scholarly journals Desain Antar Muka Aplikasi Wisata dan Transportasi Sebagai Media Promosi Pariwisata di Surakarta

Author(s):  
Fikrun Nashih ◽  
Asmoro Nurhadi Panindias

Solo, a strategic city located on the axis of Central Java, is a city with high tourist and transit destinations because of its diverse tourism. This design uses the design thinking process method, starting from visual identity design, interface design to advertising design. While the data collection method used is a qualitative method in the form of observation, interviews, participatory and documentation analysis. Then for the design of the interface design using the principles of gestalt proximity and similarity. For the design of the ad design, it will use ambient media transit ads as a promotional medium. The result of the design is an online application platform in visual identity design, interface design, and advertising design for the application which is a platform that can help tourists in terms of accessing information and ordering tickets. And the results of the testing process can be used as an iterative process both in terms of application interface design or user experience in order to increase user satisfaction and application user effectiveness in accordance with community patterns in tourism.

2019 ◽  
Vol 5 (2) ◽  
Author(s):  
Dwi Puji Prabowo

Indonesia is known as a country which has a lot of physical cultures namely artifacts. In Central Java, artifacts based on religius are often found in Demak, as a Islamic civilization center in Java island. Demak is known as “Kota Wali” has various artifacts which stored in museum with condition such as damage, broken, cracked, missing writing, and so on. This become problem in introducing them to the youth. On the other hand, they prefers play gadgets like smartphone rather than visit museum. Bases on these, authors design revitalization media of Demak Geat Mosque’s artifacts digitally. This research use qualitative method with observation and literature study techniques, the revitalization media is designed use design thinking method to produce prototype of interactive application which can be accessed through smartphone. The result of this research is prototype which presents information about Demak Great Mosque’s artifacts, which is expected to be an educational media for introducing them to the youth. Keywords—application, artifacts, Demak, Design Thinking 


2019 ◽  
Vol 9 (19) ◽  
pp. 87-111
Author(s):  
Walter FM Correia ◽  
Marcelo Penha ◽  
Jefté de A Macedo ◽  
Clauirton A Siebra ◽  
Marcelo E Anjos

When applications intend to support accessibility, several aspects of interface design and usability must be reviewed to adapt or extend common functional requirements that are implemented to ensure easy use of applications. However, initiatives to develop guidelines for accessible mobile applications are recent and several approaches present only suggestions rather than a concrete list of requirements. It is becoming increasingly apparent not only the need for social and digital inclusion of people with disabilities but also the urgency to make devices and applications truly accessible to anyone. This work focuses on accessibility requirements for visually impaired users and it is part of a broader effort that involves different types of impairments. Our research method was based on three main steps. First, from an initial set of 1014 scientific and technical articles, 46 were analyzed to identify requirements that are related to visual impairments. Second, we carried out an observation-based analysis to confirm the importance of these requirements, considering a set of accessibility tests with impaired volunteers. Third, the Design Thinking process was used to implement an application prototype, considering the most important requirements that were identified along with the two first steps. This application was submitted to a user-centered evaluation with volunteers, which also supported the evolution of our requirements. We sought to include prior knowledge aligned with all pre-identified requirements, culminating in something that would add to the procedure greater validation. As the main result, this paper presents the complete roadmap of this process, which resulted in a guideline and evaluation method to support the integration of accessibility aspects into mobile applications.


2019 ◽  
Vol 15 (3) ◽  
pp. 14
Author(s):  
Adila Md Hashim ◽  
Sharifah Ruzaina Syed Aris ◽  
Yuen Fook Chan

This paper explores the benefits of empathy skill for school students. The encouragement of empathy skill in school was discussed in two situations: 1. Using design thinking approach for project-based learning and 2. Promoting as a classroom culture. Empathy is an act of understanding, being conscious and experiencing the feeling and thoughts of other people. It is the key to inspire social innovation and diminishing prejudice against others. Empathy skill has affected our feeling of wellbeing and human centeredness to provide an understanding of people’s needs. By integrating design thinking process in school, students will equip themselves with empathy-related skills such as communication, observation, decision-making and positive relationship with others as part of their active learning process. Adapting design thinking in project-based learning requires students to be aware and concern in exploring human-driven design which leads to user satisfaction for any problem’s solution. Empathy also has the advantage of forming a positive classroom culture and sustaining a good teacher-student relationship. This paper discussed how the design thinking process can promote empathy skill during project-based learning for humanizing decision-making and the opportunity for empathy integration in the classroom to engage in positive collaboration and teamwork.   KEYWORDS: Classroom Culture, Design Thinking, Empathy, Project-Based Learning


2021 ◽  
Author(s):  
Christian Bebis

In helping creative students and professionals find nearby spaces that are conducive to them working on their projects and crafts, I have shown how the Stanford Design Thinking model can be used to help empathize, design, ideate and prototype a mobile application. This design thinking model has been applied to solve a set of common problems for creatives, which are finding adequate workspaces, while creating and maintaining connections with others in their field. This paper will allow readers insight to the design thinking process and will attempt to contribute to a greater understanding of the methodology while attempting to create a solution that best fits the needs of the creative community. Keywords: creative, design thinking, studiogo, creative workspaces, crowdsourcing, user interface design


2021 ◽  
Author(s):  
Christian Bebis

In helping creative students and professionals find nearby spaces that are conducive to them working on their projects and crafts, I have shown how the Stanford Design Thinking model can be used to help empathize, design, ideate and prototype a mobile application. This design thinking model has been applied to solve a set of common problems for creatives, which are finding adequate workspaces, while creating and maintaining connections with others in their field. This paper will allow readers insight to the design thinking process and will attempt to contribute to a greater understanding of the methodology while attempting to create a solution that best fits the needs of the creative community. Keywords: creative, design thinking, studiogo, creative workspaces, crowdsourcing, user interface design


2020 ◽  
Vol 51 (1) ◽  
pp. 159-185
Author(s):  
Ju Yeon Park, ◽  
Hye Young Chung, ◽  
Sung Hee Kim, ◽  
Young Mi Lee ◽  
Yoo Kyung Lee ◽  
...  

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