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1

Suparmanto, Nova, Anna Maria Sri Asih, Andi Sudiarso, and Paulus Insap Santosa. "Interface design features and evaluation of batik 4.0 mobile application." Indonesian Journal of Electrical Engineering and Computer Science 33, no. 3 (2024): 1604. http://dx.doi.org/10.11591/ijeecs.v33.i3.pp1604-1619.

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The use of information and communication technology could increase the quantity and quality of small medium enterprises (SME) production, including batik industry. This study focuses on the development of batik 4.0, a custom batik mobile-based interface that makes it easier for customer which can be used to quickly produce high-quality digital batik designs. The findings of this study simplify the ordering process for potential clients who want to acquire custom batik designs. Ease of transactions, namely down payments (DP) where users can make advance payments, so that users are relieved in t
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Suparmanto, Nova, Anna Maria Sri Asih, Andi Sudiarso, and Paulus Insap Santosa. "Interface design features and evaluation of batik 4.0 mobile application." Indonesian Journal of Electrical Engineering and Computer Science 33, no. 3 (2024): 1604–19. https://doi.org/10.11591/ijeecs.v33.i3.pp1604-1619.

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The use of information and communication technology could increase the quantity and quality of small medium enterprises (SME) production, including batik industry. This study focuses on the development of batik 4.0, a custom batik mobile-based interface that makes it easier for customer which can be used to quickly produce high-quality digital batik designs. The findings of this study simplify the ordering process for potential clients who want to acquire custom batik designs. Ease of transactions, namely down payments (DP) where users can make advance payments, so that users are relieved in t
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Alsswey, Ahmed, and Hosam Al-Samarraie. "The role of Hofstede's cultural dimensions in the design of user interface: the case of Arabic." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 35, no. 1 (2021): 116–27. http://dx.doi.org/10.1017/s0890060421000019.

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AbstractA user interface (UI) design that meets the preferences, differences, and needs of the group of users can potentially increase the usability of a system. Users, in general, feel more familiar with the context that reflects their cultural values and practices. The Arabic culture plays a significant role in how Arab users interact and communicate with technologies. The customs, artifacts, and traditions of the Arab world are different in nature from the Western cultures. Thus, it is essential to consider these differences when designing the UI prototype. This study investigated the role
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Fastabiq Furoqonul, Pratama, Rahma Feby Revita, Abdurahman Salman, Dewi Yulia, Yulianto Yulianto, and Huda Miftahul. "PERANCANGAN USER INTERFACE (UI) PERPUSTAKAAN ONLINE BERBASIS ANDROID." JAMI: Jurnal Ahli Muda Indonesia 4, no. 2 (2023): 158–62. http://dx.doi.org/10.46510/jami.v4i2.173.

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Online libraries have become an important source of information in modern life. To facilitate access and use of libraries, designing a good and intuitive User Interface (UI) is essential. This research aims to design an Android-based online library UI using the prototype method. The prototype method is a design approach that focuses on iterative development of the initial design. This research adopts this method to produce an online library UI that can meet the needs of users effectively. The design process involves steps such as user needs analysis, initial design, prototype implementation, e
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Zahra, Dara Shafira, Wella Wella, and Aditya Satyagraha. "User Interface Analysis of Gapura Universitas Multimedia Nusantara Website." Ultimart: Jurnal Komunikasi Visual 14, no. 2 (2021): 124–35. http://dx.doi.org/10.31937/ultimart.v14i2.2027.

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The user interface (UI) of the Gapura site is proven to have various problems such as a poor visual hierarchy, UI that confuses its users, and UI that are considered unattractive by users. These things result in the poor feedback of its users. This study aims to examine the problems in the Gapura site by using the guidelines of the e-book published by UXPin, "Web UI Best Practice". The series of tests that will be conducted are blur test, scenario test, questionnaire and survey. After that, a prototype will be built according to the results of the tests with the aim of improving the UI Gapura
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Lutfiyani, Anisa, Riyan Jaya Sumantri, and Tri Anggoro. "Teknik Desain User Interface dengan Wareframing untuk Rancangan Layout Website Perpustakaan Online Menggunakan Figma." JURNAL KRIDATAMA SAINS DAN TEKNOLOGI 6, no. 01 (2024): 146–59. http://dx.doi.org/10.53863/kst.v6i01.1092.

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Perkembangan teknologi pada zaman sekarang ini semakin hari semakin berkembang, penting bagi instansi untuk memahami user experience (UX), dan user interface (UI) guna menunjang peningkatan kepuasan pelanggan. Dalam penelitian ini, peneliti merancang wareframe desain user Interface (UI), prototype rancangan sistem Perpustakaan online berbasis web dengan menggunakan Figma, yang bertujuan untuk menghasilkan konsep alur dalam rancangan wareframe desain yang menarik dan menerapkan hasil desain ke dalam prototype. Focus penelitian adalah merancang tampilan user interface website dengan melihat kebu
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Bunadi, Dennys, Abdul Munir S, and Hendra Surasa. "PERANCANGAN USER INTERFACE PADA APLIKASI NAVYFRIEND DENGAN MENGGUNAKAN METODE DESIGN THINKING." KHARISMA Tech 19, no. 2 (2024): 45–57. https://doi.org/10.55645/kharismatech.v19i2.454.

