Application of Design Thinking Method in Educational Card
Design "Sobat Saleh"

Novena Ulita
Mercu Buana University Jakarta
Email: [email protected]
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KEYWORDS |
ABSTRACT |
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solving problems, design methods; design thinking, gamecard |
In developmental psychology theory, students
are late adolescents who need to have problem-solving skills (Sahrah, 2019).
For this reason, it is necessary to be trained in order to become a capable,
creative and independent person in accordance with the goals of Indonesian
national education. However, in the learning process in the studio class, the
DKV study program which has the purpose of learning to hone students'
thinking skills, often has difficulty solving a problem. A study that has
been conducted previously that it is known that aspects of methods in solving
problems are still confusing for students (Ulita &; Hananto, 2022). The
research outlines that some students are still not fully aware of how to
apply the method in designing. Therefore, this journal will describe the form
of application of design thinking methods in a case study of designing an
educational card game "Sobat Saleh" that can help student design
learning that provides an overview of the process of solving problems into a
design idea. Starting from data collection, analytical techniques and
thinking processes as well as the form of application of the design thinking
design method. Thus, it can be observed more deeply the patterns carried out
in efforts to apply the design thinking method so as to help students more
easily have the ability to solve problems with the method.�� The ability of critical thinking and
creative things in solving problems can support the design logic that is
needed by a designer when doing a design. |
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INTRODUCTION
From the objectives of Indonesian national
education as stated in Law Number 20 ahun 2003 article 1 it can be seen that
education functions to develop the ability or potential of oneself to be
capable, creative, and independent. Thus, universities that are part of the
national education implementation space can encourage the creation of people
who have skills, are creative and also independent. In developmental psychology
theory, students enter late adolescence who face many problems in the process
of self-discovery and are in a phase of idealism that tends to reject values or
even challenge the values that exist in society. Therefore, in this condition,
the ability to solve problems is something that students must have (Sahrah,
2019).
Thus, it is very important in the learning
process that is carried out to train and hone students' abilities in order to
solve problems. One of them is in learning design in the studio class in the
visual communication design study program.�
The results of a study are known that there are still many visual
communication design students, especially those who experience confusion and
difficulties when designing. There are several things that cause, namely: lack
of understanding of the importance of operational definitions in design,
understanding of design methods and lack of understanding in the application of
analytical techniques from data that have been collected by designers (Ulita,
2022).
Another journal elaborates that in carrying out
the design process, the stages of work need to be a concern, but in completing
the designer, they have the right to have their own methods in order to find
ideas in solving the problems they face, but in practice, the black box method
and the glassbox method both need to complement each other in the design
process carried out by students (Soedarwanto, 2020).
In addition, a review of design methods that
are often used by design students has also been carried out and it is known
that the methods used use design methods in the field of Architecture, namely:
black box method, glass box and design thinking method. However, in its
application, Ulita & Hananto (2022) explained in the 2022 report of the
domestic collaboration research document of Universitas Mercu Buana and
Universitas Pelita Harapan entitled a review of methodology in visual
communication planing
design that some students are still not fully aware
of how to apply the method in designing. This can be seen from the
documentation of student design reports on the elaboration of the stages of
design methods which are a lot just explaining the stages to the stages of the
production process alone, without elaborating on the thinking process and work
process of the design as part of the application of methodological aspects
should be.
�� Based
on this, it is necessary to examine more in the form of the application of
design methods in working by students. The design method that will be described
is the design thinking method.�
Students are certainly expected to be able to
describe the thinking process and design work process that is structured and
systematic so that it can be an example for other visual communication design
(DKV) students in realizing the importance of methodological aspects in the
design carried out. This is also in line with the results of classroom action
research conducted that learning design methodology is needed in analyzing and
applying work stages to a design (Hananto, Hadi, Hermawan, &; Gondo,
2020).�
The research was conducted using a case study
from a design conducted by visual communication design students of Mercu Buana
University who designed an educational card game "Sobat Saleh" by
Rizki Ramadhani. The educational card game design has a target user for
children aged 8-12 years. The purpose of designing the work is to assist
Islamic teachers in providing education related to zakat, infaq and alms so
that the subject matter in the Islamic curriculum at the elementary school
level can be more easily understood by students.
