Claim Missing Document
Check
Articles

AMBIENT MEDIA SEBAGAI KAMPANYE SOSIAL PENTINGNYA EDUKASI BAGI CALON ORANGTUA UNTUK ENCEGAHAN STUNTING DI MARIANA BANYUASIN 1 SUMATERA SELATAN Khoiriyah, moh yogie pratama; Yulius, Yosef; Mubarat, Husni
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.v1i2.341

Abstract

Abstract : Stunting is a condition in children with failure to thrive or growth delays due to chronic malnutrition. Currently there is still a lack of understanding and anticipation for prospective parents related to stunting. Therefore, the author wants to provide an educational information medium that can inform and invite that stunting will have a very bad impact on children. in order to be able to provide awareness to prospective parents and be able to prepare for the birth of healthy and normal babies in South Sumatra. It is hoped that the purpose of this design is to serve as an educational and informational medium that can provide knowledge to all prospective parents as well as an information medium for all prospective parents to increase awareness of the dangers of stunting from an early age during pregnancy and also to raise awareness about stunting for prospective parents and specifically for pregnant mothers.
KAMPANYE SOSIAL MENGATASI BAHAYA SEDENTARY LIFESTYLE PADA REMAJA Muhamad Samsu Ali Aji; Mubarat, Husni; Iswandi, Heri
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.
IKLAN LAYANAN MASYARAKAT BAHAYA JUDI ONLINE BAGI REMAJA DI KOTA PALEMBANG Burhanudin, Yasser Prajanata; Mubarat, Husni; Windu Viatra, Aji
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.v1i2.344

Abstract

Abstract : Online gambling is a gambling game through electronic media with internet access as an intermediary. Online gambling has many negative impacts that are detrimental to society, especially among teenagers, because adolescence is a period of rapid growth and development both physically, psychologically and intellectually. The typical nature of teenagers is that they have a great sense of curiosity, like adventure and challenges and tend to be brave enough to take risks in their actions without prior careful consideration. Therefore, the author wants to provide an educational information medium that can provide information to the public, especially teenagers, that there are many dangers involved in online gambling and can also provide awareness to parents and teaching staff so they can supervise their students when using the internet. It is hoped that the aim of this design is as an educational and information medium that can provide messages about the dangers of online gambling to the public, especially teenagers, parents and teaching staff.
KAMPANYE SOSIAL MENGGANTI KANTONG PLASTIK DENGAN TAS BELANJA BAGI IBU RUMAH TANGGA DI KOTA PALEMBANG harka, gilang; Mubarat, Husni; Patriansah, Mukhsin
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.v1i2.351

Abstract

Abstract: Plastic is widely used as packaging because it has many advantages and general properties such as being resistant to chemicals, insulating against heat and electricity, light and flexible. At this time, people in the city of Palembang still find it difficult to limit the use of plastic bags. It is hoped that public awareness of the negative impacts can contribute more by carrying shopping bags that can be used many times. Therefore, according to the designer, shopping bags of various types can be made wrong. One solution to reduce the use of plastic bags in Palembang City.
BUKU ILUSTRASI SEBAGAI MEDIA MENGENALKAN UNDANG-UNDANG INFORMASI DAN TRANSAKSI ELEKTRONIK DI KOTA PALEMBANG Wulandari, Yuniarti; Yulius, Yosef; Mubarat, Husni
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.v1i2.400

Abstract

Abstract: The Electronic Information and Transaction Law was first passed through Law No.11 of 2008 before finally being revised with Law No.19 of 2016. Based on the results of the questionnaire distributed, it can be concluded that many teenagers in the city of Palembang still do not know about the ITE Law. For this reason, it is necessary to introduce the ITE Law in order to prevent and avoid crime when accessing the internet and social media. In overcoming this problem, the author uses the design thinking method which consists of several stages, namely emphatize, define, ideate, prototype and test. After going through several stages, producing the main media in the form of illustrated books that summarize various information to introduce the ITE Law with attractive illustrations and bright colors adjusting the target target. The supporting media created in the form of digital and print posters, Instagram feeds, X-Banners, catalogs, stickers, tote bags, keychains, note books, standee mascots, and T-shirts. The creation of these media is expected so that the public is aware of the importance of knowing and implementing the ITE Law.
Boardgame Sebagai Media Komunikasi Visual Untuk Mencegah Demensia Sejak Dini Bagi Remaja 15-20 Tahun Di Kota Palembang Raihan Al-Hafids, Abdul; Mubarat, Husni; Windu Viatra, Aji
Besaung : Jurnal Seni Desain dan Budaya Vol. 9 No. 2 (2024): Besaung
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v9i2.4075

Abstract

Dementia is a symptom of intellectual function decline characterized by impairment in at least four functions: language, memory, visuospatial abilities (such as measuring distance, distinguishing colors and people), and emotional control. One of the symptoms of dementia is forgetfulness, and most people are still unfamiliar with the term dementia. This lack of awareness is due to insufficient education about dementia. This design project is crucial because it can increase literacy about dementia, enabling preventive measures from a young age by training cognitive skills in adolescents so that their cognitive abilities remain intact into adulthood. The design method used is the Design Thinking method, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test. The main media used is a board game which can train players' memory, focus and concentration. Through this design, it is hoped that it will be able to overcome the symptoms of dementia from the teenage years.
Cultural Expression of Aesthetic in Laker Paintings of Sanggar Ganesha in Palembang Mubarat, Husni; Suharto, Suharto; Pebriyani, Nyoman Dewi
Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni Vol 26, No 2 (2024): Ekspresi Seni : Jurnal Ilmu Pengetahuan dan Karya Seni
Publisher : LPPM Institut Seni Indonesia Padangpanjang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/ekspresi.v26i2.4437

