APPLYING GAMIFICATION ON CROWDFUNDING WEB APPLICATION INTERACTION DESIGN

Currently there are people who use fundraising as a method to gather funds. The funds can be used to develop product or to help someone in needs. Nowadays fundraising can be done online through crowdfunding application. The most known crowdfunding application in Indonesia is Kitabisa. Research wi...

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Bibliographic Details
Main Author: Teresa
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/50516
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:Currently there are people who use fundraising as a method to gather funds. The funds can be used to develop product or to help someone in needs. Nowadays fundraising can be done online through crowdfunding application. The most known crowdfunding application in Indonesia is Kitabisa. Research with questionnaire shows that users experience problems such as not enough filter for searching, unavailable payment method, and distrust of campaign credibility. These problems were solved in another crowdfunding application named Indogiving. Many of its users made campaign to raise funds, but only few of those campaigns had reached the funding target, resulting in low campaign success rate. Interview and usability testing of Indogiving application shows that there are some usability problems such as crowded interface and complicated and confusing payment method. This research attempted to fix interaction design of this application using user-centered design approach. This research also attempted to apply gamification to motivate users to donate more. The result of this research is high-fidelity prototype made with Adobe XD. Usability testing of this prototype shows that the prototype has achieved the desired usability goals: effective to use and easy to learn, and also user experience goals: motivating. The usability testing results were obtained from analysis using System Usability Scale (SUS), Situational Motivation Scale (SIMS), Single Ease Question (SEQ), and Multidimensional Competitive Orientation Inventory (MCOI) as the measure. Gamification application was also shown to increase motivation and cause competition among users.