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Andri Tri Wibowo; Anggara Pernando; Irma T. Handayani; A. Taryana

Jurnal Publikasi Ekonomi dan Akuntansi 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study explores the application of the design thinking approach in the pre-planning phase of subsidized homeownership for Generation Z in Indonesia. As Generation Z enters adulthood and begins to plan for the future, they face various challenges in achieving homeownership, particularly regarding financial issues and access to subsidized housing programs. The design thinking approach is used to gain a deeper understanding of the needs, desires, and barriers faced by Generation Z through the stages of empathy, problem definition, ideation, prototyping, and testing. By focusing on innovative and user-centered solutions, this research aims to design a more relevant and acceptable subsidized homeownership model for Generation Z. The findings of this study are expected to provide insights for housing developers and policymakers in designing more efficient and appropriate housing policies and programs that align with the socio-economic dynamics of Generation Z.

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

Reza Nurramadhan Suparman

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Digital transformation has become a strategic step for government institutions in improving administrative efficiency and the quality of public services. One crucial aspect of this process is the management of correspondence archives, which in many cases is still conducted manually, making it inefficient and prone to data inaccuracies. Based on observations and interviews, it was found that the archiving process at the Department of Manpower and Transmigration of Sumedang Regency is still performed manually using Excel spreadsheets, with an average of 15–30 letters processed per day or more than 700 archives per year. This study aims to design a digital letter archiving system using the Design Thinking method, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test, with the research focused up to the Prototype stage. The results indicate that the designed digital archiving system successfully accommodates user needs through a simple, structured, and easy-to-use interface. The final design, presented in the form of a Wireframe, includes several main pages: Login, Forgot Password, Dashboard, Incoming and Outgoing Archives, Add Archive Form, and Add Archive Menu. The application of Design Thinking has proven effective in producing a user-centered system design that supports the implementation of digital transformation within governmental administrative environments.

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.

M. Fakhri Sholahuddin; Tata Sutabri

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

In the animation industry, the effectiveness of user interface (UI) and user experience (UX) design in image processing software is crucial for enhancing user comfort and productivity. This study aims to evaluate the UI/UX design in software belonging to the Adobe family, such as Photoshop, Illustrator, and After Effects. The employed methodology is Design Thinking, which includes the steps of Empathize, Define, Ideate, Prototype, and Test, to analyze each aspect of UI/UX design. Data were gathered through surveys and interviews with industry professionals to understand their experiences and perspectives. Preliminary results indicate that while Adobe applications are generally satisfactory, some software like After Effects and Illustrator require specific adjustments to the workspace menu to better meet user needs. These findings highlight areas needing improvement in image processing software to enhance user comfort and work efficiency. This research is expected to contribute to the development of more user-centered software, thereby improving user experience quality in the animation.

Yahya Aladdin; Kusnadi Kusnadi; Rifqi Fahrudin

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

A campaign is a method for promoting products, but it does not do so directly. This study aims to create a campaign designed to enhance awareness through engaging video content. Prospective customers will be directed to more detailed product information on the Grand Taman Anggrek Suci website. Therefore, the campaign is designed to be both attractive and brief, to capture attention quickly. The goal is to help boost sales for Grand Taman Anggrek Suci. Additionally, this research focuses on problem-solving with a human-centered approach and requires innovative thinking. The research methodology used is Design Thinking, first introduced by John E. Arnold. The reference book for this research is Design Thinking for Strategic Innovation by Idris Moote (2013). The study utilizes several software tools, including 3D Blender and Adobe Premiere, to ensure the video achieves optimal and desired results. The final deliverables of this research include the Video Campaign and an Instagram account for its publication.

Alimin, Nurhayatu Nufut; Nadim, Nadim; Adisa, Hikmah Pra; Murni, Endri Sintiana; Purwandaru, Pandu +2 more

Adi Widya: Jurnal Pengabdian Masyarakat 2024 Lembaga Penelitian dan Pengabdian Masyarakat

The trend of thrifting has exacerbated the problem of fabric waste in Indonesia. Therefore, sustainable efforts are needed, such as activating fabric waste processing activities in the community. The Gulon Asri Jebres waste bank is a place for community service activities carried out by the UNS interior design study program to develop interior products that have more value for fabric waste materials. This community service activity emphasizes the development of interior product designs made from fabric waste. Development activities are accompanied by lecturers and interior design students from the start of making sketches until later they become ready-to-sell products using a design thinking approach. The products produced include chairs, laundry baskets, curtains, cushions, and plant hangings.

Latifah Nurul Habibah; Indrawan Ady Saputro

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

This study focuses on the design of the user interface (UI) and user experience (UX) for a pizza shop application using the Design Thinking method. Aiming to enhance convenience and efficiency in the ordering process, the method involves five stages: empathize, define, ideate, prototype, and test. The UI design is developed to ensure an attractive and user-friendly interface, while the UX emphasizes ease of navigation and user satisfaction. The resulting prototype includes essential features such as product menus, shopping cart, and order tracking. Usability testing shows that the application effectively simplifies online pizza ordering, improving the overall shopping experience for users.

