Expressive Animation Techniques in Representing Checkout Anxiety as a User Experience (UX) Phenomenon in the Digital Advertisement "wondr by BNI"
DOI:
https://doi.org/10.32664/mavis.v8i01.2193Keywords:
Expressive Animation Narrative, Checkout Anxiety, User Experience (UX), Visual Communication, Digital AdvertisingAbstract
This study examines the role of expressive animation techniques in capturing the phenomenon of checkout anxiety as part of the user experience (UX) dynamics in “wondr by BNI” digital promotional materials. The main focus of the study is on how anime visual styles are used to convey banking messages. Checkout anxiety itself is mental pressure that often arises when someone experiences technical difficulties when paying in public spaces. Using qualitative methods through visual analysis, this study found that the application of the principle of exaggeration (visual hyperbole) and animation tempo is very effective in depicting customers' pain points in a realistic manner. The change in movement style from what was originally rigid and full of pressure to a more flexible one when the application starts operating represents a solution to these psychological obstacles. This research proves that animation is not just an advertising sweetener, but a powerful storytelling tool to bridge the emotional side of users with the sophistication of today's digital banking features.
References
[1] R. S. P. Sullivan and and J. M., “Social Anxiety in Digital Transactions: A Review of Consumer Behavior,”.
[2] ] F. Thomas and O. Johnston, “The Illusion of Life: Disney Animation, New York: Hyperion”.
[3] N. S. Haris, “The Role of Exaggeration in 2D Animation for Emotional Delivery”.
[4] B. Nielsen, Usability Engineering, “, Boston: Academic Press”, doi: 10.1016/C2009-0-21505-5.
[5] and D. C. A. Cooper, R. Reimann, “About Face: The Essentials of Interaction Design, 4th ed. Indianapolis”.
[6] D. A. Norman, “The Design of Everyday Things, Revised and Expanded ed. New York”.
[7] B. Santoso, “The Influence of Japanese Pop Culture on Indonesian Digital Advertising”.
[8] M. G. K. and H. J. Lee, “Visual Storytelling in Banking Apps: Bridging the Gap Between Function and Emotion,”.
[9] J. W. C. and C. N. Poth, “Qualitative Inquiry and Research Design: Choosing Among Five Approaches, 4th ed. Thousand Oaks, CA: SAGE Publications”.
[10] S. Krug, “Don’t Make Me Think, Revisited: A Common Sense Approach to Web Usability, 3rd ed. San Francisco: New Riders”.
[11] L. J. Moleong, “No TitleMetodologi Penelitian Kualitatif, Bandung: Remaja Rosdakarya”.
[12] N. F. Bahri, S. A. Putri, M. Nurhidayat, Andrianto, C. Chalik, and T. S. Pambudi, “Laproposta. Kabupaten Purbalingga: CV. Eureka Media Aksara”.
[13] A. J. E. and P. G. Devine, “On the Nature of Consumer Anxiety: A Social Psychological Perspective”.
[14] K. H. and T. S. Fernandes, “Becoming a Graphic and Digital Designer, 5th ed. New Jersey: John Wiley & Sons”.
[15] and C. C. Putra, Putu Raka Setya, “Analisis Identitas Visual Kembara Angkasa Sebagai Livery Spesial Ulang Tahun ke 74 Maskapai Garuda Indonesia”.
[16] and C. C. Sudaryat, Yayat, “ANALISIS PENERAPAN PRINSIP-PRINSIP ANIMASI DALAM SERIAL NETFLIX, LOVE, DEATH and ROBOTS VOLUME 3 EPISODE 5 : KILL TEAM KILL”, doi: 10.26858/tanra.v9i3.38599.
[17] D. Kennedy, “The Ultimate Sales Letter: Attract New Customers. Boost your Sales, 4th ed. Avon, MA: Adams Media”.
[18] J. E. S. and C. R. Martin, “The Psychology of Persuasion in Digital Marketing Narratives”, doi: 10.2501/JAR-2021-009.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 MAVIS : Jurnal Desain Komunikasi Visual

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

