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Hanung Sekar Larasati Enggaringtyas; Mahimma Romadhona; Widyasari Widyasari

Jurnal Riset Rumpun Seni, Desain dan Media 2026 Pusat Riset dan Inovasi Nasional

The Fruit of the Spirit is an important theological value to teach children because it contains points for everyday behavior. However, learning about the Fruit of the Spirit often encounters obstacles and is difficult for children aged 8-12 years to understand because it is considered too abstract and difficult to convey in simple language. Furthermore, obstacles come from the learning media used which are still conventional. Therefore, effective learning media are needed that can attract the interest and motivation of children to want to learn and apply the Fruit of the Spirit in everyday life, such as board games. In board games, there are components that can attract emotions and can be used as media, namely character pawns. The method used is the Design Thinking method with descriptive analysis. This approach is used to analyze data from the results of observations, interviews, literature studies, and questionnaires, as well as to develop concepts and design results. Thus, the character pawns can be created with a human-centered design approach, which is able to create visuals that have a close relationship with children's psychology.

Efansa, Chika; Chika Efansa; Pradita Eko Prasetyo Utomo; Muhammad Razi A

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

PAMTIRTA Tempino is an institution that provides clean water services in the Tempino area. The process of recording water use and monitoring water turbidity is still done manually, making it prone to recording errors and making it difficult to monitor the water quality distributed to the community. This study aims to design a website-based water turbidity recording and monitoring system by focusing on User Interface (UI) and User Experience (UX) aspects using the Design Thinking method. The research follows five stages of Design Thinking: empathize, define, ideate, prototype, and test. Data collection involves observation and in-depth interviews with PAMTIRTA officers. The results include a design with key features such as digital water meter recording, turbidity monitoring dashboards, and complaint services. The prototype was tested using Maze and the System Usability Scale (SUS), achieving a score of 80.1 and falling into the "Good" category (grade B). These results demonstrate that the UI/UX design effectively provides an easy-to-understand, operationally suitable, and efficient solution for PAMTIRTA Tempino's water recording and turbidity monitoring needs. This design offers a ready-to-implement solution to improve the efficiency, accuracy, and quality of clean water services in the Tempino area.

M. Hamzah; Ichsan Ichsan; Afifuddin Afifuddin; Ahmad Vaza At Thariq; Ikhsan Saputra

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Minimalist style, as one of the major streams of modern design, has developed rapidly and influenced various aspects of life, including furniture design in Aceh. Along with the increasing dominance of minimalism, the existence of traditional Acehnese ornamentation has declined in application and tends to stagnate through repetitive use of similar motifs. This study aims to integrate the aesthetic and symbolic values of Acehnese ornamentation into minimalist furniture design through a contextual design approach based on local wisdom. The research applies the Design Thinking method, encompassing stages of contextual exploration, formulation of aesthetic concepts, visual experimentation, and critical reflection. Visual experiments were carried out through manual sketches and digital reproduction using SketchUp, CorelDRAW X7, and Gopain. The study produced two furniture designs a document cabinet and an office desk which combine Acehnese ornaments derived from the tomb complex of Raja Jalil in Lam Lagang and the traditional house of Teungku Chik Awee Geutah in Bireuen. The findings reveal that integrating Acehnese ornamentation into minimalist design can create harmony between tradition and modernity without losing philosophical depth or local identity. The study highlights the significance of a contextual design approach as an innovative strategy for cultural preservation through contemporary furniture creation.

Mega Cattleya; Rizqi Novita Sari; Yekti Condro Winursito

The rapid advancement of digital technology has significantly influenced how small and medium enterprises (SMEs) connect with consumers. Kampung Lawas Maspati SMEs encounter obstacles in expanding their market due to limited online visibility and reliance on conventional sales approaches. This study aims to develop an e-commerce website that addresses these challenges by focusing on user-centered innovation. Using the Design Thinking method, which includes stages such as empathizing, defining, ideating, prototyping, and testing, user needs and challenges were explored through interviews, surveys, and observations to inform the website development process. The resulting platform is intuitive, responsive, and accessible, enabling SMEs to display their products, manage transactions, and engage with customers effectively. The application of this method not only improves market reach but also strengthens the competitiveness and digital literacy of Kampung Lawas Maspati SMEs. Evaluation results show a high level of consumer satisfaction, reaching 91.87%, indicating that the developed website effectively meets user expectations and supports SME digital transformation.

