MONTASE : JURNAL DESAIN KOMUNIKASI VISUAL
Montase: Journal of Visual Communication Design Montase: Journal of Visual Communication Design is a scholarly publication for educators, students, researchers, and professionals. It is dedicated to disseminating research findings, conceptual ideas, and in-depth reviews within the fields of visual communication design, new media, animation, advertising, and visual culture. This journal is published online by the Visual Communication Design Study Program, Faculty of Art and Design, Universitas Sebelas Maret, in collaboration with the Institute for Research and Community Service (LPPM) of Universitas Sebelas Maret. The journal, which commenced with its inaugural issue in May 2025, is published twice a year. All published articles are in Indonesian and have undergone an objective peer-review process—specifically a double-blind peer review—conducted by experts in the field. Montase accepts high-quality original manuscripts—whether research-based or conceptual articles—that encompass both practical and theoretical perspectives. The scope of discussion includes: visual communication design, advertising, social campaigns, packaging design, typography, social media design, graphic design, illustration, comics, new media, photography, film and videography, interactive multimedia, games, and UI/UX (User Interface/User Experience) design. Editorial Office Address: Visual Communication Design Study Program Office, Building 4, Faculty of Art and Design (FSRD), Universitas Sebelas Maret, Jl. Ir. Sutami No. 36, Kentingan, Jebres District, Surakarta City, Central Java 57126, Indonesia. ===================================================================== Montase: Journal Desain Komunikasi Visual Montase: Jurnal Desain Komunikasi Visual merupakan wadah publikasi ilmiah bagi pendidik, mahasiswa, peneliti, dan profesional yang didedikasikan untuk menyebarluaskan hasil penelitian, pemikiran konseptual, dan ulasan mendalam di ranah desain komunikasi visual, media baru, animasi, periklanan, serta kebudayaan visual. Jurnal ini diterbitkan secara online oleh Program Studi Desain Komunikasi Visual, Fakultas Seni Rupa dan Desain, Universitas Sebelas Maret , bekerja sama dengan Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Sebelas Maret . Dimulai sejak edisi perdana pada Mei 2025 , jurnal ini memiliki frekuensi terbitan 2 kali dalam setahun . Seluruh artikel yang diterbitkan menggunakan Bahasa Indonesia dan telah melewati proses penelaahan sejawat sejajar yang objektif melalui sistem double-blind peer review oleh para ahli di bidangnya. Montase menerima naskah orisinal dan berkualitas tinggi, baik berupa hasil penelitian maupun artikel konseptual, yang mencakup pemikiran praktis maupun teoritis. Ruang lingkup pembahasan meliputi: desain komunikasi visual, periklanan, kampanye sosial, desain kemasan, tipografi, desain media sosial, desain grafis, ilustrasi, komik, media baru, fotografi, film dan videografi, multimedia interaktif, game, serta desain antarmuka UI/UX (User Interface / User Experience). Alamat Redaksi: Ruang program studi Desain Komunikasi Visual, Gedung 4 Fakultas Seni Rupa dan Desain (FSRD), Universitas Sebelas Maret, Jl. Ir. Sutami No.36, Kentingan, Kec. Jebres, Kota Surakarta, Jawa Tengah 57126, Indonesia.
Program Studi Desain Komunikasi Visual FSRD UNS
Analisis Tren Gaya Visual Desain Karakter pada Genshin Impact dan Honkai: Star Rail sebagai Representasi Estetika Game Online Kontemporer
The rapid evolution of the global online gaming industry has shifted the medium from pure entertainment to a significant cultural and artistic phenomenon. Within this landscape, character design has emerged as a crucial element, serving not only as a visual identity for the game but also as a primary driver for player engagement and brand loyalty. This study aims to analyze the visual style trends of character design in contemporary online games, focusing specifically on two massive titles by MiHoYo: Genshin Impact and Honkai: Star Rail. These games represent a pinnacle of modern gaming aesthetics that captivate global audiences. To achieve this, the research employs a qualitative descriptive method combined with visual analysis, an extensive literature study, and thorough documentation. This approach allows for a detailed breakdown of the characters' costume designs, color palettes, and cultural motifs. The findings reveal a distinct trend characterized by a hybrid aesthetic that seamlessly blends traditional cultural heritage with futuristic, sci-fi, and fantasy elements. Ultimately, this study concludes that the visual trends in both games successfully redefine contemporary online gaming aesthetics, establishing a new benchmark for global pop culture representation.
