perception of the area as a creative hub. By designing creative and attractive mannequin displays, Laswee Creative Space can create an inspiring and captivating environment for visitors.</em></p> <p><em>&nbsp;</em></p> <p><strong><em>Keywords: </em></strong><em>Laswee Creative Space, Visual Merchandising, Design Thinking</em></p> Asri Larasati Copyright (c) 2024 Wimba : Jurnal Komunikasi Visual https://creativecommons.org/licenses/by-nd/4.0 https://journals.itb.ac.id/index.php/wimba/article/view/23870 Mon, 30 Dec 2024 00:00:00 +0700