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Designing User Experience in BrandQu Application Using Design Thinking Method B. Tampubolon, Hanna Junita; Zain, Muhammad Mahrus
Jurnal Ilmiah Rekayasa dan Manajemen Sistem Informasi Vol 9, No 2 (2023): Agustus
Publisher : Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/rmsi.v9i2.24873

Abstract

Based on user research, about 50% of marketers use influencer services to drive sales leads, and 40% focus on brand awareness. The aim of this study is to design the BrandQu application as an influencer marketing platform that offers solutions to MSMEs by applying the methodology of design thinking. The application of design thinking led to testing a high-fidelity prototype for potential users for two iterations. The results of usability tests show that the aspects of effectiveness and efficiency are in good interpretation and the UEQ questionnaire on the scale of clarity and efficiency did not meet the criteria of good quality. Then the Honeycomb UX indicator shows the sequence of variables that affect the user experience. The highest order of variables is desirable, credible, valuable, findable, usable, useful, and accessible. In this order, the low-accessibility variable is affected by prototype limitations that can only be accessed using third-party devices. Because there are still some aspects that have not met the good criteria and have received corrective feedback from users, iterations have been performed to optimize the user experience on the BrandQu application prototype. As for the results of the second iteration of the tests, there has been an increase in the aspects of effectiveness and efficiency that has achieved a very good interpretation. The UEQ questionnaire of the Attractiveness, Dependability, Stimulation, and Novelty scale achieved the Excellent criterion, while the Perspicuity and Efficiency scale achieved the Good criterion. Therefore, it can be concluded that the prototype of the BrandQu application provides a positive perception of user experience and usability.
Pelatihan Penyusunan Business Plan dengan Pendekatan Business Model Canvas bagi Siswa SMK dan SMA Qudsi, Dini Hidayatul; Lestari, Indah; Zain, Muhammad Mahrus; Helma, Siti Syahidatul; Trisnadoli, Anggy; Sahid, Dadang Syarif Sihabudin
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 4 No. 1 (2026): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jiter-pm.v4i1.6846

Abstract

Pembelajaran kewirausahaan di tingkat SMK dan SMA memiliki peran penting dalam membekali siswa dengan keterampilan perencanaan usaha sejak dini. Namun, dalam praktiknya, pembelajaran masih cenderung bersifat teoritis sehingga siswa belum terbiasa menyusun rencana bisnis secara terstruktur dan aplikatif. Kondisi ini juga ditemukan pada sekolah mitra, yaitu SMK Labor Pekanbaru dan SMAIT Al-Ittihad Rumbai, di mana siswa memiliki minat terhadap kewirausahaan tetapi masih mengalami kesulitan dalam memetakan ide usaha ke dalam model bisnis yang sistematis. Untuk menjawab permasalahan tersebut, kegiatan pengabdian kepada masyarakat ini dilaksanakan melalui workshop penyusunan business plan menggunakan pendekatan Business Model Canvas (BMC). Kegiatan dilaksanakan melalui tahapan persiapan, pelaksanaan, dan evaluasi. Workshop dilakukan secara interaktif melalui penyampaian materi dan praktik langsung penyusunan BMC dengan pendampingan dosen dan mahasiswa serta pemanfaatan media digital Canva. Evaluasi dilakukan berdasarkan penilaian hasil business plan yang disusun peserta. Hasil kegiatan menunjukkan bahwa siswa mampu mengidentifikasi elemen utama BMC dan menyusun rancangan usaha sederhana secara lebih sistematis.