Perancangan Desain Pengalaman Pengguna Aplikasi Orino Care Berbasis Mobile dengan Menggunakan Pendekatan Design Thinking
Kata Kunci:
perawatan hewan peliharaan, e-commerce, UI/UX design, design thinking, usability testingAbstrak
Perkembangan teknologi informasi dan komunikasi telah mendorong munculnya e-commerce sebagai model bisnis yang semakin populer. Salah satu sektor yang potensial untuk dikembangkan dalam e-commerce adalah industri perawatan hewan peliharaan. Penelitian ini bertujuan untuk merancang dan mengevaluasi pengalaman pengguna (UX) dari aplikasi Orino Care, sebuah aplikasi customer-to-customer (C2C) e-commerce berbasis mobile yang memfasilitasi pemilik hewan peliharaan dalam memenuhi kebutuhan dan perawatan hewan peliharaannya. Metode yang digunakan dalam penelitian ini adalah design thinking, yang meliputi tahap empathize, define, ideate, prototype, dan testing. Pada tahap empathize, dilakukan pengumpulan data terhadap pengguna dan stakeholder. Berdasarkan data yang telah dikumpulkan, hasil analisis kebutuhan menunjukkan bahwa pengguna membutuhkan cara yang lebih mudah dalam mencari dan memesan produk serta layanan perawatan hewan peliharaan, sedangkan stakeholder membutuhkan manajemen stok dan penjadwalan layanan yang lebih efisien. Tahap ideate dan prototype menghasilkan desain solusi dalam bentuk high-fidelity prototype yang mencakup beberapa fitur utama seperti pencarian, pemesanan produk dan layanan perawatan hewan peliharaan, notifikasi, chat, manajemen stok, dan penjadwalan layanan. Pengujian dilakukan dengan menggunakan metode usability testing untuk mengukur aspek efektivitas, efisiensi, dan kepuasan pengguna terhadap desain solusi. Hasil pengujian menunjukkan bahwa desain antarmuka dan pengalaman pengguna aplikasi Orino Care telah memenuhi kriteria usability yang baik dan dapat memberikan pengalaman pengguna yang positif.
Referensi
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Darmawan, I., Saiful Anwar, M., Rahmatulloh, A., & Sulastri, H. (2022). Design thinking Approach for User Interface Design and User experience on Campus Academic Information Systems. International Journal on Informatics Visualization, 6(2), 327–334. www.joiv.org/index.php
Garrett, J. J. (2011). The elements of user experience: user-centered design for the Web and beyond.
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Osterwalder, A., & Pigneur, Y. (2010). Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers. John Wiley & Sons.
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Sauro, J., (2011). Measuring Usability with the System Usability Scale (SUS). Retrieved from https://www.measuringu.com/sus
Susilo E., Wijaya F. D., & Hartanto R. (2018). Perancangan dan Evaluasi User Interface Aplikasi Smart Grid Berbasis Mobile Application. Jurnal Nasional Teknik Elektro Dan Teknologi Informasi, 7(2), 150-157. Retrieved from https://journal.ugm.ac.id/v3/JNTETI/article/view/2764
Walker, M., Takayama, L., & Landay, J. A. (2002). High-Fidelity or Low-Fidelity, Paper or Computer? Choosing Attributes When Testing Web Prototypes. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 46(5), 320-324. DOI: 10.1177/154193120204600
Aulia, F., Kusumaningtyas, D., & Sardanto, R. (2022). Perancangan User experience Aplikasi PetLyfe Menggunakan Metode Design thinking. Seminar Nasional Manajemen, Ekonomi Dan Akuntansi, 7(1), 943–951. Retrieved from https://proceeding.unpkediri.ac.id/index.php/senmea/article/view/2312
Bangor, A., Kortum, P. T., & Miller, J. T. (2008). An Empirical Evaluation of the System Usability Scale. International Journal of Human–Computer Interaction, 24(6), 574–594. https://doi.org/10.1080/10447310802205776
Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84-92. Retrieved from https://hbr.org/2008/06/design-thinking
Darmawan, I., Saiful Anwar, M., Rahmatulloh, A., & Sulastri, H. (2022). Design thinking Approach for User Interface Design and User experience on Campus Academic Information Systems. International Journal on Informatics Visualization, 6(2), 327–334. www.joiv.org/index.php
Garrett, J. J. (2011). The elements of user experience: user-centered design for the Web and beyond.
