Perancangan UI/UX Aplikasi E-learning Kampus Universitas Stikubank Dengan Menggunakan Metode Design Thinking

Stikubank University, located in Semarang, has implemented an E-learning application. However, there have been several user complaints regarding its UI (User Interface) and UX (User Experience). Consequently, this issue has been chosen as the subject of research. The research primarily focuses on re...

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Published inJurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5; no. 3; pp. 2402 - 2412
Main Authors Adyaksa, Axeldo Chorwanda Ganggas, Santoso, Dwi Budi, Razaq, Jeffri Alfa
Format Journal Article
LanguageEnglish
Published 20.09.2024
Online AccessGet full text
ISSN2776-8074
2723-7079
DOI10.35870/jimik.v5i3.906

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Abstract Stikubank University, located in Semarang, has implemented an E-learning application. However, there have been several user complaints regarding its UI (User Interface) and UX (User Experience). Consequently, this issue has been chosen as the subject of research. The research primarily focuses on redesigning the UI and UX using the Design Thinking methodology, which encompasses the stages of Empathize, Define, Ideate, Prototype, and Test. Data collection was conducted through interviews with a total of 6 participants, comprising 4 students and 2 lecturers. The objective of the research is to determine how appealing and user-friendly the current E-learning application at Stikubank University is. For the testing phase, the researcher utilized the System Usability Scale (SUS) to evaluate the usability of the prototype. The testing results using the SUS get a score of 75.75, which the 'good' category (grade B).
AbstractList Stikubank University, located in Semarang, has implemented an E-learning application. However, there have been several user complaints regarding its UI (User Interface) and UX (User Experience). Consequently, this issue has been chosen as the subject of research. The research primarily focuses on redesigning the UI and UX using the Design Thinking methodology, which encompasses the stages of Empathize, Define, Ideate, Prototype, and Test. Data collection was conducted through interviews with a total of 6 participants, comprising 4 students and 2 lecturers. The objective of the research is to determine how appealing and user-friendly the current E-learning application at Stikubank University is. For the testing phase, the researcher utilized the System Usability Scale (SUS) to evaluate the usability of the prototype. The testing results using the SUS get a score of 75.75, which the 'good' category (grade B).
Author Adyaksa, Axeldo Chorwanda Ganggas
Razaq, Jeffri Alfa
Santoso, Dwi Budi
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