INTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH
Penetration of smartphone use in Indonesia accompanied by digital transformation in library organizations has the potential to realize the vision of empowering reading culture in Indonesian society. One of the functions of digital library applications is to provide access to reading collections f...
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id-itb.:691602022-09-20T15:21:59ZINTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH Rizki Mohammad, Kevin Indonesia Final Project digital library, user-centered design, reading target feature, exciting INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/69160 Penetration of smartphone use in Indonesia accompanied by digital transformation in library organizations has the potential to realize the vision of empowering reading culture in Indonesian society. One of the functions of digital library applications is to provide access to reading collections for users who need attention regarding their interaction design since reading is an activity that requires cognitive abilities and high concentration which is strongly influenced by the emotions of the reader. One of the interaction design problems in digital libraries is experiences of bored because of the monotonous aspect of reading content features. This final project aims to design a digital library mobile application design with a user-centered design methodology. This methodology has characteristics such as centering the design on user needs and iteration after the evaluation is carried out if the results do not meet user needs. The design process consists of planning and user research, user requirement analysis, implementation, and evaluation. Usability goals and user experience that must be achieved in the application are easy to learn, effective to use, enjoyable, and exciting. The key feature of the built digital library design is the user’s reading target setter, which answers the problem of monotony in reading activities. Implementation and testing of low-fidelity prototypes are for testing big concepts such as the acceptance of screen navigation to users. High-fidelity prototypes are developed and tested to ensure the achievement of the usability goals and user experience goals that have been set. The test metric uses the SUS, SEQ, task completion rate, and IMI subscale interest/enjoyment. The results of the implementation and testing of two iterations produce a prototype design that has resolved the interaction design problems. It was concluded that the design of a digital library application accompanied by a reading target setting feature was accepted as a solution to overcome the problem of boredom in reading activities. text |
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Institut Teknologi Bandung |
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Institut Teknologi Bandung Library |
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Asia |
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Indonesia Indonesia |
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Institut Teknologi Bandung |
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Digital ITB |
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Indonesia |
description |
Penetration of smartphone use in Indonesia accompanied by digital transformation
in library organizations has the potential to realize the vision of empowering reading
culture in Indonesian society. One of the functions of digital library applications is
to provide access to reading collections for users who need attention regarding their
interaction design since reading is an activity that requires cognitive abilities and
high concentration which is strongly influenced by the emotions of the reader. One
of the interaction design problems in digital libraries is experiences of bored
because of the monotonous aspect of reading content features. This final project
aims to design a digital library mobile application design with a user-centered
design methodology. This methodology has characteristics such as centering the
design on user needs and iteration after the evaluation is carried out if the results do
not meet user needs. The design process consists of planning and user research, user
requirement analysis, implementation, and evaluation. Usability goals and user
experience that must be achieved in the application are easy to learn, effective to
use, enjoyable, and exciting. The key feature of the built digital library design is the
user’s reading target setter, which answers the problem of monotony in reading
activities. Implementation and testing of low-fidelity prototypes are for testing big
concepts such as the acceptance of screen navigation to users. High-fidelity
prototypes are developed and tested to ensure the achievement of the usability goals
and user experience goals that have been set. The test metric uses the SUS, SEQ,
task completion rate, and IMI subscale interest/enjoyment. The results of the
implementation and testing of two iterations produce a prototype design that has
resolved the interaction design problems. It was concluded that the design of a
digital library application accompanied by a reading target setting feature was
accepted as a solution to overcome the problem of boredom in reading activities. |
format |
Final Project |
author |
Rizki Mohammad, Kevin |
spellingShingle |
Rizki Mohammad, Kevin INTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH |
author_facet |
Rizki Mohammad, Kevin |
author_sort |
Rizki Mohammad, Kevin |
title |
INTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH |
title_short |
INTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH |
title_full |
INTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH |
title_fullStr |
INTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH |
title_full_unstemmed |
INTERACTION DESIGN OF DIGITAL LIBRARY MOBILE APPLICATION USING USER CENTERED DESIGN APPROACH |
title_sort |
interaction design of digital library mobile application using user centered design approach |
url |
https://digilib.itb.ac.id/gdl/view/69160 |
_version_ |
1822278420977942528 |