HUSNI, ZAIDAN HABITULLAH (2025) PERANCANGAN APLIKASI INTERAKTIF SEJARAH VARIETAS PAKAIAN MENGGUNAKAN MARKET BASKET ANALYSIS. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
This research aims to develop an interactive web based application for the preservation and promotion of traditional Indonesian clothing. Amidst modernization and globalization, traditional clothing is at risk of being forgotten, especially among the younger generation. The proposed application integrates educational content about the history, significance, and diversity of traditional Indonesian clothing with e-commerce features for purchasing these garments. The application also incorporates gamification elements to increase user engagement. A mixed-method approach, including surveys, interviews, and prototype testing, is used to collect data on user interest and feedback. The research findings show that the application successfully raised awareness and interest among the younger generation towards traditional clothing, with a significant number of users willing to wear these garments. Moreover, the e-commerce feature helps local artisans expand their market reach, contributing to cultural preservation and economic growth. This research concludes that technology, especially interactive applications, plays a crucial role in rekindling interest in cultural heritage and promoting local crafts in the modern digital landscape. Keywords : Clothing, history, cultural preservation, digital innovation, e-commerce, gamification, web based application, youth engagement, local artisan Penelitian ini bertujuan untuk mengembangkan aplikasi berbasis web interaktif untuk pelestarian dan promosi pakaian tradisional Indonesia. Di tengah modernisasi dan globalisasi, pakaian tradisional berisiko terlupakan, terutama di kalangan generasi muda. Aplikasi yang diusulkan mengintegrasikan konten edukasi mengenai sejarah, makna, dan keberagaman pakaian tradisional Indonesia dengan fitur e- commerce untuk pembelian pakaian tersebut. Aplikasi ini juga menggunakan elemen gamifikasi untuk meningkatkan keterlibatan pengguna. Pendekatan campuran, yang meliputi survei, wawancara, dan pengujian prototipe, digunakan untuk mengumpulkan data tentang minat dan umpan balik pengguna. Hasil penelitian menunjukkan bahwa aplikasi ini berhasil meningkatkan kesadaran dan minat di kalangan generasi muda terhadap pakaian tradisional, dengan sejumlah besar pengguna yang bersedia mengenakan pakaian tersebut. Selain itu, fitur ecommerce membantu pengrajin lokal memperluas jangkauan pasar mereka, yang berkontribusi pada pelestarian budaya dan pertumbuhan ekonomi. Penelitian ini menyimpulkan bahwa teknologi, khususnya aplikasi interaktif, memainkan peran penting dalam membangkitkan minat terhadap warisan budaya dan mempromosikan kerajinan lokal dalam lanskap digital modern. Kata Kunci : Pakaian, sejarah, pelestarian budaya, inovasi digital, e-commerce, gamifikasi, aplikasi berbasis web, keterlibatan generasi muda, pengrajin lokal.
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