Gunawan Prayitno; Jenny Tandi

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

The church plays a crucial role in spreading Christian values and nurturing the growth of faith within its community. However, in the context of GPSI EFATA, there are several challenges in effectively conveying church information. These challenges include the unappealing presentation of physical congregation news, the accumulation of paper, and limited distribution of information. In order to address these issues, this research project utilizes the Design Thinking method to develop a smartphone-based application for congregational news. The Design Thinking method consists of five stages: empathy, definition, ideation, prototype, and testing. During the empathy stage, the needs of the congregation are identified, particularly the need for more accessible and engaging information. The ideation stage then generates a solution in the form of a smartphone application. This application includes various features such as notifications, prayer schedules, financial reports, photo galleries, and management profiles. A prototype of the application was developed to meet these needs and was subsequently tested using a questionnaire. The results of the testing indicated that the application had an easy-to-understand interface, adequate features, and received suggestions for improvement. Overall, this smartphone application offers a modern and efficient solution to the challenges of delivering information within churches. It enhances accessibility and improves the quality of communication with the congregation.                                         

Muhammad Sulthon Abdillah; Farel Atalla Muhammad Dafa; Ina Sholihah Widiati

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

In the rapid development of the food and beverage industry, overproduction and unsold food have led to a high amount of food waste, making Indonesia one of the largest food waste producers in the world. Data from the Central Bureau of Statistics (BPS) in 2021 shows that Indonesia produces 23-40 million tons of food waste annually, which negatively impacts the environment, natural resources, and the economy. This research aims to create a website that serves as a platform for selling leftover food to reduce food waste issues in Indonesia. The method used in designing this website is the Design Thinking method, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test. Data for this method is collected through surveys and interviews with respondents. By creating this website, it is hoped to connect food business operators, such as restaurants, cafes, and bakeries, with consumers, allowing them to interact and providing an effective solution to reduce food waste in Indonesia. Additionally, it is expected that this website can minimize the waste of still-edible food for everyone. By ordering through this online platform, customers can get food at half the normal price.

Farel Atalla Muhammad Dafa; Ina Sholihah Widiati

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

Online learning is widely used by various groups, especially in higher education/schools. Online learning has many benefits for students and lecturers due to its practical and flexible learning process. However, there are complaints in online learning, such as students having difficulty understanding the material shared by lecturers and the lack of interaction between lecturers and students, making the lessons monotonous and boring. Students also cannot review the targeted lecturers. Therefore, the Midori Clon application was created to address students' problems in online learning. The application design was developed using the Design Thinking method. The Midori Clon application offers several advantages, including a Live Video feature for more interactive sessions between students and lecturers, a Bot feature to summarize materials and translate languages, and a Lecturer Review feature to review the targeted lecturers. With these advanced features, it is expected that online learning issues can be resolved and online learning can meet the desired expectations.    

Setiawan Adib Wibowo; Dwi Setiaji; Khaidir Umar; Ghulam Vicco Febrianta; Indrawan Ady Saputro

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The development of the digital economy in developing countries is expected to encourage economic growth, increase resources and workforce efficiency, provide access to international markets, and reduce transaction costs. The research aims to offer practical and affordable solutions for those who want to explore nature without having to buy their own equipment and provide information and advice on destinations, safety tips and equipment guides, as well as supporting the adventure community. This design uses the Design Thinking method, which is an iterative process that aims to understand users, define problems in depth, and find solutions that meet their needs. The result of this research is the Adventure Sphere Application Prototype, which contains profile, homepage, product display, basket and product video features. It is hoped that this application will make it easier for buyers to rent outdoor equipment and this application will also provide useful information to renters regarding the use of outdoor equipment.

Mutiara Nurdarmayani; Dede Irmayanti; Irsan Jaelani

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

E-Puskesmas adalah wujud dari penerapan sistem informasi manajemen puskesmas yang mampu memberikan kontribusi besar dalam pelayanan prima kepada pasien. Serta merupakan aplikasi yang digunakan dalam pelayanan kesehatan dasar kepada masyarakat pada tiap puskesmas. Berdasarkan observasi terhadap fitur yang ada pada aplikasi e-Puskesmas dan wawancara kepada 5 pengguna aplikasi e-Puskesmas yaitu admin ditemukan bahwa terdapat masalah pada aspek UI/UX pada aplikasi e-Puskesmas memiliki masalah seperti kurangnya tampilan menu edit, tambah, dan hapus dalam fitur rekam medis pasien, data pendaftaran, terdapat teks dengan ukuran yamg kecil sehingga user harus melihat lebih teliti,  teks yang kurang jelas, tidak rapih,  dan membingungkan pengguna, tampilan aplikasi, warna, dan gambar yang  kurang menarik, saat pengguna menggunakan aplikasi tersebut masih kurang nyaman dan membosankan karena terkait permasalahan dalam aspek UI tersebut dan lain sebagainya. Penelitian ini menerapkan metode Design Thinking metode ini memberikan solusi yang lebih tepat dan berguna dibandingkan dengan metode lain karena pada metode ini solusi yang diberikan selalu berfokus pada kebutuhan pengguna.Metode ini memiliki 5 tahapan yaitu  Empathize, Define, Ideate, Prototype, dan Test. Untuk melakukan pengujian atau test peneliti melakukan pengujian System Usability Scale (SUS). Hasil dari penelitian ini menghasilkan prototype aplikasi e-Puskesmas yang sudah di redesign. Berdasarkan pengujian prototype menggunakan metode System Usability Scale (SUS). Rata-Rata nilai yang didapatkan sebesar 80,5 Dapat disimpulkan bahwa redesign aplikasi e-Puskesmas sudah dapat diterima karena memenuhi kategori acceptable.