Copyright (c) 2026 https://creativecommons.org/licenses/by-nc/4.0
Kajian Komunikasi Visual Iklan Yupi “Tak Kenyal Maka Tak Sayang” Berdasarkan Model AIDA dan Teori Gestalt
The rise of digital media has driven a shift in advertising strategies, which no longer focus solely on conveying product information but also on building an emotional connection with consumers. One example of this strategy can be seen in Yupi’s ad titled “If It’s Not Chewy, It’s Not Loved.” This advertisement utilizes a simple concept regarding the loss of chewiness in various objects to emphasize the main characteristic of Yupi products as chewy gummy candies. This study aims to analyze how the visual and verbal elements in the advertisement work to capture the audience’s attention and build brand image. The study employs a qualitative method using observation techniques to analyze the advertisement, applying the AIDA model (Attention, Interest, Desire, Action) and Gestalt Visual Perception Theory. The results indicate that the advertisement effectively executes each stage of the AIDA model, starting from capturing attention through dynamic visuals, building interest through a unique conflict, fostering desire by highlighting the product’s advantages, and reinforcing action through a memorable slogan. Additionally, Gestalt principles—such as similarity, figure-ground, and unity—appear to be consistently applied, thereby helping the audience comprehend the advertisement’s message in its entirety. These findings suggest that the integration of visual elements, narrative flow, and slogans is capable of creating effective marketing communication and influencing
Representation of Women's Social Reality in the Pangku Movie Poster: A Semiotic Analysis by Roland Barthes
This study aims to analyze the visual meaning in the Pangku film poster design using Roland Barthes' semiotic approach. The research method used is a qualitative method with semiotic analysis techniques that include denotation, connotation, and myth. The object of the study is the Pangku film poster design obtained through official Instagram posts. The results of the study show that visual elements such as warm colors, images, character gestures, character expressions, backgrounds, and typography are interrelated in building the meaning of maternal love, simplicity, and fortitude. With the myth conveyed "A mother who is willing to do anything for her child". This finding shows that the Pangku film poster is not only a promotional media that attracts audiences, but also a medium for conveying meaning and messages in the film in the form of representation of women in social life in society.
Representasi Visual Subkultur Idol Underground dalam Film Dokumenter Zhenryoku
The development of idol culture in Indonesia is not only present through the mainstream idol industry, but also through underground idol communities that construct their own identities and cultural spaces. One of these communities is Kohisekai, an alternative idol group in Yogyakarta that has a strong participatory relationship with its fandom. The documentary film Zhenryoku captures the dynamics of this community, particularly during Kohisekai’s sixth anniversary event, which was initiated and collectively funded by its fans. This study aims to analyze how the documentary Zhenryoku represents underground idol subculture through a visual documentary approach. The research employs a descriptive qualitative method using visual representation and subculture theory. The analysis focuses on the film’s visual elements, including image composition, cinematographic techniques, lighting, expressions, and spatial relations between performers and audiences. The results show that Zhenryoku functions not only as community documentation, but also as a visual representation of intimacy, collective participation, and the alternative identity of underground idol fandom. The documentary’s dynamic visual aesthetics, through the use of handheld camera techniques, close-up shots, and the depiction of intimate performance spaces, strengthen the image of Kohisekai as an alternative subculture growing outside the mainstream idol culture.
Pergeseran Makna Merek Dalam Slogan Iklan Aqua “Ada Aqua?” : Analisis Semantik
This study aims to analyze the shift in brand meaning found in AQUA’s advertising slogan “Ada AQUA?” through a semantic approach. The focus of this research is the change in the use of the word “AQUA” from a specific brand name into a general term used by society to refer to bottled drinking water. This research employs a descriptive qualitative method with data collection techniques including observation, documentation, and literature study. The data were obtained from the use of the word “AQUA” in daily communication, official advertising slogans, and references related to semantics and advertising language. The results show that the word “AQUA” has experienced a semantic shift in the form of meaning expansion (generalization), changing from a specific brand meaning into a broader general meaning referring to bottled mineral water. This shift is influenced by the strength of a simple and memorable advertising slogan, AQUA’s dominance in the market, and society’s language habits. The slogan “Ada AQUA?” functions not only as a marketing strategy but also as a social communication pattern that shapes public language behavior. This study proves that advertising language plays an important role in semantic development and can significantly influence broader linguistic habits in society.
