Search for collections on Undip Repository

PENERAPAN DESIGN THINKING DALAM MENINGKATKAN USABILITY APLIKASI MOBILE AR UNTUK PRODUK UMKM

DWIYANASARI, Desty and Nurhayati, Oky Dwi and Surarso, Bayu (2025) PENERAPAN DESIGN THINKING DALAM MENINGKATKAN USABILITY APLIKASI MOBILE AR UNTUK PRODUK UMKM. Masters thesis, UNIVERSITAS DIPONEGORO.

[thumbnail of cover aja.pdf] Text
cover aja.pdf

Download (136kB)
[thumbnail of 01 Cover-Pengesahan-Daftar isi-Abstrak Tesis Desty D-halaman.pdf] Text
01 Cover-Pengesahan-Daftar isi-Abstrak Tesis Desty D-halaman.pdf
Restricted to Repository staff only

Download (4MB)
[thumbnail of 02 Bab I Tesis Desty Dwiyanasari.pdf] Text
02 Bab I Tesis Desty Dwiyanasari.pdf

Download (417kB)
[thumbnail of 03 Bab II Tesis Desty Dwiyanasari.pdf] Text
03 Bab II Tesis Desty Dwiyanasari.pdf

Download (1MB)
[thumbnail of 04 Bab III Tesis Desty Dwiyanasari.pdf] Text
04 Bab III Tesis Desty Dwiyanasari.pdf
Restricted to Repository staff only

Download (1MB)
[thumbnail of 05 Bab IV Tesis Desty Dwiyanasari.pdf] Text
05 Bab IV Tesis Desty Dwiyanasari.pdf
Restricted to Repository staff only

Download (2MB)
[thumbnail of 06 Bab V Tesis Desty Dwiyanasari.pdf] Text
06 Bab V Tesis Desty Dwiyanasari.pdf
Restricted to Repository staff only

Download (300kB)
[thumbnail of 07 Daftar Pustaka Tesis Desty Dwiyanasari.pdf] Text
07 Daftar Pustaka Tesis Desty Dwiyanasari.pdf

Download (297kB)
[thumbnail of 08 Lampiran Tesis Desty Dwiyanasari.pdf] Text
08 Lampiran Tesis Desty Dwiyanasari.pdf
Restricted to Repository staff only

Download (1MB)

Abstract

Penelitian ini menawarkan solusi teknologi inovatif di era digital dengan menerapkan metodologi Design Thinking secara komprehensif untuk mengembangkan aplikasi Mobile Augmented Reality (MAR) yang efektif dan relevan bagi Usaha Mikro, Kecil, dan Menengah (UMKM) di Kota Semarang dan konsumen. Tahap pertama melibatkan analisis kualitatif mulai dari tahap Empathize, Define, Ideate, Prototype, dan Test. Hasil berupa pemaparan empathy map serta user persona yang menjadi dasar untuk menentukan prioritas masalah yang harus diselesaikan. Tahap kedua dilanjutkan dengan analisis kuantitatif menggunakan Evaluasi Heuristik (EH) dan User Experience Questionnaire (UEQ) untuk mengidentifikasi pain points dan merumuskan iterasi perbaikan pada prototipe high-fidelity. Analisis ini menemukan masalah krusial pada aspek dokumentasi (H10), pengingat gestur (H6), pencegahan kesalahan (H5), dan konsistensi (H4). Implementasi solusi berbasis Design Thinking terbukti berhasil meningkatkan usability aplikasi secara signifikan. Bukti kuantitatif menunjukkan penurunan rata-rata Severity Rating sebesar 37% (dari 26,4 menjadi 16,6) di seluruh variabel heuristik. Penurunan paling signifikan terjadi pada masalah kritis seperti H10 (dari 5,0 menjadi 1,4) dan H6 (dari 4,0 menjadi 2,0). Di sisi lain, evaluasi pengalaman pengguna melalui UEQ menunjukkan skor positif pada seluruh skala, terutama pada aspek Kebaruan (1,350) dan Stimulasi (1,300). Hasil ini menunjukkan bahwa pendekatan Design Thinking secara efektif meningkatkan kualitas kegunaan (usability) aplikasi MAR dan diharapkan dapat memberikan kontribusi nyata bagi pengembangan strategi pemasaran produk UMKM melalui teknologi AR, serta membuka jalan bagi digitalisasi usaha kecil dan menengah.
Kata kunci : Design Thinking, Augmented Reality, Mobile AR, produk UMKM, Evaluasi Heuristik.

This research offers an innovative technological solution in the digital era by applying a comprehensive Design Thinking methodology to develop an effective and relevant Mobile Augmented Reality (MAR) application for Micro, Small, and Medium Enterprises (MSMEs) in Semarang City and their consumers. The first stage involved a qualitative analysis from the Empathize, Define, Ideate, Prototype, and Test phases. The results were presented in the form of empathy maps and user personas which served as the basis for prioritizing the problems to be solved. The second stage continued with a quantitative analysis using Heuristic Evaluation (HE) and the User Experience Questionnaire (UEQ) to identify pain points and formulate improvement iterations on the high-fidelity prototype. This analysis found crucial problems in the aspects of documentation (H10), gesture reminders (H6), error prevention (H5), and consistency (H4). The implementation of the Design Thinking-based solution proved successful in significantly improving the application's usability. Quantitative evidence shows an average decrease in Severity Rating of 37% (from 26.4 to 16.6) across all heuristic variables. The most significant decreases occurred in critical issues such as H10 (from 5.0 to 1.4) and H6 (from 4.0 to 2.0). On the other hand, the user experience evaluation through UEQ showed positive scores on all scales, especially on the Novelty (1.350) and Stimulation (1.300) aspects. These results indicate that the Design Thinking approach effectively improves the quality of the MAR application's usability and is expected to make a real contribution to the development of MSME product marketing strategies through AR technology, as well as pave the way for the digitalization of small and medium-sized enterprises.
Keywords: Design Thinking, Mobile AR, Augmented Reality, MSMEs products, Heuristic Evaluation.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Design Thinking, Augmented Reality, Mobile AR, produk UMKM, Evaluasi Heuristik
Subjects: Sciences and Mathemathic
Divisions: Postgraduate Program > Master Program in Information System
Depositing User: ekana listianawati
Date Deposited: 10 Dec 2025 07:51
Last Modified: 10 Dec 2025 07:51
URI: https://eprints2.undip.ac.id/id/eprint/42029

Actions (login required)

View Item View Item