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Journal : Jurnal Optimasi Sistem Industri

Designing Persuasive Application to Promote Public Transportation Use Thedy Yogasara; Vania Edra Christabel Naomi
Jurnal Optimasi Sistem Industri Vol. 20 No. 1 (2021): Published in May 2021
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (704.225 KB) | DOI: 10.25077/josi.v20.n1.p22-32.2021

Abstract

The poor air quality of Jakarta, caused among others by fossil fuel combustion for transportation, harmfully affects the health of its people. Carbon emissions resulting from transportation activities can be reduced by getting people to use public transportation more frequently. This research aims at designing a persuasive application to encourage people to use public transportation more often. The steps of interaction design were employed. Firstly, user needs were identified using interviews, resulting in 48 interpreted needs which were then grouped into nine primary needs. Secondly, a design workshop involving users and designers was conducted to produce three concept alternatives. In the next stage, the best concept was selected using the concept scoring method and was subsequently refined through the SCAMPER method. A high-fidelity prototype was developed based on the final concept. Lastly, the evaluation process of the application prototype named ecoGlide consisted of two major parts, i.e. the evaluation of performance and persuasive qualities. The performance evaluation was conducted through Usability Testing using five criteria. The effectiveness and efficiency criteria consecutively score 91% and 71.43%, exceeding the minimum acceptable value of 70%. Furthermore, the satisfaction, usefulness, and learnability criteria respectively score 3.83, 3.88, and 3.88, which surpass the threshold value of 3.4. The persuasive quality was evaluated using the qualitative method through a coding scheme. The result shows that the Emotion and Persuasion categories were most closely related to the application use. The most influential sub-category of the persuasion aspect is Reward Driven, which ranks 4th out of 14 sub-categories. Overall, the ecoGlide application was considered to have good usability and persuasive ability.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Dian Putrawangsa; Clara Theresia; Thedy Yogasara; Yansen Theopilus
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Putrawangsa, Dian; Theresia, Clara; Yogasara, Thedy; Theopilus, Yansen
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1123.48 KB) | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Putrawangsa, Dian; Theresia, Clara; Yogasara, Thedy; Theopilus, Yansen
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (893.526 KB) | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
Designing Persuasive Application to Promote Public Transportation Use Yogasara, Thedy; Naomi, Vania Edra Christabel
Jurnal Optimasi Sistem Industri Vol. 20 No. 1 (2021): Published in April 2021
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/josi.v20.n1.p22-32.2021

Abstract

The poor air quality of Jakarta, caused among others by fossil fuel combustion for transportation, harmfully affects the health of its people. Carbon emissions resulting from transportation activities can be reduced by getting people to use public transportation more frequently. This research aims at designing a persuasive application to encourage people to use public transportation more often. The steps of interaction design were employed. Firstly, user needs were identified using interviews, resulting in 48 interpreted needs which were then grouped into nine primary needs. Secondly, a design workshop involving users and designers was conducted to produce three concept alternatives. In the next stage, the best concept was selected using the concept scoring method and was subsequently refined through the SCAMPER method. A high-fidelity prototype was developed based on the final concept. Lastly, the evaluation process of the application prototype named ecoGlide consisted of two major parts, i.e. the evaluation of performance and persuasive qualities. The performance evaluation was conducted through Usability Testing using five criteria. The effectiveness and efficiency criteria consecutively score 91% and 71.43%, exceeding the minimum acceptable value of 70%. Furthermore, the satisfaction, usefulness, and learnability criteria respectively score 3.83, 3.88, and 3.88, which surpass the threshold value of 3.4. The persuasive quality was evaluated using the qualitative method through a coding scheme. The result shows that the Emotion and Persuasion categories were most closely related to the application use. The most influential sub-category of the persuasion aspect is Reward Driven, which ranks 4th out of 14 sub-categories. Overall, the ecoGlide application was considered to have good usability and persuasive ability.
Aplikasi Terapi Wicara bagi Remaja Penyandang Disabilitas Intelektual Ringan Yogasara, Thedy; Stefiany, Cecilia
Jurnal Optimasi Sistem Industri Vol. 18 No. 1 (2019): Published April 2019
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (489.821 KB) | DOI: 10.25077/josi.v18.n1.p86-96.2019

Abstract

There are more than three million people in Indonesia who have speech disorders. Speech disorders are also experienced by people with intellectual disabilities, who need speech therapy to practice their expressive speech skills. However, the current types of speech therapy, in general, are not easily accessible and require considerable cost. The purpose of this study, therefore, is to provide a speech therapy tool that can be accessed easily and requires low cost. This research designs a mobile application as a speech therapy tool for teenagers with mild intellectual disability. The design process began with the identification of user needs, followed by the design of application concepts using a design workshop. The best concept was developed into a prototype, which was then evaluated through a usability testing, using effectiveness, efficiency, learnability, memorability, and accessibility as the evaluation criteria. Based on the evaluation, the effectiveness of the application is 82.2% and its efficiency is 78.9%. Meanwhile, the learnability and memorability of the application consecutively score 80% and 94.4%. These results show that the application has a good level of accessibility. Evaluation was also conducted using the System Usability Scale (SUS) questionnaire, which resulted in a total score of 74 (acceptable). In addition, interviews were conducted to identify remaining flaws that were subsequently used as a basis for design improvement of the application.