cover
Contact Name
Mukhsin Patriansah
Contact Email
jurnalvisart@gmail.com
Phone
+6282386846177
Journal Mail Official
jurnalvisart@gmail.com
Editorial Address
Jl. Tj. Barangan, Jl. Tj.Majid, Bukit Baru, Kec. Ilir Barat. I, Palembang, Provinsi Sumatera Selatan
Location
Kota palembang,
Sumatera selatan
INDONESIA
VisArt: Jurnal Seni Rupa dan Design
ISSN : 30262135     EISSN : 30262143     DOI : https://doi.org/10.61930/visart.v2i1.662
VisArt: Jurnal Seni Rupa dan Design focuses on the research of visual art studies through the experiences exchange among educators, artists, and researchers. Its primary goals is to promote quality research on conceptual ideas, studies, application of theories, and visual art reviews. Topics of special interest to Arty include scholarly reports that enhance knowledge regarding art in general, Fine Art, Art History, Visual Culture, Design Methodology, Design Process, Design Discourse, Design and Culture, Art Critism, Anthropology of Art, Artifact Design, Visual Communication Design, Creative Industry, and other historical, critical, cultural, psychological, educational and conceptual research in visual art and design
Articles 90 Documents
Media Interaktif Manfaat Kesehatan Buah Mengkudu Pada Usia 18-29 Tahun Di Kota Palembang Rahmadhani Syahputri, Nanda; Mukhsin Patriansah; Bobby Halim
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.v2i2.758

Abstract

Noni fruit is known to have various important health benefits, but the main problem in this design is the lack of knowledge, understanding and public acceptance of noni fruit is still very low, especially among generation Z. This design adopts the design thinking method in developing media that can attract attention, increase interest, and encourage action and search for further information about noni fruit. The main objective of this design is to inform the young generation aged 18-29 years in the city of Palembang about the health benefits of noni fruit through an application as the main interactive media. The main media used is interactive media in the form of a special application to introduce the various benefits of noni fruit to the people of Palembang City. This application will be designed using an approach that is attractive and easy to understand by the younger generation, especially Gen-Z, which contains complete information about the health benefits of the fruit. noni which can be accessed or installed via a QR Code, by displaying illustrations of noni characters and displaying application features such as, kudu reminder, kudu kepo, noni content, kudu understand and there are other features which are explained in the design visualization section . In this way, it is hoped that it will help attract generation Z to try processed noni fruit in the city of Palembang.
Branding Tari Sedulang Setudung Untuk Generasi Muda Di Sumatera Selatan Suci, Suci Ramadani; Patriansah, Mukhsin; Windu Viatra, Aji
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.v2i2.761

Abstract

One of the typical Banyuasin traditional dances is the Sedulang Setudung Dance, which is usually performed to welcome guests. The main problem faced is how to regenerate the interest of the younger generation in loving and appreciating local arts, one of which is the Sedulang Setudung dance. In overcoming this problem, the author uses the design thinking method for data collection and data analysis through the 5W+1H method (what, why, who, where, why, how), thereby producing an idea that can be applied at the design stage as a problem solving plan that faced. The main aim of this design is to create a branding design for the Sedulang Setudung dance so that it will be popular again with the younger generation. The designs created produce works that are categorized into three media, namely issue media including posters, x-banners, main media in the form of promotional videos, and supporting media including t-shirts, tote bags, stickers, hats, pencil pouches, key chains. and tumblers. The application of this media uses illustrations of dancers, rampai talang batik and other supporting elements. It is hoped that this design can embrace the younger generation. Through this design, it is hoped that it will be able to contribute to introducing and preserving the sedulang setudung dance to the younger generation in South Sumatra.
Analisis Prinsip-Prinsip Desain Pada Karya Ternama Bauhaus James, Noah
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.v2i2.775

