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UI-UX Designer

Designing simple and meaningful digital experiences.

I turn user needs into clear, thoughtful, and implementable digital experiences for web products, educational applications, and public services.

Portfolio focus01 / 03
Research
Flow

From user needs to thoughtful interfaces.

Figma · Web · Service01

01 / About me

Designing with context, clarity, and care.

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 projects
General techEducational productsPublic digital servicesWeb products

02 / Capabilities

Skills that connect people, structure, and interfaces.

A practical toolkit for making digital experiences easier to understand, explore, and use.

01

Understand

  • User observation
  • User needs
  • Usability testing
02

Structure

  • User flow
  • Information architecture
  • Wireframing
03

Design

  • UI design
  • Interactive prototyping
  • Design presentation
04

Tools

  • Figma
  • [Ganti dengan data kamu]

03 / Selected projects

Work that starts with a question.

Three projects that show how I move from user needs and information structure to thoughtful interfaces.

Public service01
Information architecture study

Public service / Information architecture

Website Profil Kelurahan Jatirejo

A UX redesign focused on restructuring the information and experience of a local government profile website.

FigmaUser flowWireframe

A clearer content structure for residents looking for essential kelurahan information.

Read case study
Public service02
Public service experience

Public service / Community information

Website BNN Kota Sawahlunto

A UI-UX concept for a public service website that brings together information, education, search, and community reporting.

FigmaInformation architecturePrototype

A more structured experience for discovering educational content and public service pathways.

Read case study
Education03
Gameplay interaction map

Education / 2D game experience

IPB Live Simulator

A 2D game experience about the life of a new IPB student, focused on navigation, NPC interaction, and information through gameplay.

FigmaGame flowInteraction design

A more readable gameplay flow for exploring locations, meeting NPCs, and receiving information.

Read case study

Project case studies

The decisions behind the screens.

Each case study keeps the visual work connected to its problem, context, process, and learning.

Case study 01[Ganti dengan tahun proyek]

Website Profil Kelurahan Jatirejo

Making local government information easier to find and understand.

FigmaUser flowWireframe

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

  • Information hierarchy can be as important as visual polish.
  • Public service content benefits from direct labels and predictable paths.
Discuss this project
Case study 02[Ganti dengan tahun proyek]

Website BNN Kota Sawahlunto

Designing a clearer digital service for information, education, and public reports.

FigmaInformation architecturePrototype

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

  • Different user intentions should be visible early in the journey.
  • Service design needs both clarity and trust.
Discuss this project
Case study 03[Ganti dengan tahun proyek]

IPB Live Simulator

Helping new students navigate campus life through an interactive game world.

FigmaGame flowInteraction design

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

  • Interaction can make information more memorable.
  • Game flows need clear cues without removing discovery.
Discuss this project

04 / Design process

A flexible process, grounded in users.

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 studies
  1. 01

    Understand

    Start with the people, context, and needs behind the product problem.

  2. 02

    Structure

    Turn observations into clearer information architecture and user flows.

  3. 03

    Explore

    Explore possible solutions through wireframes and intentional UI decisions.

  4. 04

    Prototype

    Make the experience tangible with an interactive Figma prototype.

  5. 05

    Test and iterate

    Use simple usability testing to find friction and improve the direction.

05 / Experience & education

Learning by making and reflecting.

Experience

  1. UI-UX Design Projects

    Academic and Digital Projects

    Worked across user understanding, user flows, wireframes, prototypes, and usability testing in collaborative project settings.

Education

  1. Bachelor of Computer Science

    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

Let's Work Together.

Have a product, service, or design problem worth exploring? I'd love to hear about it.