Abstract

Social, economic, and demographic changes in Palembang, such as artists' migration to Yogyakarta and shifting community preferences towards Laker paintings, have impacted the sustainability of the aesthetic of Laker paintings at Sanggar Ganesha in Palembang. This research aims to examine the aesthetic elements of Laker paintings and how these elements reflect local wisdom and reveal symbolic meanings embedded in Laker paintings at Sanggar Ganesha, Palembang. The research method employed is qualitative descriptive. Data collection involved direct observation of Laker paintings, in-depth interviews with artists and key informants at Sanggar Ganesha, and literature review from relevant sources. Data analysis utilized intra-aesthetic analysis techniques to examine visual elements and painting techniques, and extra-aesthetic analysis to explore social, cultural, and philosophical aspects within Palembang's Laker paintings. Findings reveal that Laker paintings at Sanggar Ganesha, Palembang, exhibit unique aesthetic richness reflected through the use of traditional mediums such as Lak varnish, gold leaf, and Chinese ink. These mediums not only provide distinctive visual dimensions but also preserve the authenticity of Laker painting techniques. Elements like monochromatic golden hues, black color usage to highlight crucial details, and the smooth texture derived from Lak varnish application enrich both visual and symbolic dimensions of the paintings. Additionally, Laker paintings at Sanggar Ganesha depict cultural symbols and traditional Palembang values such as the Masjid Agunge, Ampera Jembatan, Rumah Rakit, and the atmosphere of the Sungai Musi, all reflected in visual representations.
Buku Cerita Interaktif Tentang Ikan Kembung Sebagai Sumber 0mega-3 Balita Di Kota Palembang Nugraha, M. Ihsan; Yulius, Yosef; Mubarat, Husni
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): 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.v2i2.816

Abstract

The First Thousand Days of Life (HPK) is a crucial period in a child's development. Several factors influence this process, including physical, social, emotional, and cognitive aspects. During this time, a child's brain can form a thousand new neural connections every second. Between the ages of two and six, there is rapid growth in the brain regions responsible for cognitive abilities. Nutrition that affects cognitive development in children includes omega-3, a nutrient found in foods such as mackerel. However, fish is less popular among children. The reasons children dislike fish include its fishy smell and a lack of understanding about the nutritional benefits of fish, especially mackerel, by their parents. This issue can be addressed through the knowledge of Visual Communication Design, which plays an important role in creating interactive storybooks that can encourage parents and children to better understand and consume mackerel as a source of omega-3.  
Media Belajar Interaktif Untuk Anak Penyandang Disleksia Di Kota Palembang Ainunnisa, Amalia; Yulius, Yosef; Mubarat, Husni
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): 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.v2i2.817

Abstract

Reading disorders in children are the first step in children's education. Reading is an ability that everyone must have, reading is the key to opening up space for imagination and expanding the learning process which has an impact on the future of every child. This reading disorder is called Dyslexia. Dyslexia has an impact on children ranging from educational, social factors and can even disturb the child's psychology. The main problem faced is how to deal with children who experience dyslexia. The main aim of this design is to overcome children's delays in reading, writing and language at the age of 7-12 years. Children's difficulties in recognizing letters mean that visual communication design plays an important role in producing informative message solutions through color, layout and typography. To produce interactive and effective learning media in solving reading problems, the author uses the design thinking method, so that the resulting interactive learning media is able to increase the ability and motivation to learn to read for children with dyslexia and increase the public's insight into how to prevent dyslexia disorders in children aged 7- 12.  
Buku Sebagai Media Komunikasi Visual Promosi Batik Palembang Pada Remaja Usia 17-25 Tahun Salsabilah Soha, Fadhilah Mutiara; Yulius, Yosef; Mubarat, Husni
VisArt: Jurnal Seni Rupa dan Design Vol. 2 No. 2 (2024): 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.v2i2.818

Abstract

Batik sebagai salah satu warisan budaya Indonesia yang telah diakui secara global. Batik, dengan keanekaragaman motif dan teknik pembuatannya, motifnya yang mencerminkan kekayaan budaya dan identitas lokal yang berbeda-beda di seluruh Nusantara. Meskipun batik telah mendapatkan pengakuan dunia, namun tidak banyak masyarakat yang mengetahui mengenai keberadaan batik di kota Palembang. Maka dari itu sangat penting dilakukan upaya untuk mempromosikan batik Palembang dengan tujuan memperkenalkan dan mempertahankan nilai budaya agar masyarakat di kota Palembang dapat melestarikan batik Palembang. Perancangan ini menggunakan metode design thinking yang mempunyai 5 tahapan yaitu Empathize, Define, Ideate,Prototype, Test. Dalam perancangan promosi ini adapun media media yang di hasilkan adalah buku, ambient media mobil, poster, brosur, kemeja, slingbag, slingbag pouch, pouch, notebook, stiker, dan gantungan kunci. Perancangan ini bertujuan agar masyarakat dapat mengetahui mengenai keberadaan Batik Palembang serta dapat melestarikan dan menghadirkan produk produk batik Palembang yang inovasi dalam desain ataupun fungsi dikehidupan sehari hari.