Nuria Lathifatul Qolbi; Aris Sutejo; Restu Ismoyo Aji

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

The richness of local legends, such as the legend of Giri Gajah from Gresik, faces the risk of being forgotten due to a lack of visual elements appealing to child audiences, especially those aged 8-10 years old. To revitalize this legend, a picture storybook was designed by creating character designs that could captivate children aged 8-10. This dynamic educational medium is the primary target. The focus of the design lies in the character design, making it the core visual element and narrative driver, which connects the oral tradition with the needs of contemporary media. The research method used is design thinking. The design results established four main characters, namely Pandu, Sunan Giri, Sunan Giri's Grandchild, and Gajah (Elephant), using a Semi-Realistic Cartoonist illustration style. This style was chosen for its ability to bridge the reality of local culture with a cheerful visual appeal. This design successfully created an effective medium for the preservation of local culture and the improvement of children's interest in reading.

Siti Farah Fakhirah

Saturnus: Jurnal Teknologi dan Sistem Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advancements in modern information technology continuously require companies to present complex data more effectively, especially within the scope of sales management and business decision-making. Dashboards are essential, interactive tools that enable professionals and managers to make strategic decisions quickly, confidently, and based on accurate data visualization. This study focuses on designing an intuitive and user-centered Sales Monitoring Dashboard UI/UX for One Direction at PT. XYZ by applying the five iterative stages of the Design Thinking method, namely empathize, define, ideate, prototype, and test. Key user needs identified include real-time performance summaries, streamlined navigation flow, informative visual hierarchy, and visuals that remain consistent with corporate identity and brand values. The System Usability Scale (SUS) test involving 19 respondents resulted in an excellent average score of 80.92. These findings demonstrate that the Design Thinking approach effectively produces a user-friendly, consistent, and data-driven dashboard interface that supports timely, accurate, and informed business decisions.

Bima Aflaha Ahsa; Dwi Mutia Sari

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Nava Rent Car is a car rental service business located in Batam. Many customers have complained about the difficulty in making reservations and obtaining detailed information about the vehicles and services offered. To address this issue, the author designed a more informative, functional, and appealing User Interface (UI) website to support the marketing of services. This design was developed using the Design Thinking method with SWOT analysis techniques. This approach was chosen because it focuses on the user, helping to deeply understand their needs, desires, and problems. The Design Thinking process consists of five steps: empathizing to understand the user's problems, defining the problem, ideating solutions, prototyping, and testing the design for user feedback. The result is a high-fidelity website prototype that illustrates the user flow and measures how well the design meets user needs and provides an optimal experience. Feasibility testing showed positive responses, especially regarding the interface design, clarity of vehicle information, and available features. It is expected that this design will help Nava Rent Car enhance its marketing strategy and expand its business reach.

Destiani, Fajrin; Gupita Cinantya, Ixsora

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The design of the 3:30 Kopi website poster was carried out as an effort to present an effective and modern promotional medium to support information needs and introduce the café’s digital platform to the wider community. In line with the development of the digital era, local SMEs such as 3:30 Kopi are required to remain competitive by utilizing visual media that is both communicative and appealing. This poster functions not only as an information tool but also as a branding strategy to strengthen the café’s identity in the eyes of consumers, particularly in the Ciledug area and its surroundings. The visual concept of the poster was designed with careful consideration of both aesthetics and function. The use of brown and cream tones symbolizes the warm and natural character of coffee, while also creating a friendly and elegant impression. Typography was chosen with a simple yet bold style to ensure information is easy to understand. The main elements, featuring a mockup of the website displayed on both laptop and mobile devices, emphasize the flexibility and responsiveness of the platform, which can be accessed anytime and anywhere. In addition, the inclusion of a QR code provides a modern solution that facilitates quick and practical interaction between the audience and the website. Cultural-inspired ornaments derived from 3:30 Kopi’s signature menu further reinforce its visual identity while adding aesthetic value. Through this poster design, 3:30 Kopi is expected to increase brand awareness, attract new visitors, and strengthen its image as a café that not only offers coffee but also provides a productive social space suited to the needs of modern society.

