PERANCANGAN APLIKASI PERSUASIF YANG MEMBANTU PENGELOLAAN BAHAN MAKANAN UNTUK MENGURANGI SAMPAH MAKANAN DALAM SEKTOR RUMAH TANGGA

Indrawaty Natalia, Clara Theresia, Johanna Renny Octavia
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引用次数: 0

Abstract

Sampah makanan merupakan salah satu penyumbang sampah terbanyak di Indonesia. Pada tahun 2020, total sampah makanan di Indonesia mencapai 40,23%. Salah satu penyebabnya adalah pengelolaan bahan makanan yang kurang baik. Dalam penelitian ini, dilakukan identifikasi kebutuhan menggunakan metode wawancara dan didapatkan 9 kelompok kebutuhan utama pengguna. Perancangan aplikasi menerapkan pendekatan perancangan persuasif dengan kriteria computers as tool, yaitu membuat kegiatan menjadi mudah dan efisien untuk dilakukan. Pada kegiatan design workshop dihasilkan tiga alternatif konsep. Masing-masing alternatif tersebut dinilai dan konsep terpilih dilakukan penyempurnaan dengan metode gabungan dari tahapan Substitute, Combine, Adapt, Modify, Put to another use, Eliminate dan Reverse (SCAMPER). Hasil penyempurnaan tersebut dibuat menjadi high fidelity prototype. Prototype tersebut dilakukan evaluasi dengan usability testing dan uji persuasif. Rata-rata nilai usability testing kriteria efektivitas sebesar 91,25% dan kriteria efisiensi sebesar 78,75%, sedangkan kriteria usability keseluruhan diukur menggunakan skor System Usability Scale (SUS) dengan nilai rata-rata sebesar 79,69. Nilai tersebut sudah mencapai nilai batas penerimaan yaitu 68. Uji persuasif diukur menggunakan Perceived Persuasiveness Questionnaire (PPQ). Rata-rata nilai PPQ kriteria effectiveness sebesar 5,833, kriteria quality sebesar 5,542, dan kriteria capability sebesar 5,917. Nilai tersebut sudah mencapai nilai batas penerimaan, yaitu sebesar 4,9. Hasil evaluasi tersebut kemudian dijadikan pertimbangan dalam merancang usulan perbaikan, salah satunya adalah memindahkan fitur edit bersama ke halaman utama aplikasi. Abstract[Designing Persuasive Application for Food Material Management to Reduce Food Waste in Household Sector] Food waste is one of the largest contributors waste in Indonesia. In 2020, total food waste in Indonesia reached 40.23%. One of the reasons is poor food ingredients management. In this study, identification of needs was carried out using interviews and obtained 9 groups of primary needs. The application design applies persuasive technology with computers as a tool approach, which makes activities easy and efficient. The design workshop activity produced three alternative concepts. Each alternative was assessed. The selected concept was refined using SCAMPER and was made into a high fidelity prototype. The prototype was evaluated by usability and persuasiveness testing. The usability testing score for effectiveness criteria was 91the .25%, efficiency criteria were 78.75%, and the overall usability criteria were measured using SUS score with an average value of 79.69. This value has reached the acceptance limit value, which is 70%, 70%, and 68. Persuasiveness testing was measured using Perceived Persuasiveness Questionnaire (PPQ). PPQ value for effectiveness criteria was 5.833,quality criteria was 5.542, and capability criteria was 5.917. This value has reached the acceptance limit value, which is 4.9. The evaluation results are taken into consideration in designing improvements, one of which is the moving shared edit feature to the application's main page.Keywords: food waste; persuasiveness testing; prototype; usability testing
设计有说服力的应用程序,帮助管理食品,以减少家庭部门的垃圾
食物垃圾是印尼最大的垃圾生产国之一。到2020年,印尼的食物浪费总量达到40.23%。原因之一是食品管理不善。在这项研究中,使用访谈方法确定了需求,并获得了九个主要用户需求组。应用程序设计采用了一种以计算机为工具标准的有说服力的设计方法,使活动变得简单高效。在设计研讨会活动中,产生了三个概念性备选方案。对这些备选方案中的每一个进行评估,并通过从替代、组合、适应、修改、另用、消除和反转(SCAMPER)级别的组合方法完善所选概念。完美的结果被制作成高保真的原型。原型使用可用性测试和说服性测试进行评估。平均可用性测试效率标准为91.25%,效率标准为78.75%,而总体可用性标准是使用系统可用性量表(SUS)得分测量的,平均值为79.69。这个数值已经达到了68的可接受极限。使用感知说服力问卷(PPQ)测量说服力测试。PPQ的平均疗效标准为5833,质量标准为5542,能力标准为5917。这个数值已经达到了可接受的极限,即4.9。然后在设计修复方案时考虑评估结果,其中之一是将编辑功能一起移动到应用程序的主页面。[UNK]摘要[为[UNK]食品材料管理设计有说服力的应用程序[UNK]以减少[UNK]家庭部门的食品浪费]食品浪费是印度尼西亚最大的浪费来源之一。2020年,印尼的食品浪费总量达到40.23%。原因之一是食品配料管理不善。在本研究中,通过访谈进行需求识别,获得了9组主要需求。应用程序设计应用了说服技术,将计算机作为一种工具,使活动变得简单高效。设计研讨会活动产生了三个备选概念。对每个备选方案进行了评估。选定的概念使用SCAMPER进行了改进,并制成了高保真原型。原型通过可用性和说服力测试进行了评估。有效性标准的可用性测试得分为91.25%,有效性标准为78.75%,总体可用性标准使用SUS得分进行测量,平均值为79.69。该值已达到验收极限值,即70%、70%和68。使用感知说服力问卷(PPQ)测量说服力测试。有效性标准的PPQ值为5.833,质量标准为5.542,能力标准为5.917。该值已达到验收极限值,即4.9。在设计改进时会考虑评估结果,其中之一是将共享编辑功能移动到应用程序主页。关键词:食物浪费;以及说服力测试;原型可用性测试
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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