INTERACTION DESIGN DEVELOPMENT OF SOCIAL QUESTION CARD GAME USING ACTIVITY-CENTERED DESIGN APPROACH

Social question card games have become a trend, offering the benefit of more meaningful conversations. However, only those who own and carry the physical cards can play, limiting the benefits to those with the physical cards. This causes issues of inefficiency in reaching a broader player and a la...

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Bibliographic Details
Main Author: Ayu Mutiara Kirana P D, Dewa
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/81349
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:Social question card games have become a trend, offering the benefit of more meaningful conversations. However, only those who own and carry the physical cards can play, limiting the benefits to those with the physical cards. This causes issues of inefficiency in reaching a broader player and a lack of flexibility because players must carry the physical cards wherever they want to play. Moreover, there are some activity-related issues when playing physical cards. Implementing the game in digital form can enhance flexibility. This research aims to develop an interaction design for the game on a mobile platform using an activity-centered design approach, as the interaction design is based on activities in the physical card game. The study begins by gathering requirements through observation and interviews. Then, features are designed based on the findings from these observations and interviews. Low-fidelity and high-fidelity prototypes are then implemented. The high-fidelity prototype is tested with users. The usability testing results show that the usability goal of effective to use are met, achieving a 100% success rate. Moreover, easy to learn and efficient to use usability goals are also met with an average SEQ score of 6,9 out of 7. Overall, the interaction design is considered usable, achieving an average SUS score of 89 out of 100. Additionally, the interaction design makes the game enjoyable and helpful, proven by an IMI score of 6,74 out of 7 for the interest/enjoyment subscale and 6,78 out of 7 for the value/usefulness subscale.