BHAGIRUPA http://ojs.kalbis.ac.id/index.php/bhagirupa <p><strong><span style="font-size: 11.0pt;">BHAGIRUPA </span></strong><span style="font-size: 11.0pt;">adalah jurnal akses terbuka yang bertujuan untuk mempromosikan desain komunikasi visual, BHAGIRUPA diterbitkan oleh Institut Teknologi dan Bisnis Kalbis. Fokus jurnal ini adalah untuk menerbitkan artikel dalam bidang desain komunikasi visual. Artikel yang dikirim harus berupa hasil penelitian (ekeperimental maupun teoritis), yang sebelumnya tidak dipublikasikan atau sedang dipertimbangkan untuk dipublikasikan di tempat lain. Artikel akan ditinjau oleh rekan sejawat. Naskah yang dikirim harus mengikuti gaya penulisan jurnal ini.</span></p> <p><strong><span style="font-size: 11.0pt;">Diterbitkan 2 kali setahun, Maret dan September</span></strong></p> <p><strong><span style="font-size: 11.0pt;">E - ISSN : 2829-3215</span></strong></p> Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS en-US BHAGIRUPA Visualisasi Lagu Reikko - Problems http://ojs.kalbis.ac.id/index.php/bhagirupa/article/view/1471 <p><em>Music videos can be a promotional medium to sell a song. Research from Pexeco, music is the only category that consistently attracts hundreds of millions of users to watch the same video over and over again, even music videos which became the first record-breaking as 1 billion views and most videos with more than 1 million views were music videos in YouTube platform. The song Problems sung by Reikko only has a lyric video which has the possibility of not conveying the message visually. Therefore, the design of the visualization of the song Reikko – Problems aims to interpret the message that Reikko wants to convey. The author uses a qualitative methodology by collecting data through interviews and observations. The results of the data obtained are then analyzed to obtain STP from Reikko fans. The author collects references from several music video sources that use animation according to segmenting from Reikko fans. The author does production using data that has been collected and produces a music video Problems using 2D animation techniques.</em></p> Marcelline Wijaya Sabeth Uttara Copyright (c) 2022 BHAGIRUPA 2022-10-18 2022-10-18 2 2 1 5 Perancangan Visual Kampanye “Makin Pede” Mengenai Upaya Menjaga Skin Barrier untuk Remaja Oleh Svetlyne.co http://ojs.kalbis.ac.id/index.php/bhagirupa/article/view/1426 <p><em>The skin barrier plays an important role in maintaining skin health from potential skin diseases such as irritation, acne, and other skin diseases. Even the skin barrier in daily activities is very protective from pollution, light, UV, chemicals, germs and bacteria. However, in general, the habit of not maintaining and not caring about the skin barrier is many among the community, especially teenagers, such as forgetting to use sunscreen during the day both outdoors and indoors with the aim of protecting the skin from UV rays, and not caring about skin health by using skincare products that aim to prevent dehydration of the skin, Therefore, in order to build awareness and concern for the community, especially among teenagers, this design designs a visual campaign that is more confident about efforts to keep the skin barrier healthy, if we have a healthy skin barrier then that's why we avoid skin diseases such as acne, irritation. And keeps our skin healthy and glowing so that we are more confident about our appearance and health, both physically and mentally.</em></p> Ade Hendropriono Bramanta Octa Danu Putra Copyright (c) 2022 BHAGIRUPA 2022-10-18 2022-10-18 2 2 6 15 Perancangan Kampanye Visual “Plasticless” Guna Meningkatkan Kesadaran Mengurangi Pemakaian Plastik Pada Remaja Akhir Di Jakarta http://ojs.kalbis.ac.id/index.php/bhagirupa/article/view/1425 <p><em>Penggunaan plastik sehari-hari sangatlah sering digunakan dalam kehidupan sehari-hari, namu plastik yang sudah rusak atau terbuang akan mencemari lingkungan. Plastik memerlukan waktu yang cukup Panjang untuk dapat terurai. Oleh karena itu, penting untuk menyadarkan dan mengurangi penggunaan plastik di Jakarta yang menjadi salah satu kota dengan populasi padat, dimana banyak remaja akhir yang belum sadar akan bahaya dari plastik. Plastik memilik banyak alternatif pengganti yang lebih ramah dengan mengajak remaja akhir untuk sadar dan terbiasa tanpa plastik.</em></p> Vincent Triputra Ferryanto Bramanta Octa Danu Putra Copyright (c) 2022 BHAGIRUPA 2022-10-18 2022-10-18 2 2 16 25 PERANCANGAN VISUAL USER INTERFACE APLIKASI MARKETPLACE JASA DESAIN “DEZIGNID” http://ojs.kalbis.ac.id/index.php/bhagirupa/article/view/972 <p><em><span style="font-weight: 400;">Currently, many people become graphic designers in Indonesia, specifically Freelancers. Marketplace application becomes something that’s needed for designers to find clients easily, but in Indonesia there’s not many applications that fits the standard yet. Phone applications also prioritizes on the buyer’s side more to this date. In this research writer uses a qualitative research method because the problems that’s going to be researched are associated with freelance designers and freelance consumers' experiences. Data collecting is conducted with observation, questionnaire, interview, and literature studies. Analytic method uses qualitative descriptive method. Based on the questionnaire and interview data that’s already gathered, It can be concluded that both designers and consumers are quite satisfied with the current freelance applications. However, of course there are some weaknesses and development should be done. Therefore, user interface visual design of design services marketplace DEZIGNID is made.</span></em></p> Karen Gracia Zakaria Betha Almanfaluthi Copyright (c) 2022 BHAGIRUPA 2022-10-20 2022-10-20 2 2 26 35 Perancangan Novel Grafis Kepala Dua Tentang Menghadapi Quarter Life Crisis untuk Dewasa Muda http://ojs.kalbis.ac.id/index.php/bhagirupa/article/view/958 <p><em>When someone has reached adulthood, their will begin to explore theirself and environment. Often, they feel confused to decide which choice is the right one, that phase called Quarter Life Crisis. Some of them seek professionals such as psychologists or psychiatrists to help their problem. However, some young adults who had difficult to explain their situation tend to close themselves off and choose to read books that relate to their situation. Reading a book can dive into the world of other people who have similar feelings and experiences. Graphic novels are now familiar to readers, many graphic novels have been in bookstores with various topics. Seeing that growth, author chose to design a graphic novel book, using literature study research methods and deep interviews with young adults and professional. With that motive young adults begin to learn to understand themselves and not be stuck in that phase for too long.</em></p> Anissa Putri Vicky Septian Rachman Copyright (c) 2022 BHAGIRUPA 2022-10-20 2022-10-20 2 2 36 43 Perancangan Visual Jatayu Dalam Komik Ramayana Sebagai Bentuk Eksplorasi Seni dan Budaya http://ojs.kalbis.ac.id/index.php/bhagirupa/article/view/855 <p><em><span style="font-weight: 400;">This design is intended to develop Jatayu, the character from the Ramayana epic as a form of enriching diversity in an effort to introduce culture. When analyzing the Ramayana story, several side characters, one of which is Jatayu as a character, do not get appreciation due to several factors. This design is also carried out to reintroduce folklore which is currently being forgotten. Comics as a medium for introducing and appreciating culture are expected to be able to attract the attention of the audience, especially the younger generation because it has an appeal that is favored by readers.</span></em></p> Li pie Liu Vicky Septian Rachman Copyright (c) 2022 BHAGIRUPA 2022-10-20 2022-10-20 2 2 44 52