By conducting research on the application of
design method, design things will help students have reinforcement in the
thinking process and design process that will become skills after graduating
from their studies later. Thus, graduates from the visual communication design
(DKV) study program can become graduates who have the skills, independence, and
creativity in accordance with the goals of Indonesian national education,
namely becoming individuals who are able to solve various problems that will be
faced later. The ability of critical thinking and creative things can support
the design logic that is needed by a designer in solving problems in society.
METHOD
This research is a research in finding the
need to know about Planing design methods, especially visual communication
design. The design thinking method that is the formal object of this research
has been widely used by various other fields of science, the most frequent of
which is management and business science. Meanwhile, in the field of visual
communication design, there are still few design thinking methods that use in
the right way as they should. Even though understanding the method of doing
design can answer the problems that students often experience in the creative
process in the studio class. The design of the educational card game
"Sobat Saleh" in this research case study is a material object that
is used as an observation in the application of the design thing method in the
design of DKV works.
Thus, the formal object of this research lies
in the application of the design method to the results of the DKV design that
has been implemented, and not discussing the design objectives of the
educational card game "Sobat Saleh". In other words, this study will
focus on dissecting the design process from the point of view of applying the
design method. The variable of this study is the design thinking method, which
is described in more detail on the thinking process and the process of design
work stages in accordance with the operational definition of design thinking
theory.
Thus this research uses qualitative methods
with a case study approach. Qualitative methods are considered to be an
approach in this study because the data are descriptive in describing the
methodological aspects of the design applied by the case study in this study.
The data in this study is more on individual patterns in designing when using
the design thinking method so that in the end it forms a research conclusion.
The method of data collection carried out in this study is: literature study,
documentation, and interviews.
The collected data is then analyzed using
Miles and Huberman's data analysis techniques, namely reducing data by:
summarizing existing data from both partner universities, coding data according
to problems and keywords, namely design thinking (Matthew B. Miles, 2014).�
RESULTS AND DISCUSSION
Most students are
familiar with design methods, and understand that using methods in design is
the most important thing. However, the problem that often occurs is when
applying methods in design starting from the initial stage to the end of the
design. Students often have difficulty at the stage of processing data and
finding design ideas. These two things are interrelated and become the initial
foundation before designing. If students find it difficult to process the data
that has been collected, it will certainly have an impact on finding the right
design ideas. For this reason, this study will identify design data and how to
analyze data so that data can be a design idea.
Data is
indispensable for a designer before designing. Designers must be able to find
problems from data and then choose the right solution as the design idea.
Therefore, methodological aspects are needed that process data into design
ideas. So in this study will be described the process of applying the design
thinking design method �starting
from a work that is used as a case study in this study, namely the design of
the educational card game "Sobat Saleh".
�� The
educational card game "Sobat Saleh" is one of the works of students
who collaborate with lecturers who in the design process use the method design
thinking. Method Design Thinking is a centralized design method
starting from tracing the problems and needs of the target /user. Therefore,
in designing the educational card "Sobat Saleh" data collection
starts from children's interviews related to insights about zakat, infak, and
alms as the target of the work. Although the target users of educational cards
are children aged 8-12 years. However, this educational card cannot be used
without parental guidance or accompanying teachers in playing so that they also
conduct interviews with parents.�
�� The
design method starts from the initial stage of collecting data. Method design
thingking Has 5 (five) stages of the work process, namely: emphatize,
define, ideate, prototyping, and testing. The thought process is
carried out repeatedly and continuously between Creative Thinking and critical
thinking. The same is done in the design of the educational card
"Sobat Saleh".