Analysis of Disaster Risk Communication Strategies through Social Media: A Study of the Effectiveness of Lembang Fault Education on TikTok and YouTube Platforms
The Lembang Fault is an active tectonic structure with the potential to generate significant seismic impacts in the urban area of Bandung. While public awareness of earthquake risk has increased through social media, this awareness has not yet translated into functional risk literacy or preparedness-oriented understanding. This study aims to examine the effectiveness of video-based risk communication on social media, particularly TikTok and YouTube, in conveying earthquake risk related to the Lembang Fault. Using a qualitative approach, the research integrates interviews with a geology expert, audience interviews, and a review of relevant scientific literature. The findings indicate that public understanding remains focused on earthquake magnitude, while critical factors such as local geological conditions, ground motion amplification, and secondary disaster risks are insufficiently understood. TikTok is effective in capturing initial attention and raising awareness, whereas YouTube provides greater capacity for structured, detailed, and credible risk communication that supports information retention and comprehension. The study concludes that effective disaster risk communication depends not solely on the platform used, but on how scientific messages are visually structured, contextually framed, and narratively delivered to align with urban audience media consumption patterns.
Perancangan Novel Grafis sebagai Media Edukasi Dampak Emosi dari Toxic Masculinity
Patriarchal culture remains deeply rooted in Indonesia, affecting not only women but also men through the construction of toxic masculinity. This phenomenon is closely linked to the condition of a “fatherless country,” where father figures are often absent either emotionally or physically. To break the cycle between toxic masculinity and the fatherless condition, this study aims to design a graphic novel as an educational medium that highlights the emotional impact of toxic masculinity. The research adopts a design thinking approach, targeting teenagers and young adults (ages 15–25) who are in the stage of developing empathy and critical thinking. The design process involved interviews with psychological experts and the distribution of questionnaires to individuals directly affected by the issue. The findings indicate that toxic masculinity can lead to psychological effects such as anxiety, depression, and emotional isolation. The outcome is a graphic novel titled Armorless Knight, which uses the fantasy genre to present the issue more inclusively and to reduce the intimidating nature of the sensitive topic. Based on beta testing, all respondents stated that Armorless Knight effectively communicated the emotional impacts of toxic masculinity. Keywords: Patriarchy, Toxic Masculinity, Mental Health, Graphic Novel
Copyright (c) 2025 https://creativecommons.org/licenses/by-nc/4.0
Perancangan Identitas Visual Untuk Mendukung Pengembangan Sektor Pariwisata Desa Salam Karanganyar
This design project, titled “Visual Identity Design to Support he Developent of the Tourism Sector in Salam Village, Karanganyar”, focuses on developing a visual identity for Salam Village, located at the foot of Mount Lawu. Although the village has strong tourism potential due to its natural beauty, it remains underdeveloped and little known. A visual identity is needed to promote the village and support its tourism growth. Focusing on visual communication design, this project limited to visual identity creation. The overall writing method used is qualitative descriptive, while the media development follows the design thinking method, consisting of five stages: empathize, define, ideate, prototype, and test. This user-centered approach views problems from the user’s perspective, allowing the creation of a visual identity that meets the needs of Salam Village. The result is a visual identity aligned with the village’s character and goals. This visual identity is expected to increase recognition of Salam Village and attract more tourist in the future. Keywords: Desa Salam, visual identity, design thinking, tourism sector
Peran Foto Produk Sebagai Media Promosi Makanan Kemasan
In the ever-evolving digital era, social media has become one of the main means for business people to build brand presence and reach a wider audience. One of the visual elements that plays a major role in digital marketing strategies is product photography. This study discusses the importance of product photography in increasing visual appeal, strengthening brand identity, and building consumer trust, especially in the context of packaged food promotions. Product photos not only function as visual presentation tools, but also as a communication medium that is able to convey the value, function, and advantages of the product effectively. With attractive, informative, and high-quality visuals, consumers can more easily imagine how the product is relevant to their lives, thereby increasing the chances of a purchase. This study was conducted using a library research method by reviewing relevant literature that discusses the relationship between product photos and the effectiveness of promotions on social media. The results of the literature analysis show that the success of a product photo is greatly influenced by several important factors, such as a mature visual concept, the use of adequate equipment, proper lighting, attractive composition, and an image editing process that maintains the authenticity of the product. In the context of packaged food products, appetizing and informative visualizations have been shown to increase the perception of product quality and encourage purchasing interest. Therefore, product photos are not only a means of aesthetics, but also an important strategy in building competitive advantage in today's digital market. Keywords: Commercial photography
