p-ISSN
2722-7782 | e-ISSN 2722-5356
DOI: https://doi.org/10.46799/jsa.v4i7.655
MAKING UI DESIGN PROTOTYPE MOBILE
APP TEXTILE MUSEUM TO INCREASE THE NUMBER OF VISITORS, TOURISM MARKETING AND
BRAND AWARENESS
Arief Yulianto
Faculty of Computer and Media Visual Communication Design
Study Program
Media Nusantara Citra University
Abstract
Textiles are an important part of
Indonesia, both as a component of clothing and as ritual and ceremonial items.
The Textile Museum is a museum founded in 1976 which was pioneered by Mr. Ali
Sadikin as the governor of DKI Jakarta at that time. However, over time,
interest in visiting museums has decreased, especially with the C19 pandemic,
many learning tourist attractions such as museums have experienced a decline in
visitors. The role of the mobile app interface can make it easier for visitors
or potential visitors and anyone to get various information easily and
practically. This research will create a prototype UI design mobile apps
interface for the Textile Museum using Adobe XD software. The research begins
with mapping the problem, determining various solutions, determining the best
solution, forming prototypes, and testing the results on target consumers,
testing marketing concepts and brand awareness to capture the number of
visitors to come to the Textile Museum.
Keywords: Textile, Prototype, UI Design, Travel, Marketing, Brand
Abstract
Textiles became an important part
of Indonesia, both as a component of clothing and as ritual and ceremonial
objects. The Textile Museum is a museum established in 1976 which was pioneered
by Mr. Ali Sadikin as the governor of DKI Jakarta at that time. But over time,
interest in visiting museums is felt to have decreased, especially with the C19
pandemic, many learning attractions such as museums have decreased visitors.
The role of the mobile app interface can make it easier for visitors or
potential visitors and anyone to get various information easily and
practically. This research will create a prototype UI design mobile apps interface
for the Textile Museum using Adobe XD software. The research begins with
mapping problems, determining various solutions, determining the best solution,
forming prototypes, and testing results on target consumers, testing marketing
concepts and brand awareness to capture the number of visitors to come to the
Textile Museum.
Keywords: Textile, Prototype, UI Design, Travel, Marketing, Brand
INTRODUCTION
Textiles became an important part of Indonesia, both as a
component of clothing and as ritual and ceremonial objects. Traditional
textiles are a rich aspect of Indonesian culture and a testament to the level
of technological expertise and fine art skills achieved by the creator of the
work and as a door to history in each of his works (Aaron, 2013). The Textile Museum is a museum established in 1976 which
was pioneered by Mr. Ali Sadikin as the governor of DKI Jakarta at that time (Desianty, 2020). This museum was established to honor Mrs. Tien Soeharto,
as the Head of State of the Republic of Indonesia, and was inaugurated its
opening on June 28, 1976, in its development the Textile Museum strives to
promote and promote the fabric of the archipelago as a characteristic of
Indonesia, especially for science and tourism. But over time, interest in
visiting museums is felt to have decreased, especially with the C19 pandemic,
many learning attractions such as museums have decreased visitors. In a report,
the Central Statistics Agency (BPS) reported that there were around 121
thousand visits to museums in Jakarta throughout 2021. This number
decreased considerably compared to 2020 which totaled 2 million visits (Maulida, 2018). Visits to the Museum of Fine Arts and Ceramics, Bahari,
Textile, and Joang '45 Museum also dropped significantly throughout 2021, with
a range of 2 thousand to 20 thousand visitors per museum.
Figure 1
Museum Visitor BPS Data 2020-2021 (Kusuma, 2022)
From the diagram, visitors to the Textile Museum are ranked
3rd from the bottom, meaning that the number of visitors is very small
amounting to 3,674 visitors. On the one hand, the Textile Museum initially had
a website design and was very informative, but this was also still lacking to
attract visitors to come to the Textile Museum. The absence of applications to
book tickets, understand batik motifs and weaving motifs, history and event
info about batik or weaving is still not included in the website menu. With the
ease of access via smartphones, most young people use mobile devices to access
information anywhere. The role of the mobile app interface can make it easier
for visitors or potential visitors and anyone to get various information easily
and practically.
This research will create a UI design mobile apps interface
for the Textile Museum using Adobe XD software. Research begins with mapping
problems, determining various solutions, determining the best solution, forming
prototypes, and testing the results on target consumers.� UI design is widely used to create an
application interface for desktop and mobile. The world of design is growing
(especially in the realm of Visual Communication Design), the development of
design in the creative industry is increasingly demanding according to needs.
