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PENERAPAN METODE DESIGN THINKING PADA MODEL PERANCANGAN UI / UX APLIKASI ISTIQOMAH AlAzhari, Muhamad Roihan; Prabandaru, Hanindito; Anggia, Rafi Hafizhni; Rurianto, Joko; Widiatmoko Soewardikoen, Didit
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 10 No. 03 (2024): September 2024
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v10i03.9390

Abstract

Perubahan dan kebiasaan membaca Al-Qur'an (Mengaji) di Indonesia telah mengalami penurunan akibat rutinitas yang dipengaruhi oleh perkembangan zaman di era digital. Untuk mengatasi hal ini, Program Istiqomah adalah inisiatif untuk meningkatkan kebiasaan membaca Al-Qur'an di kalangan masyarakat Muslim melalui fitur interaktif dalam aplikasi. Program Istiqomah telah diperkenalkan sebagai langkah untuk merubah kebiasaan masyarakat Muslim Indonesia dalam membaca Al-Qur'an. Dalam rangka meningkatkan kebiasaan membaca Al-Qur'an, akan dilakukan riset yang menggunakan pendekatan design thinking dalam merancang aplikasi Istiqomah. Pendekatan design thinking melibatkan lima tahapan utama, yaitu emphatize, define, ideate, prototype, dan testing. Penelitian ini juga melibatkan observasi visual, wawancara dengan pengguna, dan penggunaan kuesioner untuk mengumpulkan data yang relevan. Dari hasil penelitian awal, terlihat bahwa masyarakat lebih cenderung melibatkan diri dalam aktivitas digital seperti bermain game, media sosial atau menonton video daripada membaca Al-Qur'an. Oleh karena itu, pengembangan aplikasi Istiqomah yang memanfaatkan media digital dan menawarkan fitur menarik dapat menjadi solusi yang efektif untuk meningkatkan keterlibatan umat Islam dalam membaca Al-Qur'an. Berdasarkan hasil analisis user experience questionnaire (UEQ), diperoleh hasil yang positif dan di atas rata-rata pada aspek Daya Tarik, Kejelasan, Efisiensi, Keandalan, Stimulasi, dan Kebaruan.
Perancangan Strategi Pelestarian Nilai-Nilai Budaya Mandi Balimau di Desa Kembang, Pelalawan, Riau Azhari, Muhamad Roihan Al; Prabandaru, Hanindito; Fuad, Saftrian Mukhlizul; Heruningrum, Heruningrum; Malik, Kendall
SPACEPRO: Product Design Jurnal Volume 2 Nomor 2, November 2024
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v2i2.4849

Abstract

Mandi Balimau Kasai di Desa Kembang Bunga, Kabupaten Pelalawan, merupakan warisan budaya yang penting dalam menyambut bulan suci Ramadhan. Namun, dalam beberapa waktu terakhir, tradisi ini mengalami perubahan yang tidak sesuai dengan ajaran Islam, dengan hilangnya batasan antara laki-laki dan perempuan serta munculnya perilaku yang bertentangan dengan syariat. Oleh karena itu, diperlukan solusi desain yang dapat mempertahankan nilai-nilai budaya dan tetap diterima oleh masyarakat. Penelitian ini menggunakan metode kualitatif yaitu observasi untuk memperoleh pemahaman yang komprehensif tentang fenomena ini. Melalui analisis solusi desain didapatkan,dan diharapkan solusi desain dapat memberikan inovasi baru dalam mempertahankan nilai-nilai kearifan lokal budaya Mandi Balimau di Desa Kembang Bunga.Kata Kunci: kearifan lokal, mandi balimau, RIAU, adat melayu, budaya
User Interface Matters : Analysing The Complexity Of Mobile Applications BCA Mobile From a Visual Perspective Prabandaru, Hanindito; Azhari, Muhamad Roihan Al; Fernando, Ferry; sumadi, Sumadi; Fuad, Saftrian Mukhlizul
SPACEPRO: Product Design Jurnal Volume 2 Nomor 2, November 2024
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v2i2.4850

Abstract

Penelitian ini bertujuan untuk mengukur kepuasan pengguna dalam perspektif visual dari User Interface (UI) BCA Mobile Banking menggunakan User Experience Questionnaire (UEQ). Metode penelitian yang digunakan adalah Sequential mixed method yang menggabungkan data kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa pengguna memiliki tingkat kepuasan yang tinggi terhadap layanan BCA Mobile Banking, namun terdapat kelemahan dalam aspek visual seperti tampilan yang terlihat kuno, ketidak konsistenan, dan tata letak yang tidak rapi. Perbedaan persepsi dan kesulitan dalam penggunaan menu transfer juga diidentifikasi. Kesimpulannya, penilaian UI Mobile Banking BCA belum mencakup aspek estetika, konsistensi, dan tata letak yang mencerminkan nilai-nilai desain grafis dan komunikasi visual.   Kata Kunci: BCA, antarmuka, user experience questionnaire, Sequential mixed method , observasi
Mengoptimalkan Material Sisa Menjadi Produk Yang Memiliki Nilai Tambah Menggunakan Metode Redesign (Studi Kasus: ARTI Furniture) Fuad, Saftrian Mukhlizul; Pratama, Randi; Azhari, Muhamad Roihan Al; Prabandaru, Hanindito
SPACEPRO: Product Design Jurnal Volume 2 Nomor 2, November 2024
Publisher : INSTITUT SENI INDONESIA PADANGPANJANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26887/spacepro.v2i2.4851

