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Hasil Pencarian

Ditemukan 8 dokumen yang sesuai dengan query
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Matindas, Eduard Lorenzo
"ABSTRAK
Desain seorang arsitek tidak dapat sepenuhnya menentukan aktifitas dan area-area tertentu didalam sebuah rumah. Sudah terjadi banyak pendapat, mengenai siapa yang mempunyai lebih banyak otoritas, sang arsitek atau pengguna rumah tersebut. Sebuah penyelidikan tentang interaksi antara pengguna dengan rumah yang sudah jadi akan menjadi basis dari pengetahuan mengenai pengalaman ruang. Skripsi ini bertujuan untuk mencari kesamaan dan perbedaan dari niat desain dan perubahan yang dilakukan oleh pengguna untuk menentukan motivasi-motivasi tertentu. Menggunakan wawancara terbuka ditujukan untuk mengetahui perubahan yang dilakukan fisik atau aktivitas spontan non-fisik yang adalah hasil dari arsitektur yang dihuni.

ABSTRACT
An architect rsquo s design can only go so far in determining activities as well as demarcating boundary lines within a household. There have been arguments regarding which has more authority, the architect or the user of the house. An investigation regarding the interaction between the user post development will be made in order to figure out the unfolding experience of the user. This thesis aims to find the similarities and differences between the design intent and the changes made by the user in order to determine various motivations. Using a series of open ended interviews aimed to understand the changes made physical or spontaneous activities non physical that is the result of a lived in architecture
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2018
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Nabila Priscandy Poetri
"ABSTRAK
Menurut survei McKinsey & Company pada 2013 lalu, alasan utama masyarakat
Indonesia menggunakan internet adalah social networking dan mencari informasi.
Di samping itu, menurut hasil survei oleh Childbirth Connection, 78% ibu
memilih media online untuk mendapatkan informasi terkait kehamilan. Hasil
survei tersebut sesuai dengan hasil studi pendahuluan yang menyatakan
adanyapeluang dan kebutuhan untuk membuat platform berbasis web yang
mengintegrasikan informasi kehamilan dengan sistem booking online dan baby
registry. Untuk merancang konten dan struktur website, metode yang digunakan
dalam penelitian ini adalah persona, dan modified delphi card sorting.
Selanjutnya, untuk merancang tampilan website, metode yang digunakan adalah
conjoint analysis. Sub-elemen user experience yang digunakan sebagai atribut
conjoint analysis adalah informativeness, efficiency, simplicity, delicacy, customer
needs, dan attachment. Kemudian, system usability scale digunakan untuk
menguji usability dari rancangan website yang dihasilkan. Hasil dari penelitian ini
berupa rancangan platform berbasis web untuk ibu pada masa pra, periode, dan
pasca kehamilan yang sesuai kebutuhan dan preferensi ibu

