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Proceeding Paper

Designing UI/UX for a Mobile TPA Application Using Design Thinking Method †

by
Muhamad Viga Prayoga Samsudin
1,
Muhamad Muslih
1,2,*,
Nunik Destria Arianti
1,
Mohd Zainuri Saringat
2 and
Ahbiiba Ellahuuta
3
1
Department of Information Systems, Faculty of Engineering, Computer and Design, Universitas Nusa Putra, Sukabumi 43155, Indonesia
2
Faculty of Computer Science and Information Technology, Universitas Tun Hussein Onn Malaysia, Parit Raja 86400, Malaysia
3
Department of Public Administration, Faculty of Social and Political Sciences, Universitas Airlangga, Surabaya 60115, Indonesia
*
Author to whom correspondence should be addressed.
Presented at the 7th International Global Conference Series on ICT Integration in Technical Education & Smart Society, Aizuwakamatsu City, Japan, 20–26 January 2025.
Eng. Proc. 2025, 107(1), 112; https://doi.org/10.3390/engproc2025107112
Published: 26 September 2025

Abstract

This research aims to design a mobile-based application for waste management in Sukabumi City using the Design Thinking method. This application is designed to help Sukabumi City residents find out waste transportation schedules, TPS locations, and information on waste volume. This research uses the Design Thinking stages which include Empathize, Define, Ideate, Prototype, and Test. The results of prototype testing using the System Usability Scale (SUS) showed an average score of 77.0580475, which was included in the “Acceptable” category with the adjective “Good”. This application is expected to increase public awareness of waste management and provide more regular information regarding waste transportation schedules. Suggestions for developing this application are to expand the scope of use of the system and pay attention to input from users to improve the quality of the application.

1. Introduction

Urban waste management is a critical issue in many cities, including Sukabumi, Indonesia, where over 180 tons of waste are generated daily [1,2,3,4]. Effective waste management is essential for maintaining public health and environmental sustainability [5]. This study aims to address this challenge by developing a mobile application to assist residents in managing waste more efficiently [6]. The application provides information on waste collection schedules, waste disposal locations, and the volume of waste [7,8]. Utilizing the Design Thinking methodology, which includes the stages of Empathize, Define, Ideate, Prototype, and Test, the research focuses on creating a user-friendly interface that enhances community awareness and participation in waste management [9,10]. The prototype’s usability was evaluated using the System Usability Scale (SUS), achieving an average score of 77.06, categorized as “Acceptable” and “Good.” This application is expected to improve the regularity and awareness of waste disposal among the residents of Sukabumi [11,12,13].

2. Ease of Use

The ease of use of the TPA Mobile application prototype was evaluated using the System Usability Scale (SUS) method. The SUS is a widely recognized tool for assessing the usability of a system, providing a quantitative measure based on user feedback. The evaluation process involves a questionnaire with 10 questions, where respondents rate their agreement on a scale from one to five, with one meaning “strongly disagree” and five meaning “strongly agree” [14,15,16].
The results of the usability testing indicated that the TPA Mobile application prototype achieved an average SUS score of 77.06. This score falls into the “Acceptable” category and is described as “Good” in terms of usability. A score in this range suggests that the application is generally easy to use and meets user satisfaction. Additionally, the application was rated in the 80th percentile, indicating that respondents generally found the system to be acceptable and comfortable to use [17].
The SUS score provides a comprehensive overview of the application’s usability from the user’s perspective, helping to identify areas for improvement to better meet user needs. The high score reflects the effectiveness of the Design Thinking methodology used in the development of the application, which includes stages such as Empathize, Define, Ideate, Prototype, and Test. This methodology ensures that the design process is user-centered, focusing on understanding and addressing the needs and challenges of the users [18,19].

3. Methods

The methodology used in the study is the Design Thinking method, which is a user-centered approach to problem-solving and innovation. The Design Thinking process consists of five stages: Empathize, Define, Ideate, Prototype, and Test [20].
  • Empathize: In this initial stage, the researchers conducted interviews with relevant stakeholders, such as Bappeda and DLH, to understand the waste management issues in Sukabumi [21,22]. The goal was to gain deep insights into the users’ needs and challenges, which were then visualized in the form of User Personas [23,24,25], as shown in Figure 1.
2.
Define: This stage involves synthesizing the information gathered during the Empathize phase to define the core problems. The researchers identified the key issues and framed them in a way that would guide the ideation process [26,27,28].
3.
Ideate: In the Ideate phase, the researchers brainstormed a wide range of ideas and potential solutions to address the defined problems. This creative process aims to generate innovative concepts for the mobile application [29,30]. Figure 2 refers to the brainstorming results for the application, conducted during the Ideate phase.
4.
Prototype: The next step was to create a prototype of the mobile application. This involved designing the user interface (UI) and user experience (UX) elements, as well as developing the functional aspects of the application. The prototype served as a tangible representation of the ideas generated in the Ideate phase [31].
5.
Test: The final stage involved testing the prototype with users to gather feedback and assess its usability. The System Usability Scale (SUS) method was used for this purpose. The SUS is a questionnaire consisting of 10 questions, with responses ranging from one (strongly disagree) to five (strongly agree). The feedback from this testing phase was used to evaluate the application’s ease of use and identify areas for improvement [31,32,33].
6.
The comprehensive application of the Design Thinking methodology ensured that the development process was iterative and user-focused, leading to a prototype that effectively addressed the waste management needs of Sukabumi residents [34].

