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e-ISSN: 2597-3673 (Online), p-ISSN: 2579-5201 (Printed)


Vol.6 No.2, December 2022
Journal of Information System, Informatics and Computing
Website/URL: http://journal.stmikjayakarta.ac.id/index.php/jisicom
Email: jisicom@stmikjayakarta.ac.id , jisicom2017@gmail.com

Application Of Design Thinking Method For Ui And Ux


Design In Ngajiyuk Application
Application of Design Thinking Method for UI / UX Design on Ngajiyuk Application

Fattya Ariani1 , Andi Taufik*2 , Atifah Arsanti3 ,


Information System Study Program1,2,3
Faculty of Information Technology1,2,3
Nusa Mandiri University 1,2,3

fattya.fty@nusamandiri.ac.id, a.taufik30@gmail.com,
atifah.tifa@gmail.com3

Received: August 30, 2022 Revised: October 12, 2022 Accepted:


October 27, 2022. Issue Period: Vol.6 No.2 (2022), Pp. 425-440
Abstract: Learning at home during the covid outbreak is more or less an obstacle for
children, so parents are required to participate in the learning process, one of which is
learning the Qur'an. The purpose of this study is to create new media that makes it
easy for teachers to assess and receive payments easily by designing User Interface
and User Experience displays of Koran learning applications that are easy and
interesting for students, teachers, and parents by using the design thinking method
which has several processes, namely emphasize, define, ideate, prototype, and test on
users. Based on the results of the research that has been done, it can be concluded
that the design of the NgajiYuk application display attracts children's interest in
learning the Koran, helps make it easier for teachers to provide learning materials and
conduct learning assessments, and makes it easier for parents to monitor children's
learning outcomes.

Keywords: Design, Kaji, Design Thinking, User Interface and User Experience

Abstract: Learning at home during the Covid outbreak has more or less become an
obstacle for children, so parents are required to participate in the learning process,
one of which is by learning the Qur'an. The purpose of this study is to create new
media that makes it easier for teachers to assess and receive payments easily by
designing the User Interface display and User Experience of the study application
that makes it easy and interesting for students, teachers, and parents by using the
design thinking method which has several processes, namely emphasize, define,
ideate, prototype, and test on the user. Based on the results of research that has been
carried out, it can be concluded that the design of the appearance of the NgajiYuk
application attracts interest in learning to study children, helps make it easier for
teachers to provide learning materials and conduct learning assessments, and makes
it easier for parents to monitor children's learning outcomes.

DOI: 10.52362/jisicom.v6i2.940
The work is distributed under a Creative Commons Attribution 4.0 International
License.
425
e-ISSN: 2597-3673 (Online), p-ISSN: 2579-5201 (Printed)
Vol.6 No.2, December 2022
Journal of Information System, Informatics and Computing
Website/URL: http://journal.stmikjayakarta.ac.id/index.php/jisicom
Email: jisicom@stmikjayakarta.ac.id , jisicom2017@gmail.com

Keywords: Design, Review, Design Thinking, User Interface and User Experience

I. INTRODUCTION

During the Pandemic (Covid-19) until now, all activities must be done from home, work from home, study
from home and worship from home. In order to break the chain of Covid-19 by reducing activities outside the
home. With the pandemic, the Quran Education Park (TPA) around us that provides Quran learning for the
community has also become an obstacle in conducting direct learning.
All learning is currently done at home, from playgroups to college and teaching and learning at home, so
that for Al-Qur'an learning, learning is continued online. In this study, the author raises questions about the
effectiveness of learning to read the Quran online so that the teaching and learning process can be continued
online even though the pandemic period is over due to the familiarity of the community and children with all
activities carried out at home [2].
Learning at home during the covid outbreak is more or less an obstacle for children, so parents are required
to participate in the learning process, one of which is learning the Qur'an. During the pandemic, parents are very
supportive of their children when learning the Qur'an, including 1) accompanying children when learning the
Koran, 2) giving advice and motivation, 3) giving gifts or rewards as a form of appreciation, and 4) choosing fun
methods and diverse media so that children are not bored, 5) Create effective and comfortable home conditions.
[1].
With the development of existing technology, Android-based applications can be used to improve Qur'an
learning. With this android-based Quran learning application, it makes it easier to learn the Quran from children
to adults [3]. Android is a Linux-based mobile device operating system that includes an operating system,
middleware and applications [4].
UI and UX stand for User Interface and User Experience, which are visual presentations in the form of
websites in applications or digital marketing tools that enhance a company's business or brand [5].
With this problem, this research aims to provide a solution with the appearance of an android-based Quran
application that makes it easy and fun for children to learn the Koran, makes it easy for teachers to conduct
assessments and parents who can easily monitor the progress of learning the Koran of children. The method
used in this research is the design thinking method for designing user experience (UX) displays and user
interface (UI) optimization, namely there are five stages of the design thinking method Empathize, Define,
Ideate, Prototype, and Test. The various stages of the design thinking approach require designers to be able to
analyze problems, express ideas, try to make prototypes, and collect feedback on the media created. The purpose
of this research is to propose a design thinking style in design that can be applied in stages and is easy to
understand, so that visual works can be accurately implemented in any medium. By understanding the design
thinking method, designers will have a better understanding of the characteristics and process of creation, so that
the creation of works has higher quality, innovation, objectivity, and can be accepted by a large audience [6].
The result of this research is a display of Koranic learning applications for early childhood on Android-
based smartphones that presents Koranic learning that attracts children's attention in the form of text, images,
and sound elements. In this application there are also memorization of the Quran, daily prayers, student
assessments in learning the Koran and Koran payments that make it easy for parents to easily make transactions
for K o r a n payments.