ABSTRACT
According to a survey by McKinsey & Company in 2013, the main reason
Indonesian people use the Internet is for social networking and searching for
information. In addition, according to a survey by Childbirth Connection, 78% of
women choose online media to obtain information related to pregnancy. The
survey results were consistent with the results of preliminary studies, which
reported the opportunity and need to create a web-based platform that integrates
pregnancy information with online booking system and baby registry. To design
the content and structure of the website, persona and modified delphi card sorting
method are used in this study. Furthermore, conjoint analysis is used to design the
look of the website. The sub-elements of user experience used as the attributes of
conjoint analysis are informativeness, efficiency, simplicity, delicacy, customer
needs, and attachments. Then, system usability scale is used to test the website
usability. The result of this research is a web-based platform designed for mothers
in their maternity period, which in accordance complies with the mothers? needs
and preferences."
2016
S63005
UI - Skripsi Membership  Universitas Indonesia Library
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Lin, Kuo-Yi
"User Experience (UX) has been employed for new product development, yet few systematic approaches have been developed. This study aims to propose a systematic approach, namely, User-experience-based design of experiments (UXDOE) to capture user response and filter design ideas to derive new product design directions. Two empirical studies were conducted with the collaboration of a world leading electronics manufacturing services (EMS) company. The derived results can support the confirmation of the target segments from the perspective of marketing and clarifying key factors. Based on UXDOE, this study investigated the influence of UX on 14 notebook prototypes and wearable product design practices. The result of empirical studies have shown practical viability of the proposed approach. This study filters design ideas of esthetics and indicates several key factors of the products that enables better understanding of UX and preferences across different segments and their evaluation toward various product concepts."
Oxon: Taylor and Francis, 2017
658 JIPE
Artikel Jurnal  Universitas Indonesia Library
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Raihan Amir Perdana
"ABSTRAK
Permasalahan paling dominan yang dialami sub sektor ekonomi kreatif di Indonesia adalah pembiayaan. Crowdfunding adalah cara baru untuk mendapatkan pendanaan melalui internet. Berdasarkan pengamatan, hampir semua reward-based crowdfunding di dunia ditujukan untuk kampanye industri kreatif, sehingga reward-based crowdfunding diyakini mampu membantu perkembangan industri kreatif di Indonesia. Tujuan penelitian ini yaitu mendapatkan rancangan situs web reward-based crowdfunding yang sesuai dengan kebutuhan pengguna di Indonesia. Pendekatan Lean Product Process, yang merupakan pengembangan dari Lean Startup, digunakan untuk mendapatkan rancangan situs web yang tepat. Terdapat enam tahapan pada kerangka kerja Lean Product Process dengan masing-masing metode yang berbeda disetiap tahapannya. Metode yang digunakan dalam penelitian ini, yaitu Persona untuk menentukan target pengguna, Kano Model untuk mengidentifikasi kebutuhan pengguna, Product Value Proposition untuk menentukan nilai tambah, User Stories untuk menentukan fitur set MVP, User Experience Design Framework untuk membuat rancangan purwarupa, dan Usability Testing untuk menguji purwarupa. Penelitian ini melakukan dua kali iterasi. Pada iterasi pertama diperoleh rancangan situs web clickable mockup, sedangkan pada iterasi kedua diperoleh rancangan situs web interactive prototype.

ABSTRACT
The most dominant problem experienced by sub sector of creative economy in Indonesia is funding. Crowdfunding is a new way to get funds via internet. Based on observations, almost all of the world 39 s reward based crowdfunding is intended for creative industry campaigns, so reward based crowdfunding is believed to help the development of creative industry in Indonesia. The purpose of this research is to get the design of reward based crowdfunding website that suits user needs in Indonesia. The Lean Product Process approach, which is the development of Lean Startup, is used to get the appropriate website design. There are six stages in the Lean Product Process framework with different methods in each stage. The methods used in this study were Persona to determine user target, Kano Model to identify user needs, Product Value Proposition to determine the added value, User Stories to determine the feature set of MVP, User Experience Design Framework to create prototype design, and Usability Testing to test the prototypes. This study conducted two time iteration. In the first iteration, website design of clickable mockup was obtained, while in the second iteration web site design of interactive prototype was obtained."
2017
T48666
UI - Tesis Membership  Universitas Indonesia Library
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Djody Putra Pohandi
"Pengujian usability merupakan suatu cara sistematik untuk mengamati pengguna ketika mencoba untuk menggunakan suatu produk atau sistem digital, dan kemudian mengumpulkan informasi secara spesifik apakah produk tersebut mudah atau sulit untuk digunakan. Penelitian awal menunjukkan bahwa pada studi kasus aplikasi X, aplikasi X masih mendapatkan penilaian yang kurang memuaskan dari pengguna dan hasil pengujian usability menunjukkan bahwa aplikasi X belum dapat diterima berdasarkan parameter penilaian dan masih terdapat kekurangan. Pada penelitian ini, dilakukan perancangan prototype suatu aplikasi jual beli cryptocurrency baru berdasarkan hasil evaluasi dari studi kasus aplikasi X, dengan menggunakan metode Goal-Directed Design. Perancangan dilakukan dengan menggunakan beberapa teori desain lainnya seperti Jakob’s Law, Friction, Threshold, dan Transition. Setelah itu, dilakukan pengujian kembali usability testing terhadap prototype rancangan desain aplikasi baru tersebut yang bertujuan untuk melihat perbandingan hasil usability testing dari prototype aplikasi baru dengan aplikasi X. Hasil dari penelitian ini adalah rekomendasi rancangan tampilan user interface dan user experience dari suatu aplikasi jual beli cryptocurrency.

