IMPLEMENTATION OF GAMIFICATION IN ONLINE TRAVEL APPLICATIONS FOR TOURISM

The vast development of residents has brought various impacts on daily life, one of the impacts was the development of Indonesian tourism. This development data was recorded by Badan Pusat Statistik (BPS) in 2019. The development of foreign tourists entering Indonesia in 2009- 2013 was only aroun...

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Bibliographic Details
Main Author: Valentino, Yudy
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/58840
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:The vast development of residents has brought various impacts on daily life, one of the impacts was the development of Indonesian tourism. This development data was recorded by Badan Pusat Statistik (BPS) in 2019. The development of foreign tourists entering Indonesia in 2009- 2013 was only around 9%. Meanwhile, the data showed an upsurge to 14% in 2014-2018. In an increasingly developing world, the tourism sector also develops either from the number of tourists or the technology. According to the Shopback data (2018), the travel booking by using an online system rocketed by 260%. One of the conveniences of gamification elements is reward. This element brought a sizable surge in the use of tourism technology. Accordingly, this final project was made with the goal of applying gamification to travel applications. It is hoped that the application of gamification such as quests and rewards can provide users with a different travel experience. The result from this project is the implementation of gamification in a high-fidelity prototype designed using a user-centered design approach. Based on the analytical results, the goals of usability and user experience are easy to learn, motivating, and enjoyable. Based on the testing results, gamification elements, usability, and user experience goals have been successfully implemented. The gamification elements have brought a different experience to the users. The purpose of usability and user experience had been done with the testing methods. These methods use the analysis of System Usability of Scale (SUS), Single Easy Question (SEQ), and Intrinsic Motivation Inventory (IMI).