PELATIHAN DESIGN THINKING DAN PROTOTYPING UI/UX UNTUK IDE STARTUP SISWA SMA

Authors

  • Syamsul Rijal Institut Teknologi dan Bisnis Kalla
  • Aulia Rahmawati Institut Teknologi dan Bisnis Kalla
  • Rezty Amalia Aras Institut Teknologi dan Bisnis Kalla
  • Furqan Zakiyabarsi Institut Teknologi dan Bisnis Kalla
  • Hany Alexandria Institut Teknologi dan Bisnis Kalla
  • Muhammad Fachrul Salam Institut Teknologi dan Bisnis Kalla
  • Yogi Hady Afrizal Institut Teknologi dan Bisnis Kalla
  • Andi Jamiati Paramita Institut Teknologi dan Bisnis Kalla
  • Andi Hutami Endang Institut Teknologi dan Bisnis Kalla
  • Kiki Resky Ramdhani Sucipto Institut Teknologi dan Bisnis Kalla
  • Widia Febriyani Universitas Telkom

DOI:

https://doi.org/10.59003/nhj.v6i2.2294

Keywords:

Design Thinking, Figma, SMA Spidi, Startup, UI/UX

Abstract

The development of digital technology has created a new ecosystem that requires young people, particularly Generation Z, to become not only passive digital consumers but also creators of innovative solutions through the startup ecosystem. An empathy-based Design Thinking approach is considered effective in producing human-centered solutions while shaping resilient, solution-oriented young entrepreneurial character. However, students at SMA SPIDI Maros still faced difficulties in understanding business idea validation and UI/UX prototype design. This community service program aimed to provide Design Thinking and UI/UX Prototyping training to support students' startup idea development while enhancing their digital literacy. The method employed a two-session training and workshop, consisting of a Design Thinking presentation and a UI/UX Prototyping workshop using Figma, implemented through four stages: identifying participant needs, designing materials, conducting the activity, and evaluation with follow-up. The program was held on 28 January 2026 and attended by 32 participants from grades 10 to 12. Evaluation results showed all indicators fell into the "Very Good" category, with the overall usefulness indicator scoring highest at 4.84/5 (97% agreement), while ease of using Figma scored lowest at 4.41/5 due to limited workshop time. These findings underscore the importance of continuous, multi-session mentoring programs for high school students in the future.

Downloads

Download data is not yet available.

References

Alfaris, J. S., & Habiburahman, H. (2026). Pengaruh penggunaan internet dan media digital terhadap perilaku belanja online gen Z di Kota Bandar Lampung. Journal of Information System, Applied, Management, Accounting and Research, 10(2), 532–541.

Asosiasi Penyelenggara Jasa Internet Indonesia. (2025). Laporan penetrasi internet Indonesia 2025. Asosiasi Penyelenggara Jasa Internet Indonesia.

Badan Pusat Statistik. (2024). Survei sosial ekonomi nasional (Susenas) 2024. Badan Pusat Statistik RI.

Bangkalang, D. H., Setiyawati, N., Mailoa, E., Carolina, D., Pakereng, M. A. I., & Mangoki, W. (2026). Pembekalan design thinking untuk pembentukan karakter wirausaha muda solutif-inovatif pada murid SMA/K di Kota Palu. Abdimasku: Jurnal Pengabdian Masyarakat, 9(1), 249–258.

Herlina, S., Iskandar, R. S. F., Saputri, V., & Inayah, S. (2022). Analisis persepsi mahasiswa dalam pemanfaatan literasi digital untuk pembelajaran matematika berdasarkan gender. SIGMA DIDAKTIKA: Jurnal Pendidikan Matematika, 8(1), 1–11.

Lutfina, R. M., & Izzah, N. A. (2023). Pengenalan dan pelatihan user interface web design pada siswa SMK Nusaputera 1 Semarang. Jurnal Pengabdian Masyarakat Informatika dan Komputer, 4(3), 145–152.

Mauliya, A., & Wulandari, S. (2021). Empathy dan design thinking dalam inovasi manajemen pendidikan Islam di era disruptif. Paedagogia: Jurnal Pendidikan, 10(1), 13–32.

Nurhayati, N., Karman, Z., Ophelia, C., Purnasari, M., & Marwiyah, S. N. (2025). Pelatihan design UI/UX menggunakan tool Penpot pada siswa SMK Dharma Bhakti 4 Kota Jambi. Jurnal Pengabdian Masyarakat UNAMA, 4(1), 59–65.

Romadhoni, V. D. N., Tahir, M., Pratama, D. W., Rifai, A. B., Andini, F. F., Rohmah, A., & Hamidillah, A. A. (2024). Figma masuk sekolah: Inovasi pembelajaran UI design untuk generasi digital. Kreatif: Jurnal Pengabdian Masyarakat Nusantara, 5(2), 131–144.

Yulina, R., Syam, R., & Hartono, B. (2024). Pelatihan pengembangan kompetensi siswa dalam merancang UI/UX menggunakan Figma pada SMK Muhammadiyah 2 Pekanbaru. Jurnal Abdimas Informatika, 5(1), 45–52.

Downloads

Published

2026-07-30

How to Cite

Syamsul Rijal, Aulia Rahmawati, Aras, R. A., Furqan Zakiyabarsi, Hany Alexandria, Muhammad Fachrul Salam, Yogi Hady Afrizal, Andi Jamiati Paramita, Andi Hutami Endang, Kiki Resky Ramdhani Sucipto, & Widia Febriyani. (2026). PELATIHAN DESIGN THINKING DAN PROTOTYPING UI/UX UNTUK IDE STARTUP SISWA SMA. Nusantara Hasana Journal, 6(2), 533–542. https://doi.org/10.59003/nhj.v6i2.2294