GALANG ANARQI, . (2026) PERANCANGAN UI/UX APLIKASI BENGKEL GALIH BUBUT BERBASIS MOBILE DENGAN METODE DESIGN THINKING. Sarjana thesis, UNIVERSITAS NEGERI JAKARTA.
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Abstract
Galang Anarqi, Perancangan UI/UX Aplikasi Bengkel Galih Bubut Berbasis Mobile dengan Metode Design Thinking, Program Studi Pendidikan Teknik Informatika dan Komputer, Fakultas Teknik, Universitas Negeri Jakarta, 2026. Dosen Pembimbing : Muhammad Ficky Duskarnaen, M.Sc, dan Ressy Dwitias Sari, S.T., M.T.I. Bengkel Galih Bubut merupakan bengkel yang melayani jasa bubut dan perbaikan komponen sepeda motor. Proses pelayanan yang masih dilakukan secara manual melalui komunikasi langsung maupun WhatsApp menyebabkan pelanggan mengalami kesulitan memperoleh informasi mengenai layanan, status pengerjaan, dan kondisi operasional bengkel. Penelitian ini bertujuan untuk merancang User Interface (UI) dan User Experience (UX) aplikasi Bengkel Galih Bubut berbasis mobile menggunakan metode Design Thinking agar menghasilkan pengalaman pengguna yang lebih baik. Metode Design Thinking diterapkan melalui lima tahapan, yaitu empathize, define, ideate, prototype, dan test. Tahap empathize dilakukan melalui wawancara kepada pemilik dan pelanggan bengkel untuk memperoleh kebutuhan pengguna. Hasil wawancara kemudian dianalisis menggunakan user persona, pain point, dan How Might We (HMW) sebagai dasar penyusunan solusi pada tahap ideate. Solusi yang telah diprioritaskan kemudian diwujudkan dalam bentuk high-fidelity prototype menggunakan Figma. Selanjutnya dilakukan pengujian usability menggunakan metode System Usability Scale (SUS) kepada lima responden. Hasil penelitian menghasilkan rancangan high-fidelity prototype aplikasi Bengkel Galih Bubut berbasis mobile dengan fitur utama berupa informasi bengkel, daftar layanan, pelacakan progres pengerjaan, FAQ/konsultasi, serta pengelolaan akun pengguna. Hasil pengujian menggunakan metode SUS memperoleh skor rata-rata sebesar 78,5 yang termasuk dalam kategori Grade B, Good, Acceptable, dan Net Promoter Score (NPS) Passive. Hasil tersebut menunjukkan bahwa prototype yang dirancang memiliki tingkat usability yang baik serta dapat diterima oleh pengguna sebagai rancangan awal pengembangan aplikasi Bengkel Galih Bubut. Kata kunci: User Interface, User Experience, Design Thinking, System Usability Scale, Prototype, Bengkel Galih Bubut. ************************************************************ Galang Anarqi, UI/UX Design of a Mobile-Based Galih Bubut Workshop Application Using the Design Thinking Method, Department of Information Technology and Computer Education, Faculty of Engineering, Jakarta State University, 2026. Advisors: Muhammad Ficky Duskarnaen, M.Sc., and Ressy Dwitias Sari, S.T., M.T.I. Bengkel Galih Bubut is a repair shop that provides lathe services and repairs for motorcycle parts. Since the service process is still carried out manually through direct communication or WhatsApp, customers have difficulty obtaining information about services, the status of their repairs, and the shop’s operational status. This study aims to design the User Interface (UI) and User Experience (UX) of a mobile-based Galih Bubut Workshop app using the Design Thinking method to create a better user experience. The Design Thinking method was applied through five stages: empathize, define, ideate, prototype, and test. The empathize stage involved conducting interviews with the workshop owner and customers to identify user needs. The interview results were then analyzed using user personas, pain points, and “How Might We” (HMW) questions as the basis for developing solutions during the ideate stage. The prioritized solutions were then realized in the form of a high-fidelity prototype using Figma. Subsequently, usability testing was conducted using the System Usability Scale (SUS) method with five respondents. The research resulted in the design of a high-fidelity prototype for the mobile-based Bengkel Galih Bubut app, with key features including workshop information, a list of services, job progress tracking, FAQs/consultations, and user account management. Testing using the SUS method yielded an average score of 78.5, which falls into the Grade B, Good, and Acceptable categories, along with a Passive Net Promoter Score (NPS). These results indicate that the designed prototype has a good level of usability and is acceptable to users as an initial design for the development of the Bengkel Galih Bubut app. Keywords : User Interface, User Experience, Design Thinking, System Usability Scale, Prototype, Bengkel Galih Bubut.
| Item Type: | Thesis (Sarjana) |
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| Additional Information: | 1). Muhammad Ficky Duskarnaen, M.Sc. 2). Ressy Dwitias Sari, S.T, M.T.I. |
| Subjects: | Teknologi dan Ilmu Terapan > Teknologi (umum) Teknologi dan Ilmu Terapan > Teknik Komputer |
| Divisions: | FT > S1 Pendidikan Teknik Informatika Komputer |
| Depositing User: | Galang Anarqi . |
| Date Deposited: | 11 Aug 2026 03:54 |
| Last Modified: | 11 Aug 2026 03:54 |
| URI: | http://repository.unj.ac.id/id/eprint/69560 |
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