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Inclusive Financial Literacy for Deaf People: Accessibility Analysis of Game-Based Financial Education Media I Gst. Agung Pramesti Dwi Putri; A.A. Istri Ita Paramitha; Ni Wayan Nanik Suaryani Taro Putri; Ni Putu Setia Pratiwi; Kadek Bagastya Adi Widyadhana
Journal of Business, Social and Technology Vol. 7 No. 3 (2026): Journal of Business, Social and Technology
Publisher : Politeknik Siber Cerdika Internasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59261/jbt.v7i3.747

Abstract

Background: Limited access to visually accessible financial education remains a barrier for deaf people in understanding financial information and making responsible economic decisions. Objective: This study aims to analyze the accessibility of a game-based financial education medium for deaf people by examining user needs, the translation of financial content into visual and interactive elements, and user experience toward the developed prototype. Methods: This study employed a descriptive-evaluative mixed methods design using a design thinking approach comprising empathize, define, ideate, prototype, and testing stages. Data were collected through observation, interviews, user discussions, prototype testing, user experience evaluation, and a financial literacy questionnaire involving 30 deaf participants in Bali. Accessibility was positioned as the primary design principle by integrating visual communication needs into the development of the game-based financial education media. Results: The findings indicate that deaf users require financial education media with simple language, clear visuals, intuitive navigation, contextual examples, sign language videos, and direct feedback. The Cash Hero prototype showed improvement across all UEQ dimensions, with final scores ranging from 0.658 for efficiency to 1.725 for perspicuity. The average financial literacy index was 72.0%, with 60.0% of respondents categorized as having moderate financial literacy. These findings indicate that game-based learning can translate abstract financial concepts into more concrete, contextual, and interactive learning experiences. Conclusion: This study concludes that game-based financial education designed through design thinking can serve as an accessible learning medium for deaf people. Future research should develop the prototype into a functional mobile application.
Respon Gelombang Beta pada Kanal T3 dan T4 EEG terhadap Visualisasi Kemasan Produk dalam Neuromarketing Jauzaa Maylia Suhendro; Ni Wayan Nanik Suaryani Taro Putri; I Gede Putu Krisna Juliharta; Ni Putu Noviyanti Kusuma
Majalah Ilmiah Teknologi Elektro Vol 25 No 1 (2026): (Januari - Juni) Majalah Ilmiah Teknologi Elektro
Publisher : Study Program of Magister Electrical Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/MITE.2026.v25.01.p08

Abstract

Abstract— Conventional marketing research often suffers from bias. While neuromarketing offers a solution using Electroencephalography (EEG), existing studies typically evaluate product packaging as a holistic stimulus and have not yet unraveled the neural processes behind each design element. This study aims to analyze the functional asymmetry of the temporal lobes (channels T3 and T4) and the involvement of Beta waves 12–30 Hz when consumers evaluate packaging. Using an Ultracortex Mark IV headset, brain activity from 25 participants was recorded while viewing packaging images categorized as "attractive" or "unattractive," which were validated through an initial questionnaire of 60 respondents. Data were extracted using the Python-based Power Spectral Density (PSD) method. The quantitative results showed that attractive packaging consistently triggered the highest surge in average Beta-band PSD across both channels. A clear functional asymmetry emerged through the dominance of the T4 channel (Right Temporal), which reached 0.251 μV2/Hz as the right brain processes non-verbal information, aesthetics, colors, logos, and graphic layouts. Concurrently, the T3 channel (Left Temporal) was active at 0.201 μV2/Hz to support logical-verbal processing when digesting textual product information. The output of this study proves that attractive packaging increases the reconstruction of spatial visualization in the consumer's mind through a recurrent feedback mechanism before a decision is made.