Rancangan UI/UX Aplikasi Pite Tenun Dengan Edukasi Budaya Menggunakan Metode Design Thinking
DOI:
https://doi.org/10.47065/bulletincsr.v5i2.482Keywords:
Sukarara Woven Fabric; Design Thingking; UI/UX; Mobile Application; System Usability ScaleAbstract
Woven fabric is an Indonesian cultural wealth that can be found in various regions, one of which is in Sukarara Village, Lombok. Sukarara woven fabric is known as "songket fabric" with strong religious and cultural values so that it becomes a preserved heritage and the main source of livelihood for the village community. However, currently many outsiders are taking advantage by making weaving motifs and then printed and sold at very cheap prices. So that it causes a decline in the existence of cultural values in woven fabrics. The purpose of the study is to produce a UI/UX design design of the Pite Tenun application with Cultural Education in Sukarara Village and to get measurable results from the design results of prospective users using the System Usability Scale. This app is made with an attractive design with UI/UX that is tailored to your needs. Therefore, the Pite Tenun application is designed to be able to carry out an informative process of selling woven fabrics from the materials used and more accurate product details, in addition to the addition of the story of Sukarara Village Weaving and its history is expected to be a trusted cultural education and can increase the existence of cultural values in it. The results of the research obtained show that the UI/UX design of the Pite Weaving application with Cultural Education in Sukarara Village was successfully implemented. The results obtained have been measured from the design of prospective users using the System Usability Scale with a score of 2197.5 and the average total number of respondent scores is 73.25%. The results are categorized as excellence (grade B) based on SUS scores.
Downloads
References
Putri, W. A., Program, N. S., Pendidikan, S., Rupa, S., Seni, J., & Desain, D. (2020). ANALISIS IKONOGRAFI MOTIF
SUBAHNALE KAIN SONGKET SUKARARA KECAMATAN JONGGAT KABUPATEN LOMBOK TENGAH. Jurnal
Pendidikan Seni Rupa Undiksha, 10(1), 52–66. https://ejournal.undiksha.ac.id/index.php/JJPSP/index
Panjaitan, Sintong, Agung Hartoyo, and Dona Fitriawan. "Eksplorasi Etnomatematika Kain Tenun Songket Suku Melayu
Sambas." Jurnal AlphaEuclidEdu 2.1 (2021): 19-31.
Martini, D., Sutrisno, B., Zuhaeri, A., & Setiawan, Y. (2021). URGENSI PERLINDUNGAN KEKAYAAN INTELEKTUAL
ATAS MOTIF KAIN TENUN LOMBOK DALAM RANGKA MENINGKATKAN PEMBERDAYAAN PEREMPUAN
ADAT DI DESA SUKARARA. In Seminar Nasional Pengabdian kepada Masyarakat Tahun (Vol. 3).
Suriyati. (2019). Desain Perancangan E-Commerce Kain Tenun Lombok Desa Sukarara Lombok Tengah. 2(2), 36.
Y. I. Mukti and D. Puspita, “Sistem Informasi Peringatan Dini Bencana Pada Kota Pagar Alam Berbasis Mobile,” Jusikom J. Sist.
Komput. Musirawas, vol. 4, no. 02, pp. 65–74, 2019, doi: 10.32767/jusikom.v4i2.608.
Adzani, M. A. (2022). Pengaruh Penggunaan Mobile Banking Dan Faktor Demografi Terhadap Perilaku Konsumtif Generasi Z
Di Kota Jakarta Selatan (Doctoral dissertation, STIE Indonesia Banking School).
Utama, Budi Satria. Perancangan Ulang User Interface Dan User Experience Pada Website Cosmic Clothes. Diss. Universitas
Komputer Indonesia, 2020.
Ramadhan, Rakha Labib, Alvi Syahrina, and Ahmad Musnansyah. "Perancangan ulang user interface dan user experience pada
website telkom university open library dengan metode user centered design." eProceedings of Engineering 8.5 (2021).