Reza Muhammad Rizqi; Jayanti Mandasari; Sriyatun, Sriyatun

Jurnal Pengabdian kepada Masyarakat 2025 Pusat Riset dan Inovasi Nasional

The community service activity carried out with farmer groups in Kelungkung Village, Sumbawa Regency, aims to enhance farmers’ capacity and independence through an innovation-based business approach. The specific objectives of this activity include: (a) developing an innovation-oriented business model to support agricultural product enterprises, (b) strengthening marketing management for competitiveness, (c) improving skills in simple financial management analysis, and (d) providing an understanding of creative thinking methods capable of generating innovations by integrating community needs, technological potential, and business success factors. The methods applied involved training sessions, mentoring, and interactive discussions focusing on business model design, digital financial management practices, and modern marketing strategies. The results of the activity indicate that: (1) partners are able to understand and elaborate on key business components such as customer segments, value propositions, distribution channels, customer relationships, revenue streams, key resources, key activities, key partners, and cost structures; (2) partners can evaluate their businesses, identify opportunities, and formulate solutions to existing challenges; (3) partners have acquired basic knowledge of digital-based financial management analysis that is simple yet applicable; and (4) partners have developed the capacity to expand their farming enterprises, particularly in the field of digital marketing. Overall, this program has successfully encouraged farmer groups to be more adaptive to technological developments and modern market demands.

Ade Lia Kurnia Safitri; Ahmad Fuad

Abstrak : Jurnal Kajian Ilmu seni, Media dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Posters are an important means of conveying information and promoting products or services to a wider audience through the power of visual communication. This research focuses on redesigning promotional and informational posters to support the marketing strategy of the Kopi Es Tak Kie website, a long-standing Chinese culinary heritage in Jakarta. The main objectives of this research are to enhance visual appeal, expand market reach, and strengthen cultural values ​​through print media designs that are representative and relevant to the development of the digital era. The approach used is visual communication design with the Design Thinking method. The stages in this method include audience needs research, design concept design, prototyping, and usability evaluation involving target respondents. In the visualization process, Figma software was used to arrange the poster layout, while Procreate was utilized to create complementary illustrations that provide an artistic and authentic feel. The resulting poster design emphasizes the use of a color palette of brick red, cream, and dark blue, combined with script and sans-serif typography. This combination was chosen to convey a cultural message while emphasizing the exclusive image of the Kopi Es Tak Kie brand. The visual harmony of color and typography enhances the cultural narrative while emphasizing the modern brand identity. The primary audience for this poster is young adults aged 22–40 who are interested in the fusion of traditional coffee culture and modern lifestyle. The findings of this study indicate that the redesigned poster is effective in bridging cultural heritage with digital branding, strengthening the identity of Kopi Es Tak Kie across both offline and online platforms. Thus, the poster medium is proven to act as a communication bridge connecting historical values ​​with contemporary marketing strategies.

Muhammad Iqbal Wicaksono; Eva Yumami; Niky Hardinata

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

A wedding is an important event in a person's life that requires various careful preparations, one of which is sending invitations to guests. This research aims to create an Android-based wedding invitation booking application that utilizes Augmented Reality (AR) technology with a Design Thinking approach. This approach includes five main stages, namely empathize, define, ideate, prototype, and testing, to ensure that the developed application is truly in accordance with the needs and expectations of users. With AR technology, users can view and interact directly with virtual invitations through digital devices such as smartphones, which provides a more engaging, interactive, and modern visual experience than conventional physical invitations. The app's key features include invitation design selection, content customization (name, location, date, and couple's photo), as well as simulated invitation display with three-dimensional effects via AR. The app also allows users to store, share, and place orders directly through an integrated system. The results of the evaluation conducted using the System Usability Scale (SUS) method showed a score of 75.3. This score indicates that the app has a good usability level and is positively received by the majority of respondents. In addition, this application is considered to be able to increase efficiency in the invitation ordering process and provide a more modern and personal impression to users and invited guests. The conclusion of this study is that AR-based wedding invitation booking apps not only serve as a practical tool, but also become digital innovations that enrich the user experience in modern weddings. This research is expected to make a real contribution to the development of creative information technology and inspire other developers to create similar solutions that are innovative, efficient, and relevant to the needs of the times.

