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THE EVALUATION OF INTERFACE DESIGN PRINCIPLES ON TERRAS WEBSITE (PUBLIC FACILITY LOAN PLATFORM OF TELKOM UNIVERSITY) Anjar Sari, Siwi; Bintang Nugraha
Desain Komunikasi Visual, Manajemen Desain dan Periklanan (Demandia) Vol 10 No 2 (2025): demandia - Jurnal Desain Komunikasi Visual, Manajemen Desain dan Periklanan
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/demandia.v10i2.8932

Abstract

The TERRAS website is a platform for students and staff at Telkom University to check room availability. However, users encounter several issues, such as an unintuitive interface, confusing navigation, and inconsistent design. Therefore, this study evaluates the interface design of the TERRAS website based on three key principles: simplicity, consistency, and perceptibility, as developed by Don Norman, Jakob Nielsen, Larry Constantine, and Lucy Lockwood. This research employs a qualitative method, conducting in-depth interviews with students as primary users and logistics staff as website facilitators. Additionally, observations were made on other Telkom University websites to compare their level of consistency. The findings indicate that the TERRAS website lacks consistency compared to other Telkom University websites. While the simplicity aspect is fairly adequate, the website lacks informativeness. Moreover, perceptibility needs improvement to enhance the user experience. Improvements in interface design are necessary to increase usability and website effectiveness. The recommendations from this study are expected to serve as a foundation for developers to optimize the TERRAS website design, making it more user-friendly and aligned with users' needs.
Analisis Pengaruh Inovasi Produk Pada Media Sosial Intagram Alam Santosa Dengan Pendekatan Model AISAS Nugraha, Bintang; Bintang Nugraha; Nur Sabariah; Ahmad Riyadi Swandhani
MAVIS : Jurnal Desain Komunikasi Visual Vol 8 No 01 (2026): Mavis : Jurnal Desain Komunikasi Visual
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/mavis.v8i01.2226

Abstract

Penelitian ini menganalisis pengaruh inovasi produk kaulinan barudak melalui konsep 4Es terhadap perilaku konsumen digital di Instagram Alam Santosa menggunakan model AISAS. Dengan metode deskriptif kualitatif melalui triangulasi data melalui analisis konten, observasi, dan studi dokumen Instagram Insights. Penelitian menemukan bahwa inovasi produk telah hadir namun belum terintegrasi optimal dalam komunikasi pemasaran terstruktur. Hambatan tersebut meliputi rendahnya kontinuitas konten pada Attention, keterbatasan narasi edukatif pada Interest, minimnya informasi terstruktur pada Search, ketiadaan alur transaksi pada Action, dan rendahnya prompting user-generated content pada tahap Share. Penelitian menghasilkan rekomendasi strategis integrasi 4Es pada setiap tahapan AISAS untuk optimalisasi konten digital. Kontribusi mencakup perspektif teoretis relevansi AISAS untuk ekowisata digital berbasis budaya lokal dan panduan praktis bagi pengelola destinasi wisata.
Perancangan bebedilan karet sebagai media edukasi dan pelestarian Budaya Sunda Bintang Nugraha; Siwi Anjar Sari; Ahmad Riyadi Swandhani
Productum: Jurnal Desain Produk (Pengetahuan dan Perancangan Produk) Vol 9, No 1 (2026)
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/productum.v9i1.17198

Abstract

The shift in children's play patterns due to the advancement of digital technology has caused traditional games such as kaulinan barudak to become increasingly marginalized. One of the games that is beginning to fade is bebedilan karet, a rubber-based shooting game that holds both cultural and educational value. This study aims to redesign bebedilan karet so that it can function as an educational medium as well as a means of preserving Sundanese culture. The design approach used is design thinking with the double diamond model, which consists of the stages of emphatize, define, ideate, prototyping, and testing. Data were collected through observation, interviews, and literature studies, then synthesized into a focused design direction. The development process was carried out using the SCAMPER method, supported by the creation of 3D models and physical prototypes based on a modular system. Field testing showed that the product is visually appealing, educational, and capable of enhancing cultural interaction in educational tourism environments. A focus group discussion (FGD) with tourism managers also supported the product's implementation as a permanent educational installation. Thus, this design not only revitalizes traditional games but also offers a design approach that is relevant, adaptive, and meaningful for today’s generation.