II. METHODS AND MATERIALS

2.1 Research Stages

DOI: 10.52362/jisicom.v6i2.940
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Vol.6 No.2, December 2022
Journal of Information System, Informatics and Computing
Website/URL: http://journal.stmikjayakarta.ac.id/index.php/jisicom
Email: jisicom@stmikjayakarta.ac.id , jisicom2017@gmail.com

In this research for designing User Interface and User Experience using the design thinking method
following the stages in the design:

Figure 1: Research Stages

The complete stages carried out in this research are described as follows:
1. Problem Identification
At this stage, find out what problems can be given a solution in this research and collect data to be
able to proceed to the analysis stage of the existing data.
2. Problem Formulation
At this stage after the problem of what to study has been found, it is continued by analyzing for the
formulation of the problem of how to solve the problems that occur from the data that has been
collected.
3. Developing Ideas
At this stage after the data is collected, it continues with the development of ideas to be applied
and developed in the design for the display of User Interface (UI) and User Experience (UX).
4. Prototype
At this stage, the process of implementing design ideas for the NgajiYuk User Interface (UI) and User
Experience (UX) display.
5. Results and Conclusion
The results of this design thinking method are presented in the form of prototypes or UI and UX
displays that have been made.

2.2 Methods and Analysis

The method used in this research is design thinking. design thinking is a process of Emphasize, define,
ideate, prototype, and test on users. Using design thinking in

DOI: 10.52362/jisicom.v6i2.940
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Vol.6 No.2, December 2022
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Website/URL: http://journal.stmikjayakarta.ac.id/index.php/jisicom
Email: jisicom@stmikjayakarta.ac.id , jisicom2017@gmail.com

Software development can reduce errors in the software and make it easier to implement into the finished
product after the prototype phase is complete [7].
1. Empathize (Understand User Needs)
The Empathize stage is the core of the process where problems arise and must be addressed in a human-
centered way, the Empathize method is used to understand the problem. user experience so that researchers
can feel and find solutions to these problems, Things that can be done in the Emphasize method are
observation, interview, and data collection stages.
2. Define (User Requirement Analysis)
Define is the stage of analyzing the problem and understanding the results that have been done on the
Empathy process project. The process of analyzing and understanding the insights gained through research
Emphasize that the goal is to identify the main problem statement in the research
3. Ideate (User Needs Solution)
In this stage, which is the transition process from posing a problem to getting a problem solution, the
ideation process focuses on obtaining ideas or idea generation as a basis for prototype design.
4. Prototype
At this stage, is the initial design stage of the manufactured product, the prototype is used to watch for errors
and get new possibilities. In its implementation, gradually Prototype, the initial design will be tested directly
to the user to get feedback Improve the design appropriately according to needs
5. Test
This test phase is to collect various user responses from users Various final designs were developed during
the prototyping process.

III. DISCUSSION AND RESULTS

The discussion is explained based on the design thinking method.

3.1 Empathize (Understand User Needs)


The results of identifying problems at the empathize stage by conducting observations, interviews, and
collecting data in the form of documents are as follows:
A. Document collection results

Picture 2. Student report card document

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Figure 3. Memorization score card

Figure 4: Enrollment Form Document

Figure 5. Ngaji Payment Card Document From

this document, a user needs analysis is carried out.

