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Shelomitha Shira Sarma; Ahmad Husaein; Xaverius Sika; Herti Yani; Beny Beny

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The development of information technology has driven digital transformation in various sectors, including the food and beverage (F&B) industry. However, many small to medium-scale F&B businesses still rely on manual ordering systems, resulting in long queues, order recording errors, limited menu information, and suboptimal user experience. This study aims to design the user interface (UI) and user experience (UX) of a web-based Smart Ordering System that provides convenience, efficiency, and comfort in the food ordering process. The research method used is the Design Thinking approach, which includes empathize, define, ideate, prototype, and testing stages. The design process involves user needs analysis, user flow development, wireframe creation, and high-fidelity prototype development using Figma. Usability testing is conducted using the Single Ease Question (SEQ) method to evaluate ease of use and user satisfaction. The results indicate that the proposed UI/UX design provides a clear ordering flow, intuitive interface, and easy-to-understand user experience. Based on the SEQ results, most users experienced no difficulty in using the system, indicating that the design meets usability criteria with a very good category and is suitable for implementation in the F&B industry.

Aurora Vahrani Khan; Akwan Sunoto

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The skill mismatch between university graduates and technology industry requirements remains a significant challenge in Indonesia. PT Vinix Seven Aurum requires an assessment tool to objectively identify the initial competencies of MBKM and internship program participants. This research aims to design a web-based self-assessment platform that helps students measure their skill gaps against industry standards through radar chart visualization and personalized learning recommendations. The UI/UX design applies the Design Thinking method with empathize, define, ideate, prototype, and test phases, utilizing Figma for wireframe and high-fidelity prototype development. Data collection was conducted through observation, interviews, literature studies, and usability testing with 10 respondents. The results demonstrate good usability with a 100% completion rate across all features. The VINIX Skill Radar platform provides five assessment categories, a 1-10 rating scale system, radar chart visualization, gap analysis, and learning recommendations. This system enhances students' self-awareness of their competencies and supports effective mapping of training program participants' capabilities.

Suci Wahyunia; Herti Yani; Beny Beny; Xaverius Sika; Ahmad Husein

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Conventional management of sports services often leads to inefficiency and limited public access to experts and facilities. Reliance on manual systems poses a high risk of scheduling conflicts or human error. This study aims to develop the User Interface (UI) and User Experience (UX) design for the Movement and Athletic Talent Hub (MATCH) application as an integrative digital solution. The approach employed is the Design Thinking method, encompassing the stages of empathize, define, ideate, prototype, and testing. The design process resulted in an interactive prototype featuring key functions such as facility booking, trainer search, and a digital payment system. Evaluation was conducted using the System Usability Scale (SUS) method involving target users. The test results yielded an average score of 79.5, categorizing the MATCH application within the Good rating and Acceptable status. These findings indicate that the design is effective in meeting user needs and is viable for further development as a digital sports ecosystem.

Ahmad Nur Rohman; Ahmad Husaein; Irwan Bustami; Herti Yani; Beny Beny +1 more

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design the User Interface (UI) and User Experience (UX) on the VINIX Showcase Website as a personal branding platform and digital Skill Passport for participants of the VINIX Seven Aurum Program using the Design Thinking method. The background of this research is the absence of an integrated digital platform that can systematically and easily document and display participants' skills, projects, certificates, and professional identity. The design process is carried out through five stages of Design Thinking, namely Empathize, Define, Ideate, Prototype, and Test, starting with exploring user needs, formulating problems, developing solution ideas, creating Prototypes, and Usability Testing. The results of the study consist of the UI/UX design of the VINIX Showcase Website, which includes registration and Login features, user Dashboard, Skill Passport, project upload, public Showcase, and automatic CV generation feature. Testing using the Usability Testing method showed that the resulting design has a good level of ease of use and comfort and is acceptable to users. This research is expected to be an effective digital solution in supporting personal branding, skills documentation, and improving the professionalism of VINIX Seven Aurum Program participants.

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.

Endra Rahmawati

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

SMAK Untung Suropati Krian is one of the institutions that wants to produce the students with computer skills, especially in the field of UI / UX. Students with basic UI / UX skills can be used as a provision for future work. The Training Activity on How to Easily Create UI / UX Designs for Beginners for SMAK Untung Suropati Krian Students has aim of providing basic UI / UX concepts to students, introducing the stages of creating UI / UX designs based on general methodologies, starting from making UI sketches to simple prototypes, increasing insight into the use of the Figma to design simple prototypes. In order to improve quality of students, 13 selected students were sent to take part in UI / UX training by learning about Crazy-8 Practice. All application design sketch ideas can be poured out at this stage within 5-8 minutes to produce 8 sketch forms. The Crazy-8 method is also considered the easiest method to start the UI / UX design process. The results of participant feedback showed that 95% of students gained new insights from this training and ease in learning the material provided, namely making Crazy-8 instantly.

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.

Eni Pudjiarti; Eni Pudjiarti; Siti Faizah

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Information systems can be technically defined as a set of interconnected components designed to support decision-making and drive organizational operations. PT Asuransi Takaful Keluarga utilizes an information system in the form of the Takaful eCard mobile application, which facilitates registration and access to outpatient and inpatient insurance services at partner hospitals. Over time, several usability issues have emerged related to the application's user interface (UI) and user experience (UX). To evaluate user satisfaction and comfort levels, usability testing was conducted using the Heuristic Evaluation method. This method assesses UI design flaws based on 10 established usability principles. The evaluation revealed design issues in (H2) question Q6, (H3) question Q7, and (H10) questions Q27 and Q28. These issues are primarily related to the absence of new feature additions, ineffective message dialog boxes, and the lack of a user guidance module. The findings highlight the need for UI/UX improvements to enhance user interaction with the Takaful eCard application.

