PERANCANGAN PLATFORM EDUKASI DAN PRAKTIK PERSONAL HYGIENE BAGI PENGHUNI ASRAMA MENGGUNAKAN GAMIFIKASI OCTALYSIS FRAMEWORK

Currently there is an increasing trend of using self-development applications aiming to increase user productivity. Even so, there are many applications that fail to retain users due to lacking of interaction and motivation that is built. One solution that has proven effective to increase user in...

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Bibliographic Details
Main Author: Aulia, Nasya
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/67709
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:Currently there is an increasing trend of using self-development applications aiming to increase user productivity. Even so, there are many applications that fail to retain users due to lacking of interaction and motivation that is built. One solution that has proven effective to increase user interaction is to apply gamification elements such as those applied to fitness applications and domestic tasks organizer aimed at keeping rooms clean for asthma patients. There are various studies that prove a positive correlation between behavioral changes in the health area and the implementation of gamification. According to WHO, one of the major challenges faced by most groups of people in the world today is maintaining personal hygiene, especially in dense residential areas such as dormitories which have a high vulnerability to various skin diseases. However, currently there is no application with gamification that focuses on education and practices of personal hygiene in the dormitory environment. The application platform was developed by choosing Salman ITB dormitory as the object, with the incorporation of the iterative user-centered design principles. The user analysis process was carried out using questionnaires and interviews, while the ideation process involved the Octalysis framework and the fundamental theory of behavioral change in psychology to determine the appropriate gamification elements. The educational materials developed are 'Understanding Scabies' and 'Understanding Personal Hygiene and Dormitory Environment'. The selected usability goals are learnability and effectiveness, while the selected UX goals are motivating, helpful, and rewarding. The gamification elements applied are 20 with 13 features developed, which then reduced to 11 after the user testing process. The resulting outputs are low-fidelity prototype (LFP) and high-fidelity prototype (HFP). The second usability testing on the HFP resulted in a SEQ score in the range of 6.3 – 7.0 from a scale of 7.0, an SUS score of 85 (excellent), an IMI score for the interest/enjoyment subcategory of 5.88 on a scale of 7.0, a value/usefulness subcategory of 6.10 on a scale of 7.0, and the average score on ‘Understanding Scabies’ quiz material of 86.67.