Implementasi Design Thinking dalam Perancangan UI/UX Rumah Sampah Digital Banjarejo


  • Yusril Febriyanto Universitas Muhammadiyah Magelang, Magelang, Indonesia
  • Pristi Sukmasetya * Mail Universitas Muhammadiyah Magelang, Magelang, Indonesia
  • Maimunah Maimunah Universitas Muhammadiyah Magelang, Magelang, Indonesia
  • (*) Corresponding Author
Keywords: Garbage; Trash Bank; Design Thinking; Prototype; Single Ease Question

Abstract

Garbage is a very serious problem, where the growth of waste is increasing day by day. Both the government and the public need to care about the waste itself, without any intervention from all of us, the waste problem will continue to grow and be difficult to overcome. For this reason, a waste bank was created which is expected to be able to reduce the rate of waste growth, as was done in the village of Banjarejo. But unfortunately the management of the waste bank in Banjarejo village had stopped. This is due to the lack of commitment from the waste bank management, and the decline in public trust and motivation to participate in the waste bank program. The purpose of this research is to revive the waste bank in Banjarejo village by digitizing the waste bank into the Banjarejo Digital Garbage House (RSDB). This research focuses on designing the web design of the Banjarejo Digital Garbage House (RSDB). The results of this study can later be tested on prospective users and waste bank admins in order to obtain test results. With the existence of the RSDB web system, it is hoped that it will be able to facilitate and foster the interest of the Banjarejo village community in efforts to clean the environment. This design uses the Design Thinking method. In the Design Thinking method there are 5 steps that must be carried out to get an idea and a solution, namely Empathize, Define, Ideate, Prototype, and Testing. Testing carried out on the prototype uses the Single Ease Question (SEQ). The results of the average SEQ score from the waste bank admin are 6.2 – 7. Meanwhile the average SEQ value results from the waste bank customers are 6 – 7. It can be concluded that the UI/UX on the RSDB prototype is easy to understand and according to user needs.

Downloads

Download data is not yet available.

References

I. Purnama, S. Z. Harahap, and A. A. Ritonga, “RANCANG BANGUN TEMPAT SAMPAH OTOMATIS PADA UNIVERSITAS LABUHANBATU,” JURNAL INFORMATIKA, vol. 8, no. 2, pp. 81–84, Jul. 2020, doi: 10.36987/informatika.v8i2.1780.

Amd. K. Citra Desyta Kurniawati, “Menjadi Crazy Rich dengan Bank Sampah,” Dec. 21, 2022. https://yankes.kemkes.go.id/view_artikel/1976/menjadi-crazy-rich-dengan-bank-sampah (accessed Dec. 12, 2022).

Monavia Ayu Rizaty, “Mayoritas Sampah Nasional dari Aktivitas Rumah Tangga pada 2020,” Jul. 29, 2021. https://databoks.katadata.co.id/datapublish/2021/07/29/mayoritas-sampah-nasional-dari-aktivitas-rumah-tangga-pada-2020 (accessed Dec. 09, 2022).

G. Nabila, Stephanie, and S. Wahyuni, “Penerapan UI/UX Dengan Metode Design Thinking Pada Aplikasi Jaya Indah Perkas,” The 1st MDP Student Conference 2022, vol. 1, no. 1, pp. 231–238, Jan. 2022.

W. Buana and B. N. Sari, “Analisis User Interface Meningkatkan Pengalaman Pengguna Menggunakan Usability Testing pada Aplikasi Android Course,” DoubleClick: Journal of Computer and Information Technology, vol. 5, no. 2, p. 91, Feb. 2022, doi: 10.25273/doubleclick.v5i2.11669.

S. V. N. Fitri, O. Juwita, and T. Dharmawan, “ANALISIS USER INTERFACE TERHADAP WEBSITE AKTA ONLINE BANYUWANGI MENGGUNAKAN METODE HEURISTIC EVALUATION,” INFORMAL: Informatics Journal, vol. 4, no. 3, p. 103, Jan. 2020, doi: 10.19184/isj.v4i3.12594.