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Penelitian ini bertujuan untuk mengubah user interface (UI) aplikasi chatting Navyfriend menjadi lebih baik dengan menggunakan metode design thinking. Proses pengubahan user interface berdasarkan opini dari sebaran data kuesioner terhadap 21 responden menggunakan Google Form. Pada tahap Emphatize, Data yang terkumpul kemudian diolah dengan menggunakan metode SUS. Pada tahap Define, Hasil pengujian awal diperoleh nilai 31.4 dengan penilaian ‘poor’ sehingga tampilan UI tersebut perlu dirancang ulang. Pada tahap Ideate, aplikasi chatting Navyfriend dirancang ulang dengan mengubah komposisi warna
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Neng Ayu Herawati, Widodo, and Hamidillah Ajie. "PERANCANGAN USER INTERFACE WEBSITE SISTEM PENGELOLAAN KURIKULUM UNIVERSITAS NEGERI JAKARTA DENGAN PENDEKATAN USER EXPERIENCE." PINTER : Jurnal Pendidikan Teknik Informatika dan Komputer 8, no. 1 (2024): 10–23. https://doi.org/10.21009/pinter.8.1.2.

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Kualitas kurikulum akan mempengaruhi proses berjalannya pendidikan dan luaran proses pendidikan, oleh karena itu dalam penyusunannya diperlukan proses pengelolaan kurikulum yang matang untuk menghasilkan kurikulum yang baik, namun saat ini belum adanya sistem pengelolaan kurikulum di UNJ, maka sistem pengelolaan kurikulum UNJ diperlukan, namun belum ada rancangan User interface (UI) pada sistem pengelolaan kurikulum di UNJ yang mempertimbangkan karakteristik penggunanya, oleh karena itu penelitian ini terfokus pada perancangan UI dengan pendekatan User experience (UX). Hasil dari perancangan U
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Latifah Nurul Habibah and Indrawan Ady Saputro. "Perancangan UI/UX pada Toko Pizza dengan Metode Design Thinking." Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2, no. 5 (2024): 77–83. http://dx.doi.org/10.61132/jupiter.v2i5.521.

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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
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Hartawan, Muhammad Syarif. "PENERAPAN USER CENTERED DESIGN (UCD) PADA WIREFRAME DESAIN USER INTERFACE DAN USER EXPERIENCE APLIKASI SINOPSIS FILM." JEIS: JURNAL ELEKTRO DAN INFORMATIKA SWADHARMA 2, no. 1 (2022): 43–47. http://dx.doi.org/10.56486/jeis.vol2no1.161.

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The purpose of this research is as a prototype for the application of User Centered Design in the development of User Interface Design and User Experience on the Film Synopsis android application. In developing android applications, the design of the User Interface (UI) and User Experience (UX) is a very important initial stage in using the application. This UI/UX will provide a user experience in using and interacting with this android application. In this article, we explain how UI/UX is designed in Film Synopsis using a User Centered Design (UCD) approach. At UCD there are 4 (four) stages i
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Ronni Sahat Hutabarat and Ketut Sudaryana. "User-Centered Design pada User Interface (UI) / User Experience (UX) Prototyping Aplikasi E-Commerce." Jurnal Penelitian Teknologi Informasi dan Sains 2, no. 4 (2024): 89–99. https://doi.org/10.54066/jptis.v2i4.2781.

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This study develops an e-commerce application prototype with a User-Centered Design (UCD) approach that places user needs and preferences as the main focus. User interface (UI) and user experience (UX) design play an important role in creating intuitive interactions, which contribute to user satisfaction and retention. The UCD method allows testing and adjusting designs based on user feedback, thereby improving navigation comfort. The UCD stages in this study include planning, understanding the context, identifying user needs, creating design solutions, evaluating, and finalizing the design. T
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Angkotasan, Muhamad Arabi Rizki, Aris Wahyu Murdiyanto, Arif Himawan, and Fajar Syahruddin. "Desain User Interface Dan User Experience Prototype Mobile Learning Menggunakan Metode Design Thinking Metode Design Thinking." Teknomatika: Jurnal Informatika dan Komputer 16, no. 2 (2023): 90–101. http://dx.doi.org/10.30989/teknomatika.v16i2.1254.

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Abstract - Do Up uses the website as online learning. users complain about the accessibility of the website with some minimal features and an unattractive UI when accessed via a smartphone will make the UX limited and will limit user interaction in using Do Up. Designing UI and UX prototypes of mobile learning at startup Do Up, using the design thinking method to solve problems and find the right solution according to the user's wishes. The author applies design thinking in this research. The author makes an illustration in the form of a Do Up mobile learning UI design that is in accordance wi
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Meirieta, H. N., A. P. Nugroho, L. Sutiarso, and M. A. F. Falah. "Application of User Interface and User Experience for Smart Greenhouse Mobile Application Design." IOP Conference Series: Earth and Environmental Science 1290, no. 1 (2024): 012011. http://dx.doi.org/10.1088/1755-1315/1290/1/012011.

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Abstract Smart greenhouses enable remote control and monitoring of the planting environment through a mobile application. However, existing mobile applications designed for smart greenhouses often suffer from unattractive user interfaces and limited features, reducing their effectiveness in monitoring and controlling greenhouse conditions. This study’s primary objective is to design a prototype mobile application for smart greenhouses by incorporating user interface and user experience (UI/UX) principles. The performance of the designed system is evaluated through the System Usability Scale (S
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Ahsan, Moh, Wahyudi Arianto, and Robbi Tri Murdani. "User Interface Design And User Experience Kuysedekah.Id Mobile Applications." SMATIKA JURNAL 10, no. 02 (2020): 109–14. http://dx.doi.org/10.32664/smatika.v10i02.515.

