DIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH

Digital eye strain is a combination of eye or vision problems associated with the use of digital screens. In addition, DES can reduce a person's productivity and quality of life. Basically, DES is caused by the high intensity of use of digital screens. Since the spread of COVID-19 increased i...

Full description

Saved in:
Bibliographic Details
Main Author: Fariz Luthfan Wakan, Muhammad
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/58843
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:58843
spelling id-itb.:588432021-09-06T08:41:52ZDIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH Fariz Luthfan Wakan, Muhammad Indonesia Final Project digital eye strain, eye health, COVID-19, user-centered design, gamification INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/58843 Digital eye strain is a combination of eye or vision problems associated with the use of digital screens. In addition, DES can reduce a person's productivity and quality of life. Basically, DES is caused by the high intensity of use of digital screens. Since the spread of COVID-19 increased in Indonesia, the duration of using digital screens for everyone has increased dramatically, everyone's risk of DES increases. Currently, there’re many eye health apps in the community. However, existing apps still cannot meet their goals and needs, especially helping to maintain their motivation for eye health. Therefore, BetterEyes is designed with a user-centered design approach with gamification to keep them motivated. Survey and user interviews were conducted to understand their behavior and problems. Designing BetterEyes was done in 2 iterations. Usability testing is conducted in each iteration to evaluate the usability goals and user experience goals; effective use, easy to learn, and motivating. The results in the last iteration showed the prototype designed was effective (100% completion rate), easy to learn (SEQ score 6.7 out of 7), and also motivating (IMI score 6.09 out of 7). In addition, the usability aspect of the prototype as a whole is also categorized in the acceptable with an A score (SUS score 97.5 out of 100). Based on these results, it can be concluded that the designs are able to meet the goals and needs of the users in protecting their eyes from DES. 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 Digital eye strain is a combination of eye or vision problems associated with the use of digital screens. In addition, DES can reduce a person's productivity and quality of life. Basically, DES is caused by the high intensity of use of digital screens. Since the spread of COVID-19 increased in Indonesia, the duration of using digital screens for everyone has increased dramatically, everyone's risk of DES increases. Currently, there’re many eye health apps in the community. However, existing apps still cannot meet their goals and needs, especially helping to maintain their motivation for eye health. Therefore, BetterEyes is designed with a user-centered design approach with gamification to keep them motivated. Survey and user interviews were conducted to understand their behavior and problems. Designing BetterEyes was done in 2 iterations. Usability testing is conducted in each iteration to evaluate the usability goals and user experience goals; effective use, easy to learn, and motivating. The results in the last iteration showed the prototype designed was effective (100% completion rate), easy to learn (SEQ score 6.7 out of 7), and also motivating (IMI score 6.09 out of 7). In addition, the usability aspect of the prototype as a whole is also categorized in the acceptable with an A score (SUS score 97.5 out of 100). Based on these results, it can be concluded that the designs are able to meet the goals and needs of the users in protecting their eyes from DES.
format Final Project
author Fariz Luthfan Wakan, Muhammad
spellingShingle Fariz Luthfan Wakan, Muhammad
DIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH
author_facet Fariz Luthfan Wakan, Muhammad
author_sort Fariz Luthfan Wakan, Muhammad
title DIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH
title_short DIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH
title_full DIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH
title_fullStr DIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH
title_full_unstemmed DIGITAL EYE STRAIN APP INTERACTION DESIGN WITH USERCENTERED DESIGN APPROACH
title_sort digital eye strain app interaction design with usercentered design approach
url https://digilib.itb.ac.id/gdl/view/58843
_version_ 1822930886944882688