S. Prasetyaningsih and W. P. Ramadhani, “Analisa User Experience pada TFME Interactive Learning Media Menggunakan User Experience Questionnaire,” JURNAL INTEGRASI, vol. 13, no. 2, pp. 147–157, Oct. 2021, doi: 10.30871/ji.v13i2.3180.

S. S. Ulfa, P. F. Alam, and M. D. Akbar, “ANALISIS DAN PERANCANGAN USER INTERFACE PADA APLIKASI SYMBAH BERBASIS MOBILE MENGGUNAKAN METODELOGI DESIGN THINKING,” eProceedings of Engineering, vol. 8, no. 5, pp. 8948–8953, Oct. 2021.

R. A. Sari, R. Alfarezy, A. S. Maulana, and M. Adrezo, “Rancangan Design Ulang UI (User Interface) Aplikasi MySmash Berbasis Android Menggunakan Metode Design Thinking,” Seminar Nasional Mahasiswa Ilmu Komputer dan Aplikasinya (SENAMIKA), vol. 2, no. 2, pp. 344–352, Sep. 2021.

R. P. Gani, I. A. Puspita, and W. Tripiawan, “PERANCANGAN UI/UX DESIGN PADA DASHBOARD MONITORING PROYEK MENGGUNAKAN METODE DESIGN THINKING UNTUK PENERAPAN SISTEM EARNED VALUE MANAGEMENT PADA PT. XYZ,” eProceedings of Engineering, vol. 8, no. 5, pp. 8465–8480, Oct. 2021.

G. Karnawan, “IMPLEMENTASI USER EXPERIENCE MENGGUNAKAN METODE DESIGN THINKING PADA PROTOTYPE APLIKASI CLEANSTIC,” Jurnal Teknoinfo, vol. 15, no. 1, pp. 61–66, Jan. 2021, doi: 10.33365/jti.v15i1.540.

A. al Assad, N. S. Altarisa, A. Anjelina, M. D. Myrizky, M. R. Nirwana, and M. R. Pribadi, “Pengembangan UI/UX Aplikasi Int HotelMenggunakan Metode Design Thinking,” The 1st MDP Student Conference 2022, vol. 1, no. 1, pp. 436–441, Jan. 2022.

A. al Amin, E. Saputra, F. al Hafiz, M. Abdul Aziz, S. Solehudin, and B. Rifai, “SISTEM INFORMASI BERBASIS WEB APLIKASI E-TRASH BANK SAMPAH,” Reputasi: Jurnal Rekayasa Perangkat Lunak, vol. 1, no. 2, pp. 74–81, Dec. 2020, doi: 10.31294/reputasi.v1i2.94.

I. P. Sari, A. H. Kartina, A. M. Pratiwi, F. Oktariana, M. F. Nasrulloh, and S. A. Zain, “Implementasi Metode Pendekatan Design Thinking dalam Pembuatan Aplikasi Happy Class Di Kampus UPI Cibiru,” Edsence: Jurnal Pendidikan Multimedia, vol. 2, no. 1, pp. 45–55, Jun. 2020, doi: 10.17509/edsence.v2i1.25131.

S. S. Rosyda and I. Sukoco, “Model Design Thinking pada Perancangan Aplikasi Matengin Aja,” Organum: Jurnal Saintifik Manajemen dan Akuntansi, vol. 3, no. 1, pp. 1–12, Jun. 2020, doi: 10.35138/organum.v3i1.69.

S. Nurrohmah and R. Andrian, “Mendesain Ulang Tampilan UI Website Desa Sukamukti Menggunakan Metode Design Thinking,” Jurnal Teknologi dan Informasi, vol. 13, no. 1, pp. 29–43, Feb. 2023, doi: 10.34010/jati.v13i1.8756.

