GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL https://gestalt.upnjatim.ac.id/index.php/gestalt <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> Program Studi Desain Komunikasi Visual. Fakultas Arsitektur dan Desain Jalan Raya Rungkut Madya, Gn.Anyar, Surabaya, Jawa Timur 60294 en-US GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL 2657-1641 TEA CUP Design Method for Designing Educational Board Games Systematically https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/591 <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> Erik Arma Yuda Reven Praga Deva Copyright (c) 2026 Erik Arma Yuda, Reven https://creativecommons.org/licenses/by/4.0 2026-06-01 2026-06-01 8 1 1 16 10.33005/gestalt.v8i1.591 A Communal Branding Strategy to Strengthen the Identity and Competitiveness of Coffee MSMEs in Kemiri Tourism Village, Jember https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/530 <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> Putri Dwitasari Birgitta Maharani Sena Putri Sabar Rabendra Yudistira Alamin Copyright (c) 2026 Birgitta Maharani Sena Putri, Putri Dwitasari, Sabar, Rabendra Yudistira Alamin https://creativecommons.org/licenses/by/4.0 2026-06-08 2026-06-08 8 1 17 34 10.33005/gestalt.v8i1.530 Visual Rhetoric in the Indomie Advertisement 'Hype Abis Bangladesh': A Roland Barthes Semiotic Analysis https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/622 <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> iman sumargono Guntur Guntur Didit Widiatmoko Soerwadikoen Sri Soedewi Copyright (c) 2026 iman sumargono, Guntur Guntur, Didit Widiatmoko Soerwadikoen, Sri Soedewi https://creativecommons.org/licenses/by/4.0 2026-06-12 2026-06-12 8 1 35 48 10.33005/gestalt.v8i1.622 Visual Adaptation of Malangan Masks in the Development of Intellectual Property (IP) Characters for Children Aged 5–8 Years https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/599 <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> Sultan Arif Rahmadianto Amar Ma'ruf Stya Bakti Stya Bakti Copyright (c) 2026 Sultan Arif Rahmadianto Rahmadianto, Amar Ma'ruf Stya Bakti https://creativecommons.org/licenses/by/4.0 2026-06-12 2026-06-12 8 1 49 70 10.33005/gestalt.v8i1.599 Appreciating Visual Aesthetics in the Nusantara Virtual Fashion Exhibition Platform: Discovering a “Wall-less” Digital Curatorial Framework https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/612 <p><em><strong>ABSTRACT</strong></em></p> <p><em>The development of virtual exhibition platforms has generated both opportunities and technical-aesthetic challenges in constructing immersive curatorial environments. This study aims to examine the potential of “wall-less” spaces as arenas for artistic discourse and as media for cultural heritage preservation through a Design Thinking approach encompassing the stages of empathize, define, ideate, prototype, and test. Five prototypes of Indonesian traditional garments were developed as interactive three-dimensional models equipped with cultural narratives and interactive features, and subsequently exhibited through Artsteps and Oncyber.io.</em></p> <p><em>The evaluation conducted with thirty respondents revealed that the platforms demonstrated significant strengths in terms of global accessibility, educational value, and interactive engagement. However, several limitations were identified, including technical constraints, restricted visual fidelity, and the need for deeper integration of Nusantara cultural narratives within the virtual environment. The findings further indicate that aesthetic appreciation in virtual exhibitions is shaped not solely by visual representation, but also by the interplay between interface design, user immersion, interactivity, and cultural storytelling. Based on these findings, the study proposes the development of a Digital Curatorial Framework (DCF) as a conceptual and operational model for designing virtual exhibition spaces that strengthen cultural heritage preservation in the digital era. The framework consists of five interrelated layers: (1) technological infrastructure supporting virtual experiences; (2) interface and user experience design fostering immersive interaction; (3) visual and narrative content integrating aesthetics with cultural storytelling; (4) cultural values and authenticity ensuring that digital reinterpretations remain grounded in traditional meanings; and (5) evaluation and iteration enabling continuous refinement through user feedback. Accordingly, the proposed DCF functions not merely as a technical curatorial guideline, but as an integrative conceptual framework that synthesizes visual aesthetics, digital user experience, and cultural preservation within the context of contemporary virtual exhibitions. The study therefore contributes to the expanding discourse on digital curation by positioning virtual exhibition spaces as dynamic environments for aesthetic engagement, cultural interpretation, and translocal artistic communication in the era of immersive digital media.</em></p> Angga Kusuma Dawami Linda Utami Sunarmi Copyright (c) 2026 Angga Kusuma Dawami, Linda Utami, Sunarmi https://creativecommons.org/licenses/by/4.0 2026-06-23 2026-06-23 8 1 71 92 10.33005/gestalt.v8i1.612 Deconstructing Photography Through the Medium of Water (A Case Study of the Tambak Oso Community) https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/618 <p><em>Water in Tambak Oso holds a unique significance in every aspect of community life and in local folklore. This significance is evident in the professions of fishermen, pond farmers, and fishmongers all of which are tied to water-based activities as well as in the folklore of Sarip Tambak Oso, who fought against the Dutch. These two aspects serve as a reflection for developing photographic exploration by utilizing water as a medium of design. The research aims to utilize water as a medium in Tambak Oso to optimize deconstructive photography and explore artistic methods that support the creation of works. The research method applied is artistic creation based on the stages of the creative process. The scope