Gibbons, S. (2018). Journey Mapping 101. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/journey-mapping-101
Hassenzahl, M. (2008). User Experience (UX) : Towards an experiential perspective on product quality. Proceedings of the 20th International Conference of the Association Francophone d'Interaction Homme Machine.
ISO 9241-210:2010. International Standardization Organization (ISO). Ergonomics of human system interaction - Part 210: Human-centred design for interactive systems. Switzerland, 2010.
Julianto, A. P. Komunitas Pecinta Hewan Meningkat, Indonesia Pet Expo 2016 Targetkan 25 Ribu Pengunjung. Kompas.com. Retrieved from https://money.kompas.com/read/2016/04/10/203208426/Komunitas.Pecinta.Hewan.Meningkat.Indonesia.Pet.Expo.2016.Targetkan.25.Ribu.Pengunjung
Kaplan, K. (2023). User Journeys vs. User Flows. Nielsen Norman Group. Retrieved https://www.nngroup.com/articles/user-journeys-vs-user-flows
Kelley, D., & Brown, T. (2018). An introduction to Design thinking. Institute of Design at Stanford. DOI: https://doi.org/10.1027/2151- 2604/a000142
Krause, R. (2018). Storyboards Help Visualize UX Ideas. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/storyboards-visualize-ideas/
Laudon, K. C., & Traver, C. G. (2016). E-commerce: business, technology, society.
Lewis, J. R., & Sauro, J. (2009). The Factor Structure of the System Usability Scale. In Kurosu, M. (Ed.), Human Centered Design, HCII 2009 (pp. 94–103). Heidelberg, Germany: Springer-Verlag.
Multazam, M., Paputungan, I. V, & Suranto, B. (2018). Perancangan User Interface dan User experience pada Placeplus menggunakan pendekatan User Centered Design. Jurnal Nasional Teknik Elektro Dan Teknologi Informatika, 7(2), 150–157.
Müller-Roterberg, C. (2018). Handbook of Design thinking. Retrieved from https://www.researchgate.net/publication/329310644
Nielsen, J. (2012). How Many Test Users in a Usability Study?. Nielsen Norman Group. Retrieved from https://www.nngroup.com/articles/how-many-test-users/
Osterwalder, A., & Pigneur, Y. (2010). Business Model Generation: A Handbook for Visionaries, Game Changers, and Challengers. John Wiley & Sons.
Rakuten Insight Global (2021). Pet Ownership in Asia. Retrieved from https://insight.rakuten.com/pet-ownership-in-asia/
Santika, E. F. Kucing Jadi Hewan Peliharaan Warga RI Terbanyak Menurut Rakuten Insight. Databoks. Retrieved from https://databoks.katadata.co.id/datapublish/2023/07/24/kucing-jadi-hewan-peliharaan-warga-ri-terbanyak-menurut-rakuten-insight
Sauro, J., (2011). Measuring Usability with the System Usability Scale (SUS). Retrieved from https://www.measuringu.com/sus
Susilo E., Wijaya F. D., & Hartanto R. (2018). Perancangan dan Evaluasi User Interface Aplikasi Smart Grid Berbasis Mobile Application. Jurnal Nasional Teknik Elektro Dan Teknologi Informasi, 7(2), 150-157. Retrieved from https://journal.ugm.ac.id/v3/JNTETI/article/view/2764
Walker, M., Takayama, L., & Landay, J. A. (2002). High-Fidelity or Low-Fidelity, Paper or Computer? Choosing Attributes When Testing Web Prototypes. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 46(5), 320-324. DOI: 10.1177/154193120204600
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