UI design does not only discuss website design but the demand for mobile-based
interface applications for the digital industry is also very necessary.
Figure 2
Textile Museum Website Design
Display
It looks interesting, but currently
the absence of a website operator is an obstacle in itself. The absence of a
mobile application interface at the Textile Museum is the background of this
research, with the existence of a mobile apps interface is expected to add to
the marketing side and brand awareness of the Textile Museum as a place or
knowledge center to provide information to visitors and potential visitors. The
question in this study is �"How
can Mobile Apps Design be useful to increase visitor interest and marketing and
brand awareness?".
This research will be conducted
qualitatively to look inside the Textile Museum in increasing visitor interest
and marketing and brand awareness. This research is important to; (1)
contribute knowledge about the in-depth picture of the visitor experience when
coming to the Textile Museum; and (2) provide input in the ethical role of
museums or tourist attractions to increase visitor interest.
Figure 3
Visitors practicing batik
In the Textile Museum there is a
batik training facility intended for visitors who come. The formulation of the
problem in the research is based on the description that has been described,
namely, (1) How to identify and analyze the branding strategy used by� the Textile
Museum today in increasing the number of visitors? (2) How to develop
the potential of the educational tourism market�
in the Textile Museum in
increasing the number of visitors? (3) How to formulate a UI Design
mockup design that will be used by the Textile Museum in increasing the number of visitors?
While the objectives of the study
are (1) Identify and analyze the branding strategy used by� the Textile
Museum today in increasing the number of visitors. (2) Developing the
potential of the educational tourism market �in the Textile Museum in
increasing the number of visitors. (3) Formulate a UI Design mock up
design that will be used by the Textile Museum in increasing the number of visitors.
The benefits of this research can be
divided into several things, the first is theoretically, namely (1) This
research can provide benefits for sharing with other parties both in sharing
efforts to develop brand awareness and market educational tours with special
interests. (2) This research will provide awareness of the use of UI Design
application design of a Museum Apps to provide digital information and increase
visitor interest. (3) This study can also contribute to other researchers who
want to conduct similar research on various special interest tourism marketing
strategy efforts so that they can be useful and contribute positively to
science in general.
The second is practically, namely
for the (internal) Textile Museum (1) Can be a model for developing sustainable
marketing and branding awareness that can be applied to the educational tourism
industry at the Textile Museum. (2) Can be a forum for learning batik and
textiles as well as natural coloring through educational tourism activities to
increase visitor interest. (3) Can contribute thoughts for internal parties in
developing tourism marketing knowledge and brand awareness by making a UI
Design application idea for application development in increasing the number of
visitors. For the government (DKI Jakarta Province, Department of Tourism,
Culture, and Education) This research can provide information, input and
reference in determining strategic steps in an effort to increase brand
awareness and marketing of educational tourism at the Textile Museum. For the
public and visitors of this research can provide information about various
services. And the importance of preserving, maintaining, and marketing an
educational tour at the Textile Museum.
The research method is carried out
with the concept of descriptive qualitative research which refers to the
phenomena in the Textile Museum.
RESEARCH METHODS
������������� The
research design used is a qualitative approach using phenomenological methods
because the purpose of research is to find the essence of an experience (Rukhmana et al., 2022). In this case, the experience of visitors to the Textile
Museum. Through this research, it is expected that scientific contributions
will emerge in order to understand the process of designing mobile apps for
brand awareness in increasing visitor capacity. After the selection of
participants, an in-depth interview will be conducted to extract the essence of
the interview data of the management and visitors of the Textile Museum.
Picture 05.
Research Instrument Flow
Basically, the data collection tool in research (research
instrument) is the researcher himself.
RESULTS AND DISCUSSION
In this study, the author obtained information covering the
elements contained in the results of interviews conducted in depth with the
speakers, regarding the benefits of making application designs for the Textile
Museum to increase the number of visitors by looking at the marketing side and
brand awareness.
The process begins with researching the situation by
conducting interviews with resource persons, then conducting an analysis
obtained that, it is necessary to make UI design is needed to help the
marketing process and increase brand awareness so that visitors can increase.
The author succeeded in conducting an analysis in making UI
design for the Textile Museum application. UI Design requirements for the
Textile Museum application can include several aspects that need attention.