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Penduduk Indonesia mayoritas beragama islam, sehingga terdapat banyak masjid di Indonesia. Banyak masyarakat yang melakukan penggalangan dana secara langsung di jalan namun tak jarang pula kegiatan seperti ini malah menghambat mobilitas pengguna jalan seperti kemacetan dan kurangnya transparansi terhadap dana. Sebuah inovasi prototype aplikasi untuk sedekah yang mudah dan berdasarkan keinginan pengguna. Model pengembangan desain design thinking aplikasi Kuysedekah.id berbasis Mobile App. Prototype design UI (User Interface) dan UX (User Experience) bertujuan untuk menghasilkan hasil yang baik,
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Mucheroni, Marcos Luiz. "Interface Tesseracto UI and the Hologram." International Journal of Creative Interfaces and Computer Graphics 10, no. 1 (2019): 56–64. http://dx.doi.org/10.4018/ijcicg.2019010105.

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Building Tesseracto UI-type holographic interfaces is one step significant interaction in interfaces of computational devices with interaction in 3D. This follows the idea that the best user interface is no interface device, in the space of the hypercube and the fourth dimension. The contact device detects haptic interfaces, at the same time the touch in a free space as contact is made from fine ultrasonic sensors corresponding to the hologram images. The prototype was developed using the vertical and horizontal ultrasonic devices and a display hologram. The device is still in the testing phas
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Hutasoit, Josua, Vanda Rohmatulloh, Nazlah Sari Putantri, and Lusiana Efrizoni. "DESIGNING UI FOR STUDENT PRESENCE MOBILE APPLICATIONS USING THE HCD METHOD." JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 10, no. 1 (2023): 105–14. http://dx.doi.org/10.33330/jurteksi.v10i1.2816.

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Abstract: Student attendance is one of the activities carried out in the lecture process. Attendance is also an element of a student's final grade for each course offered in accordance with a university's academic guidelines. Attendance at STMIK Amik Riau is done manually, where students are called one by one and then the lecturer changes the attendance data in SIMDOS. This method is of course very inefficient, and takes a long time. Apart from that, this manual process is prone to fraud where students can make absences. Therefore, this research proposes a QR-Code based student attendance mobi
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Azaro Lichas, Sergio, Irsan Jaelani, and Minarto Minarto. "IMPLEMENTASI METODE HUMAN CENTERED DESIGN (HCD) DALAM PERANCANGAN USER INTERFACE USER EXPERIENCE APLIKASI E-MENU BERBASIS MOBILE DI UMKM BAWANA KOPI." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 3 (2023): 2032–38. http://dx.doi.org/10.36040/jati.v7i3.6993.

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UI (User Interface) dan UX (User Experience) adalah dua aspek yang sangat penting dalam pengembangan aplikasi mobile. UI merujuk pada segala sesuatu yang berkaitan dengan tampilan dan antarmuka aplikasi, sedangkan UX mencakup cara pengguna berinteraksi dengan aplikasi. Saat ini Bawana Kopi masih menggunakan sistem pemesanan manual yang cukup merepotkan baik untuk pelanggan maupun pihak restoran. Maka dari itu Bawana Kopi membutuhkan suatu aplikasi pemesanan menu makanan agar dapat membantu pihak restoran memberikan pelayanan yang baik. Dengan ini maka akan dilakukan perancangan UI dan UX terle
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Maulana, Tobi Fiambodo Syech, Hanifah Permatasari, and Intan Oktaviani. "Pemodelan User Interface dan User Experience pada Website E-Commerce Bitcom Computer Menggunakan Metode User Centered Design." Indonesian Journal of Applied Informatics 8, no. 2 (2024): 105. http://dx.doi.org/10.20961/ijai.v8i2.78310.

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<p><strong>Abstrak </strong></p><p>Bitcom Computer adalah sebuah toko komputer yang menyediakan berbagai aksesoris dan peralatan IT, layanan servis komputer, serta pemasangan CCTV. Permasalahan yang terjadi di Bitcom Computer adalah proses pencatatan transaksi masih menggunakan nota tulis, sulitnya merekap laporan penjualan, dan kurang maksimalnya promosi layanan. Solusi awal yang dapat ditawarkan adalah membuat pemodelan UI/UX <em>website e-commerce</em>, dikarenakan UI/UX merupakan faktor penting agar pengguna dapat merasa nyaman saat menggunakan seb
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Willyan, Anita Carolina, Mohammad Fajar, and Baizul Zaman. "ANALISIS DAN DESAIN KEMBALI UI GAME SMARTEST BRAIN MENGGUNAKAN METODE DESIGN THINKING." KHARISMA Tech 17, no. 2 (2022): 30–44. http://dx.doi.org/10.55645/kharismatech.v17i2.231.

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Penelitian ini bertujuan untuk menganalisis dan mendesain kembali user interface game edukasi The Smartest Brain menggunakan metode design thinking agar dapat menghasilkan user interface yang meningkatkan minat belajar anak-anak. Pengumpulan data dilakukan melalui pembagian kuesioner kepada 20 responden dan melakukan pengolahan data menggunakan metode System Usability Scale. Digunakan metode design thinking dan System Usability Scale untuk menghasilkan desain user interface yang sesuai dengan kebutuhan dan keinginan pengguna, serta mengetahui tingkat usability dari suatu sistem. Berdasarkan ha
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Adzami Hafianto, Haekal, Imam Ma’ruf Nugroho, and Moch Hafid. "PERANCANGAN USER INTERFACE DAN USER EXPERIENCE APLIKASI PEMESANAN MENU MAKANAN PADA RESTORAN HUTAN JATI CAFÉ & GELATO MENGGUNAKAN METODE GOAL DIRECTED DESIGN." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 3 (2023): 1972–79. http://dx.doi.org/10.36040/jati.v7i3.6992.

