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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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 |
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. |
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