Husni Mubarat
Prodi Desain Komunikasi Visual, Universitas Indo Global Mandiri

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Buku Cerita Interaktif Tentang Ikan Kembung Sebagai Sumber 0mega-3 Balita Di Kota Palembang M. Ihsan Nugraha; Yosef Yulius; Husni Mubarat
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 Amalia Ainunnisa; Yosef Yulius; Husni Mubarat
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 Fadhilah Mutiara Salsabilah Soha; Yosef Yulius; Husni Mubarat
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.
Komunikasi Visual Pengenalan Tanjak Dan Rumpak Sebagai Pelengkap Pakaian Adat Khas Palembang Novriansyah Wirawan; Husni Mubarat; Aji Windu Viatra
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.v2i2.822

Abstract

Songket is a fabric originating from Palembang, the process of making songket fabric uses gold and silk threads, which gives the fabric a shine and luxury. Songket cloth is also used in other traditional clothing such as Tanjak and Rumpak. Tanjak is a headband commonly worn by men in Palembang city. In addition to Tanjak Rumpak is also a traditional clothing of Palembang city which is worn on the waist of men as a complement to the typical Palembang traditional clothing. Along with the changing times there are many mistakes in the use of Tanjak and Rumpak such as wearing Rumpak below the knee used by single or unmarried men. Therefore, this design aims to create a promotional media for this typical Palembang traditional clothing to be better known for its history by the wider community in Palembang city. This promotional media design uses the 5W+1H method which focuses on innovation by utilizing designer tools. This approach aims to combine technology, user needs, and cleanliness. The result of this design is that an effective and attractive visual approach is very important. This helps to increase the awareness and appreciation of people in Palembang City towards Tanjak and Rumpak,.  
Pemanfaatan Limbah Kayu Menjadi Produk Mainan Edukatif Bagi Anak-Anak Di Kota Palembang M.Faiz Ghozi faiz; Husni Mubarat; Aji Windu Viatra
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.v2i2.823

Abstract

Wood waste is wood residue or parts of wood that are considered no longer of economic value, usually the remaining pieces of wood consist of several pieces, 25% -30% of the volume of wood material. The main problem is that wood waste has an impact on the environment and human life, such as the accumulation of wood waste which is often left to rot, piled up, or even burned. Then environmental pollution occurs, usually wood that is no longer used by the furniture industry often ends up as waste that pollutes the surrounding environment. The design method used is the Design Thinking design method with a 5W+1H data analysis approach. Therefore, it is hoped that the problem solving plan in designing wood waste can be utilized into educational toy products that are beneficial for children in the city of Palembang.