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KAMPANYE SOSIAL BIJAK MENGGUNAKAN APLIKASI ONLINE DATING PADA ANAK MUDA MASA KINI DI KOTA PALEMBANG Ayu Nissa Kharimah; Heri Iswandi; Yosef Yulius
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.258

Abstract

Abstract: Before the technology was invented, long-distance communication used to rely on written letters, but now with advanced technology, it can be easily done through a stable internet connection on a smartphone. However, the convenience of online dating applications can be misused by irresponsible people, so policies and security measures must be implemented to protect users' privacy and comfort. Cases that occur in the form of fraud, extortion, sexual harassment cause mental health problems. Based on these problems, the author designed a social campaign that aims to educate people in Palembang City to be wiser in using social media. The author conducted a case study by applying the design thinking design method as data analysis to overcome these problems and using the 5W + 1H method (what, why, who, where, why, how). The design media to be used are digital education books, starter dating boxes for women and men, other information media such as posters and Instagram, and supporting media such as notebooks, Tumblr bottles, classic mirror, making, stickers, classic clocks, aromatherapy candles, and calendars.
BRANDING RUMAH LIMAS 100 TIANG DI OGAN KOMERING ILIR SUMATERA SELATAN m.baqifidynillah; Aji Windu Viatra; Heri Iswandi
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.263

Abstract

Abstract: This 100-Pole Limas House has its own charm and uniqueness because it has 100 pillars and foundations. According to (Hartini, 2016) The forms of the carving motifs on the Hundred Pillar House are generally geometric in shape, such as triangle shapes, rectangles, circle shapes, parallelogram shapes, with carvings such as slampit garang, wave shapes, fan leaves, jasmine stalks and sowing seruje. Flora such as allied rose motifs, sow flowers, tulips, mangosteen leaves, melon and lotus flowers. Fauna is like an elephant's trunk motif. Other natural motifs with shapes such as tongues, flames (China), flames (Kayuagung), morning stars, and sunrises. Even the 100 Pillar Limas House has historical value and keeps a unique story behind its construction. Even though it has been standing for hundreds of years, the house is still there and is well maintained by local residents. The current situation, some people prefer to build houses in a modern way so that there is a lack of preservation of traditional houses, one of which is the 100-pole pyramid house. 100 pillar pyramid house in Ogan Komering Ilir.
PERANCANGAN KOMUNIKASI VISUAL PROMOSI KAMPUNG KAIN TUAN KENTANG PALEMBANG Raden Muhammad Apridho; Aji Windu Viatra; Heri Iswandi
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.301

Abstract

Abstract : Tourism Village in general is an expression of human life that presents a village tourist destination. In the city of Palembang there is an area of artisan villages where most of the population works as traditional cloth craftsmen. Residents who work as cloth artisans in this village are able to produce various types of typical Palembang fabrics, such as songket, blongsong, tajung, rainbow, or jumputan fabrics of good quality because they are made directly by indigenous people who understand customary values. Palembang city. This design uses the design think planning method which includes premedia, main media and follow-up media. Data collection was carried out through observation, questionnaires, interviews, literature and websites. The data is then identified, classified, selected, then analyzed using the (5W+1H) method, and interpreted according to the text and context. This design aims to promote the Tuan Kentang Fabric Village to the people of Palembang city and outside the city of Palembang. In this design, the resulting media are promotional videos, gates, T-shirts, posters, book catalogs, stickers, tote bags, bucket hats and wallets.
KAMPANYE SOSIAL MENGATASI BAHAYA SEDENTARY LIFESTYLE PADA REMAJA Muhamad Samsu Ali Aji; Husni Mubarat; Heri Iswandi
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.342