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UI (User Interface) dan UX (User Experience) adalah dua aspek yang sangat penting dalam pengembangan aplikasi mobile. UI merujuk pada segala sesuatu yang berkaitan dengan tampilan dan antarmuka aplikasi, sedangkan UX mencakup cara pengguna berinteraksi dengan aplikasi. Saat ini Restoran Hutan Jati Café & Gelato masih menggunakan sistem pemesanan manual yang cukup merepotkan baik untuk pelanggan maupun pihak restoran. Maka dari itu restoran Hutan Jati Café & Gelato membutuhkan suatu aplikasi pemesanan menu makanan agar dapat membantu pihak restoran memberikan pelayanan yang baik. Dengan
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Leli Safitri, Nadiyah Dalilah, and Murtiwiyati Murtiwiyati. "Perancangan User Interface Dan User Experience Website Reservasi Rima Villa Ciwidey Dengan Metode Design Thinkings." Jurnal Penelitian Teknologi Informasi dan Sains 2, no. 2 (2024): 40–53. http://dx.doi.org/10.54066/jptis.v2i2.1845.

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Villas are one of the important lodging entities in the tourism sector, where villas are needed as a place to rest. A good villa cannot be separated from good service. The purpose of this writing is to improve user experience and user efficiency in the villa reservation process. The Design Thinking method is used as a creative approach in designing user experiences that meet user needs and expectations. The stages of Design Thinking, starting from understanding the problem to implementing the solution. In the UI/UX design process, data is collected through observation, interviews and analysis
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Fajar, Muhammad Miftah, Laili Rahmatul Ilmi, Imaniar Sevtiyani, Budhi Wicaksono, and Dwi Mardiyanti. "Optimalisasi Layanan Rawat Jalan: Desain User Interface Aplikasi Pendaftaran Online Berbasis Mobile." Indonesian of Health Information Management Journal (INOHIM) 11, no. 1 (2023): 29–36. http://dx.doi.org/10.47007/inohim.v11i1.494.

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AbstractBased on focus group discussions with the user, Nurhidayah Hospital has online registration by website, but all patients are unfamiliar. Utilizing technology and information systems in the health sector can improve performance and patient satisfaction. Based on FGD result, the researcher can measure the user needed to design a user interface for a mobile-based registration application. One indicator is the speed of patient registration. Online patient registration is growing very fast, one of which is a mobile-based registration application. One of the processes is UI (user interface).
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Kurniawan, Edi, Afdhal Syafnur, Nurul Rahmadani, and Nasrun Marpaung. "Fundamental User Interface Dan User Experience (UI/UX) Design Di Lingkungan Sekolah Menengah Kejuruan." Journal Of Indonesian Social Society (JISS) 3, no. 2 (2025): 92–98. https://doi.org/10.59435/jiss.v3i2.525.

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Dunia digital yang terus berkembang menyoroti pentingnya desain antarmuka pengguna (UI) dan pengalaman pengguna (UX). Namun, kurikulum di Sekolah Menengah Kejuruan (SMK) sering kali tidak memadai dalam menangani masalah kritis ini. Kegiatan pengabdian masyarakat ini bertujuan untuk membekali siswa SMK, khususnya di SMK Negeri 1 Air Joman dengan keterampilan desain UI/UX melalui instruksi yang berfokus pada praktik. Kami mulai dengan menentukan kebutuhan siswa, kemudian kami membahas prinsip-prinsip desain UI/UX, diikuti dengan proses pembuatan Mockup UI dan prototype menggunakan Figma, dan dia
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Cicih Cicih. "Redesign User Interface Dan User Experience Aplikasi Any.Do Menggunakan Metode Design Thinking." Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2, no. 2 (2024): 32–40. http://dx.doi.org/10.61132/neptunus.v2i2.85.

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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 mor
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Jung, Hayoung, Xin Cui, Ha Lim Kim, et al. "Development of an Ergonomic User Interface Design of Calcium Imaging Processing System." Applied Sciences 12, no. 4 (2022): 1877. http://dx.doi.org/10.3390/app12041877.

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An optical brain-machine interface (O-BMI) system using calcium imaging has various advantages such as high resolution, a comprehensive view of large neural populations, abilities such as long-term stable recording, and applicability to freely behaving animals in neuroscience research. The present study developed an ergonomic user interface (UI) design, based on a use scenario for an O-BMI system that can be used for the acquisition and processing of calcium imaging in freely behaving rodents. The UI design was developed in three steps: (1) identification of design and function requirements of
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Rengga Tisna, Dhodit. "Perancangan User Inteface (UI) Pada Aplikasi Angkut Rosok Berbasis Mobile Menggunakan Figma pada TPS 3R Sidomakmur." JAMI: Jurnal Ahli Muda Indonesia 5, no. 2 (2024): 101–13. https://doi.org/10.46510/jami.v5i2.316.

