Perancangan User Experience Aplikasi Berbasis Mobile Pada Kiara Coffee dengan Metode Design Thinking
Kata Kunci:
Kiara Coffee, Design Thinking, User Experience, High-Fidelity Prototype, System Usability Scale, Kedai KopiAbstrak
Kiara Coffee merupakan sebuah kedai kopi yang berdiri sejak tahun 2016 di Ciceri, Kota Serang, telah mencapai ketenaran di kalangan pemuda dengan kunjungan pelanggan yang terus meningkat. Namun, pemilik menghadapi tantangan antrian panjang pada konter kasir, menciptakan ketidaknyamanan bagi pelanggan. Dalam upaya mengatasi masalah ini, penelitian ini dilakukan untuk merancang user experience aplikasi mobile Kiara Coffee menggunakan metode design thinking. Pendekatan design thinking dalam mengidentifikasi kebutuhan dan merespons permasalahan pelanggan Kiara Coffee membawa inovasi melalui aplikasi mobile yang dapat meningkatkan pengalaman pengguna dan efisiensi pelayanan bisnis. Wawancara dilakukan kepada empat responden yang merupakan pelanggan yang pernah berkunjung ke Kiara Coffee untuk menggali permasalahan serta kebutuhan dari pengguna terhadap desain solusi. Kemudian dilakukan perancangan desain solusi dengan dua bentuk yaitu wireframe dan high-fidelity prototype. Selanjutnya, pengujian menggunakan usability testing dengan melibatkan lima partisipan yang terbagi menjadi dua tahap. Pengujian tahap I dilakukan pada wireframe menghasilkan umpan balik untuk perancangan berikutnya. Tahap II pada high-fidelity prototype dengan evaluasi menggunakan kuesioner System Usability Scale (SUS). Hasil kuesioner SUS menunjukkan nilai rata-rata 78,5 menandakan bahwa rancangan desain solusi ini layak dan dapat diterima oleh pengguna.
Referensi
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Nielsen, J., 2012. Usability 101: Introduction to Usability. Nielsen Norman Group. [online] Tersedia di <https://www.nngroup.com/articles/usability-101-introduction-to-usability/> [Diakses 2 Maret 2023].
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Rubin, J., Chisnell, D., 2008. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests, 2nd Edition. Indianapolis: Wiley Publishing, Inc.
Brooke, J., 1986. SUS: A Quick and Dirty Usability Scale. [online] Tersedia di <https://www.usability.gov/how-to-and-tools/methods/system-usability-scale.html> [Diakses 22 Februari 2023].
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Interaction Design Foundation – IxDF. (2016). What is Information Architecture? [online] Tersedia di <https://www.interaction-design.org/literature/topics/information-architecture> [Diakses 14 Mei 2023].
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Interaction Design Foundation – IxDF. (2021). What are Design Systems? [online] Tersedia di <https://www.interaction-design.org/literature/topics/design-systems> [Diakses 20 Desember 2023].
Nielsen, J., 1994. 10 Usability Heuristics fo User Interface Design. Nielsen Norman Group. [online] Tersedia di <https://www.nngroup.com/articles/ten-usability-heuristics/> [Diakses pada 15 Desember 2023].
Demirci Orel, F., & Kara, A., 2014. Supermarket Self-Checkout Service Quality, Customer Satisfaction, and Loyalty: Empirical Evidence from an Emerging Market. Journal of Retailing and Consumer Services, 21(2), 118–129. [online] Tersedia di <https://www.sciencedirect.com/science/article/abs/pii/S0969698913000829> [Diakses 21 Februari 2023].
Mulyono, R. A., Pasaribu, L. H., 2021. The Impact of Mobile Service Quality and Brand Image on Customer Loyalty. Enrichment: Journal of Management. [online] Tersedia di <https://enrichment.iocspublisher.org/index.php/enrichment/article/view/141/107> [Diakses 21 Februari 2023].
Nielsen, J., 2000. Why You Only Need to Test with 5 Users. Nielsen Norman Group. [online] Tersedia di <https://www.nngroup.com/articles/why-you-only-need-to-test-with-5-users/> [Diakses 17 Maret 2023].