B. Interview Results

No. Question Answer


1 What is the enrollment process? Parents purchase and fill out the form from the TPA and submit it back with the
completed form along with KK and Birth Certificate documents.
2 What are the activities while students Learn to pray, read Iqro or the Qur'an, memorize, and write Arabic
are studying at TPA?
3 How to pass the TPA process Taking tests/exams, and MTB (Munaqosah Tulis Bersama)

4 What assessments can determine a In reading Iqro or Al-Qur'an, the tajweed must be good and clear,
student's graduation from TPA? memorization of short letters, and memorization of selected verses.
5 What method does TPA use Iqro Method
in teaching?

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6 Are there grades or levels in TPA? There are 2 levels:


Level A (for those who have read Iqro)
Level B (for those who already read the Qur'an)

7 How many students? 59 Santri


8 How many TPA teachers are there? 5 Ustadzah
9 How is the payment method Monthly Salary Payment
Quran
10 How long does the learning take 4 days a week (Monday-Thursday), 1 hour (15.30-16.30)

Table 1 Interview Results

C. Empathy Map
After getting the results from each user, the next step is to create an empathy map as a way to understand
each user's needs. The following are the results of the empathy map from each user:
1) Head of Landfill Unit

Figure 6. Empathy Map of Head of Landfill Unit

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2) Student Guardian

Figure 7. Empathy Map of Student Guardians

3.2 Define (User Requirement Analysis)


From the results of define which is concluded from the information that has been collected in the first stage
Empathize
by defining the problem from the point of view technique following the results of defining at the Empathiz stage

Table 1. Point of view


User Needs Insight
Owner/Manager of TK/TPA 1. Make a payment schedule for each 1. Changing manual payment and transaction
student to make payments on time. recording to cashless (digital)
2. Ensure learning theories are on 2. Each lesson can be scanned using
target and can be easily student guardian gadgets
understood by learners during
the lesson
learning from home
Student Guardian Easy to monitor Using mobile apps to enable
child development in learning realtime notification

The next step is for the author to create How Might We as a statement of user needs which will later be used
as an idea development when creating features in the application. Here are the results of How Might We that the
author has obtained:

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Figure 8. How Might We

The following are the How-Might We results that the author obtained:
a. Create Authentication features namely login, registration and forgot password
b. Create learning material features
c. Create a cashless (digital) Quranic payment feature
d. Create an assessment feature in the form of achievement results in the form of points

3.3 Ideate (User Needs Solution)

The result of this ideate stage is a solution to the existing problem, namely:

Solution Idea

After determining the solution, the author categorizes the required criteria into
affinity diagram. Here are the results of the affinity diagram that the author made:

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Figure 10. Affinity Diagram

3.4 Prototype
The final result of this research is to solve the problem with a solution from the prototype drawing results.
Prototyping using figma editing software. Figma is a cloud-based design application and prototyping tool for
digital projects. Figma was created to be able to help its users to collaborate on projects and work in teams as
well as anywhere [8].

a. Login Page Display

Figure 11. Login page

On the login screen of the NgajiYuk application:


1) The login page view is a view where users who already have an account can directly log in by inputting
email and password then continuing to click login, but if the user does not have an account

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You can click register here at the bottom of the login application display and will be directed to the
register page.
2) On the register page, users can input the email and password they want to register, and can also register
an account with a google or facebook account that they already have so that it is connected to the
NgajiYuk application account.
3) If the user forgets the password when logging in, the user can click forget password on the login page
then the user will be directed to the forget password page, simply by inputting the registered email and
clicking forget password then there will be a notification to the registered email to change the password,
if it is successful then it can return to the login page by inputting the email and password that has been
changed.

b. Account Page (Profile)

Figure 11: Account page

1) In this account page display serves to display user data information and users can change user
information on the change profile page.
2) In the change profile view, users can change their personal data and profile photo.

c. Learning Material Page Display

Figure 12. Learning Material Page

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d. Learning Material Detail Page Display


On the display of this learning details page, it functions to explain the contents of each learning material
from theory, memorization, and to quizzes for assessing the results of mastery of each material.

Figure 13. Learning Material Detail Page

e. Notification Page Display


On this page display functions to display notifications of activities that have been carried out such as
learning achievement notifications, payment bills, account change notifications, etc.

Figure 14. Notification Page

f. QR code Scan Page Display


On the Scan QR code page, it functions to make it easier for teachers to provide learning materials or
quizzes, by only providing QR code images to students, and students can scan anywhere, learning materials and
quizzes will appear, and can be done anywhere and anytime according to the time limit for learning and quiz
completion.

Figure 15. QR code scan page

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g. Dashboard Page Display


This dashboard page serves to make it easier for users because it displays a summary of the display or
important menus in the NgajiYuk application and displays the results of learning achievements.