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Penelitian ini dibuat dengan tujuan untuk merancang antarmuka sebuah aplikasi angkut rosok berbasis mobile menggunakan aplikasi editing secara online Figma. Fokus dari penelitian ini yaitu perancangan suatu desain User Interface (UI) aplikasi penjadwalan pengambilan rosok online pada TPS 3R Sidomakmur, karena perancangan UI yang baik serta intuituif sangat penting dalam pengembangan aplikasi. Metode prototype diadopsi pada penelitian ini untuk menghasilkan UI angkut rosok yang dapat memenuhi kebutuhan pengguna layanan secara efektif dan efisien. Proses perancangan aplikasi ini melibatkan tahap
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Arthalia Wulandari, Ika, Mujito, and Budi Asmanto. "Implementasi Metode Design Thinking dalam Perancangan UI/UX Aplikasi Menabung." Jurnal Ilmiah Sistem Informasi (JISI) 4, no. 1 (2025): 21–29. https://doi.org/10.24127/jisi.v4i1.8560.

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Mobile-based savings apps offer convenience in financial planning and management.However, many apps still face challenges regarding user experience (UI/UX) quality, which impacts user adoption and satisfaction. Poor user experience is often caused by interfaces that are not user-centered and a lack of understanding of users' needs. To address this issue, the Design Thinking approach, which focuses on empathy and innovative solutions,has become an increasingly popular methodology in application design. This study examines the application of the Design Thinking method in designing the UI/UX of s
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Arief, Ikhwan, Asmuliardi Muluk, Ahmad Syafruddin Indrapriyatna, and Mahira Falevy. "Pengembangan Antarmuka Portal Universitas untuk Meningkatkan Pengalaman Pengguna." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 5, no. 6 (2021): 1052–61. http://dx.doi.org/10.29207/resti.v5i6.3532.

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Technology has been growing rapidly to help humans living their everyday life. Human, as the user interacts through an interface called user interface (UI), and the experience that the users are having is called user experience (UX). UI and UX are inseparable as a good user interface will result in a better user experience. Portal Unand is a web-based app that has all academic information for students. An initial survey was conducted to find out student’s thoughts on Portal Unand. Students have complaints towards Portal Unand due to its unresponsiveness, old-fashioned design, important feature
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Noviantono, Susilo Bayuaji, Sri Hariani Eko Wulandari, and Tri Sagirani. "ANALISIS DAN PERANCANGAN UI/UX PADA WEBSITE 3 PACK SURABAYA MENGGUNAKAN METODE LEAN UX." JSiI (Jurnal Sistem Informasi) 10, no. 2 (2023): 164–71. http://dx.doi.org/10.30656/jsii.v10i2.8097.

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3 Pack Surabaya merupakan perusahaan yang memproduksi paper packaging dan memiliki kantor sekaligus menjadi pabrik produksi di Kompleks Pergudangan BizzPark C3, Jabon, Tambak Sawah, Kec. Waru, Kab. Sidoarjo. 3 Pack Surabaya memiliki berbagai platform untuk mempromosikan produk mereka, terdiri dari Instagram, marketplace, hingga website company profile beralamatkan di https://3packsby.com/. Wawancara yang dilakukan mendapatkan hasil 3 Pack Surabaya memiliki permasalahan pada desain dan pengalaman website. Desain yang kurang menarik mengakibatkan pengunjung website menurun sehingga Search Engine
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Krismanda, Tri Darma, and Nina Setiyawati. "PERANCANGAN USER INTERFACE DAN USER EXPERIENCE FITUR DIGITAL BANKING JAGO LAST WISH MENGGUNAKAN DESIGN THINKING." Jurnal Pendidikan Teknologi Informasi (JUKANTI) 5, no. 2 (2022): 126–35. http://dx.doi.org/10.37792/jukanti.v5i2.561.

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Asuransi adalah salah satu jasa keuangan yang mencatatkan pertumbuhan yang signifikan. Keterlambatan asuransi dapat menimbulkan risiko kerugian finansial yang sebenarnya dapat dikelola dan diminimalkan untuk melindungi nyawa. Mengingat pentingnya asuransi, Bank Jago menyediakan fitur Last Wish kepada pengguna sebagai layanan asuransi yang menitikberatkan pada UI/UX (User Interface/User Experience) agar tingkat penerimaan aplikasi ini tinggi di masyarakat. Proses perancangan UI/UX ini menggunakan metode design thinking yang menyediakan pendekatan berbasis solusi untuk memecahkan masalah. Pada t
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Yevi Septiray Purbo, Abdul Azis, and Debby Ummul Hidayah. "User Interface (UI) Design Waste Management Application using Design Thinking Method." CSRID (Computer Science Research and Its Development Journal) 16, no. 3 (2024): 40–56. https://doi.org/10.22303/csrid-.16.3.2024.40-56.

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Waste management remains a significant challenge, particularly in developing countries like Indonesia, where urbanization and increasing consumption contribute to rising waste volumes. Kesugihan District in Cilacap Regency faces similar issues, necessitating innovative solutions. This study aims to optimize the user interface (UI) design of a waste management application using the Design Thinking approach, ensuring usability and effectiveness in engaging users. Through iterative design stages Empathize, Define, Ideate, Prototype, and Testing this research incorporates user needs and feedback i
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Wiyono, Briansyah Setio, Muhammad Zulfiqor Lilhaq, Wildan Suharso, and Firdatul Nurul Ramadha. "Perancangan Dan Evaluasi Desain User Interface Prototype Aplikasi Manajemen Kandang PT XYZ." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 13, no. 2 (2024): 919. https://doi.org/10.35889/jutisi.v13i2.1883.

