Implementasi Design Thinking dalam Perancangan UI/UX Rumah Sampah Digital Banjarejo

Yusril Febriyanto, Pristi Sukmasetya, Maimunah Maimunah
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引用次数: 1

Abstract

Garbage is a very serious problem, where the growth of waste is increasing day by day. Both the government and the public need to care about the waste itself, without any intervention from all of us, the waste problem will continue to grow and be difficult to overcome. For this reason, a waste bank was created which is expected to be able to reduce the rate of waste growth, as was done in the village of Banjarejo. But unfortunately the management of the waste bank in Banjarejo village had stopped. This is due to the lack of commitment from the waste bank management, and the decline in public trust and motivation to participate in the waste bank program. The purpose of this research is to revive the waste bank in Banjarejo village by digitizing the waste bank into the Banjarejo Digital Garbage House (RSDB). This research focuses on designing the web design of the Banjarejo Digital Garbage House (RSDB). The results of this study can later be tested on prospective users and waste bank admins in order to obtain test results. With the existence of the RSDB web system, it is hoped that it will be able to facilitate and foster the interest of the Banjarejo village community in efforts to clean the environment. This design uses the Design Thinking method. In the Design Thinking method there are 5 steps that must be carried out to get an idea and a solution, namely Empathize, Define, Ideate, Prototype, and Testing. Testing carried out on the prototype uses the Single Ease Question (SEQ). The results of the average SEQ score from the waste bank admin are 6.2 – 7. Meanwhile the average SEQ value results from the waste bank customers are 6 – 7. It can be concluded that the UI/UX on the RSDB prototype is easy to understand and according to user needs.
垃圾是一个非常严重的问题,垃圾的增长日益增加。政府和公众都需要关心废物本身,没有我们所有人的干预,废物问题将继续增长,难以克服。因此,建立了一个废物银行,希望能够降低废物的增长速度,就像在Banjarejo村所做的那样。但不幸的是,Banjarejo村废物银行的管理已经停止。这是由于废物银行管理层缺乏承诺,公众对废物银行计划的信任度和参与动机下降。本研究的目的是通过将Banjarejo村的垃圾银行数字化为Banjarejo数字垃圾之家(RSDB)来振兴Banjarejo村的垃圾银行。本研究的重点是Banjarejo数字垃圾站(RSDB)的网页设计。这项研究的结果以后可以在潜在用户和废物库管理员身上进行测试,以获得测试结果。通过RSDB网络系统的存在,希望它能够促进和培养Banjarejo村社区在清洁环境方面的兴趣。本次设计采用了设计思维的方法。在设计思维方法中,获得想法和解决方案必须执行5个步骤,即移情、定义、构思、原型和测试。在原型上进行的测试使用了单一简单问题(SEQ)。废物银行管理部门的SEQ平均得分为6.2 - 7分。同时,垃圾银行客户的平均SEQ值为6 ~ 7。可以得出结论,RSDB原型上的UI/UX易于理解,符合用户需求。
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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