scholarly journals Perancangan dan Pembuatan Aplikasi Pembelajaran Bahasa Jepang Untuk Pemula Dengan Metode User Centered Design Berbasis Android

Teknika ◽  
2017 ◽  
Vol 5 (1) ◽  
pp. 10-23
Author(s):  
Michael Agustav ◽  
Kathryn Widhiyanti ◽  
Edwin Meinardi Trianto

Seiring perkembangan zaman dimana perdagangan bebas Asia Pasifik mulai sering terjadi, maka penduduk Indonesia perlu mempelajari bahasa lain selain bahasa Indonesia. Bahasa Jepang perlu dipelajari karena mulai banyak investor asing dari negara Jepang di Indonesia. Oleh sebab itu dibuat aplikasi sederhana untuk membantu proses pembelajaran bahasa Jepang untuk pemula menggunakan metode User Centered Design. Dalam metode User Centered Design pada pembuatan aplikasi pembelajaran aplikasi pembelajaran bahasa Jepang untuk pemula ini dilakukan dengan membuat prototype pertama berupa hand-sketches prototype, kemudian dibuat prototype kedua berupa realisasi dari hasil handsketches, dan yang terakhir dibuat prototype ketiga berupa dynamic design prototype. Dari ketiga jenis prototype juga dilengkapi dengan evaluasi terhadap pengguna dan dilakukan perbaikan. Kemudian untuk pengujian telah dilakukan dua kali pengujian menggunakan metode dari usability testing yaitu completing a transaction dan evaluating the impact of subtle changes. Hasil dari kedua pengujian itu telah dianalisa dan dihitung, berdasarkan hasil analisa tersebut disimpulkan bahwa pada pengujian completing a transaction mendapatkan hasil 92,3% menunjukkan bahwa pengguna telah memahami fitur dan fungsi dari tombol yang telah disediakan pada aplikasi pembelajaran bahasa Jepang yang telah dibuat dan pada hasil pengujian evaluating the impact of subtle changes mendapatkan hasil 100% hasil tersebut menunjukkan bahwa pengguna telah dapat mempelajari bahasa Jepang dengan menggunakan aplikasi pembelajaran bahasa Jepang yang dibuat.

2017 ◽  
Vol 2 (2) ◽  
pp. 137
Author(s):  
Michael Agustav ◽  
Kathryn Widhiyanti ◽  
Edwin Meinardi Trianto

With the growing rate of Asian Pacific free trading business in Indonesia, Indonesians need to be multilingual, rather than communicating only with mother language. Since recently there are quite number of investors come from Japan to Indonesia, Japanese language is fairly important to learn nowadays. And therefore this application is made to aid the process of learning Japanese for beginner by using the user centered design method. In this method the process includes making three prototypes. The first is called hand sketches prototype, then the second is the realization from the result of the first prototype, the third is called dynamic design prototype. These three prototypes are also combined with evaluation towards the user and debugging. There are two testing done, using the usability testing method which one of them includes “completing a transaction” and “evaluating the impact of subtle changes”. The result of the tests have been analyzed and according to the result it can be concluded that the test on completing a transaction shows that 92,3% of the users understood the features and buttons provided in the application, and as for the another test method which is “evaluating the impact of subtle changes” shows that 100% of the users are able to learn Japanese language with this application.Keywords: Android, Bahasa Jepang, User Centered Design, Usability Testing, Starling, Action Script 3, Adobe Flash Builder. AbstrakSeiring perkembangan jaman dimana perdagangan bebas Asia Pasifik mulai sering terjadi, maka penduduk Indonesia perlu mempelajari bahasa lain selain bahasa Indonesia. Bahasa Jepang perlu dipelajari karena mulai banyak investor asing dari negara Jepang di Indonesia. Oleh sebab itu dibuat aplikasi sederhana untuk membantu proses pembelajaran bahasa Jepang untuk pemula menggunakan metode user centered design. Dalam metode user centered design pada pembuatan aplikasi pembelajaran aplikasi pembelajaran bahasa Jepang untuk pemula ini dilakukan dengan membuat prototype pertama berupa hand-sketches prototype, kemudia dibuat  kedua berupa realisasi dari hasil hand-sketches, dan yang terakhir dibuat prototype ketiga berupa dynamic design prototype. Dari ketiga jenis prototype juga dilengkapi dengan evaluasi terhadap pengguna dan dilakukan perbaikan. Kemudian untuk pengujian telah dilakukan dua kali pengujian menggunakan metode dari usability testing yaitu completing a transaction dan evaluating the impact of subtle changes. Hasil dari kedua pengujian itu telah dianalisa dan dihitung, berdasarkan hasil analisa tersebut disimpulkan bahwa pada pengujian completing a transaction mendapatkan hasil 92,3% menunjukkan bahwa pengguna telah memahami fitur dan fungsi dari tombol yang telah disediakan pada aplikasi pembelajaran bahasa Jepang yang telah dibuat dan pada hasil pengujian evaluating the impact of subtle changes mendapatkan hasil 100% hasil tersebut menunjukkan bahwa pengguna telah dapat mempelajari bahasa Jepang dengan menggunakan aplikasi pembelajaran bahasa Jepang yang dibuat. Kata kunci: Android, Bahasa Jepang, User Centered Design, Usability Testing, Starling, Action Script 3, Adobe Flash Builder


