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APPLICATION OF INTERACTIVE MEDIA AND DIGITAL MEDIA FOR THE REVITALIZATION OF THE MUSEUM POS INDONESIA Sasangka Bhima Asmara; Didit Widiatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

Museum Pos Indonesia in Bandung has the potential to be a rich educational and historical tourism center, but faces challenges in attracting visitors, especially the younger generation, due to its conventional presentation and lack of utilization of digital technology. In the revitalization effort, an interactive technology-based design approach is seen as a solution to create a more engaging, informative, and relevant museum experience. This research applies a qualitative method with a Design Thinking approach, which includes five stages: empathize by conducting observations and interviews with visitors and managers, define to formulate the main problems of the museum, ideate in designing interactivity-based design solutions, prototype as a visualization of space and media, and test to test the effectiveness of the visitor experience. Digital interactive media such as touch screens, video mapping, augmented reality, and QR code-based audio systems are designed and adapted to visitor segmentation from children to adults. It is hoped that the results of this research will create a showroom atmosphere that is educative, inclusive and fun, and strengthen the position of Museum Pos Indonesia as a modern cultural institution that is able to adapt in the digital era.
REVITALIZATION OF THE INDONESIAN POSTAL MUSEUM WEBSITE THROUGH THE DESIGN THINKING APPROACH Nabila Febriyulisky; Didit Adwiyatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

The Indonesian Postal Museum is facing challenges in attracting the attention of younger generations. The purpose of this study is to create an interactive website based on artificial intelligence (AI) that maximizes the user's digital experience. This method will use Design Thinking Approach. Empathize, define, ideate, prototype, and test those the five steps in this approach, which uses a qualitative descriptive approach. To collect data, observation, interviews, questionnaires, and literature review were employed. The research findings indicate that the use of AI features such as chatbots, content personalization, and other interactive components can enhance user engagement online and encourage them to visit the museum in person. It is hoped that this project will serve as a model for digital revitalization for other museums in Indonesia
PERANCANGAN PROTOTIPE APLIKASI MANAJEMEN KEUANGAN DIGITAL BAGI GENERASI SANDWICH Andriani, Luthfia Maullida; Adriyanto, Andreas Rio; Razi, Aria Ar
eProceedings of Art & Design Vol. 13 No. 1 (2026): Februari 2026
Publisher : Telkom University

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Abstract

Fenomena generasi sandwich di Indonesia terus meningkat seiring dengan tingginyatekanan ekonomi dan tanggung jawab ganda yang harus mereka tanggung, yaitu membiayai kebutuhan orang tua sekaligus anak ataupun saudara. Kondisi ini diperburuk oleh rendahnya tingkat literasi keuangan serta keterbatasan aplikasi pengelola keuangan yang hanya berfokus pada pencatatan transaksi, tanpa memberikan solusi menyeluruh. Oleh karena itu, penelitian ini bertujuan untuk merancang sebuah prototipe aplikasi mobile yang efektif, terstruktur, dan mudah diakses guna membantu generasi sandwich dalam mengelola keuangan mereka secara lebih bijak. Metode penelitian yang digunakan meliputi pengumpulan data primer dan sekunder melalui wawancara, observasi, kuesioner, dan studi literatur. Proses perancangan dilakukan dengan pendekatan design thinking yang mempertimbangkan aspek antarmuka pengguna (UI) dan pengalaman pengguna (UX). Aplikasi ini dirancang dengan fitur lengkap, meliputipencatatan transaksi, perencanaan anggaran, edukasi keuangan melalui artikel, dan layanan konsultasi keuangan. Hasil dari perancangan ini diharapkan dapat menjadi solusi terpadu yang sesuai dengan kebutuhan nyata pengguna dan mampu mendorong kemandirian finansial serta kesejahteraan generasi sandwich.Kata Kunci : Aplikasi Keuangan, Generasi Sandwich, Literasi Keuangan, Manajemen Keuangan, Prototipe Mobile
USABILITY TESTING OF THE DIGITAL PUBLIC LIBRARY OF AMERICA WEBSITE: A CASE STUDY ON DIGITAL ARCHIVES Maryam Az-Zahra Suharwoto; Andreas Rio Adriyanto; Maria Josef Retno Budi Wahyuni
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 8 (2026): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20135189

Abstract

User experience is part of the most important aspects to consider in developing a website. Measuring user experience would lead to creating better websites, especially websites that specialize in digital archives such as Digital Public Library of America. As one of the leading countries in digital preservation and specializing in manuscripts and historical artifacts, the Digital Public Library of America website is one of the main sources of information that people access to retrieve information regarding that subject. Large amounts of preserved manuscripts are digitalized and open to public access. Users are able to reach a wide category of historical archives through a single medium, thus allowing a larger audience as it can reach people outside of America. Through usability testing, interviews and systematic literature review, several aspects of user experience become the main highlights and key points of the Digital Public Library of America website. This study employs a qualitative methodology by gathering data through interviews, direct observations, and literature review. Its main contribution is offering a strategic framework for developing comparable websites while addressing user requirements.