Norshahila Ibrahim
Sultan Idris Education University

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Designing Gamified Systems for Mental Health Support: An Exploratory Study Putri Taqwa Prasetyaningrum; Norshahila Ibrahim; Reny Yuniasanti; Putry Wahyu Setyaningsih; Ibnu Rivansyah Subagyo
Journal of Information System and Informatics Vol 6 No 2 (2024): June
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i2.760

Abstract

This exploratory study investigates the innovative design of gamified systems for mental health support, focusing on enhancing user engagement and well-being. By integrating user-centered design (UCD) principles with effective gamification elements, this research aims to develop engaging and therapeutically effective mental health interventions. Employing a mixed-methods approach, the study combines qualitative and quantitative data collection, including surveys, interviews, and user testing, to gather comprehensive insights from a diverse participant group. The findings reveal significant insights into user engagement, satisfaction, and the impact of gamification on mental health outcomes. While gamification enhances user engagement, balancing entertainment with therapeutic functionality is crucial. A comparative analysis between gamified and non-gamified app versions highlights the benefits and challenges of incorporating gamification in mental health contexts. The study concludes with practical recommendations for future research and design, emphasizing the need for continued innovation to optimize digital mental health interventions.
Evaluating Perceived Usability and Gamification Perception in a Lean UX Hotel Booking Prototype Putri Taqwa Prasetyaningrum; Norshahila Ibrahim
Journal of Information System and Informatics Vol 8 No 5 (2026): October
Publisher : Asosiasi Doktor Sistem Informasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63158/journalisi.v8i5.1843

Abstract

This single-group prototype evaluation examines the association between two self-reported post-use perceptions: perceived usability and gamification perception in an early-stage hotel-booking prototype. It does not test whether gamification improves booking performance.
 A high-fidelity prototype was developed through two Lean User Experience iterations. After the formative first iteration, 150 adults with prior hotel-booking-app experience completed the same ordered scenario remotely through Maze and then answered the System Usability Scale (SUS) and a study-specific ten-item Gamification Perception Questionnaire (GPQ). Objective task-success, completion-time, error, misclick, and abandonment metrics were not retained for analysis.
Mean SUS was 89.85 (SD = 11.37; 95% CI [88.02, 91.68]) and the GPQ descriptive mean was 4.67/5 (SD = 0.38; 95% CI [4.61, 4.73]). The two self-reported measures were positively associated (r = 0.66, 95% CI [0.56, 0.74], p < 0.001). Exploratory gender and age contrasts yielded small effects. The high SUS score represents perceived usability in this sample and does not establish task success or behavioral effectiveness.
 The contribution is empirical and design-oriented: it documents a Lean UX prototype evaluation in a transactional hospitality context. Interpretation is limited by the single-group design, possible novelty and ceiling effects, self-selection, remote testing, common-method bias, and the status of the GPQ as a study-specific descriptive index that still requires full psychometric validation.