INTERACTION DESIGN OF A GAMIFIED NEWS AGGREGATOR APPLICATION USING GAMIFICATION DESIGN METHOD

This final project is an interaction design process which aims to develop a prototupe of a news aggregator application that successfully implements gamification. It will be using an already established methodology named the Gamification Design Method. The issue raised in this project pertains to...

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Bibliographic Details
Main Author: Gardahadi
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/56336
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:This final project is an interaction design process which aims to develop a prototupe of a news aggregator application that successfully implements gamification. It will be using an already established methodology named the Gamification Design Method. The issue raised in this project pertains to the shift in behavior of accessing and consuming news specifically in young people. The majority of news access is now dominated by social media which correlates with lower trust in news. Besides that, existing news applications are not able to cater to the differing needs of young people when it comes to why they read the news. Gamification is seen as a viable method to make news aggregator more engaging and compete with social media. With that said, this project aims to define the appropriate usability goals needed for an engaging news application and the appropriate game elements to be introduced. A survey done towards 150 respondents aged 18-24 found that the appropriate usability goals for the application is effectiveness, efficiency, and learnability. The appropriate game elements identified are friending, conformity anchors, progress bars, and badges. The metrics used to test these elements are the Single Ease Question (SEQ) score, System Usability Scale (SUS) score, Time-based Efficiency score, and User Engagement Scale (UES) score. After conducting usability testing for three design iterations each with 6 users representing 2 different persona groups the following results were retrieved: The application has a 97% effectiveness rating based on completion rate of the SEQ form. It also shows an SEQ score of 5.6 which is above the average standard implicating the app is easy to learn. For efficiency, we found the app has a 0.8 tasks/sec time-based efficiency score and a 3 second delay between expert users and new users. Finally, for engagement we found a 4.01 user engagement scale score.