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Journal : Proceeding Applied Business and Engineering Conference

User Experience of Cognitive Digital Games Among Elderly People to Prevent Dementia Khairunisa, Yuyun; Latif, Antinah; Nurwicaksono, Bayu Dwi; Kuswoyo, Deni
ABEC Indonesia Vol. 12 (2024): 12th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

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Abstract

A few ponders have appeared that cognitive and physical work out can offer assistance diminish the hazard andindications of alzheimer's and dementia. The utilize cognitive technology can be an successful to anticipate or moderate themovement of alzheimer's and dementia. Creator past inquire about have created a crosswords memory diversion applicationwith manufactured insights highlights as a refresher as one of the reviving media for cognitive treatment for the elderly .Research was conducted to test the user experience among users, namely the pre-elderly and elderly community. The researchwas conducted on 30 elderly people at the elderly posyandu. UX encompasses all user experiences and interactions with aproduct, service, or brand. It includes the user's feelings, emotions, and context when interacting. In this case, what is evaluatedis the ease of navigation in playing games, whether this game is interesting and fun and whether there are less pleasantexperiences. The result is for the convenience of navigation has a UX score of 68.42% out of a maximum of 100%, while theassessment for the fun experience of playing this game is 76.8%. The less pleasant experience is if there is a process ofinstalling the game on a mobile device because it is quite troublesome so it needs a mentoring process. And the font sizegreatly affects the comfort of using the application, where the larger the font size, the better.
Designing a Workplace Health Model for Creative Industry Employees in Tourism Villages: A Grounded Theory Approach” Riana, Meisi; Latif, Antinah; Annishia, Fristi Bellia; Elviana, Elviana; Shabir, Fadly
ABEC Indonesia Vol. 12 (2024): 12th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Tourism villages are one of the fastest growing sectors in the creative industry. Healthy workplace conditionsare essential to support employees in generating innovation and creativity. However, workplace health in this sector isoften neglected. This research aims to design a workplace wellness model suitable for creative industry employees intourist villages, using a Grounded Theory approach. The method involved in-depth interviews with 20 employees and 2managers from a pilot tourist village. Data were analyzed through open, axial, and selective coding stages to identifyfactors affecting occupational health. The results revealed that lack of government regulation and supervision, high workpressure, and lack of health facilities are some of the main challenges faced by employees. In addition, low managerialsupport for employee health also worsened workplace conditions. Based on these findings, the proposed workplacehealth model is the socialization and education of existing OSH regulations, establishing partnerships with OSHinstitutions or external parties, managing work stress, and providing better health facilities. This model is expected toimprove the physical and mental well-being of employees, while encouraging productivity and work quality in thecreative industry sector of tourist villages. The main suggestion from this research is the importance of more attentionfrom the management of tourist villages in implementing a comprehensive occupational health policy to create a healthierwork environment and support innovation.