The first effort was to collect data to find
problems related to learning materials about zakat, infak, and alms in
children. For this reason, designers conduct closed question interviews with
children and parents to find out things related to issues around insights about
zakat, infak and alms. Interviews conducted using emphaty map guidelines
are related to 4 (four) things:
"I conducted interviews with 50 (fifty)
children and parents in collecting data using Emphaty Map: Say, Feel, Think,
and Do. From the number of respondents above with an
age range of 9 years and above, it produces data that there are still many
children who do not understand the meaning of zakat, infak and alms correctly,
many of the children only know the zakat paid at the end of Ramadan which is
commonly called zakat fitrah. On average, the whole already knows zakat, infak
and alms, but from the interviews the children still do not understand how to
do it properly. From these data, I finally got an idea of the need for education
in strengthening zakat, infak, and alms materials in terms of doing it in the
right way. Thus it is the material that ultimately needs to be developed and
become the focus of my work." (Ramadhani, 2023)
From the documentation of the design
report carried out by Rizki Ramadhani as the designer of the educational card
game "Sobat Saleh" it can be seen that the efforts of the designer
found problems from the data he managed to collect. Interview data were identified
and then categorized based on empathy maps. Thus designers can find
things that are difficult for children and things that are expected by children
and parents. This in the design thinking �method is known as pain and gain. From
this data, finally the designer can then formulate a problem (problem
statement). The following is the formulation of the design problem compiled
by Rizki Ramadhani in his design:

Picture 1. Rizki Ramadhani Final Project Report
(Source: Ramadhani,
2022)
From the formulation
of the problem prepared, the designer performs the next stage, namely the
define stage. This stage the designer formulates solutions to existing
problems. Because the problem found is the lack of understanding of children in
implementing zakat, infak, and alms (ZIS) in everyday life, the right solution
is to educate about how to do the right zakat, infak, and alms in daily life. �So to develop the solution, the designer
compiles the solution formulation in a clear statement (solution statement).
This statement will be the reference and basis and motivation for the design to
be further developed into design ideas.
� Based on the above,
the designer collects data again regarding design works that are used as
references in delivering education for children. Designers collect data about
children's characters and what they like. Finally, designers found references
through literature studies that children love games and children tend to easily
imitate what they see. With this data, designers develop Solution Statemet it
becomes the need for educational games that are interesting and help children
remember how to do the right thing about the insights of zakat, infak and alms.
Therefore, designers then looked again for literature studies related to
educational games, which finally found operational definitions of educational
games to the types of educational games. From there designers then sort through
and identify the type of play that is appropriate for children aged 8 � 12
years.
".... Of the various types of educational
games, I chose educational games in the form of card games because these games
have opportunities for visualization that can be more varied and attract
children's attention. I also get references that there are 4 (four) elements
that must be present in educational games, namely: challenge, curiosity,
control, and fantasy. Thus, I developed the concept of design into the design of an educational card game
card game." (Ramadhani, 2023)
� Thus at the stage of Define The
definition of the problem formulation has changed to the design formulation.
This is what then becomes the next designer's reference in developing his
design ideas.�

�
Figure 2. Moodboard
Designing
(Source: Ramadhani,
2022)
����������� As for if you have got a design
idea, often the design idea arises from subjectively rather than objectively.
Even though a designer should formulate his design ideas because of motivation
based on needs in solving problems, and of course this should make it more
objective.� In the third stage, namely
the ideate stage, this stage is the stage to develop a solution statement in a
design idea that is more specific to the visualization aspect. This stage is
better known as the elaboration of big ideas / creative briefs. At this stage
the solution statement is described specifically, starting from the main
message, symbols / icons, illustrations, color composition, the use of
typography types and other visual elements that will be used in building planing
design ideas.

Figure 3. Planning
Educational Activities
(Source: Ramadhani,
2022)
����������� After compiling a moodboard as a
reference in exploring his visual design, Rizki Ramadhani redeveloped the idea
using the description of 5W1H (What, Who, When, Why, Where, and How). This
method helps designers to be able to plan educational activities that will be
carried out so that the design becomes clearer and can be more easily produced.