Here are some common needs to consider:
Each textile museum application will have unique needs
depending on the context and purpose of the museum. It is important to
understand the target audience and consider their specific needs in UI design.
The author in doing the UI design process makes a wireframe,
starting with making a simple design in the form of mapping color in one tone.
Picture 06.
Wireframe Design for UI Design
Registration Process
The beginning of making before
becoming a design prototype begins with making a wireframe design
Picture 07.
Design Wireframe for UI Design
Homepage
The beginning of
making before becoming a design prototype begins with making a wireframe design
Picture 08.
Wireframe Design for UI Design
Ticketing
The beginning of
making before becoming a design prototype begins with making a wireframe design
Picture 09.
�Wireframe Design for UI Design Payment Process
The beginning of
making before becoming a design prototype begins with making a wireframe design
Figure 10
�Wireframe Design for UI Design Searching
The beginning of
making before becoming a design prototype begins with making a wireframe design
Picture 11
�Wireframe Design for UI Design Profile and
360'
The beginning of
making before becoming a design prototype begins with making a wireframe design
Picture 12.
�UI Design Registration
Final UI Design for
Textile Museum app
Picture 13.
�UI Design Homepage
(Note: on every page
there will be a 360' view button option)
Final UI Design for
Textile Museum app
Picture 14.
�UI
Design Ticketing, Souvenir and Guide Selection
Final UI Design for Textile Museum app
Picture 15.
�UI
Design Souvenir
Final UI Design for Textile Museum app
Picture 16.
�UI
Design Searching
Final UI Design for Textile Museum app
Figure 10 : UI Design Payment
Final UI Design for Textile Museum app
Picture 17.
UI Design Account Profile
Final UI Design for Textile Museum app
Picture 18.
�UI
Design 360' and Icon
Final UI Design for Textile Museum app
Picture 19.
�Barcodes containing videos of app usage
Can be scanned and attached to it the
finalization video data UI Design Prototype for the Textile Museum application.
�������� Special
tourism can take advantage of the existence of the Jakarta Textile Museum by
integrating it into travel packages specifically designed for tourists
interested in textile arts, handicrafts, or Indonesian culture. Tourists can
visit this museum as part of their trip aimed at exploring Indonesia's textile
wealth, attending special events or workshops organized by the museum, and
gained a deeper understanding of Indonesian textile art.
�������� Thus, the
Jakarta Textile Museum can be an attractive destination in special tourism that
focuses on textile arts and Indonesian culture. Not only that, developing a
digital application for the Jakarta Textile Museum is a good step to increase
brand awareness and marketing. Here are some ways these apps can help:
1. Detailed Museum Information: In the app, provide detailed
information about the museum, including its history, vision and mission,
collections owned, and programs offered. This will give potential visitors a
better understanding of the museum and provide a solid foundation for branding.
2. Virtual Tour: Provide a virtual tour feature within the app
to allow users to explore museums and collections virtually. This will provide
an interactive experience to users who may not yet be able to physically visit
the museum. Make sure this feature is well designed and attractive to keep the
user's interest.
3. Educational and Entertainment Content: In the app, feature
textile-related educational and entertainment content, such as articles,
videos, images, and stories about traditional and contemporary textile art.
This will increase users' knowledge of textiles, provide added value, and
strengthen the museum's image as an authority in the field.
4. Event and Exhibition Notifications: Use the app to provide
notifications about upcoming events, exhibitions, and museum programs. Users
can receive immediate notifications about events they're interested in, so they
can stay connected to museums and engage in a variety of activities.
5. Search and Filtering Features: Integrate search and
filtering features within the app to help users easily find the information
they're looking for. For example, they can search collections by fabric type,
region of origin, or specific time era. This will increase user satisfaction
and allow them to explore more efficiently.
6. User Engagement and Engagement: In the app, provide features
for users to leave reviews, provide feedback, or share their experiences on
social media. This will increase interaction with users and encourage them to
become museum brand ambassadors by sharing their positive experiences with
others.
7. Loyalty Programs and Discounts: To increase user engagement,
consider providing an in-app loyalty program. Users can get special benefits,
such as ticket discounts, exclusive access to events, or limited opportunities
to get museum items. This will stimulate users to continue using the app and
visiting museums.
8. Integration with Social Media: Make sure the app can integrate
with social media platforms, such as Instagram, Facebook, or Twitter. This will
make it easier for users to easily share museum content, increase brand
exposure and create a positive network effect.
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