
PSS Sleman, a football club founded on May 20, 1976, in Sleman Regency, Yogyakarta, enjoys strong support from Brigata Curva Sud (BCS) and Slemania. To enhance its professionalism, PSS needs to improve in all areas, including media. A survey I conducted shows that 78.1% of supporters want an app providing up-to-date information about the team.
Research Method
The interface design of the PSS Sleman application is created using the Design Thinking method, consisting of five stages: empathize, define, ideate, prototype, and test.
Empathize
Data is collected through surveys from the Sleman community and PSS Sleman supporters, and interviews with PSS Sleman management. Surveys gather information on supporters' habits, difficulties, and responses to a potential app. Interviews with management focus on their information dissemination methods, challenges, and feedback on the app.
Define
In this stage, data collected during the empathize process is mapped to identify the actual problems experienced by users. This entails the issue of inadequate communication of information about PSS Sleman to the Sleman community or PSS Sleman supporters.
User Journey
User journey is a series of events or situations that a user might encounter while using a product or service. By creating a user journey, I can view the designed product from the user's perspective.
Ideation
In this stage, I explore ideas to generate solutions by creating a moodboard from design sites like Dribbble, Behance, and Pinterest, consolidated in Figma. I then map out the app's flow with a user flow diagram to plan the necessary pages. Next, I proceed to design wireframes.
Prototype
In this phase, I design the interface by turning wireframes into high-fidelity visuals with colors, fonts, and design elements. I’ve chosen a green color scheme to match PSS club’s branding, using Inter font from Google Fonts and Phosphor icons. After completing the design, I create an interactive prototype in Figma for testing.
Testing
The final stage is testing the created prototype to ensure that its content and features can be easily accessed and used. The design is tested twice to assess the ease of using key features and to evaluate the overall design. The features tested during the first round of testing include “View Schedule,” “Ticket Purchase,” “Standings,” and “Merchandise Purchase.” The second round of testing aims to evaluate the design as a whole.
Supporting Media Design
In this project, I also designed supporting media for this application. Some of the things I designed were Instagram post designs, Instagram story designs, x-banner, and pitch-side advertising designs.
Recommendation for Further Research
Implementing iterations within the design thinking process to achieve the best possible design solutions.
Exhibition
This work has been exhibited in the following events:
- The Final Project - Art.Craft.Design International Exhibition (Held by Universitas Sebelas Maret Indonesia, Universiti Sains Malaysia, Poh-Chang Academy of Arts Thailand, Universitas Teknologi MARA)
- Intersetion Exhibition - Final Project Exhibition (Held by Visual Communication Design of Sebelas Maret University)
Acknowledgment
The research process and the writing of this article were assisted by the guidance of Arif Ranu Wicaksono, S.Kom., M.Kom. Thanks are also extended to PSS Sleman and PSS Sleman supporters who contributed to this research process. ALE!
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