Pengenalan Aplikasi Desain Grafis Figma pada Siswa-Siswi Multimedia SMK PGRI 2 Sidoarjo
Abstract:
Purpose: This workshop would be led by the students, enhancing their new capability to operate the Figma application to prepare for their future careers in graphic design.
Methodology: The method applied to this workshop was divided into three stages, such as preparation, implementation, and report. in the first stage, we identified problems and asked permission from partners regarding the schedule of the workshop and then module creation. In the second stage, we conducted training on the use of the Figma application and consulted, and finally the report stage, we asked for feedback from participants and made publications.
Results: Most of the students felt very enthusiastic about learning the Figma application, this can be seen from the questionnaire where out of a total of 23 people, 9 people gave a score of 5 which means they were very satisfied with the workshop held, 9 people gave a score of 4 which means satisfied, 3 people gave a value of 3 which means quite satisfied, and the remaining 2 people stated that they were not satisfied with the material presented
Conclusions: Students have gained new knowledge related to the current trend of design applications. Furthermore, they are also very enthusiastic about participating in workshop and being able to apply the material presented.
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Faisol, A., Paujiah, S., Russel, E., & Ramelan, M. R. (2022). Pelatihan dan Pendampingan Penggunaan Aplikasi Digital dalam Perencanaan Bisnis dan Keuangan BUMDes. Jurnal Abdimas Multidisiplin, 1(1), 35-40.
Hariyani, R., & Prasetio, T. (2021). Pemanfaatan perangkat lunak akuntansi dalam penyusunan laporan keuangan bagi siswa SMK Muhammadiyah 9 Jakarta. Yumary: Jurnal Pengabdian kepada Masyarakat, 1(3), 107-115.
Indra, Z., Agustina, Y., & Andi, K. (2021). Peningkatan keterampilan basic photography dengan smartphone dan penyusunan laporan keuangan UMKM. Yumary: Jurnal Pengabdian kepada Masyarakat, 1(3), 163-172.
Ismi, T. (2020). Permudah Kolaborasi Tim, Coba Aplikasi Desain Figma.
Mikkael, R. H., Touana, H., & Takrim, M. (2020). PkM pelatihan peningkatan usaha mikro dalam mewujudkan smart business melalui smartphone di masa pandemi Covid-19. Yumary: Jurnal Pengabdian kepada Masyarakat, 1(1), 35-40.
Muhyidin, M. A., Sulhan, M. A., & Sevtiana, A. (2020). Perancangan Ui/Ux Aplikasi My Cic Layanan Informasi Akademik Mahasiswa Menggunakan Aplikasi Figma. Jurnal Digit, 10(2), 208-219.
Naufal, A. (2022). Figma Adalah: Fitur, Fungsi dan Cara menggunakannya.
ONOFRE, E., & VAN DER MEULEN, V. Color Me Surprised: An Interactive Color Picker for UI/UX Designers.
Pramudita, R., Arifin, R. W., Alfian, A. N., Safitri, N., & Anwariya, S. D. (2021). Penggunaan Aplikasi Figma Dalam Membangun Ui/Ux Yang Interaktif Pada Program Studi Teknik Informatika Stmik Tasikmalaya. Jurnal Buana Pengabdian, 3(1), 149-154.
Putra, M. Y., Safitri, N., Alfian, A. N., Safei, A., & Lolly, R. W. R. (2022). Pelatihan Aplikasi Kas Masuk dan Kas Keluar pada Yayasan Alam Tunas Mulia Bantargebang Bekasi. Jurnal Nusantara Mengabdi, 1(2), 115-125.
Putra, Z. F. F., Ajie, H., & Safitri, I. A. (2021). Designing A User Interface and User Experience from Piring Makanku Application by Using Figma Application for Teens. IJISTECH (International Journal of Information System and Technology), 5(3), 308-315.
