Sari, Rahbiah Winda (2025) Perancangan Desain Mobile Game Untuk Stimulasi Kognitif Pada Lansia. Masters thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Demensia merupakan kondisi penurunan fungsi kognitif seperti kesulitan mengingat dan berpikir, yang berdampak pada aktivitas sehari-hari dan menjadi tantangan kesehatan serius di Indonesia. Kondisi ini mendorong perlunya intervensi berbasis teknologi yang adaptif bagi lanjut usia (lansia). Penelitian ini bertujuan untuk menganalisis kebutuhan pengguna pada 16 lansia dalam penggunaan game seluler sebagai terapi kognitif, merancang game berbasis User Centered Design (UCD), serta mengevaluasi efektivitas dan pengaruhnya melalui USE Questionnaire. Hasil identifikasi kebutuhan menunjukkan pentingnya aksesibilitas dalam desain, seperti antarmuka sederhana, ikon jelas, ukuran teks dan tombol besar, serta warna kontras. Prototype game dikembangkan secara bertahap dengan prinsip UCD, menghasilkan tiga permainan berdurasi singkat untuk mengurangi kelelahan, yakni Memori Warna, Find Pet, dan Match Fruits, yang menstimulasi memori dan konsentrasi. Usability testing menunjukkan learning curve positif, ditandai dengan penurunan waktu penyelesaian pada tiga kali percobaan game memori warna 65 detik menjadi 40 detik, game find pet waktu penyelesaiannya turun dari 83 detik menjadi 46 detik, dan game match fruits waktu penyelesaiannya turun dari 81 detik menjadi 47 detik, dengan aspek kepuasan tertinggi sebesar 87,07%. Temuan ini membuktikan bahwa desain berbasis UCD tidak hanya mudah dipelajari dan digunakan, tetapi juga meningkatkan keterlibatan lansia. Penelitian ini menyoroti potensi game seluler sebagai solusi inklusif bagi kesehatan kognitif lansia dan pentingnya desain yang berfokus pada kebutuhan pengguna dengan keterbatasan spesifik.
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Dementia is a condition characterized by a decline in cognitive functions, such as difficulties in memory and thinking, which impacts daily activities and poses a serious health challenge in Indonesia. This condition highlights the need for adaptive, technology-based interventions for older adults. This study aims to analyze the needs of 16 elderly users in utilizing mobile games as a cognitive therapy tool, design games based on the User Centered Design (UCD) approach, and evaluate their effectiveness and impact using the USE Questionnaire. The needs assessment revealed the importance of accessibility in design, including a simple interface, clear icons, large text and buttons, and high-contrast colors. The game prototype was developed iteratively following UCD principles, resulting in three short duration games Color Memory, Find Pet, and Match Fruits designed to reduce fatigue while stimulating memory and concentration. Usability testing indicated a positive learning curve, marked by reduced completion times across three trials from 65 to 40 seconds in Color Memory, from 83 to 46 seconds in Find Pet, and from 81 to 47 seconds in Match Fruits, with the highest satisfaction score reaching 87.07%. These findings demonstrate that a UCD-based design is not only easy to learn and use but also enhances elderly user engagement. This research underscores the potential of mobile games as an inclusive solution for supporting cognitive health in older adults and the critical importance of user-focused design that accommodates their specific limitations.
Item Type: | Thesis (Masters) |
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Uncontrolled Keywords: | Demensia, Lansia, Mobile Game, Stimulasi Kognitif, USE Questionnaire, User Centered Design, Usability Testing |
Subjects: | T Technology > T Technology (General) > T174.5 Technology--Risk assessment. |
Divisions: | Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26101-(S2) Master Thesis |
Depositing User: | Rahbiah Winda Sari |
Date Deposited: | 04 Aug 2025 11:28 |
Last Modified: | 04 Aug 2025 11:29 |
URI: | http://repository.its.ac.id/id/eprint/126194 |
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