PEMBUATAN PROTOTIPE APLIKASI MOBILE UNTUK PENCEGAHAN DAN PENANGANAN DEPRESI
Depression is often defined as a mental condition characterized by feelings of severe despondency and dejection, typically also with feelings of inadequacy and guilt, often accompanied by lack of energy and disturbance of appetite and sleep. It is predicted that every year more than 264 million p...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/56468 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Depression is often defined as a mental condition characterized by feelings of severe despondency
and dejection, typically also with feelings of inadequacy and guilt, often accompanied by lack of
energy and disturbance of appetite and sleep. It is predicted that every year more than 264 million
people in the world suffer from depression with a mortality rate of 800 thousand deaths. This final
project aims to make a prototype that prevents and treats depression in the form of a gamified
prototype application titled Mallow. The phases of this research were planning, designing, and
prototyping, a prototype was made to be evaluated for its functionality and user satisfaction. Figma
was the primary tool used for designing and prototyping. The prototype’s functionality was
measured by success rate and ease of use. The user satisfaction was measured by using a SERVQUAL
based questionnaire. Mallow has several features: medication and appointment reminders, drug
information, depression self-test, education specifying on depression, and moodboard which is a
collage art therapy. The functionality test showed a success rate of 88.9% and an easiness rating of
4.4 in a scale of one to five in the latest Mallow version. The satisfaction evaluation showed an
expectation score of 4.63 and a perception score of 4.42 in a scale from 1 to 5.
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