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
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.
Membangun Narasi Visual Melalui Desain Karakter: Studi Kasus Karakter Ikonik Sapmayada, Alex
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.v2i2.819

Abstract

This study discusses the important role of character design in building effective visual narratives through a case study of iconic characters in pop culture. Character design serves as a narrative medium that is able to convey stories and build emotional connections with the audiences. This study uses a qualitative method with a case study approach, where data is collected through content analysis on online discussion platforms such as Fandom and YouTube, as well as an open-ended questionnaire survey. The results of the study indicate that visual elements such as silhouette, palette, and exaggeration in character design can provide story clues and support the storyline consistently. The findings are in line with the theory of visual storytelling which states that each visual element provides certain values and messages. This study is expected to provide insights for designers to create characters that are not only memorable but also able to become strong and relevant narrative media.  
Komunikasi Visual Pengenalan Tanjak Dan Rumpak Sebagai Pelengkap Pakaian Adat Khas Palembang Wirawan, Novriansyah; Mubarat, Husni; Viatra, Aji Windu
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 faiz, M.Faiz Ghozi; Mubarat, Husni; 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.v2i2.823

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.
Peranan Analisis Elemen Logo Dan Visual Identitas Dalam Pembangunan Brand: Studi Kasus Aksara Buana Muhammad Anindya Suryo Adiningrat
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.v2i2.829

Abstract

A logo is part of the visual identity which is a marker of the company's brand. We know that people in the past have used logos as a means of worship and prayer. Apart from that, logos are also used as symbols of the family and then used in companies for their brands and marks. The design of a logo intersects with visual identity because without visual identity, the logo and company profile cannot be created according to the client's wishes. This research aims to analyze the logo elements used in the Aksara Buana logo, apart from the importance of consistency and harmony, where creating a brand requires visuals that the audience can remember. The main problem is how to align, shape and design principles of the buana script logo. The results found in this research are that modern design prioritizes simplicity and flexibility in use on various platforms. It is hoped that the achievements of this research will be able to contribute to the development of logo design, especially in the realm of Visual Communication Design.  
Kampanye Visual Makanan Khas Kota Palembang Berbahan Baku Ikan Febriansyah, Tegar; 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.v2i2.847

Abstract

Visual Campaign for Typical Palembang Food Made from Fish is the right step because the author wants to introduce and preserve Palembang's Typical Food Made from Fish to Generation Z. The main problem faced is that the existence of Palembang Typical Food is starting to be eroded by the influence of international foods such as western Korean food and dishes are starting to be forgotten by the younger generation, especially Generation Z. The main aim of this design is to introduce the heritage of Palembang City's Typical Food to Generation Z as part of Indonesia's cultural richness which needs to be preserved and created through motion. graphics as a problem solving step. The expected achievement and target of this design is that typical Palembang food made from fish is better known to generation Z and continues to exist amidst the development of various types of food products circulating in the current era of globalization.  
Kampanye Sosial Pentingnya Penggunaan Sunscreen Sebagai Upaya Pencegahan Dampak Buruk Sinar UV Terhadap Kulit Pada Remaja Usia 12-17 Tahun Di Kota Palembang Aulia, Dita; Yulius, Yosef; Iswandi, Heri
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.v2i2.852

Abstract

Excessive UV rays will have a negative impact on the skin, one of the negative effects of which is sunburn and can even cause skin cancer. The main problem faced is that there are still many people who do not know the dangers of UV rays on the skin and not many people know how to prevent them. This design has the main objective, namely to carry out a campaign, namely to encourage teenagers aged 12-17 years to use sunscreen to avoid this exposure. Here using several methods, one of which is collecting data through questionnaires, the results of this collection can be concluded that there are still many people in Indonesia who underestimate the use of sunscreen, especially men who collected the largest amount of data in the questionnaire regarding why they don't use sunscreen. This UV light campaign presents a unique campaign regarding the invitation and use of sunscreen properly and correctly, as well as helping in choosing the right sunscreen for the skin.  
Kampanye Penggunaan Earphone Yang Aman Bagi Kesehatan Telinga Di Kota Palembang Dyana, Shafa Naila; Windu Viatra, Aji; Iswandi, Heri
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.v2i2.878

Abstract

The age of development is increasingly advanced in a sophisticated era of hearing-bound audio, the Earphone, which is a small audio device used by users by pressing or inserting it into their ear channels. This campaign was designed comprehensively, ranging from problem analysis to the development of visual strategies and concepts relevant to the people of Palembang. In-depth research highlights ear health risks due to unwise use of earphones, and this campaign aims to raise public awareness. The campaign uses visual elements such as ears and urban imagery, as well as various media such as motion graphic videos, posters, t-shirts, and leaflets to reach a wide audience. Exhibition results show the campaign is effective in changing people's behavior, raising awareness of the importance of safe use of earphones, and providing a basis for continuous education in maintaining hearing health