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Hasil Pencarian

Ditemukan 2 dokumen yang sesuai dengan query
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Evi Margaretha
"Kesadaran manusia akan pengendalian lingkungan semakin besar akibat keadaan dunia yang semakin mendesak. Tetapi kurangnya pengetahuan akan perilaku keberlanjutan dan konsistensi komitmen mengakibatkan tidak sepenuhnya menjalani gaya hidup yang berkelanjutan. Studi terbaru menunjukkan bahwa smart device ternyata hanya sebagai alat bantu dan tidak selalu mendukung dan membangun perilaku keberlanjutan, terutama jika sistem atau alat tidak banyak berinteraksi dengan pengguna. Penelitian ini bertujuan untuk merancang aplikasi gamifikasi sustainable lifestyle berbasis mobile yang dapat memotivasi dan membangun perilaku keberlanjutan. Studi ini menggunakan kerangka design thinking untuk solusi praktis dan kreatif dengan menekankan pendekatan dari sisi pengguna. Akhirnya desain user interface dengan fitur gamifikasi dinilai dapat meningkatkan user experience yang unik, menyenangkan dan memotivasi karena mengutamakan keterlibatan pengguna dengan memberikan tantangan dan hadiah serta menyadarkan pengguna akan dampak yang besar dari perilaku berkelanjutan. Dari dua rancangan desain akhir, uji usabilitas dan kinerja menyatakan bahwa aplikasi dengan desain light mode dan dark mode mendapatkan nilai yang memuaskan dan dapat direkomendasikan, meskipun nilai pada konsep desain light mode lebih tinggi daripada desain dark mode.

Human awareness of environmental control is getting bigger due to the increasingly urgent world situation. However, the lack of knowledge of sustainability behavior and consistent commitment results in not fully living a sustainable lifestyle. Furthermore, recent studies have shown that smart device is only a tool and does it not always support and build sustainable behavior; especially, if the system or tool does not interact much with the user. The aim of this study is that to design a mobile-based sustainable lifestyle gamification application which can motivate and build sustainable behavior. This study used a design thinking framework for practical and creative solutions by emphasizing a user-side approach. Finally, the user interface design with gamification features is considered to be able to improve a unique, fun and motivating user experience since it prioritizes user involvement by providing challenges and prizes as well as making users aware of the great impact of sustainable behavior. Therefore, from the two final designs, which are usability and performance tests, show that applications with light mode and dark mode designs have satisfactory scores; besides, they are recommended. However, the value in the light mode design concept is higher than the dark mode design."
Depok: Fakultas Teknik Universitas Indonesia, 2022
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UI - Tesis Membership  Universitas Indonesia Library
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Theresia Rima Anggraini
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Seiring dengan meningkatnya kesejahteraan ekonomi dan tingkat konsumsi, muncul berbagai masalah lingkungan hidup di berbagai negara, termasuk negara-negara Asia. Sementara itu, produk dan merek yang mengusung nilai keberlanjutan atau sustainability kesulitan untuk bertahan di pasar. Sayangnya, penelitian tentang sustainability di Indonesia masih sangat sedikit. Penelitian ini bertujuan untuk melihat efek faktor-faktor psikologis pada sustainable purchase behavior. Faktor-faktor psikologis tersebut antara lain, environmental concern, perceived knowledge about sustainability issues, perceived consumer effectiveness, perceived marketplace influence, subjective norm, spirituality, attitude towards sustainable purchasing, drive for environmental responsibility, dan supportive behaviors for environmental organizations. Dengan menggunakan teknik self-administered survey yang disebar secara daring, penelitian ini mengambil sampel dari penduduk Pulau Jawa yang berusia 18-44 tahun. Setelah memperoleh 600 data sampel, data kemudian dianalisis dengan metode Structural Equation Modeling (SEM) dalam software Lisrel 8.8. Hasil penelitian menunjukkan bahwa faktor penentu dari sustainable purchase behavior adalah perceived knowledge, subjective norm, dan supportive behavior for environmental organizations. Temuan ini dapat membantu pemasar dalam meyakinkan konsumen untuk membeli produk-produk sustainable.


Along with economic growth and increased consumption, environmental problems are arising, especially in Asian countries. At the same time, sustainable products and brands are struggling to gain attention from the market. Unfortunately, sustainability studies are scarce in Indonesia. This research aims to investigate the influence of psychological factors on Indonesian consumers’ sustainable purchase behavior. The psychological factors include environmental concern, perceived knowledge about sustainability issues, perceived consumer effectiveness, perceived marketplace influence, subjective norm, spirituality, attitude towards sustainable purchasing, drive for environmental responsibility, and supportive behaviors for environmental organizations. Using a self-administered online survey, this research took Java Island consumers aged 18-44 as the respondents. The data of 600 young consumers were obtained and analyzed using the Structural Equation Modeling technique in Lisrel 8.8 software. The findings demonstrate that perceived knowledge, subjective norm, and supportive behavior for environmental organizations are the significant predictors of sustainable purchase behavior. The result is useful to marketers in persuading consumers to buy sustainable products.

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Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2020
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UI - Skripsi Membership  Universitas Indonesia Library