UI/UX Design Education Using Figma for Students of SMAN 1 Pemali

Authors

  • Bradika Almandin Almandin Wisesa Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • Better Swengky Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • Hendrik Ali Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • Vivin Mahat Putri Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • Rindi Ardika Melsalasa Sahputri Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • M. Syafrizal Zain Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • Redi Alamsyah Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • Sopian Hadi Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml
  • Lamia Eva Rini Politeknik Manufaktur Negeri Bangka Belitung image/svg+xml

DOI:

https://doi.org/10.32664/dharma.v4i2.2516

Keywords:

digital literacy, Figma, high school students, prototyping, UI/UX

Abstract

User interface and user experience (UI/UX) design skills are increasingly relevant for secondary school students because they underpin the creation of digital products, yet students at SMAN 1 Pemali had received no structured introduction to UI/UX or prototyping applications. This community service activity aimed to introduce UI/UX concepts and train students to use Figma. The programme was held on 20 July 2026 with 30 twelfth-grade students through needs analysis, module preparation, concept presentation, demonstration, guided practice, independent tasks, and prototype presentations. Participants practised creating frames, setting colours and typography, composing desktop web and mobile screens, and linking screens into interactive prototypes. Descriptive evaluation used observation, checks of work steps, and product assessment. The results show that 90.0% of participants could use Figma’s main features and 83.3% produced a working interactive prototype. Participants also came to understand that the quality of digital products depends on consistency, ease of use, and interaction flow. The main obstacles were differences in learning pace, internet stability, device readiness, and limited time. The programme provides a foundation in digital design literacy and an initial portfolio for students, and opens opportunities for project-based follow-up mentoring.

Published

2026-10-31