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 113 Documents
Analisis Interpretasi Karya Arahmaiani Yang Berjudul ‘Do Not Preventthe Fertility Of The Mind’ Rasha Nadin
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.889

Abstract

This article analyzes Arahmaiani's artwork "Do Not Prevent the Fertility of the Mind" (1997-2014-2018) with an interpretive approach and using feminist art theory, exploring symbolic representations of women's autonomy over their bodies and minds. The artwork features a combination of elements such as sanitary napkins, blood in vials, and a photograph of the artist wearing a nurse's outfit while holding a contraceptive and scissors. These symbols challenge social norms that regulate women's roles, emphasizing the importance of women's control over their reproductive health and intellectual freedom. Based on feminist principles, this article highlights how Arahmaiani's artwork critiques patriarchal structures that limit women's agency. By analyzing these elements in the context of feminist discourse, this article emphasizes the importance of women's intellectual and physical freedom, and encourages society to reconsider the limitations imposed on them. This analysis contributes to the understanding of the role of feminist art in changing narratives about gender, autonomy, and identity.
Analisis Karya Wassily Kandinsky Mengenai Melodi Dan Warna Dalam Pembuatan Karya Seni Azzahra, Fatimah; Suherlan, Yayan
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.892

Abstract

Synesthesia is a phenomenon where the human senses can receive data and turn it into a stimulation to certain sensory, but indirectly the stimulation can trigger other stimulation. Chromesthesia is one of the branches of Synesthesia, Chromesthesia is a phenomenon where humans can associate colors to a sound that is heard, Wassily Kandinsky is one of the humans blessed with this advantage. This research aims to dissect Wassily Kandinsky's work on melody and color. As one of the humans blessed with Chromesthesia, whether his works are strongly influenced by this advantage. Using a qualitative approach with a descriptive method. Data will be presented taken from observations of Wassily Kandinsky's works. It was found that some of Wassily Kandinsky's works entitled Composition VIII were created after he watched Wagner's opera “Lohengrin” performed at the Bolshoi Theater in 1896. His works were based on the melodies he heard while watching the opera, Wassily Kandinsky felt the colors as he listened to the music presented in the opera.
Studi Dampak Komunitas "Mari Menggambar" Terhadap Perkembangan Bakat Visual Bagi Remaja Di Kota Jakarta Rafli Hidayah
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.965

Abstract

This research discusses the role of the community in increasing visual creativity among teenagers using a case study approach. This research aims to examine the impact of teenagers' participation in the "Let's Draw" community on the development of their visual talents. The method used is a mixed research method (qualitative and quantitative), which combines quantitative and qualitative data with a case study approach. This type of research uses surveys, interviews and observations on secondary and primary data to collect data from respondents and sources. The results of this research show that talent development among teenagers can be based on community activities such as workshops, joint discussions and weekly challenges. Apart from that, social interaction in the community has a positive psychological impact in the form of increased self-confidence and motivation to continue working. This research concludes that creative communities such as “Let's Draw” can be an effective platform to support the development of teenagers' visual talents. These findings provide recommendations for the formation of similar communities in other regions as a strategy to encourage creativity and artistic talent in the younger generation.
Sistem Pewarisan Horizontal Seni Tradisional Parrawana Di Puppalawo Polewali Mandar Dermawan, Azwan; Jamilah; Nurwahidah
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.1034

Abstract

This study is a analysis study to identify and describe the Horizontal Inheritance System of Parrawana Traditional Art in Puppalawo Polewali Mandar. This study aims to answer the problem regarding the Horizontal Inheritance System of Parrawana Traditional Art in Puppalawo Polewali. As a cultural heritage, this traditional art needs to be preserved so that it continues to exist in society today. The urgency of the problem is how the inheritance system of Parrawana traditional art is in educational institutions in Puppalawo Polewali Mandar and how the inheritance system of Parrawana traditional art is in art studios in Puppalawo Polewali Mandar. The method used is descriptive qualitative, namely by describing the research object directly. Data collection techniques are literature studies, observations, interviews, and documentation. Through this study, it is hoped that the wider community will know how the inheritance system of Parrawana art is in Puppalawo Polewali Mandar for its supporting community, thus this art can continue to exist and become one of the commitments to preserving cultural heritage, one of which is Parrawana art in Puppalawo Polewali Mandar.
Merchandise Sebagai Media Promosi Perilisan Game Voltshadow Hadikusumo, Albert Champan
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.1038

Abstract

The rapid growth of the global game industry presents unique challenges for independent developers in effectively marketing their products. One case example is Voltshadow, a mobile game developed by the local indie studio Itiak Games, which, despite its promising visual and narrative quality, has received limited public attention due to a lack of promotional media. This study aims to design a promotional strategy through merchandise as a form of visual communication capable of increasing awareness and appeal toward Voltshadow. The research was conducted using qualitative methods, including interviews with professionals in illustration and merchandise design, observation of merchandise trends in both local and international game industries, and literature studies from various academic sources. As a result, a series of merchandise products were designed to not only represent the visual identity of Voltshadow but also build an emotional connection with the audience. The merchandise design implementation includes aspects such as illustration, color, typography, and the strategic placement of visual elements tailored to the characteristics of the target market. This design is expected to serve as an effective solution to support the release of indie games and strengthen Voltshadow's position in both the national and global game industries.
Board Game Putri Kembang Dadar Sebagai Media Edukatif Bagi Remaja Di Kota Palembang Fernando, Dimas; Heri Iswandi; Hestia Rachmat Nunciata
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.1048

