UI/UX design of the PDBI digital art gallery web application using design thinking method

ABSTRACT

Creating art in the digital era presents its own set of challenges.Currently, digital art creation can be carried out through various platforms and showcased in virtual 3D spaces (Setiaji, 2023).Documenting artistic creations in digital form is a necessary activity, given the current era of information openness.Beyond serving as a personal archive, this documentation can become a digital asset with market value.
Artistic creations are divided into two types: pure art and applied art.Applied art can be produced using digital tools throughout the production process.This type of art is known as digital art, where every stage of the process involves a computer, from conceptual sketches to the final product and exhibition (Marcos, 2009).Examples of applied art falling into the category of digital art include graphic design, modeling art, 2D/3D visualization and animation, and digital illustration.Digital art produces files that can be used both in print and electronically.Managing these digital products is essential to add value for art enthusiasts and to archive them as digital assets for institutions or individuals.
In the current era of open information, educational institutions are required to enhance learning support facilities.This is crucial This research emphasizes the design of the application interface (User Interface), which is subsequently tested in terms of user as information access needs to be designed quickly, effectively, and efficiently so that institutions can have a competitive edge globally (Sari et al., 2020).In the case of the Multimedia Engineering Program, being a digitally-based program that produces multimedia products, the academic community strives to innovate and create a space for TRM (Multimedia Engineering Technology) students specializing in Digital Art within the Multimedia Profession Association.
Therefore, managing digital works is essential for the campus to serve as a portfolio for the profiles of respective students.Portfolios can even serve as an assessment instrument for educators in this digital era (Masluhah & Afifah, 2022).The development of a digital art gallery application is intended for managing students' digital artworks, enabling them to showcase, archive, be evaluated, and compete in specific events, ultimately becoming valuable assets to introduce PDBI (Boash Indonesia Digital Polytechnic) to the public.This application is designed to fulfill both internal and external campus needs.With the existence of this application, it is hoped that digital artworks by students will be appreciated as creations that add value for both the individual students and the institution.
. experience (UX).UI involves the design of input and output that engages end-users (Satzinger, et al., 2012).On the other hand, UX is the user's assessment of satisfaction and comfort with a product, system, or service (Fernando, 2020).The approach taken in interface design is through the design thinking method, chosen for its comprehensiveness in creating solutions towards sustainable innovation, involving stages of empathize, define, ideate, prototype, and test (Razi et al., 2018).
Figure 1.Design Thinking Process

DESIGN MODEL
The design of the web application is carried out using the Design Thinking method and qualitative research methods, where data collection and analysis are based on competitor analysis for UI and questionnaires for UX.The research implementation scheme is adapted to the stages of these methods, as follows:

RESULTS AND DISCUSSION
Design thinking was chosen as a user interface design model for the PDBI Digital Art Gallery application because this model really represents the problem of archiving and managing digital artwork in an educational institution/university.This approach was also chosen as the best approach for designing creative and innovative new systems (Foster 2021).

Empathize
The empathy phase is built by conducting a comparative study of similar applications.For the Digital Art case, the author compares several applications, considering the functions of similar applications.

a. Competitor Analysis
In building the PDBI Digital Art Gallery system, in-depth analysis of various aspects is essential.Since this system is built from scratch, analyzing similar applications is beneficial to identify unique values that can set it apart.As stated by Fleisher & Bensoussan (2007), competitor analysis is conducted by strategic management to assess the strengths, weaknesses, and current potential of competitors.The competitor analysis is presented in a SWOT analysis matrix, as follows: Table 1.SWOT Analysis of Competitor Application Analysis

b. Customer Journey Map
At this stage, the researcher conducted a review of competitor websites and designed the findings in the form of a Customer Journey Map, as illustrated below: From the user experience (researcher) in exploring similar applications, the researcher found convenience in the contributor features and faced some challenges with the artwork upload feature due to rigidly set file sizes and detailed requirements for the subsequent process of buying and selling digital assets.where can the contest be Two categories of places in this case: accessed?
• The application can be accessed online • Competitions can be participated in online or offline (detailed information depends on the specific competition to be held) 4. Why: why is there a need for the app?The goal of the presented solution is: • A platform for students to create and earn  Table 4. List of Statements in the Usability Testing Questionnaire

Test a. Usability Testing
In the usability testing phase, this research is conducted by creating a questionnaire based on usability aspects (usefulness, ease of learning, ease of use, satisfaction) according to the USE Questionnaire.The questionnaire is distributed to respondents representing all users: students, lecturers, and general users.Some statements presented in the questionnaire include: Measurement Scale for Usability Testing Using the Likert Scale (Wardhana 2019).The assessment is divided into 4 answers, namely: Table 5. Usability Testing Usability Testing Measurement Scale Table 6.Questionnaire Results

b. Insight from User
Based on respondent answers to the questionnaire, the results show that an average of 73% of users are satisfied with the experience of using the prototype application, with the breakdown as follows:

CONCLUSION
From the usability testing results, it can be concluded that there is still a need for improvement and refinement in terms of competition features, student income features, application operation processes, consistency, and enhancing user comfort when using the application.
1. Proceeding with the design towards system development (back-end) and adding specific items to indicate that students' digital artworks are protected, and their copyrights are maintained, as outlined in Copyright Law No. 28 of 2014 (Murfianti 2020).
2. Continuing the UI design in detail for buying and selling assets, managing the application from the admin side, and detailing contest features.
3. Conducting usability testing again after interface design improvements to achieve the best user satisfaction ratings.
Digital art has become a widely produced product by digital talents, especially with the development of technology and the openness of information.The Digital Art Gallery application is created to encourage the spirit of PDBI (Digital Polytechnic Boash Indonesia) students to continue creating and being productive in digital art.However, this research only reaches the front-end stage, and the application is not yet perfect.Future researchers can continue the development with the following considerations: No. Statement Usefulness 1.
This application makes it easy for students to store digital artworks 2.
This application makes it easy for visitors to get information about competitions and view galleries of student artworks 3.
This application is very useful for me as a user 4.
This application can provide additional income for students 5.
This application is suitable as I expected Ease of Use 6.
This application is easy to operate 7.
Running the application is not confusing 8.
People of all ages can use this application 9.
Using the application requires little effort 10.
The application is easy to use without written instructions 11.
No inconsistencies were found during the use of the application 12.
Errors in using the application can be easily resolved 13.
Operating the application is practical Ease of Learning 14.
I needed little time to learn this application 15.
This application is easy to remember 16.
I quickly used this application Satisfaction 17.
I feel satisfied using this application 18.
After using the application, I would recommend it to others 19.
I use the application with a happy feeling 20.
This application is very good 21.
I would like to have this application on a mobile platform 22.
This application is very comfortable to use

Table 2
. Problem Statement to Define Issues in the Define Stage 2. Define a. Problem Statement After conducting the empathy phase, the application developers can answer the following 4Ws questions: b.Insight HMW Insight HMW is conducted as the result of brainstorming by the system development team after the empathy phase.Insight HMW is created in several notes, which are then filtered into 1.Who: who faces the problem?Users completing tasks on this application are: • No platform for archiving digital artworks in PDBI • No application serving as a platform for students to organize and conduct digital art competitions • No application serving as a soft-selling platform for the campus through student art exhibitions 3. Where: