Desain Prototipe Manajemen Kegiatan Kasual Bulu Tangkis dengan Design Thinking

Hakim, Ardha Irfan (2024) Desain Prototipe Manajemen Kegiatan Kasual Bulu Tangkis dengan Design Thinking. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Manajemen kegiatan olahraga memegang peran yang signifikan dalam menentukan kesuksesan pelaksanaan kegiatan olahraga, tidak terkecuali bulu tangkis. Namun, mengelola kegiatan kasual olahraga bulutangkis dalam komunitasnya tidaklah mudah. Hal ini karena permasalahan dalam manajeman aktivitas olahraga bulutangkis termasuk ke dalam wicked problem. Permasalahan ini tidak memiliki definisi yang pasti serta bersifat ambigu dan melibatkan banyak orang. Penelitian Tugas Akhir ini bertujuan untuk merancang sebuah prototipe antarmuka pengguna aplikasi manajemen aktivitas olahraga bulu tangkis. Metode yang digunakan dalam Tugas Akhir ini adalah design thinking yang dikembangkan oleh Stanford d.school. Proses penggalian kebutuhan dilakukan dengan wawancara kepada 5 pegiat bulu tangkis untuk menemukan permasalahan seputar manajemen kegiatan bulu tangkis kasual. Penelitian ini menghasilkan luaran berupa high-fidelity prototype aplikasi manajemen aktivitas olahraga bulu tangkis. Prototipe kemudian diuji dalam tahap usability testing sebanyak 2 iterasi dengan total penguji sebanyak 20 partisipan. Hasil pengujian menunjukkan peningkatan skor SEQ serta rerata waktu penyelesaian tugas di dalam prototipe yang mengindikasikan peningkatan kemudahan penggunaan prototipe. Rancangan prototipe ini dapat digunakan sebagai referensi pengembangan aplikasi manajemen kegiatan bulu tangkis kasual.
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Sports activity management plays a significant role in determining the success of sports activities, including badminton. However, managing casual badminton activities within a community is not easy. This is because issues in managing badminton activities are considered wicked problems. These problems do not have clear definitions, are ambiguous, and involve many people. This Final Project aims to design a user interface prototype for a badminton activity management application. The method used in this Final Project is design thinking developed by Stanford d.school. The needs assessment process was conducted through interviews with 5 badminton enthusiasts to identify problems related to managing casual badminton activities. This research produces an output in the form of a high-fidelity prototype of a badminton activity management application. The prototype was then tested in a usability testing phase with 2 iterations, involving a total of 20 participants. The test results showed an increase in SEQ scores and average task completion time within the prototype, indicating improved ease of use. This prototype design can be used as a reference for developing casual badminton activity management applications.

Item Type: Thesis (Other)
Additional Information: Low-Fidelity Prototype: bit.ly/ShuttlePlay-LowFidelity High-Fidelity Prototype: bit.ly/ShuttlePlay-HighFidelity
Uncontrolled Keywords: Design thinking, prototipe, manajemen, bulu tangkis, kegiatan kasual, prototype, management, badminton, casual activity
Subjects: T Technology > T Technology (General) > T58.5 Information technology. IT--Auditing
T Technology > TA Engineering (General). Civil engineering (General) > TA174 Computer-aided design.
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Information System > 57201-(S1) Undergraduate Thesis
Depositing User: Ardha Irfan Hakim
Date Deposited: 26 Jul 2024 03:02
Last Modified: 26 Jul 2024 03:02
URI: http://repository.its.ac.id/id/eprint/108952

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