Desain Komunikasi Visual untuk Kampanye Sosial Kesehatan Mental sebagai Usaha Pencegahan Perudungan
The introduction of this Final Project work is entitled "Visual Communication Design for Mental Health Social Campaigns in an Effort to Stop Bullying". The problems studied are: (1) How is the design concept acceptable and understood by the audience so that then there is motivation to support the Stop Bullying social campaign? (2) What are the expected results of the Stop Bullying social campaign? Bullying occurs in various areas of people's lives, not limited to the lives of adults, but this also happens in children's lives/social activities, even unfortunately, bullying also occurs in the basic education environment. Therefore, there is a need for a social campaign that is able to inform school children about bullying through various media that are in accordance with the characteristics of elementary school children. Keywords: Visual Communication Design, Social Campaign, Stop Bullying
Melihat Dunia Melalui Lensa, Explorasi Fotografi Jalanan di Pasar
This article aims to explore the essence and expression that emerges in the practice of street photography in traditional markets, by highlighting how everyday moments in the market are immortalized and interpreted as meaningful visual narratives. This study uses a qualitative method with a descriptive approach that aims to explore the subjective meaning behind each portrait, through a combination of literature studies and field studies. Primary data were obtained from direct observation at market locations, where researchers actively observed social interactions and spontaneous moments captured by cameras, while secondary data came from relevant academic literature in the last five years. Data analysis was carried out using the Miles and Huberman model which includes data reduction, presentation of data in the form of narrative and visuals, and drawing conclusions to understand more deeply how street photography becomes a medium of social reflection. The results of the study show that street photography in the market not only documents buying and selling activities, but also records the expressions of human life, nonverbal communication patterns, and the values of solidarity and togetherness. The photographs produced are a means of appreciation for social dynamics and cultural diversity in the public space of the market, as well as strengthening the role of street photography as an authentic visual medium in representing people's daily lives. Keywords: Street Photography, Traditional Markets, Visual Narrative, Social Interaction
Perancangan Buku Ilustrasi Sebagai Media Edukasi Tentang 5 Fase Berduka Pada Remaja
Trauma due to the loss of loved ones in adolescents is the most commonly reported case and has the potential to cause other impacts, both positive and negative. In addition, adolescents who experience grief also tend to experience various influences in their lives, ranging from physical changes, behavior, social life, and relationships with people around them. Therefore, the author conducts research related to the event of loss in adolescents and its impact on daily life so that it will be used in the design of an illustration book entitled “Akan Waktu Temani” with the aim of helping people, especially adolescents who experience grief so that they can face and go through this phase in a good way. The method used in this research adapts from the ADDIE model (Analyze, Design, Development, Implementation, and Evaluation). After conducting research, the ADDIE model is considered suitable as the basis for design. The results obtained through the beta-test of the final product of the book design “Akan Waktu Temani” as many as 89% of respondents consisting of 37 adolescents in the age range of 12 - 18 years can be concluded that the book is suitable to be used as a companion for adolescents who experience grief.
Collaboration trend is seen as a new communication approach that might boost shared earnings, particularly for emerging firms. Upmost Beaute, one of Indonesia's native local makeup firms, employs trend collaboration as a communication technique to capture market attention, cooperating with the Tolak Angin brand. Because of its originality, the cosmetic product created by Upmost Beaute in partnership with the Wind Push sold out quickly upon launch. The study focuses on the visual uniformity of the collaborative product promotion "Upmost X Tolak Angin Honey Glazed Eyeshadow Palette" on the Upmost Beaut Instagram account. The approach employed is a paper review of journals and papers, as well as digital observations on the official Instagram accounts of Upmost Beaute and Tolak Angin. According to this research, visual consistency significantly increases consumer brand awareness, particularly for new brands.
