Perancangan Ulang Pengalaman Pengguna Fitur E-Learning pada Aplikasi SUMU Pro Menggunakan Pendekatan Design Thinking
DOI:
https://doi.org/10.31004/anthor.v5i5.1074Keywords:
Design Thinking, User Experience, E-Learning, Andragogi, Business Model Canvas, System Usability Scale, SUMU ProAbstract
Fitur e-learning pada aplikasi mobile SUMU Pro versi 1.0 menyajikan konten pembelajaran secara pasif, belum selaras dengan prinsip andragogi, dan tidak memiliki skema komersialisasi, sehingga rata-rata kunjungan harian hanya mencapai lima pengguna dari total lebih dari 5.000 anggota terdaftar. Penelitian ini bertujuan merancang ulang user experience (UX) yang selaras dengan prinsip pembelajaran orang dewasa serta merumuskan model bisnis inovatif untuk memonetisasi fitur tersebut. Pendekatan design thinking diterapkan melalui lima tahapan, yaitu empathize, define, ideate, prototype, dan test. Data digali melalui survei terhadap 100 anggota dan wawancara mendalam dengan lima orang manajemen SUMU, kemudian dianalisis menggunakan affinity mapping dan Value Proposition Canvas (VPC). Model bisnis dirumuskan menggunakan Business Model Canvas (BMC) dengan skema freemium dan pay per course. Solusi diwujudkan dalam bentuk high-fidelity prototype yang mencakup 24 layar utama dengan fitur micro learning, pelacakan progres, kuis interaktif, e-sertifikat, dan forum diskusi. Pengujian usability kepada lima partisipan menghasilkan skor System Usability Scale (SUS) rata-rata 77,0 (Grade B), melampaui ambang target minimal 74. Analisis Retrospective Think Aloud (RTA) mengidentifikasi delapan permasalahan usability, tiga di antaranya bersifat major. Penelitian ini menghasilkan prototipe UX yang tervalidasi serta kerangka model bisnis yang layak untuk mendukung kemandirian finansial SUMU.
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