WIREFRAME WEBSITE INTERFACE DESIGN MIFTAHUL HUDA MOSQUE PROSPERITY COUNCIL USING THE DESIGN THINKING METHOD
Keywords:
Website, Interface Design, Design Thinking, Wireframe, FigmaAbstract
The website is a necessity in disseminating information that can be accessed through cross platforms and makes it easy for users to access the information they need. The Mitahul Huda Mosque Prosperity Council (DKM) has problems in terms of disseminating information which has a wider scope, to solve existing problems it is necessary to make a website, but in making a website it is necessary to pay attention to the aesthetics and suitability of the function of the display to be designed so that users feel more comfortable and feel that they always want to access information on the website, based on this, it is necessary to make an interface design that suits the needs of users by using the Design Thinking method. Design Thinking has five stages and three stages that will be used to design the Miftahu Huda Mosque Prosperity Council (DKM) website interface. In making the interface design the tool used is figma so that it makes it easy for the team to create interface designs simultaneously and communicate through visuals. From this research, wireframes were generated for home, articles, services, galleries, about, contacts and search
Downloads
References
Achmad, W., Nurwati, N., Fedryansyah, M., & Sumadinata, R. W. S. (2022). Implementing Social Capital in Poverty Reduction Efforts in Indonesia: 10.2478/bjlp-2022-002051. Baltic Journal of Law & Politics, 15(3), 689-698.
Achmad, W., Nurwati, N., Fedryansyah, M., & Sumadinata, R. W. S. (2022). Women's Social Capital for Empowering Poor Households. International Journal of Artificial Intelligence Research, 6(1.2).
Andik Prakasa Hadi, & Faiz Abdul Rokhman. (2020). Implementasi Website Sebagai Media Informasi Dan Promosi Pada Pondok Pesantren Putra-Putri Addainuriyah 2 Semarang. Pixel :Jurnal Ilmiah Komputer Grafis, 13(1), 39–49. https://doi.org/10.51903/pixel.v13i1.190
Dayanah, N., Azzahra, F., Pribadi, M. R., & Sonia. (2022). Desain Antarmuka Pada Aplikasi StudyVerse dengan Menggunakan Metode Design Thinking. MDP Student Conference (MSC) 2022, 622–627. https://jurnal.mdp.ac.id/index.php/msc/article/view/1756
Efraim, M., Setiawan, A., Huang, D., & Herlina Rochadiani, T. (2021). Perancangan Desain Antarmuka Pada Aplikasi Kesehatan Practalk. Jurnal Inovasi Informatika, 6(1), 1–10. https://doi.org/10.51170/jii.v6i1.147
Ilyas, M. (2019). UPAYA PENGURUS DEWAN KEMAKMURAN MASJID ( DKM ) DALAM PEMBINAAN KEBERAGAMAAN REMAJA : Studi pada Remaja Masjid Ahlul Khoir RT 08 RW 13 Kelurahan Cilebut Timur Kecamatan Sukaraja Kabupaten Bogor. Prosiding Al Hidayah Pendidikan Agama Islam, 192–202.
Mariane, I., Erna, E., Yusuf, Y., Ardiati, R. L., & Achmad, W. (2022). Implementation of Good Environmental Governance in Handling Waste in Watersheds (DAS). Res Militaris, 12(2), 3455-3463.
Muhyidin, M. A., Sulhan, M. A., & Sevtiana, A. (2020). Perancangan Ui/Ux Aplikasi My Cic Layanan Informasi Akademik Mahasiswa Menggunakan Aplikasi Figma. Jurnal Digit, 10(2), 208. https://doi.org/10.51920/jd.v10i2.171
Rully Pramudita, Rita Wahyuni Arifin, Ari Nurul Alfian, Nadya Safitri, & Shilka Dina Anwariya. (2021). Penggunaan Aplikasi Figma Dalam Membangun Ui/Ux Yang Interaktif Pada Program Studi Teknik Informatika Stmik Tasikmalaya. Jurnal Buana Pengabdian, 3(1), 149–154. https://doi.org/10.36805/jurnalbuanapengabdian.v3i1.1542
Purwanda, E., & Achmad, W. (2022). Environmental Concerns in the Framework of General Sustainable Development and Tourism Sustainability. Journal of Environmental Management and Tourism, 13(7), 1911-1917.
Soedewi, S. (2022). Penerapan Metode Design Thinking Pada Perancangan Website Umkm Kirihuci. Visualita Jurnal Online Desain Komunikasi Visual, 10(02), 17. https://doi.org/10.34010/visualita.v10i02.5378
Trimarsiah, Y., & Arafat, M. (2017). Analisis dan Perancangan Website sebagai Sarana Informasi pada Lembaga Bahasa Kewirausahaan dan Komputer AKMI Baturaja. Jurnal Ilmiah MATRIK, 19(1), 1–10.
Wibawanto, W., & Nugrahani, R. (2017). Desain Antarmuka (User Interface) Pada Game Edukasi. Jurnal Imajinasi, XI(1), 9–18.