Desain Sistem Pemasaran Produk UMKM dengan Konsep UI/UX Menggunakan Metode Design Thinking

Bebi Oktaviani, Reski Mai Chandra, M. Irsyad, Pizaini Pizaini
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Abstract

The contribution of UMKM to the Indonesian economy has a major role in increasing economic growth in Indonesia. The development of UMKM in Indonesia has always been a special concern of many Indonesian citizens, including the government itself. Therefore, we conducted this research with the hope that the resulting product can provide solutions according to the needs and desires of users. This research focuses on system development for marketing UMKM products by designing UI and UX using the Design Thinking method. This Design Thinking method is a comprehensive thinking process that focuses on finding solutions with an empathetic process for a particular human-centered need. This method has 5 stages, namely Empathize, Define, Ideate, Prototype, and Testing. The testing method used is the SUS (System Usability Scale) method. System recommendations built in the form of a prototype using the Figma application. The feature that distinguishes this application from other applications is the AR feature to clearly see the product to be purchased. In addition, users can also choose souvenirs typical of an area by pressing directly from the interactive map provided. The prototype that was built was successfully tested on 10 respondents with an application prototype worth 87.
使用设计方法的UI/UX产品的营销系统设计
UMKM对印尼经济的贡献在促进印尼经济增长方面发挥了重要作用。UMKM在印尼的发展一直是许多印尼公民,包括政府本身特别关注的问题。因此,我们进行了这项研究,希望最终的产品能够根据用户的需求和愿望提供解决方案。本研究以设计思维方法设计用户界面和用户体验,为UMKM产品的营销系统开发进行研究。这种设计思维方法是一种全面的思维过程,专注于为特定的以人为中心的需求寻找解决方案。这个方法有5个阶段,即移情、定义、构思、原型和测试。使用的测试方法是SUS(系统可用性量表)方法。使用Figma应用程序以原型的形式构建系统建议。这个应用程序与其他应用程序的区别在于AR功能,可以清楚地看到要购买的产品。此外,用户还可以在提供的互动地图上直接按下按钮,选择一个地区的典型纪念品。构建的原型成功地在10个应答者身上进行了测试,其应用程序原型价值为87。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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