Abstract

Abstract : Sedentary lifestyle or a lifestyle that lacks physical activity refers to the habit of individuals who tend to spend time in a sitting or lying position with little or no physical activity. This can be caused by various factors, including jobs that require a lot of time in front of a computer, attention-grabbing digital entertainment, and reliance on automated tools to carry out daily tasks. If a sedentary lifestyle continues, it can increase the risk of developing chronic diseases, such as: Obesity, Cardiovascular Disease, Hypertension, Stroke, Type 2 Diabetes Mellitus, Osteoporosis, anxiety and other mental health disorders, and even the risk of premature death. The problem solving process in this campaign uses the design thought method which consists of five stages, namely empathize, define, ideate, prototype and test. Data collection was carried out in several stages, including observation, interviews and documentation. The data was then processed and analyzed so that a solution was found, namely a social campaign to increase awareness among teenagers about the importance of physical activity and the dangers of a sedentary lifestyle. Through a program called GERAFIK (Physical Activity Movement) which aims to increase awareness about the importance of physical activity among teenagers in the city of Palembang.
KERAJINAN KREATIF SEBAGAI MEDIA PERANCANGAN KAMPANYE SOSIAL PEMANFAATAN LIMBAH ESPRESSO DI PALEMBANG Muhammad Hidayah; Heri Iswandi; Bobby Halim
VisArt: Jurnal Seni Rupa dan Design Vol. 1 No. 2 (2023): VisART: Jurnal Seni Rupa & Desain
Publisher : Penerbit dan Percetakan, CV. Picmotiv

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61930/visart.v1i2.413

Abstract

Abstract: Epresso is a beverage produced from finely ground coffee beans, which are then pressed using a manual tool or an espresso machine filled with water to extract the liquid, resulting in what is known as espresso. Once the espresso is prepared, there is waste generated by coffee makers, leading to accumulated garbage. This is the reason why the author has created a social campaign design to promote the utilization of espresso waste in Palembang city.
PELATIHAN DESAIN UI/UX MUNGGUNAKAM FIGMA DI SMK MUHAMMADIYAH 1 PALEMBANG Didiek Prasetya; Heri Iswandi
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 6 No. 2 (2025): Volume 6 No. 2 Tahun 2025
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v6i2.40477

Abstract

Tujuan dari kegiatan pengabdian kepada masyarakat ini adalah untuk meningkatkan kemampuan siswa SMK Muhammadiyah 1 Palembang dalam desain antarmuka pengguna (UI) dan pengalaman pengguna (UX) melalui uji blok menggunakan perangkat lunak Figma. Meningkatkan kesadaran akan pentingnya inovasi dan kreativitas dalam pembuatan produk digital berkualitas tinggi adalah tujuan tambahan dari pelatihan ini. Diharapkan bahwa pelatihan ini akan membantu sekolah dalam meningkatkan kemampuan siswa dan menghasilkan lulusan yang lebih siap untuk bekerja. SMK Muhammadiyah 1 Palembang memiliki tanggung jawab strategis untuk mempersiapkan siswa untuk bekerja di berbagai bidang, seperti teknologi informasi. Pelatihan ini dibuat untuk memenuhi kebutuhan dunia bisnis yang semakin meningkat untuk karyawan yang memiliki keahlian teknologi digital, khususnya dalam desain UI/UX selanjutnya meningkatkan kesadaran akan pentingnya inovasi dan kreativitas dalam pembuatan produk digital berkualitas tinggi adalah tujuan tambahan dari pelatihan ini. Diharapkan bahwa pelatihan ini akan membantu sekolah dalam meningkatkan kemampuan siswa dan menghasilkan lulusan yang lebih siap untuk bekerja. Materi disampaikan secara teoritis, dan peserta dapat melakukan praktik secara mandiri. Hasil kegiatan ini menunjukkan bahwa siswa mampu memahami konsep UI/UX dasar dan menggunakannya untuk membuat prototipe desain dengan Figma. Dengan pelatihan ini, diharapkan siswa memiliki keterampilan yang lebih baik dan memiliki kemampuan untuk bersaing di era digitalisasi.