M. Syafrizal Zain
Politeknik Manufaktur Negeri Bangka Belitung

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Edukasi Desain UI/UX Menggunakan Figma bagi Siswa SMAN 1 Pemali Bradika Almandin Almandin Wisesa; Better Swengky; Hendrik Ali; Vivin Mahat Putri; Rindi Ardika Melsalasa Sahputri; M. Syafrizal Zain; Redi Alamsyah; Sopian Hadi; Lamia Eva Rini
Dharma Nusantara: Jurnal Ilmiah Pemberdayaan dan Pengabdian kepada Masyarakat Vol. 4 No. 2 (2026): Dharma Nusantara: Jurnal Ilmiah Pemberdayaan dan Pengabdian kepada Masyarakat
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/dharma.v4i2.2516

Abstract

User interface and user experience (UI/UX) design skills are increasingly relevant for secondary school students because they underpin the creation of digital products, yet students at SMAN 1 Pemali had received no structured introduction to UI/UX or prototyping applications. This community service activity aimed to introduce UI/UX concepts and train students to use Figma. The programme was held on 20 July 2026 with 30 twelfth-grade students through needs analysis, module preparation, concept presentation, demonstration, guided practice, independent tasks, and prototype presentations. Participants practised creating frames, setting colours and typography, composing desktop web and mobile screens, and linking screens into interactive prototypes. Descriptive evaluation used observation, checks of work steps, and product assessment. The results show that 90.0% of participants could use Figma’s main features and 83.3% produced a working interactive prototype. Participants also came to understand that the quality of digital products depends on consistency, ease of use, and interaction flow. The main obstacles were differences in learning pace, internet stability, device readiness, and limited time. The programme provides a foundation in digital design literacy and an initial portfolio for students, and opens opportunities for project-based follow-up mentoring.