Figure 16. Dashboard page

h. Payment Page Display


In the payment view there are several pages in the NgajiYuk application, namely:
1) The payment page display has a monthly bill display for m o n t h l y Koran payments, this display
makes it easy for parents to easily make Koran payments anywhere.
2) In this payment view, if the user wants to make a payment, they can continue by clicking select payment
method, the bill details and payment method options will appear.
3) In this payment view, if the payment is successful, a successful statement will appear.

Figure 17. Koranic Payment Page

3.5 Testing
At this testing stage, testing the results of the prototype that has been made using the System Usability
Scale (SUS) Measurement with the usability testing method is carried out to assess whether the interaction
between the user and the application can run well and the System Usability Scale has 10 statements as a testing
tool and does not require a large number of samples [9]. by giving questionnaires and sharing prototype testing
links to 10 teachers and 10 student guardians to find out the results of how helpful this prototype display is for
learning to recite the TPA children.

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The following 10 questions have been made to be given to respondents:

Table 2. System Usability Scale (SUS) Questions


Code Question Scor
e
P1 I think this display is helpful for learning 1-5
P2 I think this display is complicated to use 1-5
P3 I think this display is easy to use 1-5
P4 I need help from others to use this display 1-5
P5 I think these display features make it easy 1-5
P6 I feel that there are many things missing from the appearance of this app 1-5
P7 I find this display confusing 1-5
P8 I find it helpful with the appearance of this application 1-5
P9 I think the display helps children learn the Quran 1-5
P10 I feel no obstacles in using this display 1-5
Description Choice of scale:
1: Strongly Disagree 2:
Disagree
3: Neutral
4: Agree
5: Strongly Agree

The response results are then calculated using a predetermined formula to get the System Usability Scale
(SUS) score. By obtaining the average score of each respondent by summing up all scores and dividing them by
the number of respondents. The following is the formula for calculating the SUS score:

Figure 18. SUS formula

Rules for calculating SUS:

1. For each odd-numbered question, the score for each question obtained from the user score will be reduced
by 1.
2. For each even-numbered question, the final score is the value of 5 minus the question score obtained from
the user.
3. The SUS score is obtained from the sum of the scores of each
question multiplied by 2.5 The following are the results of the System
Usability Scale (SUS) calculation

Table 3. SUS Calculation Results

P1 P2 P3 P4 P5 P6 P7 P8 P9 P10 Total (Number x 2.5)

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4 4 2 4 4 4 0 2 4 0 28 70
4 4 4 4 4 4 0 2 3 0 29 73
4 4 4 3 4 4 0 0 4 0 27 68
4 4 4 4 4 3 0 1 4 0 28 70
4 4 4 4 4 4 0 2 4 0 30 75
3 4 4 4 4 4 0 0 4 1 28 70
4 3 4 4 4 4 2 0 4 0 29 73
4 4 4 4 4 4 0 2 3 0 29 73
4 4 4 4 3 4 0 0 4 0 27 68
4 4 2 4 4 3 2 2 4 0 29 73
4 4 3 4 4 3 0 0 4 0 26 65
3 4 4 4 3 2 1 0 3 2 26 65
4 4 4 4 3 4 0 0 4 1 28 70
4 4 4 3 4 4 0 1 4 0 28 70
4 4 4 4 4 2 1 0 4 1 28 70
4 4 4 4 4 4 0 2 3 0 29 73
4 4 3 4 4 4 0 0 4 3 30 75
4 4 2 4 4 4 0 2 4 0 28 70
3 4 4 4 3 3 1 1 4 0 27 68
4 4 4 4 4 4 0 2 4 0 30 75
Average Score (Final Result) 71

Figure 19. SUS Score

Based on SUS score data, testing is successful when the results of the drinking range of 50 testing
results are quite good, and from the results of the System Usability Scale (SUS) calculations that have been
collected from respondents with an average value of 71, it can be concluded that the NgajiYuk Application
display has met the needs of users to help the teaching and learning process of the Koran become easier
and more interesting for children.

IV. CONCLUSIONS

The results of the research that has been done can be concluded that the design of the NgajiYuk
application display attracts children's interest in learning the Koran, helps make it easier for teachers to provide
learning materials and conduct learning assessments, and makes it easier. Seta people can see payments. .

REFERENCES

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DOI: 10.52362/jisicom.v6i2.940
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Journal of Information System, Informatics and Computing
Website/URL: http://journal.stmikjayakarta.ac.id/index.php/jisicom
Email: jisicom@stmikjayakarta.ac.id , jisicom2017@gmail.com
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Vol.6 No.2, December 2022
Journal of Information System, Informatics and Computing
Website/URL: http://journal.stmikjayakarta.ac.id/index.php/jisicom
Email: jisicom@stmikjayakarta.ac.id , jisicom2017@gmail.com

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