Pengembangan Gamifikasi pada Perangkat Smartphone Android untuk Pembelajaran Mahasiswa Jurusan Manajemen Informatika

2019 ◽  
Vol 4 (1) ◽  
pp. 100-113
Author(s):  
Imanaji Hari Sayekti

Internet of Thing (IoT) dalam revolusi industri ke-4 berdampak pada kehidupan sehari-hari baik terkait produk teknologi yang dihasilkan maupun perilaku para pengguana dalam menyikapi perubahan. Lekatnya keterikatan mereka dengan smartphone merupakan bukti ketergantungan mereka terhadap teknologi saat ini. Dari fenomena inilah muncul sebuah ide untuk menggabungkan antara game dan pembelajaran, sehingga mahasiswa dapat termotivasi untuk belajar tanpa merasa terbebani. Inilah gamifikasi yang dapat menjadi salah satu solusi untuk mentransformasikan pembelajaran. Dari masalah tersebut dibuatlah penelitian untuk mengembagkan sebuah aplikasi pembelajaran bernama AMIK PGRI Kebumen Quiz yang mengimplementasikan fitur-fitur gamifikasi. Secara teknis aplikasi dikembangkan dengan metode pengembangan prototype namun secara desain pengalaman aplikasi berpedoman pada model pengembangan player experience design process.  Proses ini memungkinkan setiap versi dari aplikasi dapat ditinjau dengan pengguna untuk menghasilkan persyaratan dalam pembuatan versi berikutnya. Proses ini diulang sampai semua fungsionalitas selesai dikembangkan. Setiap siklus pengembangan memberikan pengguna kesempatan untuk memberikan umpan balik, memperbaiki persyaratan, dan kemajuan. Hasil dari pengujian didapatkan semua fungsionalitas yang terdapat di aplikasi prototype satu telah diperbaiki dan pada prototype ke-2 telah berjalan dengan baik serta bisa diterima oleh keseluruhan pengguna meskipun dengan sedikit perbaikan lagi yang akan dilakukan pada siklus pengembangan selanjutnya.

Author(s):  
Andrea CAPRA ◽  
Ana BERGER ◽  
Daniela SZABLUK ◽  
Manuela OLIVEIRA

An accurate understanding of users' needs is essential for the development of innovative products. This article presents an exploratory method of user centered research in the context of the design process of technological products, conceived from the demands of a large information technology company. The method is oriented - but not restricted - to the initial stages of the product development process, and uses low-resolution prototypes and simulations of interactions, allowing users to imagine themselves in a future context through fictitious environments and scenarios in the ambit of ideation. The method is effective in identifying the requirements of the experience related to the product’s usage and allows rapid iteration on existing assumptions and greater exploration of design concepts that emerge throughout the investigation.


Societies ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 61
Author(s):  
Monica Cerdan Chiscano

Although librarians generally display an inclusive management style, barriers to students with disabilities remain widespread. Against this backdrop, a collaborative research project called Inclusive Library was launched in 2019 in Catalonia, Spain. This study empirically tests how involving students with disabilities in the experience design process can lead to new improvements in users’ library experience. A mix of qualitative techniques, namely focus groups, ethnographic techniques and post-experience surveys, were used to gain insights from the 20 libraries and 20 students with disabilities collaborating in the project. Based on the participants’ voices and follow-up experiences, the study makes several suggestions on how libraries can improve their accessibility. Results indicate that ensuring proper resource allocation for accessibility improves students with disabilities’ library experience. Recommendations for library managers are also provided.


Author(s):  
Bruno Giesteira ◽  
Joana Silva ◽  
Teresa Sarmento ◽  
Paulo Abreu ◽  
Maria Teresa Restivo

Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.