Nielsen, J., 2012. Usability 101: Introduction to Usability. Nielsen Norman Group. [online] Tersedia di <https://www.nngroup.com/articles/usability-101-introduction-to-usability/> [Diakses 2 Maret 2023].
Pusparisa, Y., 2021. Daftar Negara Pengguna Smartphone Terbanyak, Indonesia Urutan Berapa? Databoks. [online] Tersedia di <https://databoks.katadata.co.id/datapublish/2021/07/01/daftar-negara-pengguna-smartphone-terbanyak-indonesia-urutan-berapa> [Diakses 22 Februari 2023].
Brown, T., 2008. Design Thinking. Harvard Business Review. [online] Tersedia di <https://designthinkingmeite.web.unc.edu/wp-content/uploads/sites/22337/2020/02/Tim-Brown-Design-Thinking.pdf> [Diakses 21 Februari 2023].
Rubin, J., Chisnell, D., 2008. Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests, 2nd Edition. Indianapolis: Wiley Publishing, Inc.
Brooke, J., 1986. SUS: A Quick and Dirty Usability Scale. [online] Tersedia di <https://www.usability.gov/how-to-and-tools/methods/system-usability-scale.html> [Diakses 22 Februari 2023].
International Standards Office. 2010. ISO 9241-210 Ergonomics of Human-System Interaction – Part 210: Human-Centered Design for Interactive Systems. Switzerland: International Organization for Standardization. [Diakses 2 Maret 2023].
International Standards Office. 2018. ISO 9241-11 Ergonomics of Human-System Interaction – Part 11: Usability: Definitions and Concepts. Switzerland: International Organization for Standardization. [Diakses 2 Maret 2023].
Interaction Design Foundation – IxDF. 2016. Design Thinking. [online] Tersedia di <https://www.interaction-design.org/literature/topics/design-thinking> [Diakses 8 April 2023].
Nielsen, J., 2012. Usability 101: Introduction to Usability. Nielsen Norman Group. [online] Tersedia di <https://www.nngroup.com/articles/usability-101-introduction-to-usability/> [Diakses 2 Maret 2023].
Interaction Design Foundation – IxDF. 2016. User Experience (UX) Design. [online] Tersedia di <https://www.interaction-design.org/literature/topics/ux-design> [Diakses 12 April 2023].
Plattner, H., Meinel, C., Leifer, L., 2012. Design Thinking Research: Studying Co-Creation in Practice. Springer. [online] Tersedia di <https://www.researchgate.net/publication/319254126_Design_thinking_research_Studying_co-creation_in_practice> [Diakses 2 Maret 2023].
Bangor, A., Kortum, P. & Miller, J., 2009. Determining What Individual SUS Scores Mean: Adding an Adjective Rating Scale. JUS : Journal of Usability Studies, 4(3), pp. 114-1234. [online] Tersedia di <https://uxpajournal.org/determining-what-individual-sus-scores-mean-adding-an-adjective-rating-scale/> [Diakses 17 Maret 2023].
Interaction Design Foundation – IxDF. 2020. What are Problem Statements? [online] Tersedia di <https://www.interaction-design.org/literature/topics/problem-statements> [Diakses 20 April 2023].
Interaction Design Foundation – IxDF. (2016). What is Information Architecture? [online] Tersedia di <https://www.interaction-design.org/literature/topics/information-architecture> [Diakses 14 Mei 2023].
Interaction Design Foundation – IxDF. 2016. What is Wireframing? [online] Tersedia di <https://www.interaction-design.org/literature/topics/wireframing> [Diakses 16 Mei 2023].
Interaction Design Foundation – IxDF. (2021). What are Design Systems? [online] Tersedia di <https://www.interaction-design.org/literature/topics/design-systems> [Diakses 20 Desember 2023].
Nielsen, J., 1994. 10 Usability Heuristics fo User Interface Design. Nielsen Norman Group. [online] Tersedia di <https://www.nngroup.com/articles/ten-usability-heuristics/> [Diakses pada 15 Desember 2023].
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