Abstract

Seiring dengan meningkatnya pelanggan dalam penjualan furniture meningkat pula manufaktur produk yang dibuat. dari para pengrajin furniture terutama perusahaan mebel kustom menjadi salah satunya menghasilkan limbah dengan dari sisa kayu. Menghadapi meningkatnya limbah produksi seperti ini, dominan limbah kayu yang dihasilkan akan dibuang karena tidak layak untuk dipakai. hal ini meningkatkan volume limbah yang sekarang sudah menjadi permasalahan yang harus segera diatasi, beberapa jenis limbah kayu bisa diolah kembali namun masih ada beberapa jenis yang belum bisa dibentuk menjadi produk kembali. Dari limbah yang bisa diolah kembali, dengan memanfaatkan  limbah ini bisa memberikan potensi untuk membuat dan merancang produk baru tanpa membutuhkan material baru. hal ini meningkatkan sustainabilitas dari pengrajin furniture dengan tujuan menambah inovasi dalam produksi furniture yang diproduksi dan memanfaatkan limbah.Kata Kunci: sustainable, furniture, SWOT, observasi, design.
SOSIALISASI LITERASI DIGITAL QUR’ANI MELALUI PROGRAM ISTIQOMAH BERBASIS APLIKASI MOBILE DENGAN PENDEKATAN PARTICIPATORY LEARNING AND ACTION Alazhari, Muhamad Roihan; Handoko, Bobi; Angella, Shelly; Yasriady, Dedy
Awal Bros Journal of Community Development Vol 6 No 2 (2025): Awal Bros Journal of Community Development
Publisher : LPPM Universitas Awal Bros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54973/abjcd.v6i2.700

Abstract

In today's digital era, the habit of reading the Qur'an has significantly declined, especially among the younger generation. This is due to the dominance of digital activities such as social media, gaming, and other online entertainment. In response to this phenomenon, a community service team in collaboration with the Generasi Umat Terbaik Foundation (YGUT) conducted a Qur’anic literacy socialization program through the "Istiqomah" initiative, which is based on a mobile application. This activity was designed using the Participatory Learning and Action (PLA) approach, emphasizing active community involvement in the planning, implementation, and evaluation processes. The socialization was carried out through application usage training, focused group discussions, and community strengthening via the application's interactive features. The results showed an increase in participants' awareness and interest in reviving the habit of consistent Qur’anic reading, as well as the formation of a digital Qur’anic reading community network.
Penerapan Metode Design Thinking pada Model Perancangan UI/UX untuk Aplikasi Daur Minyak AlAzhari, Muhamad Roihan; Indrawan, Ricky; Soewardikoen, Didit Widiatmoko; Yunidar, Dandi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i2.8897

Abstract

The Daur Minyak application is designed as a used cooking oil pick-up service, allowing customers to sell their oil, while the service buys and collects it. The app aims to tackle environmental issues caused by improper disposal of used oil. It provides a sustainable solution by enabling users to sell oil that is no longer safe for cooking, in partnership with PT. MBIO. This study focuses on proposing a UI/UX model for the Daur Minyak application using the design thinking method, which includes five stages: Empathize, Define, Ideate, Prototype, and Testing. The prototype was built using Figma and was tested on 12 respondents. Usability was measured with the System Usability Scale (SUS), where the app received a high score of 90, indicating a positive user experience. This design approach aims to create an intuitive and functional app to support efficient used oil management
Designing a Voice User Interface for Accessible Campus Mobility Services at Telkom University: A Double Diamond Approach Muhamad Roihan AlAzhari; Didit Widiatmoko Soewardikoen; Dandi Yunidar; Apdanil Syukri; Saftika Wulandari
Gorga : Jurnal Seni Rupa Vol. 15 No. 1 (2026): Gorga : Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/gr.v15i1.70759

Abstract

This study aims to design and evaluate a technology-based campus transportation service to improve accessibility and information delivery at Telkom University. The research employs a design-based research approach using the Double Diamond model, with data collected through observations, interviews, questionnaires, and literature review. The design process resulted in a service prototype that was evaluated using the User Experience Questionnaire (UEQ). The evaluation results show positive scores across all UEQ dimensions, including attractiveness, clarity, efficiency, stimulation, and novelty. These findings indicate that the proposed service provides a good user experience and supports the development of an innovative and sustainable campus transportation system.
AKSI IKLIM BERBASIS DIGITAL UNTUK PENGUATAN POTENSI LINGKUNGAN DESA YANG BERKELANJUTAN DI DESA KOTO MESJID Marian Tonis; Yolanda Safitri Nelaz; Muhamad Roihan AlAzhari; Marido Bisra; Putri Rohimah
Awal Bros Journal of Community Development Vol 7 No 2 (2026): Awal Bros Journal of Community Development
Publisher : LPPM Universitas Awal Bros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54973/abjcd.v7i2.888