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<p><em>This research discusses the design and evaluation of a user interface (UI) prototype for the livestock management application of PT XYZ. Information systems have become key to effectiveness and efficiency in various industries. However, often the design of information systems is isolated and lacks consideration for user experience (UX). PT XYZ faces challenges in manually managing livestock and aims to develop an effective system. This study uses prototype design methods and heuristic evaluation to create a UI/UX that meets business needs, is easy to use, and enjoyable. The
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Anantya, Arya Rezza, Anugerah Bagus Wijaya, and Suliswaningsih Suliswaningsih. "UI/UX Design Modeling on Chatting and Forum Applications Using Design Thinking." Journal of Multimedia Trend and Technology 3, no. 2 (2024): 64–76. http://dx.doi.org/10.35671/jmtt.v3i2.68.

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Informatics is one of the study programs at the private university of Amikom University Purwokerto which prioritizes learning on the development of Information Technology, but the problems faced vary such as the absence of a campus facility for discussion and community, difficulty in conveying the problems they face, especially related to assignments and materials presented by lecturers. The purpose of this study is to design a visual concept of user interface design and prototype flow design for the Chatting and Forum Discussion Forum application using the Design Thinking method. The method u
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Khoirul Rizal, Mochammad, Rini Indriati, and Anita Sari Wardani. "PENGEMBANGAN UI/UX WEBSITE STUDIO FOTOGRAFI." JATI (Jurnal Mahasiswa Teknik Informatika) 8, no. 5 (2024): 8626–31. http://dx.doi.org/10.36040/jati.v8i5.10690.

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Kemajuan teknologi, sistem informasi dan komunikasi berpengaruh signifikan terhadap perkembangan bisnis industri, termasuk industri kreatif seperti fotografi. Pada penelitian ini studio fotografi dan videografi memiliki sudah memiliki website yang kurang optimal karena interface yang tidak menarik, pemesanan yang masih menghubungi contact person, dan landing page yang bergabung dengan bisnis lain membuat pengalaman pengguna kurang optimal. Sebelum melakukan penyempurnaan pada website, perlu dilakukan perbaikan versi awal berupa desain prototype UI/UX untuk website studio fotografi. Oleh karena
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Putri, Safira Tsani Amelya, Khoirul Umam, Farizqi Panduardi, Junaedi Adi Prasetyo, and Alfin Hidayat. "Perancangan Ulang UI/UX Website SMPN 3 Genteng Menggunakan Metode Design Thinking." Jikom: Jurnal Informatika dan Komputer 15, no. 1 (2025): 141–50. https://doi.org/10.55794/jikom.v15i1.246.

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SMPN 3 Genteng faces challenges in providing information that is easy to understand and visually appealing to users. The current website has a disorganized layout, making it difficult for users to find information about school services. An evaluation using the System Usability Scale (SUS) revealed a usability score of 41.58, rated as "Awful." Based on this evaluation, a redesign of the User Interface and User Experience (UI/UX) using the Design Thinking method was necessary. The redesign process was carried out through five stages: empathize, define, ideate, prototype, and test. The solutions
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Mustaib, Robby Igfirly, Nadiyasari Agitha, and Sri Endang Anjarwani. "DESAIN UI/UX SISTEM INFORMASI KERJASAMA INTERNASIONAL UNIVERSITAS MATARAM." Jurnal Teknologi Informasi, Komputer, dan Aplikasinya (JTIKA ) 5, no. 2 (2023): 225–36. http://dx.doi.org/10.29303/jtika.v5i2.324.

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Universitas Mataram (UNRAM) merupakan perguruan tinggi yang menyediakan berbagai layanan sistem informasi untuk sivitas akademik dan umum. Namun, dalam penerapan sistem kerjasama di UNRAM, terdapat masalah terkait visualisasi user interface (UI) dan user experience (UX) pada sistem informasi kerjasama, serta masalah dalam entry dan sorting data kerjasama dan mahasiswa asing yang masih menggunakan excel. Penelitian ini bertujuan untuk menerapkan peningkatan UI/UX pada sistem kerjasama UNRAM. Dalam penelitian ini, dirancang user interface (UI) dan user experience (UX) sebuah website yang digunak
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Luo, Lin. "Influence of Interface Design Driven by Natural Language Processing on User Participation." Frontiers in Business, Economics and Management 11, no. 3 (2023): 63–66. http://dx.doi.org/10.54097/fbem.v11i3.13186.

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The relationship between NLP (Natural language processing) and UI (User interface) design is complementary: NLP technology provides more possibilities for UI design, and UI design provides NLP with a platform for application and development. The combination of the two can play a great role in improving user participation, improving user experience and promoting the development of human-computer interaction. This paper mainly discusses the influence of NLP-driven UI design on user participation. Through research, it is found that NLP-driven UI design has a positive impact on user engagement. Th
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Salsabil, Salsabil, Ismi Kaniawulan, and Lise Sri Andar Muni. "REDESIGN USER INTERFACE (UI) DAN USER EXPERIENCE (UX) WEBSITE PT. MULIA ANUGRAH CONTAINER DENGAN METODE USER CENTER DESIGN (UCD)." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 3 (2023): 1958–65. http://dx.doi.org/10.36040/jati.v7i3.6957.

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PT. Mulia Anugrah Container memilik website yang digunakan unutuk mempromosikan produk dan layanan kepada pengguna, tampilan pada website PT. Mulia Anugrah Container masih kurang menarik dengan fitur yang terdapat didalam nya masih banyak yang belum dimengerti oleh pengguna. Penelitian ini bertujuan untuk melakukan Redesign User Interface (UI) dan User Experience (UX) pada website PT. Mulia Anugrah Container dengan menggunakan metode User Center Design (UCD). Metode penelitian yang digunakan meliputi studi literatur mengenai Redesain, UI, UX, UCD, Figma, Wirefreame, Prototype, User Persona, De
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Mailangkay, Adele, and Kevin Sinaga. "PENERAPAN METODE USER CENTERED DESIGN (UCD) PADA UI/UX APLIKASI MOBILE KOMIK." Jurnal Darma Agung 31, no. 1 (2023): 952. http://dx.doi.org/10.46930/ojsuda.v31i1.3089.