2017 ◽  
Vol 23 (10) ◽  
pp. 9461-9464 ◽  
Author(s):  
JungAe Lee ◽  
JeanHun Chung

2019 ◽  
Vol 31 (11) ◽  
pp. 4211-4226 ◽  
Author(s):  
Monica Cerdan Chiscano ◽  
Esther Binkhorst

Purpose The purpose of this paper is to examine the effect of including customers with special needs in the design of cultural and heritage services before the actual experience takes place. Design/methodology/approach Inclusive research through co-creation took place in the city of Barcelona, Spain, in 2017, comparing the effect of including (Route 2) or not including (Route 1) customers with visual and learning difficulties in the service design process of heritage walking routes. Findings The results show that the most important encounter in the heritage site context is communication, although the usage and service touchpoints were also significant. In addition, results showed that the ideal encounter or touchpoint should take place before the stay. Originality/value This paper contributes to learning about the designing of cultural and heritage experiences and including people with special needs in the service design process before the actual experience takes place.


2009 ◽  
pp. 432-447
Author(s):  
Marie Jefsioutine ◽  
John Knight

The following chapter describes an approach to Web design and evaluation where the user experience is central. It outlines the historical context in which experience design has evolved and describes the authors’ experience design framework (EDF). This is based on the principles of user-centred design (UCD) and draws on a variety of research methods and tools to facilitate the design, development, and evaluation of user experiences. It proposes that to design usable, accessible, engaging, and beneficial Web sites, effort needs to focus on visceral, behavioural, reflective, and social factors, while considering contexts such as the who and why; what and how; when and where; and with what of Web site use. Research methods from a variety of disciplines are used to support exploration, communication, empathy, and speculation. Examples of the application of the EDF, to various stages of the Web design process, are described.


2021 ◽  
pp. 262-273
Author(s):  
Afonso Carvalhido ◽  
Rita Novo ◽  
Pedro Miguel Faria ◽  
Ana Curralo

2020 ◽  
Vol 14 (1) ◽  
pp. 11
Author(s):  
Evi Dwi Wahyuni ◽  
Muhammad Irfan

Teknik Informatika merupakan salah satu program studi yang ada di Universitas Muhammadiyah Malang. Program studi Teknik Informatika memiliki bagian civitas akademika yaitu staff administrasi. Masalah yang sering dihadapi staff administrasi jurusan Teknik Informatika adalah menjawab pertanyaan mahasiswa terkait keberadaan dosen. Hal seperti itu dapat mengganggu kinerja dan fokus kerja staff administrasi. Untuk mengatasi masalah tersebut, staff administrasi jurusan Teknik Informatika memerlukan sebuah sistem informasi keberadaan dosen. Sebelum membangun sebuah sistem informasi dibutuhkan sebuah perancangan prototype interface web. Penelitian ini menggunakan perancangan User Experience Design Process untuk meningkatkan kepuasan pengguna dalam berinteraksi dengan produk dan pada tahap akhir dilalukan evaluasi Usability Testing untuk uji kebergunaan produk. Hasil dari penelitian ini berupa rancangan prototype interface sistem informasi keberadaan dosen dan hasil dari evaluasi pengolahan data kuesioner terdapat beberapa pertanyaan yang memiliki nilai skala rendah, oleh karena itu diberikan rekomendasi perbaikan interface dari prototype tersebut untuk pengembangan selanjutnya. Secara umum perbaikan interface terletak pada bagian informasi status keberadaan dosen, simbol icon pada interface web dan desain warna web pada prototype interface. Saran rekomendasi perbaikan dapat digunakan dalam pengembangan lebih lanjut prototype interface ke tahap implementasi coding.


Author(s):  
Jason A. Foster ◽  
Patricia K. Sheridan

Engineering faculty develop both design courses and design contests and competitions. These design experiences target and involve a wide variety of participants including students, faculty members, and members of the engineering profession. Given constraints on faculty time and resources, a common taxonomy and set of archetypes has the potential to increase the efficiency and effectiveness of the design of these experiences. Such a taxonomy can also prompt discussion among engineering design educators regarding their design pedagogy. This paper presents the initial development of such a taxonomy by modeling design experiences using an engineering design process model. Each stage of the design process model has been augmented with a set of common design decisions found in such experiences at the University of Toronto. Although preliminary, this augmented model shows promise as the foundation of both a taxonomy of design experiences and a handbook of design experience design.


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