Laras, L. R., & Putra, S. D. (2022). Design And Development Of Web-Based Helpdesk Merchant Electronic Data Capture (Edc)
System At Mall Balekota. Journal of Engineering, Technology and Computing (JETCom), 1(2), 86-125.
Zaki, A., & Sukoco, I. (2019). Penggunaan design thinking pada perusahaan konsultan indie labtek bandung. AdBispreneur: Jurnal
Pemikiran dan Penelitian Administrasi Bisnis dan Kewirausahaan, 3(2), 123-129.
A. Al Assad, N. S. Altarisa, A. Anjelina, M. Myrizky, M. R. Nirwana, and M. R. Pribadi, “Pengembangan UI / UX Aplikasi Int
Hotel Menggunakan Metode Design Thinking Empathize Define Ideate Prototype Test,” pp. 436–441, 2022
Herfandi, Yuliadi, M. Taufan Asri Zaen, F. Hamdani, and A. Maulya Safira, “Penerapan Metode Design Thinking Dalam
Pengembangan UI dan UX,” Technol. Sci., vol. 4, no. 1, pp. 337?344-337?344, 2022, doi: 10.47065/bits.v4i1.1716.
Paramartha, I. G. N. D., Adzariatulah, M. F. E., & Prathama, G. H. (2023). Perancangan UI/UX Aplikasi Mobile Desa Wisata
Lombok Tengah Menggunakan Metode Design Thinking. Jurnal Teknologi Informasi dan Komputer, 9(3).
Isadora, F. R., Hanggara, B. T., & Mursityo, Y. T. (2021). Perancangan User Experience Pada Aplikasi Mobile HomeCare Rumah
Sakit Semen Gresik Menggunakan Metode Design Thinking. Jurnal teknologi informasi dan ilmu komputer, 8(5), 1057-1066.
Karja, I. W. (2021). Makna Warna. Prosiding Seminar Bali-Dwipantara Waskita, 1(1). Retrieved from https://eproceeding.isi-
dps.ac.id/index.php/bdw/article/view/260
Pelangi, Fianisya Rana, Atria Nuraini Fadilla, and Adya Mulya Prajana. "PERANCANGAN MOTION GRAPHIC SEBAGAI
MEDIA INFORMASI WIRANESIA FOUNDATION (YAYASAN WIRAUSAHA TEKNOLOGI
INDONESIA)." eProceedings of Art & Design 10.2 (2023).
Aulia, Nadia, Septi Andryana, and Aris Gunaryati. "Perancangan user experience aplikasi mobile charity menggunakan metode
design thinking user experience design of mobile charity application using design thinking method." vol 11 (2021): 26-36.
Kusumawardhana, I. M. H., Wardani, N. H., & Perdanakusuma, A. R. (2019). Evaluasi usability pada aplikasi BNI mobile banking
dengan menggunakan metode usability testing dan system usability scale (SUS). Jurnal Pengembangan Teknologi Informasi
Dan Ilmu Komputer, 3(8), 7708-7716.
Rachmadi, M. (2020). PENGEMBANGAN APLIKASI PERENCANA WISATA BERBASIS ANDROID DAN IOS. SISKOMTI
(Sistem Informasi Komputer dan Teknologi Informasi), 3(1), 64-72.
Saputra, A. (2019). Penerapan Usability pada Aplikasi PENTAS Dengan Menggunakan Metode System Usability Scale
(SUS). JTIM: Jurnal Teknologi Informasi dan Multimedia, 1(3), 206-212.
Bila bermanfaat silahkan share artikel ini
Berikan Komentar Anda terhadap artikel Rancangan UI/UX Aplikasi Pite Tenun Dengan Edukasi Budaya Menggunakan Metode Design Thinking
ARTICLE HISTORY
How to Cite
Issue
Section
Copyright (c) 2025 Wilitama Tantosa, Lalu A Syamsul Irfan Akbar, Cipta Ramadhani

This work is licensed under a Creative Commons Attribution 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under Creative Commons Attribution 4.0 International License that allows others to share the work with an acknowledgment of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgment of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work (Refer to The Effect of Open Access).