Friska Bella Ananda; Hendi Thamrin

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This guidebook is designed to introduce the culinary delights of Pasar Lama Tangerang to young adults aged 17-25 who may have a limited appreciation for culinary heritage due to a lack of informative media about Pasar Lama Tangerang's cuisine. The author has crafted the guidebook to be unique and engaging, providing various types of information. Additionally, the book offers an interactive element for readers, who can participate in a contest scheduled at specific times by placing stickers in the book once they have tried 50 different foods listed. The research methodology employs a qualitative approach, aiming to describe and obtain detailed data from field results, yielding in-depth and contextual insights. This research utilizes data collection methods such as interviews, questionnaires, direct observations of the research site, and literature searches for relevant journals and articles. The design methodology adopts the design thinking approach to find solutions through creative thinking, with iterative processes to address failures and create innovative work. The visual concept of the guidebook features a simple yet modern and cool design, supported by semi-realistic illustrations to enhance its appeal. The guidebook is expected to effectively convey information and broaden readers' knowledge about the culinary offerings of Pasar Lama Tangerang.  

Mochammad Nabil Nugraha Ramadhan; Nur Cahyo Wibowo; Eka Dyar Wahyuni

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

The ornamental fish market is growing rapidly due to the great interest in the hobby of keeping ornamental fish which is supported by technological advances.  Unfortunately, these technological advances also include problems that are still experienced by sellers and buyers, such as a lack of understanding of how to send fish and a lack of information about trustworthy sellers.  This research aims to formulate user needs and create an ornamental fish marketplace application interface using the Design Thinking method with good usability values.  This research discusses creating application interface designs using the Design Thinking method which focuses on users to overcome the problems above.  This research produces interface designs for 21 features with the main feature being a community that makes it easier for sellers to interact and displays ratings on stores to make it easier to find trustworthy sellers.  This research was carried out in two iterations, with the final test results in the second iteration being 92.85% (Learnability value) and 91.15% (Efficiency value) for five sellers.  Test results for five hobbyists / potential buyers obtained a Learnability score of 97.14% and Efficiency of 92.72%.  Meanwhile, Satisfaction (SUS) for both got a score of 83.5%.  The test results produced a good usability design.

Cicih Cicih

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

As part of the final project for the Independent Study Certified Campus Merdeka program, we developed a prototype of the Any.do application through a redesign effort by applying the Design Thinking methodology. This project integrated various aspects of sustainable design into the User Interface (UI) and User Experience (UX), aligning them with user needs as well as environmentally-conscious business objectives. The primary aim of this final project was to explain the features and functionalities of the application that can contribute positively to environmental sustainability and create a more intuitive and user-friendly UI/UX experience. The evaluation results demonstrated positive feedback from users regarding the design improvements and the overall enhanced quality of the application experience.

Faturrahman Ardiansyah; Apriansyah Apriansyah

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research aims to develop a cashier application to improve efficiency and user experience in Rieska stores. By using the UI/UX design method, this application is designed to facilitate transactions and inventory management. The design results show a cashier application that is responsive and easy to learn. Users provided positive feedback, indicating wider adoption in the retail environment. This research highlights the importance of developing cashier applications that focus on user needs in improving efficiency and user experience in retail businesses.  

Dzaky Assrof; San Ahdi

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

WB Kitchen is a culinary business located in Batusangkar, West Sumatra. WB Kitchen has 3 subsidiaries, namely WB Cake, WB Rendang, and WB Catering.WB itself is taken from the initials of Mrs. Rahmiwati Bur's nickname, namely "Wati Bur" as the owner. WB kitchen and other subsidiaries still do not have an optimal logo or visual identity, making it difficult to be remembered and recognized by the target audience.  This design uses the Design Thinking method with an approach through empathy as the first step, then supported by the SWOT analysis method, namely, Strenght, Weakness, Opportunity and threath. The design of visual brand architecture is done to optimize and give characteristics to WB Kitchen. Therefore, a visual identity guid line book was made as the main media and supported by other supporting media such as Greeting Cards, Aprons, Posters, Chef Shirts, Polo Shirts, Cake Packaging and so on.