Abstract

In the world of visual communication design, the name "Bauhaus" certainly sounds familiar. Apart from being known as an experimental and contemporary result that started the development of modernist design, the Bauhaus had a huge effect on the development of design in the period 1919-1933. His approach to education and the relationship between art, society, and technology had a profound influence on Europe and America long after those countries closed under Nazi pressure. Until the Bauhaus design form has been proven to be a type of design that has survived for a long time. The main problem is to see evidence of various forms of design such as architecture, furniture and interiors today which are the result of the design effect. The main objective is to analyze the design elements of famous Bauhaus works, such as Marcel Breuer's Cesca Chair which was created in 1928. Researchers used qualitative research methods in the form of observation to determine the quality of design works from that period which were proven to survive over time. which is old. The results of this research study show that there was the influence of the thinking of that era or the zeitgeist which formed a main principle in the design of the Bauhaus period, one of which was "form follows function". These rules have had a significant impact on design from that period to the present. Overall, the three Bauhaus principles succeeded in creating a unique, functional, and aesthetic design style. Bauhaus works are not only historical relics, but are still valuable today and provide inspiration for many contemporary designers.  
Kampanye Sosial Khasiat Daun Bidara Untuk Kesehatan Kulit Bagi Remaja Perempuan Usia 14-19 Tahun DI Kota Palembang Marlina, Putri; Halim, Bobby; Patriansah, Mukhsin
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.v2i2.780

Abstract

Abstrak : Tanaman (Bidara) yang berpotensi, dijadikan khasiat menyembuhkan untuk penyakit (kulit), bagi remaja perempuan sebagai kecantikan (Yulianto, 2017). Pada perancangan ini menggunakan metode kualitatif dengan pendekatan AISAS yang mempunyai 5 tahapan yaitu Attention, Interest, Search, Action, dan Share. Proses pengumpulan data,observasi, wawancara dan dokumentasi, data. Perancangan kampanye sosial khasiat daun Bidara untuk kesehatan kulit bagi remaja perempuan usia 14-19 tahun di kota palembang, sebagai media komunikasi visual pada pembahasan perancangan kampanye ini. Perancang bertujuan untuk mengenalkan kepada masyarakat terutama kepada remaja perempuan khasiat daun Bidara yang dapat dimanfaatkan sebagai clay mask Bidara untuk kesehatan kulit wajah. Pada perancangan ini menggunakan media-media seperti, motion graphics, poster, x-banner, brosur, feed instagram, totebag, cermin, gantungan kunci, t-shirt, packaing clay mask, pouch.
Kampanye Sosial Stop Stigma Lesbian, Gay, Biseksual, Dan Transgender (LGBT) Terhadap Wanita Maskulin Di Kota Palembang Felanty, Fatwani; Bobby Halim; Mukshin Patriansah
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.v2i2.781

Abstract

Stigma refers to a negative view or attitude towards the mental, physical, or social aspects of an individual or group, reflecting social disapproval. The presence of the Lesbian, Gay, Bisexual, dan Transgender (LGBT) community with non-normative behavior or appearance often triggers stigma and negative labels, even though the individual does not behave deviantly. The main issue at issue is the assumption that women with a 'tomboy' or masculine appearance are synonymous with lesbian sexual orientation, which is not always true. This research aims to explore the impact of the formation of these views on individuals who experience stigma, as well as efforts to reduce stereotypes in Palembang City. The design method used is the design thinking method applied in various media such as pre-media, main media, and follow-up media. Data collection techniques through observation, questionnaires, interviews, literature and websites. This research will produce various media including posters, t-shirts, tote bags, mirror reflections, Instagram feeds, calendars, pins, key chains, refrigerator magnets, narrative videos and photo stories. It is hoped that the achievements and targets of this design will be able to become informative media that will change the negative stigma of the people of Palembang towards masculine women.  
Media Komunikasi Visual Penerapan Prinsip Desain Dalam Buku Cerita Bergambar Aku Ingin Hidup Untuk Anak Sekolah Minggu Umur 7-9 Tahun Matingo, Sharon De Gracia; Pertiwi, Ratih
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.v2i2.784

