PERANCANGAN UI/UX APLIKASI PEMBELAJARAN BAHASA JEPANG MENGGUNAKAN METODE GOAL DIRECTED DESIGN
##plugins.themes.academic_pro.article.main##
Abstract
Japanese language learning has been available at SMAN 2 Purwakarta since 2005. Students of SMAN 2 Purwakarta have difficulty learning Japanese due to the lack of variety in class. So researchers took the initiative to design a Japanese learning application. User Interface (UI) is a design before the creation of applications that focuses on visuals and product elements such as colors, layouts, buttons and typography. User Experience (UX) is the experience of a user when using an application. UI and UX have an important role in the problems that exist at SMAN 2 Purwakarta because they can add new innovations to Japanese language learning. Goal Directed Design is the method used in this study because it focuses on goals and user experience. The test method used is the System Usability Scale to find the average value of the final results for the application design made.
##plugins.themes.academic_pro.article.details##

This work is licensed under a Creative Commons Attribution 4.0 International License.
References
[2] M. Yusup, I. Ma, and S. Alam, “Perancangan User Interface Dan User Experience Fitur Customer Relationship Management ( CRM ) Pada Aplikasi Krealogi dengan Metode Design Thinking,” vol. 7, pp. 190–199, 2023.
[3] O. D. Yohanes, A. Ambarwati, and C. Darujati, “Pengembangan Antarmuka Dan Pengalaman Pengguna Aplikasi Ujian Online Menggunakan Metode Goal-Directed Design,” JOINTECS (Journal Inf. Technol. Comput. Sci., vol. 6, no. 1, p. 55, 2021, doi: 10.31328/jointecs.v6i1.2153.
[4] Y. Maulana, R. I. Rokhmawati, and H. M. Az-Zahra, “Evaluasi Dan Perbaikan Rancangan Antarmuka Pengguna Situs Web Jawa Timur Park Group Menggunakan Metode Goal-Directed Design (GDD),” J. Pengemb. Teknol. Inf. dan Ilmu Komput. Univ. Brawijaya, vol. 3, no. 7, pp. 7159–7165, 2019.
[5] M. S. Hartawan, “Desain User Interface Dan User Experience,” vol. 02, pp. 43–47, 2022.
[6] S. A. Ikhsan, R. B. Kusuma Haris, and A. P. Maulidanny, “Faktor-Faktor Keselamatan Pengoperasian Alat Tangkap Purse Seine Di Kepulauan Riau,” J. Perikan. Trop., vol. 8, no. 1, p. 91, 2021, doi: 10.35308/jpt.v8i1.3134.
[7] D. H. B. Herdin Yohnes Madawara, Penidas Fiodinggo Tanaem, “Perancangan Ui/Ux Aplikasi Ktm Multifungsi Menggunakan Metode Design Thinking,” J. Pendidik. Teknol. Inf. Vol. No Nopember2022–eISSN 2621-1467Jurnal, vol. 5, no. 1, pp. 504–511, 2022.
[8] Muhammad Shulhan Khairy, “Penerapan Design Thinking Pada Perancangan Ui/Ux Marketplace Sistem Rantai Pasok ‘Panen- Panen,’” J. Inform. Polinema, vol. 8, no. 3, pp. 39–44, 2022, doi: 10.33795/jip.v8i3.818.
[9] R. Alamsyah, I. M. Nugroho, and S. Alam, “Redesign User Interface Dan User Experience Aplikasi Wastu Mobile Menggunakan Metode Design Thinking,” J. Ilm. Betrik, vol. 13, no. 2, pp. 152–159, 2022, doi: 10.36050/betrik.v13i2.506.
[10] S. Widjaja, M. Mukhsin, D. Oktarina, and G. Tendra, “Aplikasi Pembelajaran Bahasa Jepang Berbasis Mobile Menggunakan Metode User Centered Design (UCD),” J. Jar. Sist. Inf. Robot., vol. 6, no. 2, pp. 176–189, 2022, [Online]. Available: http://ojsamik.amikmitragama.ac.id