Perancangan Motif Batik dengan Visual Piksel Gim Video Retro
The background to this design is to create innovative batik motifs with visual inspiration for motifs taken from the video game phenomenon which is currently popular in society. The aim of this design is to offer batik to the target market of adult men by displaying visuals that match the phenomenon of the rise of video games in society so that it is hoped that the work created can be absorbed by the market. This design uses a design method approach from Bram Palgunadi which goes through four stages, namely the research process, the analysis and concept preparation process, the design plan creation process, and the product manufacturing process. To understand each step, 3 steps are needed in each stage, namely the exploration process, the Extraction and termination points are depicted in a pyramid diagram.The results of the design thesis with the title pixel batik motif design with retro video game visuals for casual shirts are in the form of six batik motif designs with the characteristic appearance of pixels and colors found in retro video games. The application of the batik motif is intended as a casual shirt for adult men with two designs that will be realized. The design that has been carried out provides an overview of visual processing techniques and innovations that can be combined to create batik motifs with pixel visuals. Keywords: Batik, Pixel, Video game, retro video games
Efektivitas Penggunaan Elemen Visual untuk Mengirim Pesan tentang Pengetahuan Kesehatan Mental Anak-Anak usia 9 - 14 tahun di Indonesia
The delivery of messages through media can sometimes be ineffective due to inconsistencies in the use of visual elements in the planned design.** This issue is also prevalent in information design used to convey messages about mental health in Indonesia. The understanding of mental health among the 8-14 age group is often inadequate, resulting in a significant number of individuals within the target audience being unaware of their mental health issues. This study employs a quantitative method. Initial data collection was conducted through questionnaires, followed by randomly interviewing several subjects to gain a deeper understanding of the target audience's habits in accessing information. Subsequently, an analysis of the visual elements used was conducted, linking them to the habits and behaviors of the intended audience. The results of this study indicate that effective message delivery must consider the visual design elements used, including visual objects such as items or text, the proportion of verbal and visual components in the design, and whether the target audience can directly access the media where the design is applied.
Perancangan E-Book “Waspada, Predator Online Dimana – Mana!” sebagai Media Edukasi dalam Upaya Pencegahan Cyber Child Grooming pada Remaja
Cyber Child Grooming is a sexual crime against children that is still quite unfamiliar to the public, resulting in a lack of public insight into this issue. Based on data that taken from the records of the Indonesian Child Protection Commission (KPAI), there were 859 cases related to sexual crimes against children that occurred in 2021. One form of sexual crime is cyber child grooming. This research was conducted to find out the extent to which teenagers understand the issue of cyber child grooming. This research uses a qualitative descriptive method and uses ADDIE development model with the target of teenagers aged 13 - 17 years. Creative strategies are used to create illustration books and supporting media that suit the target audience. The result of this research is an illustration book as the main media to educate teenagers about the dangers of cyber child grooming and how to avoid cyber child grooming violence. Supporting media in the form of posters, stickers, key chains, cell phone cases, tote bags and digital media promotions made to promote the main media. With these two media, it is expected that this illustration book can increase awareness, knowledge, and understanding of teenagers about cyber child grooming and also provide guidance on how to respond to and avoid cyber child grooming violence while in cyberspace.
Analisis Morfologi Redesain Logo “Solo, The Spirit of Java” Terhadap Perkembangan Pariwisata Kota Surakarta
The city of Surakarta, also known as Solo, is a city with a rich cultural and historical heritage. Its tourism potential has led to the city being branded as a center of Javanese culture and traditions. In 2022, the local government changed the city's logo to a new design, which aims to represent Javanese culture and hospitality while also being flexible and dynamic. This research analyzes the new logo from a morphological perspective to determine its effectiveness in communicating the identity of the city. The method used in this research qualitative and descriptive analytics, with data collection through questionnaires from respondents outside the Solo Raya area. The results of the research, including logo morphology analysis and the questionnaire responses, suggest that the new logo is quite effective in attracting tourist interest and communicating the values and characteristics of the region represented by the new logo. Suggestions for future researchers are to study the colour aspect and its impact on influences audience's perception and emotion toward a brand
Perancangan Video Promosi Wisata dan Kuliner Kota Madiun Melalui Media Sosial
Tourism has a significant positive impact on the development of a region, and this is also evident in Madiun City, East Java Province. The Madiun City Government has actively developed the concept of urban tourism, especially after the pandemic. However, the potential of this tourism has not been fully utilized by visitors, especially those from outside the region. Therefore, the author has designed a promotional campaign in the form of videos highlighting the uniqueness of Madiun City's tourism and the deliciousness of its culinary offerings. The research method used is descriptive qualitative, aiming to gain in-depth and meaningful understanding of the tourism conditions in Madiun City.The results of this design include 10 main works in the form of promotional videos, as well as several supporting media such as photos and videos uploaded through the official Instagram account @ke.madiun. Additionally, supporting media in the form of merchandise has been created, which can be placed in souvenir centers, as an effort to enhance the attraction of tourism and provide a memorable experience for visitors.