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Perancangan ini bertujuan untuk menghasilkan rancangan user interface aplikasi mobile komik online dalam bentuk prototipe yang dirancang menggunakan figma. Perancangan antar muka ini menggunakan metode User-centered design, dimana dalam perancangan ini berfokus pada user atau pengguna dan harus mempertimbangkan kebutuhan, tujuan, dan masukan dari pengguna, serta menggunakan teori mengenai ui desain, prinsip perancangan ui, prinsip kerja desain, prinsip desain aplikasi, penerapan layout, serta pendalaman psikologi warna sehingga pesan dan kesan yang ingin disampaikan dapat tercapai. Berdasarkan
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Hiu, Nicholas, and Yana Erlyana. "Redesigning User Interface of Datascripmall Mobile Apps Using User Centered Design Method." Teknika 13, no. 2 (2024): 283–92. http://dx.doi.org/10.34148/teknika.v13i2.854.

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The rapid growth of the e-commerce industry, driven by technological advancements and increased internet access, has intensified competition for attracting and retaining customers. In Indonesia, the shift from desktop computers to smartphones has made mobile commerce (m-commerce) increasingly dominant. PT Datascrip, a leading Indonesian company, launched Datascripmall, a B2C and B2B e-commerce marketplace, in August 2020. Despite initial success, a decline in mobile app users indicated a need for an improved user interface (UI) and user experience (UX). This research underscores the urgent nee
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Sufandi, Unggul Utan, Dwi Astuti Aprijani, and Paken Pandiangan. "Evaluasi dan Hasil Review Desain User Interface Prototype Aplikasi Mobile Sitta Universitas Terbuka." Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) 10, no. 3 (2021): 147. http://dx.doi.org/10.23887/janapati.v10i3.40281.

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Sistem Informasi Tiras dan Transaksi Bahan Ajar (SITTA) merupakan sistem yang dimiliki Universitas Terbuka (UT) untuk mengelola layanan dan distribusi bahan ajar ke mahasiswa. Saat ini, sistem tersebut sedang dikembangkan dalam versi mobile berbasis platform Android. Aplikasi mobile SITTA dikembangkan dengan langkah awal berupa pembuatan desain prototype aplikasi. Suatu desain aplikasi perlu dilakukan evaluasi agar aspek-aspek usability dapat sesuai dengan prinsip desain User Interface dan User Experience yang baik dan benar untuk memenuhi kebutuhan user secara tepat. Penelitian ini menghasilk
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Salsabila, Salsabila, Dede Irmayanti, and Irsan Jaelani. "Redesign User Interface Dan User Experience Aplikasi Wisata Purwakarta Berbasis Mobile Menggunakan Metode User Centered Design (UCD)." Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2, no. 5 (2024): 90–100. http://dx.doi.org/10.61132/merkurius.v2i5.287.

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Aplikasi Purwakarta adalah aplikasi yang dapat memberi kemudahan bagi wisatawan yang berkunjung ke Kabupaten Purwakarta. Berdasarkan observasi terhadap fitur yang ada pada aplikasi Wisata Purwakarta dan pada ulasan di Play Store dan wawancara terhadap 5 orang pengguna aplikasi Wisata Purwakarta, ditemukan bahwa terdapat masalah di aspek UI dan UX pada aplikasi mobile Wisata Purwakarta. UI pada aplikasi Wisata Purwakarta memiliki masalah seperti penggunaan layout, typography, dan icon yang kurang cocok dengan konten yang disuguhkan. Penelitian ini menerapkan metode user centered design ini dike
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Santoso, Diesya Latifa, Dino Caesaron, and Yusuf Nugroho Doyo Yekti. "Kaikana Coffee & Kitchen Website UI: A Design Thinking Approach." International Journal of Innovation in Enterprise System 9, no. 1 (2025): 40–50. https://doi.org/10.25124/ijies.v9i01.658.

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The rapid growth of the café industry demands innovative approaches to remain competitive. This study proposes a user interface (UI) design for the Kaikana Coffee & Kitchen website using the Design Thinking methodology to improve marketing effectiveness. The research applies the five-stage Design Thinking process—Empathize, Define, Ideate, Prototype, and Test—to design a user-centric interface that enhances customer engagement and simplifies online interactions. Surveys involving 30 customers and interviews with the café owner informed us of the design. The final prototype was evaluated us
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Dinata, Putri Zukhruf, Mushfani Ainul Urwah, Mochammad Reza Rahmawan, and Enjun Junaeti. "Perancangan UI/UX Web e-Commerce ‘Hallo Coffee’ Menggunakan Metode User Centered Design." Jambura Journal of Informatics 5, no. 1 (2023): 45–58. http://dx.doi.org/10.37905/jji.v5i1.17511.

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Currently, many startup coffee shop entrepreneurs still require a platform to promote sales. In addition, some existing platforms are still in the general scope, not specifically for coffee shop sales. This research aims to design a user interface for a menu ordering application in a café, as well as an online café reservation on a website platform. This application can later be used by coffee shop owners to assist with the sales process. The method used in this research was a user-centered design (UCD). The result of this research is a prototype of Hallo Coffee website user interface design.
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Yoon, Hyoseok, and Se-Ho Park. "A Non-Touchscreen Tactile Wearable Interface as an Alternative to Touchscreen-Based Wearable Devices." Sensors 20, no. 5 (2020): 1275. http://dx.doi.org/10.3390/s20051275.

