Perancangan Antar Muka Aplikasi Penjemputan Siswa SD Mengunakan Metode Design Thinking - Syahrul Azmi Nawaf; Fida Maisa Hana; Taftazani Ghazi Pratama (Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI), 2025)
Abstrak - Penelitian ini bertujuan mengembangkan rancangan antar muka aplikasi penjemputan siswa Sekolah Dasar yang mampu memberikan pengalaman penggunaan yang aman, efisien, dan mudah diakses, terutama bagi orang tua yang tidak dapat mengantar anaknya ke sekolah. Proses perancangan menggunakan metode Design Thinking dengan lima tahap utama: Empathize, Define, Ideate, Prototype, dan Test. Tahap Empathize dilakukan melalui survei dan wawancara untuk menggali kebutuhan pengguna, diikuti Define untuk merumuskan masalah dan tujuan desain. Ide-ide solusi dikembangkan pada tahap Ideate, lalu divisualisasikan menjadi high fidelity prototype menggunakan Figma pada tahap Prototype. Tahap Test melibatkan evaluasi usability dengan metode System Usability Scale (SUS) pada sepuluh partisipan. Hasil pengujian menunjukkan nilai rata-rata SUS sebesar 80,0 yang termasuk kategori “Sangat Baik”, dengan mayoritas responden menilai antarmuka mudah dipahami dan digunakan. Aplikasi ini berhasil mengintegrasikan fitur pelacakan lokasi kendaraan berbasis GPS, notifikasi otomatis, konfirmasi penjemputan, serta opsi pembayaran fleksibel. Dampaknya, rancangan ini mampu meningkatkan keamanan dan kenyamanan proses antar jemput siswa, serta memperbaiki koordinasi antar orang.Kata kunci : Design Thinking; antarmuka pengguna; penjemputan siswa SD; UX/UI;Abstract - This study aims to develop a user interface design for an elementary school student pickup application that provides a safe, efficient, and easily accessible user experience, especially for parents who are unable to personally take their children to school. The design process employed the Design Thinking method, consisting of five main stages: Empathize, Define, Ideate, Prototype, and Test. The Empathize stage was carried out through surveys and interviews to explore user needs, followed by the Define stage to formulate problems and design objectives. Solution ideas were generated in the Ideate stage and then visualized into a high-fidelity prototype using Figma in the Prototype stage. The Test stage involved usability evaluation using the System Usability Scale (SUS) with ten participants. The test results showed an average SUS score of 80.0, categorized as “Excellent,” with most respondents stating that the interface was easy to understand and use. The application successfully integrates features such as GPS-based vehicle tracking, automatic notifications, pickup confirmation, and flexible payment options. As an impact, this design significantly enhances the safety and convenience of the student pickup process while improving coordination between parents, drivers, and schools.Keywords : Design Thinking, user interface, elementary school student pickup, UX/UI