Penerapan Metode Design Thinking Dalam Pembuatan UI/UX Aplikasi Marketplace Ikan Hias

Authors

  • Mochammad Nabil Nugraha Ramadhan Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Nur Cahyo Wibowo Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Eka Dyar Wahyuni Universitas Pembangunan Nasional “Veteran” Jawa Timur

DOI:

https://doi.org/10.62951/router.v2i2.59

Keywords:

Marketplace, Ornamental Fish, Design Thinking, Interface Design, Usability Testing

Abstract

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.

Downloads

Download data is not yet available.

References

Anggorojati, T. (2012). Rancang bangun sistem informasi budidaya ikan cupang berbasis web. Anggorojati, Trias.

Ariandi, M. (2022). Sistem Informasi E-Marketplace UMKM Hasil Pertanian. Jurnal Informanika, 08(01), 68–75. http://journal.poltekanika.ac.id/index.php/inf/article/view/303/259

Bambang, C. (2000). Budidaya Air Tawar Ikan (1st ed.). Yogyakarta : Kanisius.

Fahrudin, R., & Ilyasa, R. (2021). Perancangan Aplikasi “Nugas” Menggunakan Metode Design Thinking dan Agile Development. Jurnal Ilmiah Teknologi Infomasi Terapan, 8(1), 35–44. https://doi.org/10.33197/jitter.vol8.iss1.2021.714

Garett, J. J. (2011). THE ELEMENTS of USER EXPERIENCE.

Kurniawan, J. (2023). Tips Membangun User Persona bagi Pemilik Perusahaan. https://www.hashmicro.com/id/blog/user-persona/

Laily Bunga Rahayu, E., & Syam, N. (2021). Digitalisasi Aktivitas Jual Beli di Masyarakat: Perspektif Teori Perubahan Sosial. Ganaya : Jurnal Ilmu Sosial Dan Humaniora, 4(2), 672–685. https://doi.org/10.37329/ganaya.v4i2.1303

Laubheimer, P. (2016). Wireflows: A UX Deliverable for Workflows and Apps. https://www.nngroup.com/articles/wireflows/

Lazuardi, M. L., & Sukoco, I. (2019). Design Thinking David Kelley & Tim Brown: Otak Dibalik Penciptaan Aplikasi Gojek. Organum: Jurnal Saintifik Manajemen Dan Akuntansi, 2(1), 1–11. https://doi.org/10.35138/organum.v2i1.51

Linarwati, M., Fathoni, A., & Minarsih, M. M. (2016). Studi Deskriptif Pelatihan Dan Pengembangan Sumberdaya Manusia Serta Penggunaan Metode Behavioral Event Interview Dalam Merekrut Karyawan Baru Di Bank Mega Cabang Kudus. Journal of Management, 2(2), 1–8.

Maze.co. (n.d.). 15 Best usability testing tools for better UX. https://maze.co/guides/usability-testing/tools/

Pratama, D. Y. (2019). Bagaimana Cara Menjadi Sprint Master. Medium.Com. https://medium.com/gits-apps-insight/apa-itu-design-sprint-dan-bagaimana-cara-menjadi-sprint-master-a35966f1dee8

Purnama, M. N. (2004). Analisis efisiensi pemasaran ikan hias di Desa Cibuntu, Kecamatan Ciampea, Kabupaten Bogor. Skripsi. Institut Pertanian Bogor.

Published

2024-05-15

How to Cite

Mochammad Nabil Nugraha Ramadhan, Nur Cahyo Wibowo, & Eka Dyar Wahyuni. (2024). Penerapan Metode Design Thinking Dalam Pembuatan UI/UX Aplikasi Marketplace Ikan Hias. Router : Jurnal Teknik Informatika Dan Terapan, 2(2), 38–64. https://doi.org/10.62951/router.v2i2.59

Similar Articles

1 2 3 4 > >> 

You may also start an advanced similarity search for this article.