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Current consumer wearable devices such as smartwatches mostly rely on touchscreen-based user interfaces. Even though touch-based user interfaces help smartphone users quickly adapt to wearable devices with touchscreens, there exist several limitations. In this paper, we propose a non-touchscreen tactile wearable interface as an alternative to touchscreens on wearable devices. We designed and implemented a joystick-integrated smartwatch prototype to demonstrate our non-touchscreen tactile wearable interface. We iteratively improved and updated our prototype to improve and polish interaction ide
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Syaikhuddin, Muhammad Miftakhul, Erlangga Dwi Wardhana, Nufan Balafif, and Teguh Priyo Utomo. "Perancangan User Interface Aplikasi TypeofLife Menggunakan Figma dengan Metode Prototype." Teknologi 12, no. 2 (2022): 54–61. https://doi.org/10.26594/teknologi.v12i2.3347.

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Typeoflife adalah sebuah aplikasi yang dikembangkan dengan menggunakan aplikasi perancangan user interface berbasis web yakni Figma. Dengan memperhatikan kaidah-kaidah perancangan user interface yang diantaranya kompalibitas pegguna, produk, alur kerja dari aplikasi dan konsistensi. Typeoflife akan dikembangkan dengan menampilkan fitur-fitur diantaranya pengetikan, entry data, editing naskah, dan pencetakan. Dengan menggunaka metode prototype, pengembangan system ini akan jauh lebih murah dan dapat dapat memperoleh kebutuhan user yang maksimal. Dengan metode prototype juga dapat memberikan sol
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Dewangkara, Ida Bagus Indra, Made Niken Novianti, Putu Agisna Fransisco Sara, and Ni Putu Ana Rainita. "PERANCANGAN ULANG UI/UX WEBSITE BUMDES BATURITI MENGGUNAKAN METODE SUS DAN DESIGN THINKING." Jurnal Informatika Progres 15, no. 1 (2023): 23–32. http://dx.doi.org/10.56708/progres.v15i1.347.

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Badan Usaha Milik Desa (BUMDes) Baturiti is one of the businesses managed by the Baturiti village government. In this technological era, BUMDes Baturiti has a website used for marketing their products. Surprisingly, the BUMDes Baturiti website has a user interface and user experience (UI/UX) that falls into the "Poor" category. This was revealed after conducting UI/UX testing using the System Usability Scale (SUS) method. SUS is a method for evaluating the usability of a product or system based on user perceptions. This method uses a questionnaire consisting of 10 items to evaluate the user's
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Pratama, Yehezkiel Adi Surya, and Suprihadi Suprihadi. "Pengembangan UI/UX Berbasis Metode Design Thinking Fitur Send Your Waste Perusahaan Waste4change." Jurnal Pendidikan Teknologi Informasi (JUKANTI) 5, no. 2 (2022): 99–110. http://dx.doi.org/10.37792/jukanti.v5i2.554.

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Pada saat ini User Interface (UI) dan User Experience (UX) sudah dianggap sebagai bagian penting dalam proses pengembangan produk digital terutama website. Bertujuan untuk memaksimalkan pengalaman pengguna saat melakukan interaksi dengan fungsi yang ada dalam tampilan sebuah aplikasi. Salah satu alasannya karena banyak perusahaan yang mulai menggunakan situs website untuk perkembangan bisnis. Pengembangan ini bertujuan untuk menghasilkan rancangan tampilan antarmuka pada aplikasi website Waste4Change dalam bentuk prototipe dengan menggunakan aplikasi figma dan menciptakan pengalaman pengguna y
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Sinlae, Fried, Dimas Alfauzi Hidayatullah, Hafiyan Rizqi Sanjaya, and Lusiana Situmorang. "Application of Human-Centered Design Principles in WebMed Application UI/UX Development." Siber Journal of Advanced Multidisciplinary 2, no. 2 (2024): 194–203. http://dx.doi.org/10.38035/sjam.v2i2.163.

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This research explores the application of Human-Centered Design (HCD) principles in developing the user interface (UI) and user experience (UX) for the WebMed telemedicine application. The HCD method employed consists of three main stages: inspiration, ideation, and implementation. In the inspiration phase, data collection was conducted through observation and questionnaires to understand user needs. The ideation phase involved brainstorming and prototyping using Figma. The prototype included features such as a home page, list of doctors, list of medications, payment, and invoice. During the i
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Haryuda, Danang, Marsani Asfi, and Rifqi Fahrudin. "Perancangan UI/UX Menggunakan Metode Design Thinking Berbasis Web Pada Laportea Company." Jurnal Ilmiah Teknologi Infomasi Terapan 8, no. 1 (2021): 111–17. http://dx.doi.org/10.33197/jitter.vol8.iss1.2021.730.

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Laportea Company merupakan gerai toko yang menjual produk seperti pakaian,celana hingga sepatu. Namun seiring berkembangnya teknologi gerai toko ataupun distro - distro lokal ditinggalkan masyarakat terutama masyarakat modern dikarenakan promosi pemasaran nya masih terbilang kuno. Upaya yang dilakukan untuk menjaga agar produk-produk yang dijual agar diminati kembali salah satunya menggunakan teknologi yang sekarang sangat berkembang. Banyak online shop yang menyediakan platform nya sendiri namun kebanyakan tidak memperhatikan visual, kenyamanan pengguna hingga pengalaman pengguna dalam setiap
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