of the research is the Tambak Oso area in Sidoarjo Regency. The research results are new two-dimensional visual works that create deconstructive photography through the use of water as a medium. This creation-based research is expected to contribute to the body of knowledge in the art of photography and its application within academic circles and the Tambak Oso area. </em></p> <p> </p> aryo bayu wibisono I Ketut Mahendra Pungky Febi Arifianto Copyright (c) 2026 aryo bayu wibisono, I Ketut Mahendra, Pungky Febi Arifianto https://creativecommons.org/licenses/by/4.0 2026-06-23 2026-06-23 8 1 93 106 10.33005/gestalt.v8i1.618 The Impact of the Co-Branded Packaging Design for Local Snacks x Wonderful Indonesia on Gen Z’s Interest https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/614 <p><em>This research analyzes the impact of co-branding in packaging design between local snacks (SilverQueen and Mister Potato) and the "Wonderful Indonesia" campaign on Generation Z consumers. The study aimed to understand Gen Z's perceptions, identify key attractive design elements, and measure their impact on purchase intent and tourism interest. A mixed-methods approach was used, combining a semiotic analysis of 10 packaging designs, a survey of 30 Gen Z respondents, and structured interviews with 10 people. The results of the study show that the packaging successfully constructs a narrative of "Consumer Nationalism" and "Cultural Sustainability" through structured denotative, connotative, and mythical visual elements. The campaign achieved high awareness (approximately 90%) and was well-received. The integration of cultural elements was the primary appeal, significantly increasing purchase intent (over 80% of respondents) and fostering interest in visiting the featured tourist destinations (over 82%). This study concludes that co-branding is a highly effective strategy for promoting local products and national tourism to younger audiences by leveraging cultural identity and emotional connections. </em></p> Monica Revias Purwa Kusuma M. Harun Rosyid Ridlo Ditya Fajar Rizkizha Nauril Ni'mah Imey Gladys Fourentika Rachel Ade Putra MD. Premadasa Mas Copyright (c) 2026 Monica Revias Purwa Kusuma, M. Harun Rosyid Ridlo, Ditya Fajar Rizkizha, Nauril Ni'mah, Imey Gladys Fourentika, Rachel Ade Putra, MD. Premadasa Mas https://creativecommons.org/licenses/by/4.0 2026-06-23 2026-06-23 8 1 107 118 10.33005/gestalt.v8i1.614 Development of the “KILOMAN Kit” for Painting Malangan Mask Motifs: An Intervention Strategy for Stimulating Fine Motor Skills in Early Childhood https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/544 <p><em>Early childhood students at TK Al Huda, Lowokwaru, face a gap related to delayed fine motor skills development, as the majority did not attend pre-school (PAUD) programs. Limited school facilities exacerbate this challenge. This research aims to design and develop the "KILOMAN Kit" (Malangan Mask Painting Kit) as an intervention medium to enhance children's fine motor skills. Using the ADDIE (Analyze, Design, Develop) instructional design model, this research produced a hybrid (analog-digital) Appropriate Technology (TTG) solution. The main result is the "KILOMAN Kit," which integrates fine motor skills stimulation (process) through painting on canvas totebags, with cultural preservation (content) through visually simplified Malangan Mask motifs. A supporting printable e-book provides storytelling materials and differentiated learning with various levels of difficulty. Trials yielded an effect size of 1.36 with a "very effective" criterion, validating the Kit as an applicable and low-cost solution to support motor development and cultural introduction in environments with limited facilities.</em></p> Nuril Kusuma Wardani Bunga Fefiana Mustikasari Rizki Yulianingrum Pradani Copyright (c) 2026 Nuril Kusuma Wardani, Bunga Fefiana Mustikasari, Rizki Yulianingrum Pradani https://creativecommons.org/licenses/by/4.0 2026-06-25 2026-06-25 8 1 119 134 10.33005/gestalt.v8i1.544 Implementing Virtual Production with Chroma Key Techniques for the Digital Transformation of Ludruk Performances https://gestalt.upnjatim.ac.id/index.php/gestalt/article/view/582 <p><em>Ludruk performing arts are currently facing challenges to their sustainability due to limited performance spaces, a lack of innovation, and declining audience regeneration caused by shifts in public media consumption toward digital platforms. The transformation of ludruk into digital media has emerged as a strategy to expand audience reach and maintain its relevance in the modern era. At the same time, virtual production technology has developed rapidly, offering greater artistic flexibility in audiovisual production. However, its application as a preservation strategy for ludruk, particularly in small-scale productions, has received limited scholarly attention. This study aims to analyze the implementation of chroma key-based virtual production in the digital ludruk performance entitled Gagak Seto. The research employed a qualitative approach using practice-based research, supported by observation, documentation, and evaluation of both the production process and the resulting visual output. The study resulted in a 25-minute video integrating live-action footage with semi-realistic three-dimensional environments. Cinematographic techniques were applied to enhance visual aesthetics and provide a more dynamic viewing experience compared with conventional stage recordings. The findings indicate that chroma key-based virtual production can be effectively implemented in limited production settings as an alternative approach to preserving ludruk in the digital era, although the final visual quality remains dependent on available resources and production capacity.</em></p> Nabila Nabila Balqis A’lazzamma Nugrahardi Ramadhani Didit Didit Prasetyo Tedi Tedi Mursalat Farqo Copyright (c) 2026 Nabila Nabila Balqis A’lazzamma, Nugrahardi Ramadhani, Didit Didit Prasetyo, Tedi Tedi Mursalat Farqo https://creativecommons.org/licenses/by/4.0 2026-06-25 2026-06-25 8 1 135 146 10.33005/gestalt.v8i1.582