Development of a Web-Based Student E-Achievement Application Using the Design Thinking Method at Wiraraja University | Research Square window.SnipcartSettings = { analytics: { enabled: false } }; (function() { var accessVector = localStorage.getItem('access_vector') || ''; window.dataLayer = window.dataLayer || []; if (accessVector) { window.dataLayer.push({ user: { profile: { profileInfo: { snid: accessVector } } } }); } })(); (function(w,d,s,l,i){w[l]=w[l]||[];w[l].push({'gtm.start':new Date().getTime(),event:'gtm.js'});var f=d.getElementsByTagName(s)[0],j=d.createElement(s),dl=l!='dataLayer'?'&l='+l:'';j.async=true;j.src='https://www.googletagmanager.com/gtm.js?id='+i+dl;f.parentNode.insertBefore(j,f);})(window,document,'script','dataLayer','GTM-K279D39R'); Browse Preprints In Review Journals COVID-19 Preprints AJE Video Bytes Research Tools Research Promotion AJE Professional Editing AJE Rubriq About Preprint Platform In Review Editorial Policies Our Team Advisory Board Help Center Sign In Submit a Preprint Cite Share Download PDF Research Article Development of a Web-Based Student E-Achievement Application Using the Design Thinking Method at Wiraraja University Putri Wulandari aisyah1, Johan Dharmawan2 This is a preprint; it has not been peer reviewed by a journal. https://doi.org/ 10.21203/rs.3.rs-7380951/v1 This work is licensed under a CC BY 4.0 License Status: Posted Version 1 posted You are reading this latest preprint version Abstract His study aims to develop a web-based Student E-Achievement application using the Design Thinking method approach. The development process is focused on the main needs of users, namely students, so that the resulting application can improve efficiency, ease of use, and clarity of flow in managing student achievements. The results of this study indicate that the developed Student E-Achievement application is able to meet user needs effectively. This is shown through the results of testing with a questionnaire instrument, where an average value of 4.18 was obtained from a maximum scale of 5. If converted into a percentage, the level of user satisfaction with the application's UI/UX design reaches 83.6%. This value exceeds the threshold set in the hypothesis, which is 80%. Thus, the hypothesis is declared accepted, which means that the application of the Design Thinking method with the help of Canva tools has been proven to have a positive impact on the user experience in using the application. Computer Architecture and Engineering Theoretical Computer Science Design Thinking E-Achievement Application Development Full Text Additional Declarations The authors declare no competing interests. Cite Share Download PDF Status: Posted Version 1 posted You are reading this latest preprint version Research Square lets you share your work early, gain feedback from the community, and start making changes to your manuscript prior to peer review in a journal. As a division of Research Square Company, we’re committed to making research communication faster, fairer, and more useful. We do this by developing innovative software and high quality services for the global research community. Our growing team is made up of researchers and industry professionals working together to solve the most critical problems facing scientific publishing. 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