2018 ◽  
Vol 18 (1) ◽  
Author(s):  
Arielle M. Fisher ◽  
Timothy M. Mtonga ◽  
Jeremy U. Espino ◽  
Lauren J. Jonkman ◽  
Sharon E. Connor ◽  
...  

2020 ◽  
Author(s):  
Theresa Fleming ◽  
D de Beurs ◽  
Y Khazaal ◽  
A Gaggioli ◽  
G Riva ◽  
...  

© 2016 Fleming, de Beurs, Khazaal, Gaggioli, Riva, Botella, Baños, Aschieri, Bavin, Kleiboer, Merry, Lau and Riper. Internet interventions for mental health, including serious games, online programs, and apps, hold promise for increasing access to evidence-based treatments and prevention. Many such interventions have been shown to be effective and acceptable in trials; however, uptake and adherence outside of trials is seldom reported, and where it is, adherence at least, generally appears to be underwhelming. In response, an international Collaboration On Maximizing the impact of E-Therapy and Serious Gaming (COMETS) was formed. In this perspectives' paper, we call for a paradigm shift to increase the impact of internet interventions toward the ultimate goal of improved population mental health. We propose four pillars for change: (1) increased focus on user-centered approaches, including both user-centered design of programs and greater individualization within programs, with the latter perhaps utilizing increased modularization; (2) Increased emphasis on engagement utilizing processes such as gaming, gamification, telepresence, and persuasive technology; (3) Increased collaboration in program development, testing, and data sharing, across both sectors and regions, in order to achieve higher quality, more sustainable outcomes with greater reach; and (4) Rapid testing and implementation, including the measurement of reach, engagement, and effectiveness, and timely implementation. We suggest it is time for researchers, clinicians, developers, and end-users to collaborate on these aspects in order to maximize the impact of e-therapies and serious gaming.


10.2196/25148 ◽  
2021 ◽  
Vol 10 (3) ◽  
pp. e25148
Author(s):  
Ahmed Umar Otokiti ◽  
Catherine K Craven ◽  
Avniel Shetreat-Klein ◽  
Stacey Cohen ◽  
Bruce Darrow

Background Up to 60% of health care providers experience one or more symptoms of burnout. Perceived clinician burden resulting in burnout arises from factors such as electronic health record (EHR) usability or lack thereof, perceived loss of autonomy, and documentation burden leading to less clinical time with patients. Burnout can have detrimental effects on health care quality and contributes to increased medical errors, decreased patient satisfaction, substance use, workforce attrition, and suicide. Objective This project aims to improve the user-centered design of the EHR by obtaining direct input from clinicians about deficiencies. Fixing identified deficiencies via user-centered design has the potential to improve usability, thereby increasing satisfaction by reducing EHR-induced burnout. Methods Quantitative and qualitative data will be obtained from clinician EHR users. The input will be received through a form built in a REDCap database via a link embedded in the home page of the EHR. The REDCap data will be analyzed in 2 main dimensions, based on nature of the input, what section of the EHR is affected, and what is required to fix the issue(s). Identified issues will be escalated to relevant stakeholders responsible for rectifying the problems identified. Data analysis, project evaluation, and lessons learned from the evaluation will be incorporated in a Plan-Do-Study-Act (PDSA) manner every 4-6 weeks. Results The pilot phase of the study began in October 2020 in the Gastroenterology Division at Mount Sinai Hospital, New York City, NY, which includes 39 physicians and 15 nurses. The pilot is expected to run over a 4-6–month period. The results of the REDCap data analysis will be reported within 1 month of completing the pilot phase. We will analyze the nature of requests received and the impact of rectified issues on the clinician EHR user. We expect that the results will reveal which sections of the EHR have the highest deficiencies while also highlighting issues about workflow difficulties. Perceived impact of the project on provider engagement, patient safety, and workflow efficiency will also be captured by evaluation survey and other qualitative methods where possible. Conclusions The project aims to improve user-centered design of the EHR by soliciting direct input from clinician EHR users. The ultimate goal is to improve efficiency, reduce EHR inefficiencies with the possibility of improving staff engagement, and lessen EHR-induced clinician burnout. Our project implementation includes using informatics expertise to achieve the desired state of a learning health system as recommended by the National Academy of Medicine as we facilitate feedback loops and rapid cycles of improvement. International Registered Report Identifier (IRRID) PRR1-10.2196/25148