Abstract

Folklore constitutes an essential part of cultural heritage, encompassing educational, moral, and historical values that enrich knowledge and contribute to the character development of younger generations. These stories not only convey positive messages but also reflect the identity and local wisdom of a region. However, the rapid advancement of technology and the widespread influence of modern culture have led to a significant decline in adolescents’ interest in folklore. This condition presents a challenge in the efforts to preserve and raise awareness of local culture, particularly the folklore of Palembang. This study aims to design an engaging educational medium in the form of a board game, adapted from the folk tale Putri Kembang Dadar. The primary objective is to increase teenagers’ interest in and understanding of folklore while strengthening their appreciation of local cultural identity. The design process employs the Design Thinking approach, which involves the stages of problem identification, solution formulation, and the application of visually appealing concepts that align with contemporary youth interests. The final product is an interactive and educational board game, presented in an engaging and accessible format. The achievement of this design is expected to be able to introduce and provide education for teenagers in Palembang City regarding the cultural heritage in the form of the Putri Kembang folk tale.
Analisis Estetika Karya Galih Reza Suseno Yang Berjudul ‘Lunar In Nibiru’ Nafisa Aqilah; Miftahul Falah; Mertien Roos
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.1097

Abstract

This study discusses aesthetics and creative process in creating a painting, with a case study on the work "Lunar in Nibiru" by Galih Reza Suseno. The artist's creative process is expressed through the Alma Hawkins theoretical approach which includes three main stages: exploration, improvisation, and formation. The inspiration for the main work comes from personal experiences, especially the surreal dreams experienced by the artist during the Covid-19 pandemic. The study uses a qualitative descriptive method with data collection through literature studies and observations of the Srissanti Syndicate archives. The results of the study show that Galih Reza Suseno's creative process involves searching for ideas from subconscious experiences, exploring embossed painting techniques with acrylic media on canvas, and improvising in selecting visual elements to achieve the desired aesthetic quality. This study emphasizes the importance of personal meaning and exploration techniques in producing original and communicative works of art. The achievements of this research are expected to be able to provide contributions and also references for other painters and academics who use Galih Reza Suseno's works as a source of inspiration and also an object of study.
Kecenderungan Terhadap Seni Rupa Modern Indonesia Di Lingkungan Korporat: Studi Kasus Di pt. Rahman Ramadhan Diandara sagara mata dewa, sagara mata dewa; Agus Cahyana; Farid Kurniawan Noo Zaman
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.1111

Abstract

Abstract: This study aims to examine the tendencies of artistic taste among individuals in a professional corporate environment toward modern Indonesian visual art. Utilizing a qualitative art criticism approach, the study engages three paintings from the Perintisan, Mooi Indie  , and Persagi periods as visual prompts. The results reveal that respondents’ visual preferences are shaped by educational background, visual experience, and a generally neutral office environment. Despite limited participation, the findings indicate that artworks with historical or emotional narratives receive more attention than purely decorative landscapes. This study contributes to understanding non-art audiences within professional settings
Buku Ilustrasi “Acaraki Journey” Sebagai Upaya Revitalisasi Budaya Jamu Jesslyn Juana Elizabeth Hiu
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.1142

Abstract

Jamu, as part of Indonesia's cultural heritage, faces significant challenges in maintaining its existence amid modernization, especially among younger generations. The declining interest in jamu risks causing a generational disconnect and the gradual disappearance of traditional herbal practices that have been passed down through centuries. In response to this issue, this research focuses on the design of an illustrated book titled “Acaraki Journey: The World of Jamu and Acaraki” as an educational and visual medium to support the revitalization of jamu culture. The study adopts a qualitative method involving literature studies, field observations, and collaboration with Acaraki, a modern jamu café in Jakarta that actively promotes jamu through workshops and community engagement. The visual narrative in the book is developed to be engaging, informative, and culturally rich, targeting young readers as well as domestic and international visitors. The result indicates that illustrated media can effectively convey complex cultural messages in a simplified and appealing format. This project aims to preserve the traditional knowledge of jamu-making and also to reposition jamu as a contemporary health practice embedded within modern lifestyles. Ultimately, the book is expected to become a bridge that connects the past and the future through accessible cultural storytelling.
Desain Prototype Sepeda Listrik Tiga Roda Sebagai Alat Transportasi Untuk Pengiriman Paket Di Kota Bekasi Muhammad Irfan; Geggy Gamal Surya
VisArt: Jurnal Seni Rupa dan Design Vol. 3 No. 1 (2025): 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.v3i1.1167

Abstract

Electric bicycles have emerged as an efficient, environmentally friendly, and relevant transportation solution for urban communities. This study aims to design a three-wheeled electric bicycle specifically tailored for parcel delivery needs in Bekasi City. With the rise of e-commerce activities, the demand for fast and secure parcel delivery services has significantly increased. However, couriers using conventional motorcycles often face various challenges such as limited cargo capacity, range, and package security issues. Therefore, a three-wheeled electric bicycle is proposed as an innovative solution to address these challenges. This study employs a qualitative method involving in-depth interviews with couriers, logistics agency owners, and e-commerce users in Bekasi City. The results indicate that couriers require electric bicycles with a battery capacity capable of covering a minimum distance of 100-150 km per charge, as well as adequate cargo capacity to carry multiple packages simultaneously. Additionally, the need for a more extensive and easily accessible charging infrastructure also emerged as a key concern. The design proposed in this study includes a three-wheeled electric bicycle with secure and efficient package storage space, equipped with safety features for the rider. The implementation of the three-wheeled electric bicycle is expected to enhance the operational efficiency of parcel delivery, reduce environmental impact, and support the government's efforts in promoting eco-friendly vehicles.

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