Maulana, Ikbal Marwan and Hanifa Muslimah Az-Zahra, S.Sn., M.Ds. and Niken Hendrakusma Wardani, S.kom., M.Kom. (2024) Perancangan Pengalaman Pengguna Untuk Meningkatkan Pelayanan Berupa Solusi Digital Pada Gimnasium Angkat Berat Dan Kebugaran Fisik (Studi Kasus: Layanan Gimnasium Angkat Berat Dan Kebugaran Fisik Ub Sport Center). Sarjana thesis, Universitas Brawijaya.
Abstract
Universitas Brawijaya telah mendirikan Sport Center guna mendukung kebugaran dan kesehatan komunitasnya. Meski begitu, ulasan dari Google Maps dan media sosial menunjukkan adanya ketidakpuasan pengguna terhadap gimnasium angkat berat Universitas Brawijaya Sport Center, dikarenakan pelayanan dan pengelolaan data pelanggan yang belum digitalisasi, serta masalah keramaian. Manajer Layanan Sport Center mengakui kesulitan dalam pengelolaan informasi yang mempengaruhi keputusan strategis dan menolak penambahan ruangan atau peningkatan jam operasional karena pertimbangan biaya. Penelitian ini berusaha mengatasi masalah tersebut melalui solusi digital, memanfaatkan kemajuan teknologi untuk memperbaiki pengalaman pengguna. Pendekatan design thinking dalam lima tahap empathize, define, ideate, prototype, dan test dilakukan untuk menciptakan produk yang sesuai dengan kebutuhan pengguna. Metode ini melibatkan kolaborasi erat dengan calon pengguna untuk memastikan relevansi solusi. Berdasarkan penggalian masalah pada tahap empathize dan define menghasilkan total 15 problem statement, 4 berasal dari permasalahan stakeholder dan 11 problem statement dari sudut pandang pelanggan gimnasium angkat berat UB Sport Center. Pada tahap ideate dilakuakn brainstorming dengan manajer layanan UB Sport Center mengahasilkan 18 ide solusi, 6 ide solusi untuk perancangan dashboard stakeholder dan 12 untuk perancangan pengguna bagi pe;anggan gimnasium angkat berat UB Sport Center berdasarkan permasalahan yang ide solusi di implementasikan pada desian prototype. Hasil pengujian prototipe menggunakan metode Usability Testing dan System Usability Scale mengindikasikan peningkatan signifikan. Pada perancangan pengalaman gimnasium UB Sport Center untuk aplikasi pelanggan menghasilkan nilai 91,6% untuk komponen efektivitas, 77,03% untuk komponen efisiensi dengan overall relative efficiency, dan 80% untuk komponen kepuasan, menghasilkan nilai akhir Usability sebesar 82,54%. Sedangkan Pada perancangan pengalaman gimnasium UB Sport Center untuk dashboard stakeholder menghasilkan nilai 84% untuk komponen efektivitas, 83,286% untuk komponen efisiensi dengan overall relative efficiency, dan 84,5% untuk komponen kepuasan, menghasilkan nilai akhir Usability sebesar 83,92%.
English Abstract
Universitas Brawijaya has established a Sports Center to support the fitness and health of its community. However, reviews from Google Maps and social media indicate user dissatisfaction with the heavy-lifting gym at the Universitas Brawijaya Sport Center, due to non-digitized customer service and data management, as well as overcrowding issues. The Service Manager of the Sports Center acknowledges difficulties in managing information that affects strategic decisions and has rejected the idea of adding more rooms or extending operating hours due to cost considerations. This study seeks to address these issues through digital solutions, leveraging technological advancement to improve user experience. A five-stage design thinking approach empathize, define, ideate, prototype, and test was conducted to create a product that meets user needs. This method involves close collaboration with potential users to ensure the relevance of the solution. Based on the problem identification in the empathize and define stages, a total of 15 problem statements were generated, 4 from stakeholder issues and 11 from the customer perspective of the UB Sports Center heavy-lifting gym. During the ideate stage, brainstorming with the UB Sports Center service manager yielded 18 solution ideas, 6 ideas for the design of a stakeholder dashboard, and 12 for the design of a user interface for UB Sports Center heavy-lifting gym customers based on the identified issues, with the ideas being implemented in the prototype design. Testing results using the Usability Testing and System Usability Scale methods indicate a significant improvement. For the design of the UB Sports Center gym experience for the customer application, a score of 91.6% was achieved for the effectiveness component, 77.03% for the efficiency component with the overall relative efficiency, and 80% for the satisfaction component, resulting in a final Usability score of 82.54%. Meanwhile, for the design of the UB Sports Center gym experience for the stakeholder dashboard, the values were 84% for the effectiveness component, 83.286% for the efficiency component with the overall relative efficiency, and 84.5% for the satisfaction component, resulting in a final Usability score of 83.92%.
Item Type: | Thesis (Sarjana) |
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Identification Number: | 0524150100 |
Uncontrolled Keywords: | perancangan pengalaman pengguna, design thingkin, usability testing, System Usability Scale (SUS)-user experience design, design thinking, usability testing, System Usability Scale (SUS) |
Divisions: | Fakultas Ilmu Komputer > Teknik Komputer |
Depositing User: | soegeng sugeng |
Date Deposited: | 22 Feb 2024 01:55 |
Last Modified: | 22 Feb 2024 01:55 |
URI: | http://repository.ub.ac.id/id/eprint/215694 |
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