Perancangan UI/UX Prototype Aplikasi Dompet Digital Menggunakan Metode Design Thinking
Abstract
Along with the rapid development of technology in all sectors, technological developments also have an influence on the digitization of cash. The community has been facilitated by digital wallet technology. The use of digital wallets itself is increasing rapidly and many new companies are establishing businesses in this field. This is because many people think that using digital wallets is a more practical way and also to reduce the number of transmission of the COVID-19 virus from cash. The purpose of the research is to designing prototype of digital wallet that can support technological advances in Indonesia and help people to facilitate their lives by making non-cash transactions, so they don't bother to carry cash everywhere. The method used in this study is Design Thinking, where Design Thinking has 5 stages in interface design, namely empathize, define, ideate, prototype and test stages. The results of this study were obtained by evaluating the interface design that has been created with the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). SUS in the study produced a value of 74, which means the prototype is acceptable and meets the criteria of user needs. Meanwhile, the UEQ obtained in this study produced average results above 0.8 which means that aspects of attractiveness, clarity, efficiency, accuracy, stimulation, and novelty managed to be at a positive evaluation level, and the benchmark results in UEQ also showed that the prototype received an Excellent score in the aspects of Attractiveness, Stimulation and Accuracy, but for aspects of Clarity, Efficiency, and Novelty gets a Good grade. From the results of benchmark measurements using the UEQ questionnaire, it can be concluded that the SiDoempet prototype has a very good benchmark level overall.
Downloads
References
Ika Febrilia, Shela Puspita Pratiwi, and Irianto Djatikusumo, “Minat Penggunaan Cashless Payment System – Dompet Digital Pada Mahasiswa Di Fe Unj,” JRMSI - J. Ris. Manaj. Sains Indones., vol. 11, no. 1, pp. 1–19, 2020, doi: 10.21009/jrmsi.011.1.01.
M. K. Situmorang, “Pengaruh Perilaku Konsumen Terhadap Penggunaan Uang Elektronik (Dompet Digital) Sebagai Alat Pembayaran Pada Masa Pandemi Covid – 19 di Kota Medan,” J. Ilm. Magister Manaj., vol. 4, no. 1, pp. 122–131, 2021, [Online]. Available: http://jurnal.umsu.ac.id/index.php/MANEGGIO/article/view/6646%0Ahttp://jurnal.umsu.ac.id/index.php/MANEGGIO
H. Vania, “Mayoritas Masyarakat Gunakan Dompet Digital Sebulan Sekali,” 2022. https://databoks.katadata.co.id/datapublish/2022/04/28/mayoritas-masyarakat-gunakan-dompet-digital-sebulan-sekali
A. Fikri Hawari and E. Dwi Susanti, “Analisis Strategi Pemasaran Guna Memasuki Pasar Online Dalam Menghadapi Persaingan Selama Pandemi Covid-19 pada Bisnis Retail Toko Bintang’’,” Al-Kharaj J. Ekon. Keuang. Bisnis Syariah, vol. 5, no. 1, pp. 438–352, 2022, doi: 10.47467/alkharaj.v5i1.1717.
D. P. Muhammad Taufik Hidayat, “Perancangan User Interface Aplikasi Donor Darah Apheresis Berbasis Android,” Pelayanan Untuk Rsup Uptd Yogyakarta Sardjito, vol. 5, no. 2, pp. 743–764, 2022.
W. Hermawansyah and E. Kusmara, “Perancangan Desain User Interface & User Experience Pada Website Epic Tour Dengan Menggunakan Metode User Centered Design (UCD),” Informatics, Sci. Technol. J. (Jurnal GERBANG STMIK Bani Saleh), vol. 12, no. 2, pp. 48–55, 2022.
M. K. Foster, “Design Thinking: A Creative Approach to Problem Solving,” Manag. Teach. Rev., vol. 6, no. 2, pp. 123–140, 2021, doi: 10.1177/2379298119871468.
M. A. Prasetyo, M. C. Rozikin, and R. S. Dewi, “Perancangan User Interface (UI) & User Experience (UX) Aplikasi Pencari Kost Abc di Kota Xyz Menggunakan Metode Design Thinking,” Aisyah J. Informatics Electr. Eng., vol. 3, no. 1, pp. 36–44, 2021, [Online]. Available: https://core.ac.uk/outputs/387568400
I. A. Adha, A. Voutama, and A. A. Ridha, “Perancangan UI / UX Aplikasi Ogan Lopian Diskominfo,” JOISIE J. Inf. Syst. Informatics Eng., vol. 7, no. 1, pp. 55–70, 2023.
M. Trifena, A. Voutama, and A. A. Ridha, “Perancangan UI/UX Aplikasi Sistem Pendaftaran Rumah Sakit Saraswati Berbasis Mobile Dengan Metode Design Thinking,” vol. 7, no. 2, pp. 113–123, 2023, [Online]. Available: http://ejournal-binainsani.ac.id/index.php/IMBI/article/view/2279
K. Wulandari and A. Voutama, “Perancangan UI Aplikasi Konsultasi Kesehatan Mental Berbasis Mobile Menggunakan Metode User Centered Design (UCD),” J. Teknol. Sist. Inf. dan Sist. Komput. TGD, vol. 6, no. 2, pp. 445–451, 2023.
Ilham Firman Ashari and Rahmat Rizky Muharram, “Pengembangan Antarmuka Pengguna Kolepa Mobile App Menggunakan Metode Design Thinking Dan System Usability Scale,” JSiI (Jurnal Sist. Informasi), vol. 9, no. 2, pp. 168–176, 2022, doi: 10.30656/jsii.v9i2.4993.
R. S. Kurnia and B. Pujiarti, “Perancangan User Interface dan User Experience Adaptive Mobile Learning Untuk Siswa Sekolah Menengah,” vol. 3, no. 4, pp. 430–437, 2022, doi: 10.47065/josyc.v3i4.2085.
Copyright (c) 2023 Muhammad Fiqri Widiyantoro, Taufik Ridwan, Nono Heryana, Apriade Voutama, Siska (Author)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Copyright Notice
An author who publishes in the Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer) agrees to the following terms:
- Author retains the copyright and grants the journal the right of first publication of the work simultaneously licensed under the Creative Commons Attribution-ShareAlike 4.0 License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal
- Author is able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book) with the acknowledgement of its initial publication in this journal.
- Author is permitted and encouraged to post his/her work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of the published work (See The Effect of Open Access).
Read more about the Creative Commons Attribution-ShareAlike 4.0 Licence here: https://creativecommons.org/licenses/by-sa/4.0/.