Understand
- User observation
- User needs
- Usability testing
I turn user needs into clear, thoughtful, and implementable digital experiences for web products, educational applications, and public services.
From user needs to thoughtful interfaces.
01 / About me
I have worked on academic and digital projects across the design process, from understanding user needs and mapping user flows to creating wireframes, Figma prototypes, and simple usability tests. I enjoy making complex information easier to find, understand, and act on.
My approach combines user-centered design with an understanding of how digital products are built, so visual decisions stay grounded in structure, flow, and implementation.
See how I work through selected projects02 / Capabilities
A practical toolkit for making digital experiences easier to understand, explore, and use.
03 / Selected projects
Three projects that show how I move from user needs and information structure to thoughtful interfaces.
Public service / Information architecture
A UX redesign focused on restructuring the information and experience of a local government profile website.
A clearer content structure for residents looking for essential kelurahan information.
Read case studyPublic service / Community information
A UI-UX concept for a public service website that brings together information, education, search, and community reporting.
A more structured experience for discovering educational content and public service pathways.
Read case studyEducation / 2D game experience
A 2D game experience about the life of a new IPB student, focused on navigation, NPC interaction, and information through gameplay.
A more readable gameplay flow for exploring locations, meeting NPCs, and receiving information.
Read case studyProject case studies
Each case study keeps the visual work connected to its problem, context, process, and learning.
Making local government information easier to find and understand.
Problem
Residents need to find profile and public information quickly, but the original structure makes important content difficult to discover.
User and context
This project explores how a local government website can communicate essential information in a more direct and approachable way.
Research or observation
Reviewed the information needs implied by the existing website and mapped the content areas that should be easier to reach.
User flow
Reorganized the main pathways so visitors can move from the homepage to profile, information, and service content with less uncertainty.
Solution
Designed a clearer hierarchy and supporting wireframes before translating the structure into a more considered interface direction.
Usability testing
Used simple usability checks to review whether the revised structure helped people locate key information.
Outcome
The proposed experience gives the website a clearer content structure and a more understandable path to essential information.
Learnings
Designing a clearer digital service for information, education, and public reports.
Problem
A public service website needs to serve different intentions: learning, finding information, and submitting a report.
User and context
The project focuses on making those intentions visible and approachable for a broad community audience.
Research or observation
Explored the main content and service categories to identify a useful starting point for visitors with different needs.
User flow
Mapped pathways for browsing educational information, searching content, and reaching the public complaint feature.
Solution
Created an interface direction and prototype that separate informational and action-oriented paths without fragmenting the experience.
Usability testing
Used simple usability testing to review labels, navigation, and the clarity of the primary service paths.
Outcome
The concept creates clearer entry points for information, education, search, and public reporting.
Learnings
Helping new students navigate campus life through an interactive game world.
Problem
A campus-life game needs to communicate useful information while keeping navigation and interaction engaging for new students.
User and context
The experience uses a 2D game world where information is delivered through movement, exploration, and NPC interactions.
Research or observation
Considered the moments when new students need orientation, context, and guidance while moving through a new environment.
User flow
Designed the flow between locations, NPC interactions, and information moments so the player always has a meaningful next step.
Solution
Explored navigation and interaction patterns that let gameplay communicate information without turning the experience into a static guide.
Usability testing
Reviewed the clarity of navigation and NPC interaction through simple walkthroughs of the intended gameplay flow.
Outcome
The proposed experience connects orientation content with exploration and interaction in the game world.
Learnings
04 / Design process
Every project has different constraints, so the process is not a rigid checklist. These steps help keep decisions connected to people, context, and evidence.
Explore the process in my case studiesStart with the people, context, and needs behind the product problem.
Turn observations into clearer information architecture and user flows.
Explore possible solutions through wireframes and intentional UI decisions.
Make the experience tangible with an interactive Figma prototype.
Use simple usability testing to find friction and improve the direction.
05 / Experience & education
Academic and Digital Projects
Worked across user understanding, user flows, wireframes, prototypes, and usability testing in collaborative project settings.
IPB University
Studying Computer Science with a focus on digital products, user-centered design, and technology. Experienced in applying UI/UX design through academic and collaborative projects.
06 / Contact
Have a product, service, or design problem worth exploring? I'd love to hear about it.