M Garry Saputra
University of Bunda Mulia

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Application of the design thinking method in the development of the Zero Left application for waste management M. Alif Wicaksono; M Garry Saputra; Eveline Dau Leja; Geovani Goya; Ethan Ellen; Angelica Gracia Nathalie; Belinda
Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media Vol. 6 No. 1 (2025): Deksomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
Publisher : Asosiasi Program Studi Desain Komunikasi Visual Indonesia (Asprodi DKV)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38010/deskomvis.v6i1.91

Abstract

According to data from the Coordinating Ministry for Human Development and Culture, an estimated 7.2 million tons of waste remained unmanaged in 2023, with the figure projected to rise to 11 million tons by 2024. Furthermore, the National Waste Management Information System (SIPSN) under the Ministry of Environment and Forestry (KLHK) reported that as of July 24, 2024, the cumulative volume of national waste had reached 31.9 million tons, based on input from 290 regencies and municipalities across Indonesia. Among the most prevalent waste types are plastic and food waste. Despite the growing volume, public awareness regarding proper waste management practices remains insufficient. In response to this issue, the present study proposes the design of an integrated waste management application, developed using the design thinking methodology. Evaluation of the application through the System Usability Scale (SUS) revealed a high usability score of 91.5 out of 100, as assessed by 19 respondents. The application, named Zero Left, is grounded in Jakob Nielsen’s Usability Heuristics for User Interface Design and includes features such as recycling services, waste transportation, landfill navigation, and a points-and-rewards system. It is expected that Zero Left will encourage greater public participation in fostering a cleaner and healthier environment.
COMPARATIVE STUDY OF GENERATIVE AI TOOLS IN VISUAL COMMUNICATION DESIGN EDUCATION: CREATIVITY AND USABILITY Yana Erlyana; M Garry Saputra
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 3 (2026): JITK Issue February 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i3.7087

Abstract

The integration of generative artificial intelligence (AI) into visual communication design education presents opportunities to enhance creativity and usability in learning. This study compares the effectiveness of three generative AI tools (MidJourney, DALL·E, and Adobe Firefly) in supporting students’ creative outcomes and perceived usability, while also examining their broader pedagogical role in design education. A quasi-experimental design was conducted with 30 undergraduate students who each produced two poster designs: one manually and one with AI assistance. Creativity was evaluated using the Consensual Assessment Technique (CAT) by expert judges, and usability was measured using the System Usability Scale (SUS). Results showed that AI-assisted designs achieved significantly higher creativity scores (M = 4.3 vs. 3.2, p < 0.05) and usability ratings (range M = 74–82) compared to manual designs, with MidJourney rated highest in creativity and Adobe Firefly in usability. These findings provide empirical evidence that generative AI can act as a catalyst for creativity and usability in design education, offering theoretical insights into human–AI co-creation and practical implications for curriculum integration. Limitations include the small sample size and the study’s focus on a single academic program, which may affect generalizability.