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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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 |
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.
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