Qiyami, K. E., & Nilamsari, W. (2021). Pengembangan Kreativitas dan Produktivitas Siswa-Siswi Sekolah Dasar Islam Al-Azhar 8 Kembangan Jakarta Barat melalui Program Media Creative Class. Yumary: Jurnal Pengabdian kepada Masyarakat, 2(1), 39-49.
Schubert, M. (2021). How Design Teams Have Been Affected by Remote Working Due to the COVID-19 Pandemic.
Wardhanie, A. P., & Rahmawati, E. (2022). Pengenalan dan Penerapan User Interface and User Experience Design for Beginners. Batara Wisnu: Indonesian Journal of Community Services, 2(3), 536-544.
- Faisol, A., Paujiah, S., Russel, E., & Ramelan, M. R. (2022). Pelatihan dan Pendampingan Penggunaan Aplikasi Digital dalam Perencanaan Bisnis dan Keuangan BUMDes. Jurnal Abdimas Multidisiplin, 1(1), 35-40.
- Hariyani, R., & Prasetio, T. (2021). Pemanfaatan perangkat lunak akuntansi dalam penyusunan laporan keuangan bagi siswa SMK Muhammadiyah 9 Jakarta. Yumary: Jurnal Pengabdian kepada Masyarakat, 1(3), 107-115.
- Indra, Z., Agustina, Y., & Andi, K. (2021). Peningkatan keterampilan basic photography dengan smartphone dan penyusunan laporan keuangan UMKM. Yumary: Jurnal Pengabdian kepada Masyarakat, 1(3), 163-172.
- Ismi, T. (2020). Permudah Kolaborasi Tim, Coba Aplikasi Desain Figma.
- Mikkael, R. H., Touana, H., & Takrim, M. (2020). PkM pelatihan peningkatan usaha mikro dalam mewujudkan smart business melalui smartphone di masa pandemi Covid-19. Yumary: Jurnal Pengabdian kepada Masyarakat, 1(1), 35-40.
- Muhyidin, M. A., Sulhan, M. A., & Sevtiana, A. (2020). Perancangan Ui/Ux Aplikasi My Cic Layanan Informasi Akademik Mahasiswa Menggunakan Aplikasi Figma. Jurnal Digit, 10(2), 208-219.
- Naufal, A. (2022). Figma Adalah: Fitur, Fungsi dan Cara menggunakannya.
- ONOFRE, E., & VAN DER MEULEN, V. Color Me Surprised: An Interactive Color Picker for UI/UX Designers.
- Pramudita, R., Arifin, R. W., Alfian, A. N., Safitri, N., & Anwariya, S. D. (2021). Penggunaan Aplikasi Figma Dalam Membangun Ui/Ux Yang Interaktif Pada Program Studi Teknik Informatika Stmik Tasikmalaya. Jurnal Buana Pengabdian, 3(1), 149-154.
- Putra, M. Y., Safitri, N., Alfian, A. N., Safei, A., & Lolly, R. W. R. (2022). Pelatihan Aplikasi Kas Masuk dan Kas Keluar pada Yayasan Alam Tunas Mulia Bantargebang Bekasi. Jurnal Nusantara Mengabdi, 1(2), 115-125.
- Putra, Z. F. F., Ajie, H., & Safitri, I. A. (2021). Designing A User Interface and User Experience from Piring Makanku Application by Using Figma Application for Teens. IJISTECH (International Journal of Information System and Technology), 5(3), 308-315.
- Qiyami, K. E., & Nilamsari, W. (2021). Pengembangan Kreativitas dan Produktivitas Siswa-Siswi Sekolah Dasar Islam Al-Azhar 8 Kembangan Jakarta Barat melalui Program Media Creative Class. Yumary: Jurnal Pengabdian kepada Masyarakat, 2(1), 39-49.
- Schubert, M. (2021). How Design Teams Have Been Affected by Remote Working Due to the COVID-19 Pandemic.
- Wardhanie, A. P., & Rahmawati, E. (2022). Pengenalan dan Penerapan User Interface and User Experience Design for Beginners. Batara Wisnu: Indonesian Journal of Community Services, 2(3), 536-544.