Sylvana, Gabriella Tesla (2022) User Interface (UI) And User Experience (UX) Improvement Of Pasarnow E-Grocery Application By Using Design Thinking Framework. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Indonesia is experiencing an increase in the use of online-based applications (e-commerce) after the pandemic that has limited people's mobility. One of the areas of e-commerce that sells daily necessities, namely e-grocery, has also recorded an increase in the number of users by 21% after the pandemic. One of the most widely used e-grocery applications in Indonesia is Pasarnow. However, several problems were found related to User Experience and User Interface and caused users not to get maximum satisfaction when using the application. This is the background for the development of the Pasarnow e-grocery application. Improvements to the application will use the Design Thinking Framework which consists of 5 stages, namely Empathize, Define, Ideate, Prototyping, and Testing. To help find the right features in the application, the House of Quality tool is used in it to determine the features that will be developed later. The usability of the Pasarnow application was tested using the System Usability Score (SUS) and Heatmap to view qualitative data and an Eye Tracker by paying attention to eye tracking metrics in the form of Time to First Fixation, Time Spent, Revisit, and Time to First Click. The SUS result obtained from the existing application is 60.42 with grade D, while the SUS result in the improvement of the application is 83.75 with grade A
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Indonesia mengalami pengingkatan penggunaan aplikasi berbasis online (e-commerce) setelah pandemi yang membatasi mobilitas masyarakat. Salah satu bidang e-commerce yang menjual kebutuhan sehari-hari, yaitu e-grocery juga tercatat mengalami peningkatan jumlah pengguna sebanyak 21% setelah pandemi. Salah satu aplikasi e-grocery yang banyak digunakan masyarakat Indonesia adalah Pasarnow. Namun, ditemukan beberapa permasalahan yang berhubungan dengan User Experience dan User Interface, dan menyebabkan pengguna tidak mendapatkan kepuasan maksimal saat menggunakan aplikasi. Hal tersebut menjadi latar belakang dari pengembangan Aplikasi e-grocery Pasarnow. Perbaikan aplikasi akan menggunakan Design Thinking Framework yang terdiri dari 5 tahapan, yaitu Empathize, Define, Ideate, Prototyping, dan Testing. Untuk membantu menemukan fitur-fitur dalam aplikasi yang tepat, maka digunakan tools House of Quality di dalamnya untuk menentukan fitur-fitur yang nantinya akan dikembangkan. Usability dari aplikasi Pasarnow diuji menggunakan System Usability Score (SUS) dan Heatmap untuk melihat data kualitatif dan Eye Tracker dengan memerhatikan data kuantitatif berupa Time to First Fixation, Time Spent, Revisit, dan Time to First Click. Hasil SUS yang didapatkan pada aplikasi eksisting adalah sebesar 60,42 dengan nilai D sedangkan untuk hasil SUS pada perbaikan aplikasi adalah sebesar 83,75 dengan nilai A.
| Item Type: | Thesis (Other) |
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| Uncontrolled Keywords: | Application Improvement, Design Thinking, E-Grocery, Eye Tracking, Usability, Perbaikan Aplikasi, Usability |
| Subjects: | Q Science > QA Mathematics > QA76.9.U83 Graphical user interfaces. User interfaces (Computer systems)--Design. |
| Divisions: | Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26201-(S1) Undergraduate Thesis |
| Depositing User: | Mr. Marsudiyana - |
| Date Deposited: | 10 Feb 2026 09:43 |
| Last Modified: | 10 Feb 2026 09:43 |
| URI: | http://repository.its.ac.id/id/eprint/132328 |
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