UI/UX Design on Prototype Attendance Using the Design Thinking Method

Authors

  • Septi Fajarwati Universitas Amikom Purwokerto
  • Aulia Hamdi Universitas Amikom Purwokerto
  • Shandy Putra Gautama Universitas Amikom Purwokerto

DOI:

https://doi.org/10.35671/jmtt.v2i1.21

Keywords:

UI/UX, Prototype, Design Thinking, Attendance

Abstract

Presence is a data collection activity to determine the number of attendance. Presence is a process of activities that is often carried out even every day by many corporate agencies or schools and colleges. One of the institutions that use presence is a school. Several schools have implemented attendance systems. But there are a number of schools that still apply manual attendance where employees or teachers must sign the attendance sheet, one of which is SMK Mpu Tantular Kemranjen which still applies attendance manually. Obstacles experienced from using manual attendance are that there is often a mismatch between attendance by teachers and staff employees in the field with notes made in the TU section and sometimes there are teachers and staff employees who leave absences. Therefore it is necessary to make a UI/UX design design for the attendance application that is appropriate for the attendance process for teachers and staff employees at SMK Mpu Tantular Kemranjen. This study uses the Design Thinking method with 5 stages, namely Emphatize, Define, Ideate, Prototype, and Test. The results of this study are in the form of a UI/UX prototype design for presence applications that suit user needs.

Downloads

Download data is not yet available.

References

Fadly, Pengertian Dan Dasar Dasar Game Role Of Play. Jakarta: Elex Media Komputindo, 2012.

H. Jenkins, “PDF Design Game as Narrative Architecture,” Computer (Long. Beach. Calif)., vol. 1, no. 1, p. 23, 2004.

N. O. Keskin and D. Metcalf, “The current perspectives, theories and practices of mobile learning,” Turkish Online J. Educ. Technol., vol. 10, no. 2, pp. 202–208, 2011.

M. W. Rodrigues, S. Isotani, and L. E. Zárate, “Educational Data Mining: A review of evaluation process in the e-learning,” Telemat. Informatics, vol. 35, no. 6, pp. 1701–1717, 2018, doi: 10.1016/j.tele.2018.04.015.

N. Nasution, Y. Darmayunata, and S. Wahyuni, “Information System Design for Monitoring and Evaluation of Learning on Blended Learning,” J. Pendidik., vol. 14, pp. 1633–1644, 2022, doi: 10.35445/alishlah.v14i1.1368.

B. Mulyawan, R. Kosala, B. Ranti, and S. H. Supangkat, “Cloud computing model in higher education,” IOP Conf. Ser. Mater. Sci. Eng., vol. 852, no. 1, 2020, doi: 10.1088/1757-899X/852/1/012178.

O. Autio, “Elements in students motivation in technology education,” Procedia - Soc. Behav. Sci., vol. 29, pp. 1161–1168, 2011, doi: 10.1016/j.sbspro.2011.11.350.

M. Griffiths and L. B. Forcier, Intelligence Unleashed, no. October. 2016. [Online]. Available: http://discovery.ucl.ac.uk/1475756/

R. Hunicke, M. Leblanc, and R. Zubek, “MDA: A formal approach to game design and game research,” AAAI Work. - Tech. Rep., vol. WS-04-04, pp. 1–5, 2004.

G. Schwabe and C. Göth, “Mobile learning with a mobile game: Design and motivational effects,” J. Comput. Assist. Learn., vol. 21, no. 3, pp. 204–216, 2005, doi: 10.1111/j.1365-2729.2005.00128.x.

I. Santiko, “Desain Dan Implementasi Semantik Pada Fitur Pencarian Di Aplikasi Perpustakaan Stmik Amikom Purwokerto,” Semin. Nas. Teknol. Informasi, Bisnis, dan Desain, pp. 265–271, 2017.

M. J. Dondlinger, “Educational Video Game Design : A Review of the Literature,” J. Appl. Educ. Technol., vol. 4, no. 1, pp. 21–31, 2007.

M. Mustika, C. G. Rampengan, R. Sanjaya, and ..., “Implementasi Augmented Reality sebagai Media Pembelajaran Interaktif,” Citec J., vol. 2, no. 4, pp. 277–291, 2015, [Online]. Available: http://citec.amikom.ac.id/main/index.php/citec/article/view/55%0A http://citec.amikom.ac.id/main/index.php/citec/article/viewFile/55/55

F. Z. Adami and C. Budihartanti, “Penerapan Teknologi Augmented Reality Pada Media Pembelajaran Sistem Pencernaan Berbasis Android,” Tek. Komput. AMIK BSI, vol. 2, no. 1, pp. 122–131, 2016, [Online]. Available: http://ejournal.bsi.ac.id/ejurnal/index.php/jtk/article/viewFile/370/279

D. Atmajaya, “Implementasi Augmented Reality Untuk Pembelajaran Interaktif,” Ilk. J. Ilm., vol. 9, no. 2, pp. 227–232, 2017, doi: 10.33096/ilkom.v9i2.143.227-232.

M. S. Murfi and K. Rukun, “Pengembangan Rancangan Media Pembelajaran Augmented Reality Perangkat Jaringan Komputer,” INVOTEK J. Inov. Vokasional dan Teknol., vol. 20, no. 1, pp. 69–76, 2020, doi: 10.24036/invotek.v20i1.702.

Downloads

Published

2023-04-01

How to Cite

[1]
S. Fajarwati, A. Hamdi, and S. P. Gautama, “UI/UX Design on Prototype Attendance Using the Design Thinking Method”, JMTT, vol. 2, no. 1, pp. 10–18, Apr. 2023.