Risti Puspita Sari Hunowu; Risti Puspita Sari Hunowu; Apsari Dj. hasan; Muhamad Alit Pratama Imran

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

Kekerasan seksual di lingkungan perguruan tinggi merupakan masalah serius yang memerlukan perhatian khusus. Universitas Ichsan Gorontalo melalui program Satuan Tugas Pencegahan dan Penanganan Kekerasan Seksual (Satgas PPKS) berupaya untuk menciptakan lingkungan kampus yang aman dan bebas dari kekerasan seksual. Penelitian ini bertujuan untuk merancang kampanye komunikasi visual yang efektif untuk mendukung program Satgas PPKS. Kampanye dirancang dengan menggunakan pendekatan Design Thinking yang berfokus pada pemahaman kebutuhan target audiens dan menghasilkan solusi visual yang inovatif. Penelitian ini menggunakan metode kualitatif dengan pengumpulan data melalui wawancara, diskusi kelompok terfokus (FGD), observasi, dan studi dokumentasi. Media yang dirancang meliputi konten media sosial, poster, dan infografis. Proses penelitian meliputi lima tahap utama, yaitu empati, definisi masalah, ide, prototipe, dan pengujian. Hasil penelitian menunjukkan bahwa poster dan infografis efektif dalam meningkatkan kesadaran civitas akademika terhadap isu kekerasan seksual.

M. Farid Mediatama; Aditya Hanum Widharsa

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The Archives and Library Office of West Sumatra Province is a government institution that serves as a center for archive management and public literacy services. This building is visited by various groups, including agency staff, students, university students, and the general public. However, based on preliminary observations, several issues were identified regarding the existing signage system in the building, which was found to be inadequate, lacking in informativeness, and in many cases, unfit for use—making it difficult for visitors to navigate the space. This study aims to design a more effective and communicative signage system using a visual communication design approach. Data collection methods included direct observation and SWOT analysis to identify the strengths, weaknesses, opportunities, and threats of the current signage conditions. The design process employed the Design Thinking method, consisting of five stages: empathize, define, ideate, prototype, and test. The outcome of this process includes five primary media: pictograms, floor plan boards, ground floor information boards, directional signs, and room information signs. Additionally, five supporting media were designed: staff ID cards, lanyards, library membership cards, folder maps, and bookmarks. The developed designs were evaluated through validation and feasibility testing involving two design experts and three visitors as respondents. Based on the assessment results, the design was rated as excellent, with an average score of 4.95 from the experts, and all general respondents gave positive feedback regarding the visual aspects, legibility, and informational function of the designed signage system.

Handika Wahyu Jatmiko; Yudi Wibowo; Arif Yulianto

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Indonesia is predicted to have the threat of demographic bonus while also having the opportunity to take advantage of this threat through the Prakerja program. Since 2020 the Prakerja program has been running and there are still many numerical achievements that need to be realized to avoid the threat of demographic bonus and in line with the vision of Indonesia emas 2025. PT Generasi Anak Muda Berkarya with HiColleagues brand is a startup moving in the field of Education Technology and IT Service in sustainable digital transformation that is committed to realizing the vision of Indonesia emas 2045 through implementation of the Prakerja program. Learning Management System (LMS) platform according to the Prakerja standard is a mandatory requirement that the training institution must have to become the Prakerja partner. This research aims to produce the Learning Management System (LMS) prototype design according to the Prakerja standard, giving a good experience to participants in completing a series of training class mechanisms, support the participant graduation ratio, and increase brand positioning of HiColleagues as the Prakerja partner. Designing a Learning Management System (LMS) prototype applies the Design Thinking method through the 5 phases, namely Empathize, Define, Ideate, Prototype, & Test. As well as using Figma as a design tool and Maze as a Usability Testing. This Learning Management System (LMS) prototype design succeeded in getting good feedback from users with 100% succession rate although there are minor improvisations on the user interface as a form of alignment. 

Joko Bintarto

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The online learning media that has been designed and developed is called Ayo Belajar. Online learning media is a platform used to deliver learning materials to students via the internet. This learning media aims to help students learn more easily, anytime and anywhere, by accessing content in the form of text and videos.The research aims to design engaging and user-friendly learning media for students. Therefore, the UI/UX design is developed using the Design Thinking method. The process consists of five stages: initial product requirement, empathize, define, ideate, and prototype.Based on the System Usability Scale (SUS) testing results, Ayo Belajar received a "Good" category, with a Grade B, as evaluated from respondents' usage.

