https://gestalt.upnjatim.ac.id/index.php/gestalt/issue/feedGESTALT : JURNAL DESAIN KOMUNIKASI VISUAL2026-06-01T10:53:00+00:00Pungky Febi Arifiantopungkyarifianto.dkv@upnjatim.ac.idOpen Journal Systems<p data-start="191" data-end="395"><a href="https://gestalt.upnjatim.ac.id/index.php/gestalt"><strong>Gestalt : Jurnal Desain Komunikasi Visual</strong></a> (E-ISSN: <a href="https://portal.issn.org/resource/ISSN/2685-0311">2685-0311</a>) is a peer-reviewed scholarly journal published by the Visual Communication Design Study Program, Faculty of Architecture and Design, Universitas Pembangunan Nasional “Veteran” East Java.</p> <p data-start="397" data-end="581">The journal is published biannually in <strong data-start="436" data-end="444">June</strong> and <strong data-start="449" data-end="461">November</strong>, and serves as a platform for the dissemination of research and creative works in the fields of visual arts and design.</p> <p data-start="583" data-end="1244"><a href="https://gestalt.upnjatim.ac.id/index.php/gestalt"><strong>Gestalt : Jurnal Desain Komunikasi Visual</strong></a> publishes articles covering both theoretical studies and creative practices, including but not limited to: art and design history, illustration, typography, photography, environmental graphics, promotional design, design methodology, graphic techniques, animation, web design, game design, and interactive multimedia. The journal also welcomes contributions in related areas such as marketing communication, media and communication, audiovisual and videography, packaging design, branding, social campaigns, creative industries, visual culture, film studies, as well as the sociology, anthropology, management, and criticism of art and design.</p> <p data-start="1246" data-end="1408">The journal aims to promote interdisciplinary dialogue and to support the development of knowledge and practice in visual communication design and related fields.</p>https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/591TEA CUP Design Method for Designing Educational Board Games Systematically2026-04-30T08:57:49+00:00Erik Arma Yudaerik.yuda@binus.ac.idReven Praga Devareven.deva@binus.ac.id<p><em>Design and research </em><em>is a different process</em><em>. The limited availability of comprehensive design methods means that undergraduate students often rely on design thinking to design all types of media. However, each medium has different objectives and functions, requiring distinct approaches. This paper proposes a design method, specifically for designing board games, to assist both academics and practitioners as a systematic approach to educational needs. Th</em><em>is paper utilize </em><em>qualitative descriptive</em><em> method</em><em>, involving a comparison of the creative processes from three distinct board game design cases: multi-year research, game jams, and the thesis supervision process. The result of this discussion is the TEA CUP method, with an emphasis on the process of designing educational board games, </em><em>by </em><em>determining the educational values to be incorporated, relevant activities, and </em><em>transform</em><em> those activities within the game’s mechanical and thematic context. </em><em>T</em><em>his method</em><em>,</em> <em>expected</em><em> can serve as a reference for both academics and practitioners.</em></p>2026-06-01T00:00:00+00:00Copyright (c) 2026 Erik Arma Yuda, Revenhttps://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/530A Communal Branding Strategy to Strengthen the Identity and Competitiveness of Coffee MSMEs in Kemiri Tourism Village, Jember2026-05-14T03:52:39+00:00Putri Dwitasariputridwita@its.ac.idBirgitta Maharani Sena Putribirgittamaharani235@gmail.comSabarsabar@prodes.its.ac.idRabendra Yudistira Alaminrabendra@its.ac.id<p><em>The Jember Regency Government designated the region as the “Best Robusta Coffee Center in Indonesia” in 2021. One of the production centers is Danci Hamlet, operated by the Sejahtera Bersama Farmer Group. Previously, farmers sold coffee cherries to middlemen with low added value. In 2019, they initiated communal brand “Kopi Danci” to increase economic value. However, dependence on middlemen remains high and brand awareness is low. This study aims a communal branding strategy aligned with the characteristics of Kemiri Tourism Village to strengthen brand identity and enhance competitiveness. The method uses a qualitative approach using primary data from interviews, observations, questionnaires distributed to 50 respondents, and secondary data from literature reviews, prior research, competitor analysis. The subsequent phase is experimental design for design concept. This study yields a communal branding strategy tailored to the characteristics of Danci Hamlet to enhance brand awareness, encourage group participation, and increase the product value</em></p>2026-06-08T00:00:00+00:00Copyright (c) 2026 Birgitta Maharani Sena Putri, Putri Dwitasari, Sabar, Rabendra Yudistira Alaminhttps://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/622Visual Rhetoric in the Indomie Advertisement 'Hype Abis Bangladesh': A Roland Barthes Semiotic Analysis2026-05-03T05:35:34+00:00iman sumargonoimansumargono@std.isi-ska.ac.idGuntur Gunturguntur@isi-ska.ac.idDidit Widiatmoko Soerwadikoendiditwidiatmoko@telkomuniversity.ac.idSri Soedewisri.soedewi@student.mmu.edu.my<p><em>Television advertising plays an important role in shaping consumer perception through persuasive visual rhetoric. The Indomie advertisement “Hype Abis Bangladesh” was selected as the object of this study because it presents a unique combination of Bangladeshi local culture and Indomie’s global brand identity through dynamic and expressive visual elements. In addition, the advertisement reflects a glocalization strategy that positions an Indonesian product within an international cultural context. This study aims to analyze the visual rhetoric contained in the advertisement using Roland Barthes’ semiotic approach. The research employed a descriptive qualitative method focusing on the levels of denotation, connotation, and myth. Data were collected through observation of visual and audio elements within the advertisement. The results show that the advertisement utilizes popular cultural symbols, hyperbolic expressions, and dynamic visual narratives to construct emotional appeal and strengthen the brand’s global image. In conclusion, visual rhetoric functions as a persuasive communication strategy through symbolic meanings that are closely related to socio-cultural contexts.</em></p>2026-06-12T00:00:00+00:00Copyright (c) 2026 iman sumargono, Guntur Guntur, Didit Widiatmoko Soerwadikoen, Sri Soedewihttps://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/599Visual Adaptation of Malangan Masks in the Development of Intellectual Property (IP) Characters for Children Aged 5–8 Years2026-05-07T03:34:37+00:00Sultan Arif Rahmadiantosultan.arif@machung.ac.idAmar Ma'ruf Stya Bakti Stya Baktiamar.maruf@machung.ac.id<p><em>Local cultural preservation faces growing challenges from the dominance of global popular culture among children. One endangered cultural heritage is the traditional Malangan Mask, a cultural art form from Malang rich in philosophical values. This study explores the adaptation of Malangan Mask visual elements into an Intellectual Property (IP) character for children aged 5–8 years as a strategy for cultural preservation. Using the Design Thinking methodology, the visual and philosophical characteristics of the Raden Panji archetype were translated into character design requirements. The resulting character, JIRO, combines simplified forms and vibrant colors while maintaining its cultural identity. Evaluation with 20 children aged 5–6 years showed positive responses, including 90% visual appeal, 85% understanding of cultural values, and 92% storytelling interest. These findings demonstrate the potential of culturally based IP characters as engaging educational tools for preserving local culture in the digital era.</em></p>2026-06-12T00:00:00+00:00Copyright (c) 2026 Sultan Arif Rahmadianto Rahmadianto, Amar Ma'ruf Stya Bakti