ADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH

Financial literacy is knowledge of financial concepts and risks, as well as skills in making effective decisions in various financial contexts (OECD, 2013). Adolescents have a low level of financial literacy, even though financial literacy is important for adolescents to reach maturity. In Ind...

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Main Author: Sekar Adinda, Kintan
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/56130
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Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:56130
spelling id-itb.:561302021-06-21T13:08:02ZADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH Sekar Adinda, Kintan Indonesia Final Project financial literacy, adolescents, gamification, user-centered design, usability, user experience, effective to use, easy to learn, motivating, prototype INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/56130 Financial literacy is knowledge of financial concepts and risks, as well as skills in making effective decisions in various financial contexts (OECD, 2013). Adolescents have a low level of financial literacy, even though financial literacy is important for adolescents to reach maturity. In Indonesia, the level of financial literacy of adults is also low, even though most teenagers depend on their relatives, especially their parents, as a source of their financial knowledge. Therefore, we need a solution that allows teenagers to get additional financial literacy. The solution built is an interaction design for adolescent financial literacy applications with a user-centered design approach based on ISO 9241-210: 2010 accompanied by gamification. The limitation taken in this final project is the application of financial literacy on a mobile platform with a target user of junior high and senior high school students. The end result of the solution is a highfidelity prototype. Based on the user research conducted, the appropriate usability goals for this application are effective to use and easy to learn, while the appropriate user experience goals are motivating. Based on usability testing, the application succeeded in achieving effective to use with a completion rate of 100% and easy to learn with a SEQ value of 6.76 out of 7. The application also has good usability based on the SUS value of 88.33 out of 100. Meanwhile, the application succeeded in achieving motivating with an IMI value of the interest/enjoyment subscale of 6.33 out of 7 and the value/usefulness subscale of 6.57 out of 7 text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description Financial literacy is knowledge of financial concepts and risks, as well as skills in making effective decisions in various financial contexts (OECD, 2013). Adolescents have a low level of financial literacy, even though financial literacy is important for adolescents to reach maturity. In Indonesia, the level of financial literacy of adults is also low, even though most teenagers depend on their relatives, especially their parents, as a source of their financial knowledge. Therefore, we need a solution that allows teenagers to get additional financial literacy. The solution built is an interaction design for adolescent financial literacy applications with a user-centered design approach based on ISO 9241-210: 2010 accompanied by gamification. The limitation taken in this final project is the application of financial literacy on a mobile platform with a target user of junior high and senior high school students. The end result of the solution is a highfidelity prototype. Based on the user research conducted, the appropriate usability goals for this application are effective to use and easy to learn, while the appropriate user experience goals are motivating. Based on usability testing, the application succeeded in achieving effective to use with a completion rate of 100% and easy to learn with a SEQ value of 6.76 out of 7. The application also has good usability based on the SUS value of 88.33 out of 100. Meanwhile, the application succeeded in achieving motivating with an IMI value of the interest/enjoyment subscale of 6.33 out of 7 and the value/usefulness subscale of 6.57 out of 7
format Final Project
author Sekar Adinda, Kintan
spellingShingle Sekar Adinda, Kintan
ADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH
author_facet Sekar Adinda, Kintan
author_sort Sekar Adinda, Kintan
title ADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH
title_short ADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH
title_full ADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH
title_fullStr ADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH
title_full_unstemmed ADOLESCENT FINANCIAL LITERACY APPLICATION INTERACTION DESIGN USING USER-CENTERED DESIGN APPROACH
title_sort adolescent financial literacy application interaction design using user-centered design approach
url https://digilib.itb.ac.id/gdl/view/56130
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