4. Results and Discussion

The discussion section of the study delves into the evaluation and implications of the TPA Mobile application prototype, which was designed to address waste management issues in Sukabumi, Indonesia [35]. The application aims to provide residents with information on waste collection schedules, vehicle tracking, and waste disposal locations, thereby improving community awareness and government decision-making regarding waste management [36,37].
Ease of use is a critical aspect of the development of this application. It means that the application is designed to be intuitive and easily understood by various segments of the population, including those who may not be very familiar with technology. This involves a clean and simple user interface (UI), easy navigation, and clear, easy-to-follow instructions. In the context of TPA Mobile, ease of use is expected to help users access important information such as waste collection schedules and the nearest disposal locations without encountering complicated technical hurdles [38,39].
Figure 3 illustrates the UI design for the proposed application, showcasing the various screens that contribute to its user-friendly interface. Specifically, (a) is the login screen, (b) and (c) are the home screen, (d) and (f) are the analytics screen, and (e) is the garbage truck tracking screen. These UI elements are designed to simplify the process for residents to engage with the application, improving accessibility and reducing technical barriers for the community.
Moreover, ease of use plays a vital role in ensuring that the application can be widely accepted and used by the community. With a user-friendly interface, the application is expected to lower the barriers for residents to actively participate in the waste management program. This, in turn, can enhance the overall efficiency of the waste management system, as accurate and up-to-date information can be easily obtained by all parties involved [40].

5. Conclusions

During the evaluation of the prototype, feedback from potential users indicated that the application’s ease of use is highly appreciated and has great potential to increase citizen participation in the waste management program. The use of the Design Thinking method in designing this application also ensures that the needs and preferences of the users are the main focus, resulting in an application that truly meets the expectations and requirements of the community. Consequently, the TPA Mobile application not only functions as a tool for managing waste but also as a platform that empowers the community to actively engage in maintaining the cleanliness and sustainability of their environment.

Author Contributions

Conceptualization, M.V.P.S. and M.M.; methodology, M.V.P.S., N.D.A., M.Z.S. and M.M.; software, M.V.P.S.; validation, M.V.P.S., N.D.A., A.E. and M.M.; formal analysis, M.V.P.S. and M.M.; investigation, M.V.P.S., N.D.A., M.Z.S. and M.M.; resources, M.V.P.S.; data curation, M.V.P.S. and N.D.A.; writing—original draft preparation, M.V.P.S., N.D.A., M.Z.S. and A.E.; writing—review and editing, M.M.; visualization, M.V.P.S., and N.D.A.; supervision, M.M.; project administration, M.V.P.S., N.D.A., M.Z.S. and M.M. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

The benchmark datasets generated during the study are available from the corresponding author upon reasonable request.

Conflicts of Interest

The authors declare no conflict of interest.

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Figure 1. A user persona diagram is used to represent a fictional but research-based profile of a typical user.
Figure 1. A user persona diagram is used to represent a fictional but research-based profile of a typical user.
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Figure 2. Brainstorming results for the application.
Figure 2. Brainstorming results for the application.
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Figure 3. UI Design for the proposed applications, where (a) is the log-in screen, (b) and (c) are the home screen, (d) and (f) are the analytics screen; and (e) is the garbage truck tracking screen.
Figure 3. UI Design for the proposed applications, where (a) is the log-in screen, (b) and (c) are the home screen, (d) and (f) are the analytics screen; and (e) is the garbage truck tracking screen.
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Share and Cite

MDPI and ACS Style

Samsudin, M.V.P.; Muslih, M.; Arianti, N.D.; Saringat, M.Z.; Ellahuuta, A. Designing UI/UX for a Mobile TPA Application Using Design Thinking Method. Eng. Proc. 2025, 107, 112. https://doi.org/10.3390/engproc2025107112

AMA Style

Samsudin MVP, Muslih M, Arianti ND, Saringat MZ, Ellahuuta A. Designing UI/UX for a Mobile TPA Application Using Design Thinking Method. Engineering Proceedings. 2025; 107(1):112. https://doi.org/10.3390/engproc2025107112

Chicago/Turabian Style

Samsudin, Muhamad Viga Prayoga, Muhamad Muslih, Nunik Destria Arianti, Mohd Zainuri Saringat, and Ahbiiba Ellahuuta. 2025. "Designing UI/UX for a Mobile TPA Application Using Design Thinking Method" Engineering Proceedings 107, no. 1: 112. https://doi.org/10.3390/engproc2025107112

APA Style

Samsudin, M. V. P., Muslih, M., Arianti, N. D., Saringat, M. Z., & Ellahuuta, A. (2025). Designing UI/UX for a Mobile TPA Application Using Design Thinking Method. Engineering Proceedings, 107(1), 112. https://doi.org/10.3390/engproc2025107112

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