Author(s):  
Eric A. Smith ◽  
George Gray

A large-volume infusion pump is a medical device with a big job: infuse patients with life-sustaining fluids and medications at a known and controlled rate. And, do it safely. Because infusions are frequently administered therapies, the opportunity for use error–induced adverse events is amplified. To develop a safer infusion pump, Ivenix, Inc., committed to a comprehensive usability engineering effort that included over 400 hours of usability testing. As a result, the pump’s design includes risk controls for mitigating potential use errors not available on today’s pumps. The resulting product was the winner of the 2019 Stanley Caplan User-Centered Design Award.


2013 ◽  
Vol 59 (2) ◽  
pp. 99-110 ◽  
Author(s):  
Claudia Zickler ◽  
Sebastian Halder ◽  
Sonja C. Kleih ◽  
Cornelia Herbert ◽  
Andrea Kübler

Author(s):  
Rebecca Green ◽  
Amanda Buckley ◽  
Bradley Scott

Results are presented from the ED LaunchPoint design project, which received honorable mention for the 2013 Stanley H. Caplan User-Centered Product Design Award. This redesign focused on patients’ progression through their emergency department visits, emphasizing time-sensitive phases for increasing clinical safety. User observation, iterative user-centered design, and usability testing placed users at the core of this project. Close collaboration allowed for the identification of optimal work flows and the creation of a design tailored to users’ needs.


2019 ◽  
Author(s):  
Mandi L Klamerus ◽  
Laura J Damschroder ◽  
Jordan B Sparks ◽  
Sarah E Skurla ◽  
Eve A Kerr ◽  
...  

BACKGROUND Overtreatment and overtesting expose patients to unnecessary, wasteful, and potentially harmful care. Reducing overtreatment or overtesting that has become ingrained in current clinical practices and is being delivered on a routine basis will require solutions that incorporate a deep understanding of multiple perspectives, particularly those on the front lines of clinical care: patients and their clinicians. Design approaches are a promising and innovative way to incorporate stakeholder needs, desires, and challenges to develop solutions to complex problems. OBJECTIVE This study aimed (1) to engage patients in a design process to develop high-level deintensification strategies for primary care (ie, strategies for scaling back or stopping routine medical services that more recent evidence reveals are not beneficial) and (2) to engage both patients and primary care providers in further co-design to develop and refine the broad deintensification strategies identified in phase 1. METHODS We engaged stakeholders in design charrettes—intensive workshops in which key stakeholders are brought together to develop creative solutions to a specific problem—focused on deintensification of routine overuse in primary care. We conducted the study in 2 phases: a 6.5-hour design charrette with 2 different groups of patients (phase 1) and a subsequent 4-hour charrette with clinicians and a subgroup of phase 1 patients (phase 2). Both phases included surveys and educational presentations related to deintensification. Phase 1 involved several design activities (mind mapping, business origami, and empathy mapping) to help patients gain a deeper understanding of the individuals involved in deintensification. Following that, we asked participants to review hypothetical scenarios where patients, clinicians, or the broader health system context posed a barrier to deintensification and then to brainstorm solutions. The deintensification themes identified in phase 1 were used to guide phase 2. This second phase primarily involved 1 design activity (<italic>WhoDo</italic>). In this activity, patients and clinicians worked together to develop concrete actions that specific stakeholders could take to support deintensification efforts. This activity included identifying barriers to the actions and approaches to overcoming those barriers. RESULTS A total of 35 patients participated in phase 1, and 9 patients and 7 clinicians participated in phase 2. The analysis of the deintensification strategies and survey data is currently underway. The results are expected to be submitted for publication in early 2020. CONCLUSIONS Health care interventions are frequently developed without input from the people who are most affected. The exclusion of these stakeholders in the design process often influences and limits the impact of the intervention. This study employed design charrettes, guided by a flexible user-centered design model, to bring clinicians and patients with differing backgrounds and with different expectations together to cocreate real-world solutions to the complex issue of deintensifying medical services.


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