Angelika Angelika; Ine Rachmawati; Yuni Awalaturrohmah Solihah

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Research aims to explore the perceptions of women aged 21-38 years old on self-confidence, feelings of insecurity, and self-love through an online survey conducted using Google Forms. The survey results show that 98.4% of respondents experience feelings of insecurity, while 75.8% show interest in attending self-development activities such as beauty classes to enhance self-confidence, and 91.3% show interest in makeup. Interviews were conducted to gain a deeper understanding of the beauty class activities conducted by OMG Beauty in Cirebon, which focus on developing makeup skills and using beauty products, but the interviews also revealed that these activities do not fully reflect OMG Beauty's brand image, which promotes the message "confidence and optimism". Therefore, the researcher proposes a social campaign with the theme "Embracing Your Beauty: A Journey of Self-love" to increase awareness of the importance of nurturing self-confidence and addressing feelings of insecurity among participants. The campaign is designed using the Design Thinking method, which includes the stages of Empathize, Define, Ideate, Prototype, and Test, to create an effective solution for increasing participation and public perception of beauty classes.

Hakim, Ghaeril Juniawan Parel; Simangunsong, Gandi Abetnego; Muhammad Raf'i Rusafni; Wien Kuntari

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Gigs Wear adalah sebuah startup konveksi yang bertujuan menyediakan layanan pembuatan lanyard, ID card, dan kaos custom berkualitas tinggi dengan harga terjangkau. Penelitian ini menggunakan metode design thinking untuk merancang antarmuka pengguna (UI) website Gigswear.co. Dengan fokus pada kebutuhan pengguna, lima tahapan design thinking diterapkan, yakni empathize, define, ideate, prototype, dan testing. Pengujian dilakukan menggunakan System Usability Scale (SUS), yang menunjukkan hasil sangat baik dengan tingkat keberhasilan rata-rata 100%. Temuan ini membuktikan efektivitas pendekatan design thinking dalam meningkatkan pengalaman pengguna, yang pada akhirnya mendukung keberlanjutan usaha Gigs Wear.

Nur Shidiq Ridwan, Azmi

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to design a mobile-based motorcycle workshop reservation application using the Design Thinking method to enhance user efficiency and convenience in accessing vehicle maintenance services. Data collection was conducted through a Google Forms survey of 32 respondents, providing insights into user needs, such as a reservation system, spare parts catalog, and digital payment methods. The results show that the reservation system is a primary need to reduce long queues, while the spare parts catalog feature offers convenience in accessing real-time product information. Digital payment methods were also identified as essential for more practical transactions. Through the Design Thinking approach, this application is expected to provide an innovative solution that meets user needs and increases satisfaction with motorcycle workshop services

Angga Madona; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Digitalization is the main pillar of change in various aspects of life, including education and social interaction. Balai Diklat Keagamaan Palembang has adopted digital transformation through the development of eL TV, a digital learning platform. This research aims to analyze the User Interface (UI) and User Experience (UX) on the eL TV website of the Palembang Religious Education and Training Center from an anthropological perspective using the Design Thinking method. This approach integrates aspects of culture, habits, and user behavior to create socially and contextually relevant designs. The research stages include Empathize through observations and interviews to understand user needs, Define to identify key problems, Ideate to generate creative solutions, Prototype to build an initial design that is responsive to local values, and Test to measure the effectiveness of the new design. This research concludes that an anthropological approach to UI/UX design through the Design Thinking method can increase user relevance and satisfaction with the eL TV website, while encouraging the use of technology that is more inclusive and oriented to the needs of local communities.  

Bosya Perdana; Tata Sutabri

International Journal of Information Engineering and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Online learning has become an essential component of modern education; however, conventional online learning platforms often rely on two-dimensional interfaces that limit user engagement, interaction, and immersion. These limitations reduce learning motivation and hinder the creation of an effective learning experience, particularly for activities that require active participation. To address these challenges, this research focuses on the design of User Interface (UI) and User Experience (UX) for online learning implemented in a Virtual Reality (VR) environment. The objective of this study is to develop a user-centered VR-based online learning interface that enhances interaction, usability, and learning comfort. This research applies the Design Thinking methodology, which consists of five stages: empathize, define, ideate, prototype, and test. User needs and usability issues were identified through observations and interviews, followed by interface design and prototype development of a VR learning environment featuring chat rooms, whiteboards, slide presentations, and virtual representations of teachers and students. Usability evaluation was conducted using the Maze platform to measure user success rates in completing predefined tasks. The results show that 80% of users completed tasks through the expected interaction paths, exceeding the minimum usability threshold of 70%, while 20% of users failed to complete the tasks, indicating areas for improvement. These findings demonstrate that the proposed UI/UX design effectively supports user interaction and usability in a VR-based learning environment. In conclusion, this study confirms that integrating Design Thinking into the UI/UX design process contributes to the development of effective and user-centered VR-based online learning systems, while also highlighting the importance of usability evaluation for refining immersive educational interfaces.