Usability testing is a systematic way to observe users when they are trying to use a product or a digital system, and then gathering an information specifically about whether the product is easy or difficult to use. Preliminary research shows that in the case study of X application, the X application still gets an unsatisfactory rating from the users and the usability testing results indicate that application X has not been accepted based on the assessment parameters and there are still shortcomings in the application. In this study, a prototype design of a new cryptocurrency trading application was carried out based on the evaluation of the usability testing result of the X application case study, by using the Goal-Directed Design Method. The design conducted by using several of the design theories such as Jakob’s Law, Friction, Threshold, and Transition. After that, a usability testing was carried out again on the prototype of the new application design which aims to compare the usability testing results of the new applications prototype with the X applications. The result of this research is the design of user interface and user experience of a cryptocurrency trading application."
Depok: Fakultas Teknik Universitas Indonesia, 2022
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Chung, Wayne C.
"This book reveals how a generative design process capitalizes on understanding humans in context to deliver appropriate innovation. A repertoire of design actions and output allows designers to work dynamically in order to create a cascade of new ideas and insights. The Design Matrix, a visual team tool, provides a prescriptive and descriptive guide enabling a range of users to work through a problem and also reflect on past decisions. Several case studies from prior industry collaborative projects show the complexities and tensions that can be tackled through the design process and matrix.
Case studies include design and engineering development and production of an 8 Tesla MRI, biomedical projects, medical devices, and consumer products. Other cases with Ford Motor Company and Cognizant Technologies illustrate how using a human-centered design process can shift the business paradigm for new products, services, systems, and social innovations. Each story shows different and distinct aspects that span classic design and engineering problem solving to generative contextual processes which lead to innovative solutions."
Switzerland: Springer Cham, 2019
e20502312
eBooks  Universitas Indonesia Library
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"This book focuses on the emerging role of human factors in understanding, communicating with and engaging users. It reports on innovative approaches, highlighting visuals cues, such as new typographies, geometries and graphics for mobile and computer interfaces. The book also covers image and video processing, user-focused data compression, generative visuals, computational photography, and interactive design. Further topics include creative and empathetic design, human touch in digital graphics and experiential graphics. Based on the AHFE 2018 International Conference on Human Factors in Communication of Design, held on July 21–25, 2018, in Orlando, Florida, USA, this book reports on new findings, best-practices and case studies, providing readers with a fresh perspective and novel insights into the applications of human factors for enhancing the communication of design to users."
Switzerland: Springer Cham, 2019
e20501611
eBooks  Universitas Indonesia Library
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Buti, Luigi Bandini
"This book offers a clear, yet comprehensive guide to how to structure a design project, focusing in particular on the key questions designers, architects, policy makers and health professionals should consider when working towards inclusion through design. The book is based on a series of lessons held by the author and his colleague Avril Accolla, whose aim was to train technicians at all levels to be capable of catering for the needs of the elderly. It clearly draws the outline of their “Ask the Right Question” approach, whose purpose is to help convey the notions in question appropriately to people with such widely different backgrounds, curricula, interests and cultures. Using a minimalist approach, based mainly on the discussion of eye-catching real-life examples placed in logical order and a crystal clear, engaging style, this book is a must-have for designers, technicians, customers and health practitioners, as well as social scientists and policy makers who deal with inclusive design at different levels and anyone interested in topics related to technological evolution and social integration."
Switzerland: Springer Cham, 2019
e20502634
eBooks  Universitas Indonesia Library