Rancangan Antarmuka Aplikasi Marketplace Inklusif Ramah Buta Warna - Putri, Aulia Adha; Sampetoding, Eliyah Acantha Manapa; Lawi, Armin; Riskawati, Riskawati (STMIK Banjarbaru, 2025)
Information technology influences various aspects of life, including shopping. Online shopping is a transaction process through digital media to buy or sell goods. The national prevalence of color blindness in 2007 was 7.4% of the population. However, some marketplace applications lack accessibility for color-blind users. This study aims to design a color-blind-friendly marketplace interface using inclusive design principles. A qualitative approach was used with Design Thinking (Empathize and Ideate stages) and Design Science methods. Data were collected through literature review, interviews, usability testing, and questionnaires. Usability testing results showed a total error time of 105 seconds, with similar patterns such as navigation difficulties and menu comprehension. However, the results of the questionnaire showed that 66.7% of respondents found the prototype very easy to use, while 33.3% felt the prototype of the application was quite easy to use. Based on feedback from interviews, usability testing, and questionnaires, most improvements focused on enhancing color contrast for better accessibility.Keywords: Accessibility; Plugin; Prototype; Design Science; Design Thinking AbstrakTeknologi informasi memengaruhi aspek kehidupan, termasuk cara berbelanja. Belanja daring adalah proses transaksi melalui media digital untuk membeli atau menjual barang. Data prevalensi nasional buta warna pada tahun 2007 yaitu sebesar 7,4% dari populasi terpengaruh. Namun, beberapa aplikasi marketplace kurang memperhatikan aksesibilitas bagi penyandang buta warna. Penelitian ini bertujuan untuk merancang antarmuka aplikasi marketplace ramah buta warna dengan prinsip desain inklusif. Pendekatan yang digunakan adalah kualitatif dengan metode Design Thinking (tahap Empati dan Ideasi) serta Design Science. Data diperoleh melalui studi literatur, wawancara, usability testing, dan kuesioner. Hasil usability testing menunjukkan total kesalahan 105 detik, dengan pola kesalahan serupa seperti kesulitan navigasi dan pemahaman menu. Namun, Hasil Kuesioner mengatakan sebanyak 66,7% responden menyatakan prototipe sangat mudah digunakan, sementara 33,3% menyebut prototipe aplikasi cukup mudah digunakan. Berdasarkan masukan yang diperoleh dari hasil wawancara, usability testing, dan kuesioner, Sebagian besar perbaikan difokuskan pada peningkatan kontras warna untuk meningkatkan aksesibilitas bagi pengguna buta warna.