MDP Student Conference
Vol 1 No 1 (2022): The 1st MDP Student Conference 2022

Perancangan Antarmuka Pengguna Aplikasi Digitalisasi Vending Machine Menggunakan Metode Design Thinking

Vicky Salim (Universitas Multi Data Palembang)
Billy Fernandes (Universitas Multi Data Palembang)
Kevin Sanjaya (Universitas Multi Data Palembang)
Krispinus Pierre Dimas P (Universitas Multi Data Palembang)
abdul rahman (Universitas Multi Data Palembang)



Article Info

Publish Date
28 Jan 2022

Abstract

Abstract: Conventional vending machines in Indonesia generally only accept banknotes, so a problem arises where machines are complicated to detect nominals because many banknotes circulating are shabby. Change money is not available if using banknotes above the price to purchase things. People unfamiliar with vending machines are also confused with the user flow because there is only a numbers button and place to insert money. There is very little information about vending machine locations. So, its user was hard to know the nearby vending machine locations. This study uses the design thinking method, which has five processes: empathy, define, ideate, prototype, and test. Based on the test through a questionnaire, the study results: the prototype ease, simplicity, neatness, interest in the interface or design, and convenience average rate are great so that the user interface design is already user-centered. Abstrak: Vending machine konvensional di Indonesia umumnya hanya menerima uang kertas, sehingga muncul permasalahan yang dimana mesin sulit dalam mendeteksi nominal karena banyak uang kertas yang beredar memiliki bentuk yang lusuh. Uang kembalian juga tidak disediakan apabila pembelian menggunakan pecahan uang kertas diatas harga produk. Orang yang belum terbiasa menggunakan vending machine juga dibingungkan dengan alur penggunaannya, karena hanya tersedia tombol angka dan tempat memasukkan uang. Informasi mengenai lokasi vending machine juga sangat minim sehingga pengguna sulit dalam mengetahui lokasi vending machine terdekat. Dalam penelitian ini, peneliti menggunakan metode design thinking yang tertuang dalam lima proses yaitu empathize, define, ideate, prototype, dan test. Berdasarkan pengujian prototype melalui kuesioner, hasil akhir penelitian menunjukkan bahwa rata-rata tingkat kemudahan, kesederhanaan, kerapian, ketertarikan terhadap tampilan atau desain dan kenyamanan prototype adalah sangat baik, sehingga antarmuka pengguna yang dirancang sudah berpusat kepada pengguna.

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Journal Info

Abbrev

msc

Publisher

Subject

Computer Science & IT Decision Sciences, Operations Research & Management Economics, Econometrics & Finance Electrical & Electronics Engineering

Description

MDP Student Conference is a one-year national conference organized by the Universitas Multi Data Palembang. We are inviting teachers, lecturers, researchers, scholars, students, and or other key stakeholders to present and discuss their latest findings, innovations, and best practices as well as ...