Gamification Model Development on Mobile Device-based Cycling Application to Increase Bicycle Usage Interest
Lately, many mobile device-based applications are developed to solve problems or to increase the performance of a system. In Bandung City, innovation of technology is considered as an approach that used in smart city to increase the quality of life. Various problems could be solved with this approac...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/43477 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Lately, many mobile device-based applications are developed to solve problems or to increase the performance of a system. In Bandung City, innovation of technology is considered as an approach that used in smart city to increase the quality of life. Various problems could be solved with this approach, including congestion and pollution in Bandung City. To solve congestion and pollution problems, Bandung City Government provides a bike-sharing system as a smart city approach. The system aims to bring alternative solution for tourists to travel easily from places to other places in Bandung City. However, the usage of bike-sharing in Bandung is not maximal yet. Therefore, a system which could improve the interest of bicycle usage is needed to maximize bike-sharing system.
Gamification is a concept of applying game elements such as layouts, fun environments, gameplays into a system. Gamification can be used to simplify a system, or to make it more interesting to improve participant’s interest. In transportation terms, gamification have been applied in some country.
In this thesis, an attempt by applying gamification is used to improve citizen’s interest in using bicycle. The gamification is applied by developing a mobile device-based cycling application. The gamification which in development are challenges with achievements and leaderboards as a form of competition. In this research, development, and testing that have been done, a gamification model has been established on a mobile-device-based cycling application in a bike sharing system. The gamification implementation in this research is able to increase bicycle usage interest. |
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