Dermawan, Fitrio (2024) Desain Prototipe Jual Beli Tiket Konser Antar Penggemar Dengan Design Thinking. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Jual beli tiket konser antar penggemar di media sosial kerap menciptakan sejumlah masalah kompleks atau dikenal sebagai wicked problems. Permasalahan utama yang dihadapi dalam praktik ini adalah keterlibatan banyak pihak, harga tiket yang fluktuatif, serta risiko penipuan. Tugas akhir ini bertujuan untuk memberikan solusi terhadap permasalahan tersebut melalui pembuatan desain prototipe antarmuka yang mendukung praktik jual beli tiket konser antar penggemar di Indonesia. Metodologi penelitian didasarkan pada pendekatan Design Thinking, yang melibatkan serangkaian tahapan. Pada tahap penggalian kebutuhan, dilakukan wawancara kepada 8 orang partisipan yang pernah melakukan beli atau jual tiket konser melalui media sosial untuk mengetahui pengalaman serta permasalahan yang mereka alami. Berdasarkan pengalaman serta permasalahan yang dialami oleh partisipan, dihasilkan sebuah ¬high-fidelity prototype platform digital yang memungkin pengguna untuk melakukan jual beli tiket konser melalui lelang dan pengajuan harga. Prototipe ini diuji dengan usability testing sebanyak dua kali iterasi kepada 14 partisipan. Hasil dari kedua iterasi tersebut menunjukkan peningkatan nilai SEQ pada tugas yang dilakukan, yang menandakan adanya peningkatan kemudahan dalam penggunaan prototipe. Dengan demikian, desain prototipe antarmuka yang dihasilkan diharapkan dapat menjadi acuan dalam pengembangan platform jual beli tiket konser antar penggemar.
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The buying and selling of concert tickets among fans on social media often create a number of complex issues, known as wicked problems. The main problems faced in this practice are the involvement of many parties, fluctuating ticket prices, and the risk of fraud. This final project aims to provide solutions to these problems by designing a prototype interface that supports the practice of buying and selling concert tickets among fans in Indonesia. The research methodology is based on the Design Thinking approach, which involves a series of stages. In the needs exploration stage, interviews were conducted with 8 participants who had previously bought or sold concert tickets through social media to understand their experiences and the problems they encountered. Based on the experiences and problems faced by the participants, a high-fidelity prototype of a digital platform was developed, enabling users to buy and sell concert tickets through auctions and price submissions. This prototype was tested through usability testing in two iterations with 14 participants. The results from both iterations showed an increase in SEQ scores for the tasks performed, indicating an improvement in the ease of use of the prototype. Thus, the resulting prototype interface design is expected to serve as a reference in the development of platforms for buying and selling concert tickets among fans.
Item Type: | Thesis (Other) |
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Uncontrolled Keywords: | Design Thinking, Prototipe Antarmuka, Tiket Konser Antar Penggemar, Usability Testing, Interface Prototype, Concert Tickets Among Fans. |
Subjects: | Q Science > QA Mathematics > QA76.9.U83 Graphical user interfaces. User interfaces (Computer systems)--Design. T Technology > TA Engineering (General). Civil engineering (General) > TA174 Computer-aided design. |
Divisions: | Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Information System > 57201-(S1) Undergraduate Thesis |
Depositing User: | Fitrio Dermawan |
Date Deposited: | 31 Jul 2024 06:27 |
Last Modified: | 31 Jul 2024 06:27 |
URI: | http://repository.its.ac.id/id/eprint/110158 |
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