Z. Z. Maulidia and R. Andrian, “Perancangan Website Majalengka Saber Hoaks dalam Mendukung Proses Verifikasi Informasi dengan Menggunakan Metode Design Thinking,” Jurnal Teknologi dan Informasi, vol. 13, no. 1, pp. 17–28, Feb. 2023, doi: 10.34010/jati.v13i1.8740.

R. Hidayat, A. Mauluda, T. Misriati, and R. Aryanti, “Perancangan User Interface Pada Aplikasi Pencari Kost Dengan Metode Design Thinking,” Jurnal Teknik Komputer, vol. 9, no. 1, pp. 83–88, Jan. 2023, doi: 10.31294/jtk.v9i1.14424.

F. Febrianto and W. Andhika, “Penggunaan Metode User Persona dalam Upaya Penambahan Kebutuhan Fitur Learning Management System,” Jurnal Health Sains, vol. 2, no. 7, pp. 1245–1256, Jul. 2021, doi: 10.46799/jsa.v2i7.274.

D. A. Rusanty, H. Tolle, and L. Fanani, “Perancangan User Experience Aplikasi Mobile Lelenesia (Marketplace Penjualan Lele) Menggunakan Metode Design Thinking,” Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer, vol. 3, no. 11, pp. 10484–10493, Nov. 2019.

D. Haryuda, M. Asfi, and R. Fahrudin, “Perancangan UI/UX Menggunakan Metode Design Thinking Berbasis Web Pada Laportea Company,” Jurnal Ilmiah Teknologi Infomasi Terapan, vol. 8, no. 1, pp. 111–117, Dec. 2021, doi: 10.33197/jitter.vol8.iss1.2021.730.

E. C. Shirvanadi and Moh. Idris, “Perancangan Ulang Ui/Ux Situs E-Learning Amikom Center Dengan Metode Design Thinking (Studi Kasus: Amikom Center),” Automata Universitas Islam Indonesia, vol. 2, no. 2, Aug. 2021.

A. Pitri and L. A. Abdillah, “USABILITY TESTING UNTUK MENGUKUR KEPUASAAN PENGGUNA WEBSITE MAILO STORE,” Bina Darma Conference on Computer Science, vol. 3, no. 4, pp. 852–863, Jun. 2022.

V. K. Reynaldi and N. Setiyawati, “PERANCANGAN UI/UX FITUR MENTOR ON DEMAND MENGGUNAKAN METODE DESIGN THINKING PADA PLATFORM PENDIDIKAN TEKNOLOGI,” JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika), vol. 7, no. 3, pp. 835–849, Aug. 2022, doi: 10.29100/jipi.v7i3.3109.

A. Subiyakto, R. Aisy, B. G. Sudarsono, M. Sihotang, D. Setiyadi, and A. Sani, “Empirical evaluation of user experience using lean product and process development: A public institution case study in Indonesia,” 2021, p. 060019. doi: 10.1063/5.0041676.

Budhi Luhoer, “Pengukuran Usability dengan SEQ,” Sep. 17, 2019. https://budhiluhoer3.medium.com/pengukuran-kemudahan-dan-sikap-user-dalam-menyelesaikan-tugas-dengan-seq-5676333c221b (accessed Feb. 09, 2023).


Bila bermanfaat silahkan share artikel ini

Berikan Komentar Anda terhadap artikel Implementasi Design Thinking dalam Perancangan UI/UX Rumah Sampah Digital Banjarejo

Dimensions Badge
Article History
Submitted: 2023-02-12
Published: 2023-04-30
Abstract View: 2010 times
PDF Download: 1566 times
How to Cite
Febriyanto, Y., Sukmasetya, P., & Maimunah, M. (2023). Implementasi Design Thinking dalam Perancangan UI/UX Rumah Sampah Digital Banjarejo. Journal of Information System Research (JOSH), 4(3), 936-947. https://doi.org/10.47065/josh.v4i3.3135
Issue
Section
Articles

Most read articles by the same author(s)

1 2 > >>