Table 1
Description of
Educational Card Game Design Ideas "Sobat Saleh"
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Problem
Statemet: Children's lack of understanding in implementing ZIS
in everyday life |
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Solution
Statemet: the
need for educational games that are interesting and help children remember
how to do the right thing about zakat, infak and alms insights. |
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BIG IDEA/CREATIVE BRIEF |
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Key Messages
to be delivered |
Education
about zakat, infak, and alms as well as understanding how to do the right
thing in everyday life |
|
Educational
Materials |
Definition of
zakat, various types of zakat, zakat group, time of payment of zakat and
nisab in zakat, definition of alms, differences between alms and infak, how
to perform alms, understanding infak, differences between infak and zakat,
infak recipient groups, and infak payment time |
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Keywords |
Fun, excited, joy |
|
Product works |
35 cards, 1
playing board, 4 answer cards |
|
Symbols/icons |
Hands, plants,
animals |
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Color
composition |
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Typography |
Handwriting
fonts |
(Source:
Processing researcher data, 2023)
The final stage of
designing with the design thinking method is the testing stage. At
this stage the designer conducts a second design test after the first design
test. If the first is more about correcting the shortcomings of the work in the
designer's subjective view, while the second design test of the design work is
corrected from the point of view of the target user. In designing the
educational card "Sobat Saleh" designers conducted design tests on
target users, namely children aged 8-12 years. This is according to what was
said in the interview with the designer:
"At the
testing stage, it will be carried out to target players in accordance with the
criteria mentioned at the initial stage. Testing will be done by playing
prototype card games to prospective players directly and interviewing players
to get feedback." (Ramadhani,
2023)
From the results of
testing conducted by designers on the design of educational cards "Sobat
Saleh" it was found that educational cards are very liked by children, and
children have increased knowledge after finishing playing the educational
cards.
Discussion
From the description
of the process of designing educational cards "Sobat Saleh" which uses
the previous design thinking method, it can be seen that the design
method makes it very easy for designers to plan, conduct and evaluate planing
design. Therefore, in this study, researchers also collected data using
literature studies, regarding the experience of other designers who have also
used design thinking �methods in
the design process.
A journal that
discusses a community service activity using the method Design Thinking said
that using the method provides its own convenience that can be understood and
directs students to structured and systematic work in designing so that it is
right on target. Thinking framework with methods Design Thinking can
produce various alternative solutions that are creative and right on target.
Thus this method is able to provide other creative perspectives in an effort to
solve existing social problems.
�� At Designing a website done by a designer
using the method design thinking, also explained the design process
which begins with data collection focused on user needs, of course, providing
convenience and obtaining Feedback from the returning user. Through this
method, the creative thinking process can be carried out repeatedly until
getting the best design results for its users. In the journal, it can be seen
that the data collection carried out by designers through observation and
interviews with stages emphatize which is a stage that greatly
determines the concept of website design. Designers suggest being able to
explore all user needs in order to produce works that provide convenience for
users when accessing the website.
Method Design
Thinking It can also be used in logo designing. By using this method, it
has succeeded in realizing the company's desire to get the expected and
targeted visual identity. With this method also designers can more easily get Feedback
positive from consumers so designers say that this method is very helpful
to find the right solution for the product.
Other journals also
say the same thing with regard to the application of the method Design
Thinking in the design process carried out. The designer said that this
method should be used by DKV designers so that the work produced can be able to
synergize with other scientific fields. In addition, the thought process on Design
Thiniking will make the media quality better. With this method a designer
can put aside personal ego in designing and prioritize the needs of the problem
but certainly not only do one stage, it should be done with repeated stages so
that it can find useful solutions.� In
addition, there are also those who say that the method
CONCLUSION
From this study provides findings that using methods in the design
process is very necessary starting from collecting data, processing data,
identifying data, finding design problem formulations, finding design ideas to
building design ideas and producing works to suit the needs in accordance with
the problem. The use of design methods will greatly facilitate students or
designers because it will lead to a picture of a planned, structured and
systematic work process.
����������� One of the methods
that can be exemplified in this study is the design thinking method. This
method directs the main focus to the problems and needs of the target user /
user. This stage consists of 5 (five) stages, namely: emphatize, define,
ideate, prototyping, and testing. Each stage is interrelated with supporting
each other, can be done a repeating process using the Christian thinking
process and the creative thinking process. The work produced using this method
will certainly make the work more targeted and useful in accordance with target
needs so that the design is not based on the subjectivity of the designer but
can respond more objectively.� This
design thinking method should continue to be developed in the learning process
in studio classes, DKV study programs from both universities partnering to
improve the quality of student graduates more optimally.
This
research can continue to be developed by conducting experiments on students
from both universities partnering in applying the design thinking method
without using the design thinking method. With a measurable indicator scale,
this can be generalized and utilized for the development of other visual
communication design sciences. And from this research, a book can also be
compiled as a reference in describing the design process using the design
thinking method.
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