Desain Prototipe Platform Jual Beli Pakaian Bekas Layak Pakai (Thrifting) dengan Pendekatan Design Thinking

Dzakiyyarani, Fathia Rahmanisa (2025) Desain Prototipe Platform Jual Beli Pakaian Bekas Layak Pakai (Thrifting) dengan Pendekatan Design Thinking. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Thrifting atau jual beli pakaian bekas layak pakai (secondhand dan preloved) kini menjadi tren populer di kalangan remaja dan dewasa awal karena menawarkan pakaian dari berbagai merek ternama dengan harga yang lebih terjangkau dan dianggap sebagai praktik konsumsi berkelanjutan yang ramah lingkungan. Namun, praktik thrifting juga menghadapi berbagai tantangan, terutama terkait kualitas, higienitas, dan aksesibilitas bagi penjual maupun pembeli. Tantangan aksesibilitas tersebut tergolong wicked problem yang kompleks dan memerlukan pendekatan solutif yang tepat. Oleh karena itu, penelitian ini bertujuan untuk mengembangkan solusi berupa prototipe platform thrifting pakaian berbasis mobile dengan pendekatan Design Thinking. Penelitian dimulai dengan mengidentifikasi masalah dan melakukan tinjauan pustaka. Pada tahap Empathize, penggalian kebutuhan pengguna dilakukan melalui wawancara semi-terstruktur dengan 20 narasumber pelaku usaha dan konsumen thrifting daring. Tahap Define melibatkan analisis informasi untuk mengidentifikasi pain points pengguna melalui Empathy Maps dan Affinity Diagram yang kemudian direpresentasikan dalam User Persona, Point of View (POV), dan How Might We (HMW) untuk merumuskan masalah inti. Pada tahap Ideate, dibentuk empat ide solusi utama melalui brainstorming yang diwujudkan menjadi desain prototipe terstruktur pada tahap Prototype dengan total 16 task flow untuk pembeli dan 16 task flow untuk penjual. Proses perancangan prototipe dilakukan dengan membangun low-fidelity dan high-fidelity prototype menggunakan pendekatan Atomic Design. Tahap terakhir adalah Test, di mana prototipe diuji secara iteratif dengan metode Usability Testing pada 16 partisipan. Hasil pengujian menunjukkan peningkatan rata-rata skor Single Ease Question (SEQ) dari 6,2 menjadi 6,81 untuk pembeli, dan dari 6,6 menjadi 6,8 untuk penjual (skala 1-7) yang mengindikasikan efektivitas perbaikan desain dalam memitigasi masalah usability dan meningkatkan pengalaman pengguna. Secara keseluruhan, prototipe Thrivy menawarkan solusi terintegrasi yang mampu merespons kebutuhan pengguna dalam praktik thrifting daring secara efektif dan efisien.
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Recently, the phenomenon of buying and selling used clothing (secondhand and preloved) or called thrifting has become a popular trend among teenagers and early adults due to its offering of renowned brands at more affordable prices and its perception as an environmentally friendly sustainable consumption practice. However, thrifting practices also face various challenges, particularly concerning product quality, hygiene, and accessibility for both sellers and buyers. These accessibility challenges are categorized as complex wicked problems, requiring appropriate and holistic solutions. Therefore, this study aims to develop a solution in the form of a mobile platform prototype for cloth thrifting, utilizing a Design Thinking approach. The research commenced by identifying the problem and conducting a literature review. In the Empathize phase, user needs elicitation was performed through semi-structured interviews with 20 online thrifting business actors and consumers. The Define phase involved information analysis to identify user pain points via Empathy Maps and Affinity Diagrams, subsequently represented in User Personas, Point of View (POV), and How Might We (HMW) statements to formulate the core problem. In the Ideate phase, four main solution ideas were generated through brainstorming, which were then actualized into a structured prototype design in the Prototype phase, encompassing a total of 16 task flows for buyers and 16 task flows for sellers. The prototype design process involved constructing both low-fidelity and high-fidelity prototypes using an Atomic Design approach. The final phase, Test, involved iteratively evaluating the prototype through Usability Testing with 16 participants. Testing results revealed an increase in the average Single Ease Question (SEQ) score from 6,2 to 6,81 for buyers and from 6,6 to 6,8 for sellers (on a 1-7 scale), indicating the effectiveness of design improvements in mitigating usability issues and enhancing user experience. Overall, the Thrivy prototype offers an integrated solution capable of effectively and efficiently addressing user needs in online thrifting practices.

Item Type: Thesis (Other)
Uncontrolled Keywords: Thrifting, Design Thinking, Aplikasi Mobile, Prototipe, Pengalaman Pengguna Thrifting, Design Thinking, Mobile Application, Prototipe, User Experience
Subjects: T Technology > T Technology (General) > T59.7 Human-machine systems.
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Information System > 57201-(S1) Undergraduate Thesis
Depositing User: Dzakiyyarani Fathia Rahmanisa
Date Deposited: 22 Jul 2025 06:46
Last Modified: 22 Jul 2025 06:46
URI: http://repository.its.ac.id/id/eprint/120424

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