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Optimalisasi Desain UI/UX WEBSITE DemiFilm.co Dengan Metode Design Thinking Dan Usability Testing Tristan Raharjo; Deni Kuswoyo; Sari Tyas
Jurnal Komputer, Informasi dan Teknologi Vol. 5 No. 1 (2025): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v5i1.2662

Abstract

Penelitian ini bertujuan untuk mengoptimalkan desain antarmuka pengguna (UI) website DemiFilm.co dengan menggunakan metode Design Thinking dan Usability Testing. Fokus penelitian adalah meningkatkan navigasi, tata letak, dan tampilan visual untuk meningkatkan pengalaman pengguna. Hasilnya menunjukkan bahwa optimalisasi desain UI dapat meningkatkan keterlibatan dan kepuasan pengguna, serta memperkuat posisi DemiFilm.co sebagai platform berita film terpercaya di Indonesia. Studi ini menekankan efektivitas Design Thinking dalam memenuhi kebutuhan pengguna dan manfaat Usability Testing dalam menyempurnakan solusi desain. Temuan utama meliputi navigasi yang intuitif (skor rata-rata 5.5), kemudahan penggunaan (skor 6.0), dan responsivitas sistem yang tinggi (skor 5.8). Tantangan seperti daya tarik visual (skor 4.8) dan elemen yang membingungkan (skor 4.3) juga diidentifikasi, memberikan arahan untuk perbaikan di masa depan.
Game Memoria sebagai Inovasi Digital Terapi Kognitif Pencegahan Demensia bagi Lansia: Studi Pengujian Prototipe Skala Industri : Game Memoria as a Digital Innovation in Cognitive Therapy for Dementia Prevention for the Elderly: An Industrial-Scale Prototype Testing Study Yuyun Khairunisa; Bayu Dwi Nurwicaksono; Deni Kuswoyo
Amalee: Indonesian Journal of Community Research and Engagement Vol. 6 No. 2 (2025): Amalee: Indonesian Journal of Community Research and Engagement
Publisher : LP2M INSURI Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37680/amalee.v6i2.8121

Abstract

This article describes the results of testing Memoria, a digital memory game developed as an innovative cognitive therapy to help prevent dementia among older adults. Dementia is a degenerative condition affecting cognitive function, and although no cure currently exists, its symptoms and progression can be reduced through activities that stimulate the brain. The study employed a Community-Based Participatory Research (CBPR) approach involving partnerships with the True Crossword Puzzle Lovers community, older adults in Srengseng Sawah, crossword puzzle experts, game developers, and digital technology practitioners. The research stages included identifying elderly cognitive health needs, designing and validating crossword-based game content, developing the digital application, conducting feasibility testing, and disseminating the final product. Usability evaluation based on ISO 9241-11 demonstrated positive outcomes, with scores of 70% for usability, 76.8% for ease of use, 78% for learnability, and 80.4% for user satisfaction. Prototype testing with participants aged over 50 years showed 85% user satisfaction and 95% sensitivity to memory improvement. These findings suggest that Memoria is a feasible and effective digital medium for cognitive stimulation and dementia prevention among older adults.