Abstract

Visual Communication as a medium for applying design principles for designing the picture story book "I Want to Live" for Sunday school children aged 7-9 years. This research applies design principles in designing the picture story book "I Want to Live" for Sunday school children aged 7-9 years. This book is designed to convey a moral message in an interesting way by using colors, typography and illustrations that are appropriate to children's psychology. The research method involves analyzing children's needs, interviews with Sunday school teachers, and trials on the target audience. The results show that appropriate design can increase children's visual appeal and understanding of the message conveyed, making this book an effective and enjoyable learning medium. It is hoped that this research can be a reference for designers and educators in developing visual teaching materials for children.  
Analisis Board Game “Everdell” : Ditinjau Dari Strategi Desain Visual Dan Dampaknya Terhadap Pemain Muhammad Ilham Prakoso, Reza
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.v2i2.793

Abstract

The board game industry has now become something that is popular with people from children to adults. Game flow mechanics are crucial to the experience for players. However, attractive visuals are also very important for the playing experience. How the world in the game works, how time rotates in the game. Therefore, the steps that must be taken as a designer or artist in a board game are no less important than the game flow mechanics. This research uses an interview method with the artist who created the Everdell board game, Andrew Bosley. The results of this research show what steps were taken in creating the Everdell board game. What are the challenges as a board game designer? This study aims to find out how to build the right visuals to attract the player's attention and bring the player into the world of the game. This research shows the importance of designing appropriate visual communication as a strategy to strengthen the concept of gameplay in a board game. It is hoped that the achievements and targets of this research will be able to contribute to the development of board games  
Media Komunikasi Visual Mini Album Too Shy, Too Blind Band Magnolia Celebration Rizq, Hannan Hafizh
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.v2i2.794

Abstract

The music industry continues to be a popular form of entertainment today. The urgency of the problem faced in this research is how to create music popularity by utilizing technological advances that make music easily become famous among the public. problem solving plan by designing visual communication on the Magnolia Celebration mini album entitled "Too Shy, Too Blind". For independent bands like Magnolia Celebration, visuals on mini albums are not only a promotional medium, but are also important to highlight their image and build engagement with the audience. This design uses a qualitative descriptive analysis method through interviews with Magnolia Celebration band members, visual music practitioners, as well as secondary data from the internet. The results show that appropriate visual communication helps strengthen the band's identity, convey the musical narrative, and attract the audience. Thus, the importance of mini album visual communication in strengthening the image and audience involvement as well as providing added value to music promotion.  
Analisis Cerita Rakyat “Putri Pinang Gading” Sebagai Media Eksplorasi Budaya Anak Sekolah Dasar Angeline, Richieta
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.v2i2.796

Abstract

Indonesia has a very varied cultural richness, reflected in the various cultures, especially the number of folk tales that represent each region. The main problem of this research is that there are many folk tales that are less popular, even forgotten by society due to factors of contemporary development and globalization, one of which is the folk tale "Putri Pinang Gading" from Bangka Belitung. This is very unfortunate because this story contains cultural values, morals and good character to be emulated, especially by girls. The research method used is a qualitative descriptive research method. The problem solving plan is carried out by analyzing why the story is less popular and the suitability of the story as a medium for cultural exploration for children. The main aim of this research is to utilize this story in storybooks or other educational media that not only introduces Bangka Belitung culture, but also introduces more general Indonesian culture and characteristics, such as mutual cooperation and hospitality. The achievements and targets of this design are expected to be a medium for cultural exploration for elementary school students.  
Analisis Peran Media Cetak Photobook Dalam Mempromosikan Brand Identity Dan Produk Untuk Bengkelmotor Custom Di Kota Tangerang Siauw, Andre
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.v2i2.801

Abstract

Abstract: The rapid development of automotive trends in Indonesia, especially in the field of custom motorbikes, is reflected in the increasing number of custom workshops. However, most still often face challenges in attracting the attention of potential customers. The main problem is the lack of available information, which hinders the introduction of workshops and raises doubts among consumers in Tangerang City. The public's high interest in vehicle modifications underlines the important role of print media such as catalogs or photobooks in introducing brand identity and various products from custom workshops. The main objective of this design is to make this print media, in the form of a custom workshop brand identity, able to be presented effectively to the public, while the variety of products offered can be explained in detail, facilitating better understanding for potential consumers. The research method used is a qualitative method which places greater emphasis on data quality. The expected achievements and targets will be able to contribute to the progress of costume workshops in the city of Tangerang.