Ui/Ux Design of Mobile-Based "˜Sistem Pendukung Outline Tugas Akhir (Spota)"™ Application with Design Thinking Method
Keywords:
Design Thinking, SPOTA Mobile, User Interface, User ExperienceAbstract
Information technology is currently experiencing very significant changes. This causes various conditions that require that you cannot be separated from the use of information technology, especially at Tanjungpura University Informatics. One of the uses of technology applied by Informatics Lecturers and Students at Tanjungpura University is the Final Assignment Outline Support System or SPOTA. This application is a website-based information system that is used to make it easier for lecturers and students to carry out consultations and review final assignments. The SPOTA application has not yet been launched en masse due to the development of features, functions and appearance. Based on this problem, to determine user satisfaction you can use User Interface (UI) and User Experience (UX) development. Design Thinking was used as a method in designing the SPOTA Mobile UI/UX redesign. Design Thinking has several stages, starting from empathize, define, ideate, prototype, and testing. Sampling was carried out by purposive sampling. The data collected were each from 5 Lecturers and 5 Informatics Students at Tanjungpura University using observation, usability testing, and direct interviews. The results obtained were that the redesign and testing process for lecturers and students was quite satisfactory. Lecturer users received 74.5 points in category B with the range "acceptable" and the adjective rating "excellent". Meanwhile, students got 82 points, in category A with the range "acceptable" and the adjective rating "excellent". These results conclude that prototyping on SPOTA Mobile is very effective for realization.