SKRIPSI IF
PERANCANGAN DESAIN INTERAKSI APLIKASI PENGENALAN MOTIF “TEMU BATIK” MENGGUNAKAN METODE DESIGN THINKING DAN EVALUASI SYSTEM USABILITY SCALE (SUS)
ABSTRAK
Batik merupakan warisan budaya Indonesia yang memiliki nilai filosofis,
simbolik, historis, dan sosial budaya. Setiap motif memiliki karakteristik
visual, asal daerah, serta makna yang berbeda, namun pemahaman masyarakat
terhadap informasi dan filosofi batik masih perlu ditingkatkan. Penelitian ini
bertujuan merancang aplikasi Temu Batik sebagai media digital untuk
membantu masyarakat mengenali motif batik, mengetahui asal daerah, serta
memahami makna dan filosofinya. Perancangan menggunakan metode Design
Thinking yang terdiri atas tahapan Empathize, Define, Ideate, Prototype, dan
Test. Pengumpulan data dilakukan melalui kuesioner Google Form kepada 101
responden, wawancara dengan ahli UI/UX dan ahli batik, observasi media
sejenis, studi literatur, serta dokumentasi visual. Hasil pengumpulan data
digunakan sebagai dasar penyusunan konsep, struktur informasi, user flow,
wireframe, desain antarmuka, dan prototipe interaktif. Aplikasi dirancang
dengan fitur pemindaian motif, daftar motif, informasi detail mengenai asal
daerah dan filosofi, serta riwayat pemindaian. Evaluasi dilakukan
menggunakan System Usability Scale (SUS). Hasil pengujian memperoleh nilai
rata-rata 82 yang termasuk kategori Acceptable, Grade Scale A, dan Adjective
Rating Excellent. Hasil tersebut menunjukkan bahwa aplikasi memiliki tingkat
usability yang sangat baik, mudah dipelajari, dan mudah digunakan. Produk
akhir penelitian berupa prototipe aplikasi mobile Temu Batik sebagai media
edukasi digital dan pendukung pelestarian budaya batik Indonesia.
Kata Kunci: Batik, Design Thinking, UI/UX, System Usability Scale (SUS),
aplikasi mobile, media edukasi budaya.
v
ABSTRACT
Batik is an Indonesian cultural heritage that possesses philosophical, symbolic,
historical, and sociocultural values. Each batik motif has distinct visual
characteristics, regional origins, and meanings; however, public understanding
of batik information and philosophy still needs to be improved. This study aims
to design the Temu Batik application as a digital medium to help users identify
batik motifs, recognize their regions of origin, and understand their meanings
and philosophies. The design process employed the Design Thinking method,
consisting of the Empathize, Define, Ideate, Prototype, and Test stages. Data
were collected through a Google Form questionnaire involving 101
respondents, interviews with UI/UX and batik experts, observations of similar
media, literature studies, and visual documentation. The findings were used as
the basis for developing concepts, information architecture, user flows,
wireframes, interface designs, and interactive prototypes. The application was
designed with features for motif scanning, motif lists, detailed information
about regional origins and philosophies, and scan history. Evaluation was
conducted using the System Usability Scale (SUS). The usability testing
obtained an average score of 82, categorized as Acceptable, Grade Scale A, and
Excellent in the Adjective Rating. These results indicate that the application has
excellent usability, is easy to learn, and easy to use. The final product is a Temu
Batik mobile application prototype designed as a digital educational medium
supporting the preservation of Indonesian batik cultural heritage.
Keywords: Batik, Design Thinking, UI/UX, System Usability Scale (SUS),
Mobile Application, Digital Cultural Education.
| S260908040 | 607.2 NUR p | Perpustakaan STMIK AMIKBANDUNG | Tersedia |
Tidak tersedia versi lain