Abstract

Climate change and environmental issues pose real challenges for rural communities, including in waste management and the sustainable utilization of local resources. The village of Koto Mesjid possesses significant potential in environmental conservation, fisheries, and tourism; however, this potential has not yet been supported by community awareness regarding environmental cleanliness or the optimal use of digital technology. This community service initiative aims to raise public awareness of environmental cleanliness while promoting the use of digital technology in the sustainable development of the village’s potential through digital-based climate action. The primary issues identified include suboptimal household waste management and limited use of digital media in village education and promotion. The implementation method employed a participatory approach through stages of observation, outreach, education, and hands-on practice with the community. The program included outreach and education on waste sorting, community-driven environmental cleanup activities, and the creation and distribution of posters and digital content as educational and promotional tools for the village’s potential. The target audience for the activities was the village community, village officials, and the youth as agents of change. The results of the activities indicate an increase in community knowledge and participation in maintaining environmental cleanliness, marked by the beginning of the implementation of household waste sorting and increased resident involvement in community cleanup activities. Additionally, the use of social media as a digital promotional tool has begun to develop and contribute to introducing the fisheries and tourism potential of Koto Mesjid Village. Overall, the program ran smoothly and achieved its intended objectives, although the program’s sustainability still requires consistent support from the village government and active community participation
MEMBANGUN KESADARAN LINGKUNGAN SEJAK DINI MELALUI DESAIN POSTER KREATIF: EDUKASI MEMBUANG SAMPAH PADA TEMPATNYA BAGI SISWA SD ISLAM AL-RASYID PEKANBARU Della Oktavinoarti; Fauziyah Afni; Saftika Wulandari; Muhamad Roihan AlAzhari
Awal Bros Journal of Community Development Vol 7 No 1 (2026): Awal Bros Journal of Community Development
Publisher : LPPM Universitas Awal Bros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54973/abjcd.v7i1.835

Abstract

This Community Service Program aims to develop early environmental awareness among lower-grade elementary school students through a Visual Communication Design approach. The main issue faced by the partner school is the low awareness and habit of students in disposing of waste properly within the school environment. The program was implemented with second-grade students at SD Islam Al-Rasyid Pekanbaru using a participatory learning method that integrates environmental education and creative poster-making activities. The program stages included the delivery of environmental cleanliness education through visual media, followed by guided poster creation using basic visual communication design principles adapted to the cognitive characteristics of elementary school students. The results indicate an improvement in students’ understanding of proper waste disposal behavior, as reflected in active participation, the ability to recognize simple waste categories, and positive behavioral changes observed during the activity. In addition, the posters created by students function as sustainable educational media within the school environment. This program demonstrates that creative visual-based approaches in Visual Communication Design are effective tools for environmental education at an early age.
PERANCANGAN MODEL DESAIN MOBILE MEDIA EDUKASI INTERAKTIF BERBASIS GAMIFIKASI UNTUK PENINGKATAN LITERASI KESEHATAN GENERASI Z Muhamad Roihan AlAzhari; Apdanil Syukri; Bobi Handoko; Haekal Arsyad
ASKARA: Jurnal Seni dan Desain Vol 5 No 1 (2026): ASKARA: Jurnal Seni dan Desain
Publisher : Centre of Excellence (CoE) Digital, Economy, Creative and Innovation (DETCI) Universitas Telkom Direktorat Kampus Kabupaten Banyumas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/askara.v5i1.2169

Abstract

Transformasi digital telah mengubah cara Generasi Z memperoleh informasi kesehatan, namun tingginya akses terhadap media digital belum diimbangi oleh literasi kesehatan yang memadai. Rendahnya aktivitas fisik, kualitas tidur yang buruk, perilaku sedentari, pola makan tidak sehat, serta meningkatnya misinformasi kesehatan di media sosial menjadi tantangan yang memerlukan media edukasi yang lebih interaktif. Penelitian ini menggunakan pendekatan Design Approach dengan framework Human-Centered Design (HCD) yang meliputi tahapan memahami konteks pengguna, merumuskan kebutuhan pengguna, mengembangkan solusi perancangan, dan mengevaluasi prototipe secara iteratif. Pengumpulan data dilakukan melalui observasi, wawancara, dan kuesioner yang divalidasi menggunakan triangulasi data, sedangkan analisis SWOT digunakan untuk mengidentifikasi faktor internal dan eksternal yang memengaruhi perancangan sistem. Kebaruan penelitian ini terletak pada perancangan Adaptive Health Literacy Serious Game Framework yang mengintegrasikan Service Design, User Experience Design, gamifikasi, simulasi kehidupan digital, dan personalisasi berbasis kecerdasan buatan (Artificial Intelligence) sebagai dasar perancangan media edukasi kesehatan yang lebih efektif, adaptif, dan sesuai dengan karakteristik Generasi Z.