Seli, Francelia Regina; A. Ineke Pakereng , Magdalena

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Technological advances that continue to develop have changed the way people carry out various activities, including online buying and selling transactions. Various e-commerce platforms are here to meet the Indonesian market, including Tiktok which in the form of a social tool that people like. The lesson wants to observe the satisfaction of Tiktok Shop users from UI/UX through the Naïve Bayes algorithm. This lesson uses the CRISP-DM method. There are stages of reviewing reports, efforts, models, readiness, appearance and reviews. 60 test data processed in Rapid Miner obtained results with a user interface accuracy level of 88.33% and a user experience accuracy level of 76.67%. This shows that the user interface and user experience are factors that influence the level of satisfaction of Tiktok Shop users.

Salsabila Nurrahma Nadiya; Pungky Febi Arifianto; Sri Wulandari

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

This research explores the process of designing a user interface for the SDIT Attaqwa Ambulu website, aimed at serving as a centralized digital information platform. It addresses the school’s communica-tion challenges, which still rely on traditional media like brochures and inconsistent social media management. A qualitative descriptive method was employed, using interviews, observations, and ques-tionnaires for data collection. The findings indicate a strong demand from parents and the local community for a digital platform that de-livers clear, organized, and visually appealing content. The design development process included audience identification, needs analy-sis, formulation of visual and verbal concepts, creation of wireframes, user flow mapping, and high-fidelity design work. Vali-dation involved guidance from academic advisors, feedback from stakeholders, and critique from a UI/UX practitioner—focusing on layout consistency, color readability, and the use of functional ele-ments such as buttons and cards. The final output is a user-friendly website design that combines a modern aesthetic with Islamic visual identity, aiming to enhance the school’s branding and improve pub-lic access to essential information.

Sopia Ranty; Reni Aryani; Zainil Abidin; Noneng Marthiawati; Winny Laura

International Journal of Electrical Engineering, Mathematics and Computer Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Waste management is increasingly critical due to the rising waste generated by community activities driven by a consumptive lifestyle. A key solution to this issue is the implementation of waste bank programs, though community participation and operational efficiency remain challenges, as seen with the Bangkitku Waste Bank in Jambi City. This study focuses on designing the user interface for the Bangkitku Waste Bank Information System using the design thinking method and evaluating the usability of the prototype. The design process followed the five stages of design thinking: empathize, define, ideate, prototype, and test, with data collected through interviews and observations. The analysis involved tools such as empathy maps, user personas, sitemaps, and user flows, with prototypes created using Figma. Usability testing was conducted with 10 participants, including administrators and customers, resulting in high usability scores—98 for administrators and 97 for customers. The majority of participants found the system easy to use, as indicated by responses on the Single Ease Question (SEQ) survey. The prototype met key usability criteria, improving both operational efficiency and community engagement in waste bank management. The findings demonstrate the system's potential to foster sustainable environmental practices and enhance the effectiveness of waste bank management.

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.

Ali Ikhwan; Asri Akmaliyah Syahfitri; Vidya Ramadhani; Muhammad Yusuf Siregar; Zikri Ezza Alhira

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

The implementation of the Agile method in designing the UI/UX for the student attendance information system at MTS Muhammadiyah 01 Medan resulted in a responsive, efficient, and user-friendly interface design. The Agile approach allowed for iterative and adaptive design development, utilizing user feedback for refinement at each stage. The design process included requirements gathering, design, testing, and evaluation with a focus on user experience. The resulting UI/UX design makes it easier for teachers to manage attendance, replacing the inefficient and error-prone manual methods. This implementation also supports the digitalization of administrative processes in the educational environment, improving accessibility, efficiency, and user comfort. With an intuitive design that meets user needs, this system is expected to be widely adopted, having a positive impact on data management in schools, and serving as a model for similar development in the future.

Chasanah, Nur Indah; Meliala, Rajhaga Jevanya; Bintang, Syah; Kuntari, Wien

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2024 FEB Universitas Maritim Semarang

Penelitian ini mengkaji pentingnya keterampilan desain antarmuka pengguna (UI) dan pengalaman pengguna (UX) bagi siswa SMP, SMA, dan SMK dalam menghadapi tuntutan industri digital. Tujuan penelitian adalah untuk mengevaluasi efektivitas program pembelajaran Academy Figma dalam meningkatkan kompetensi desain siswa. Metode yang digunakan adalah pendekatan deskriptif kualitatif, yang meliputi riset pasar dan analisis kebutuhan untuk merancang kurikulum yang sesuai. Hasil penelitian menunjukkan bahwa program ini berhasil meningkatkan pemahaman siswa tentang prinsip dasar desain UI/UX serta keterampilan praktis dalam menggunakan Figma. Kesimpulan dari penelitian ini menegaskan bahwa Academy Figma berperan penting dalam menjembatani kesenjangan antara kurikulum pendidikan formal dan kebutuhan industri, serta mempersiapkan siswa dengan keterampilan yang relevan untuk bersaing di pasar kerja global. Program ini diharapkan dapat menjadi model bagi inisiatif pendidikan lainnya dalam bidang desain digital.

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.

Muhammad Agus Saputra; Aini Ahofi Achanti

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

Nowadays, more and more e-commerce platforms are emerging, creating a highly competitive environment for both individuals and groups. User experience and interface are key factors in attracting users' attention and fulfilling various needs to survive in a crowded market. In this context, the author proposes the prototyping of a chicken egg sales application named EiTech Supply in Cilacap Regency. This application is designed to overcome the problems that chicken egg farmers often face, such as competition between regions and the entry of new farmers with very low prices to attract customers. With the EiTech Supply application, it is expected to reduce these problems and increase the competitiveness of chicken egg farmers both inside and outside the region.    

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.

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.