Putri, Ghina Ayudiya (2021) Development of gamification system using design thinking approach (case study: MyPertamina). Undergraduate thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
MyPertamina adalah aplikasi yang berfungsi sebagai sarana bagi pelanggan
Pertamina untuk membayar BBM tanpa uang tunai melalui LinkAja serta program
loyalitas untuk memberi penghargaan kepada pelanggan dengan voucher dan
merchandise. Selain berfungsi sebagai platform untuk melakukan pembayaran non
tunai di SPBU, MyPertamina juga berfungsi sebagai program loyalitas pelanggan
Pertamina. Cara kerja skema loyalitas yang melibatkan manfaat seperti voucher,
diskon, merchandise, bahkan cashback kepada pelanggan. Meski jumlah unduhan
dan ratingnya tinggi, Monthly Active User (MAU) MyPertamina sendiri masih
berada di bawah perkiraan jumlah pengguna aktif dari manajemen puncak. Dan
dengan demikian sistem gamifikasi diusulkan untuk meningkatkan pengguna aktif
bulanan aplikasi. Pembuatan sistem gamifikasi ini akan berkolaborasi dengan tim
MyPertamina sendiri. Dan proses perancangan sistem gamifikasi ini akan
mengikuti kerangka pemikiran desain. Dalam design thinking, langkah pertama
adalah berempati dengan pengguna, dalam penelitian ini akan dilakukan melalui
wawancara mendalam dan survei. Tahapan define dan ideate selanjutnya akan
dilakukan dalam sesi co-creation dengan para pemangku kepentingan yang terlibat
di MyPertamina. Proses co-creation sendiri akan mengikuti modifikasi google
design sprint framework. Tahapan prototype selanjutnya akan dilakukan oleh tim
MyPertamina berdasarkan analisa dari langkah-langkah sebelumnya, dan untuk
evaluasi sistem yang dikembangkan akan dilakukan dengan demo sistem gamified dan sistem non-gamified.
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MyPertamina is an app that serves as a way for Pertamina customer to pay
their fuels without cash through LinkAja as well as a loyalty program to rewards
customers with vouchers and merchandise. Beside serving as a platform to make
cashless payment in SPBU, MyPertamina also serve as a loyalty program for
Pertamina customer. The way loyalty scheme works involving benefits such as
voucher, discounts, merchandise, and even cashback to customers. Despite the high
number of downloads and ratings, the Monthly Active User (MAU) of
MyPertamina itself is still falls below the expected number of active user from the
top management. And thus gamification system is proposed to increase the monthly
active user of the app. The creation of this gamification system will collaborate with
MyPertamina team themselves. And the design process of this gamification system
will follow a design thinking framework. In design thinking, the first step is to
empathize with users, in this research, this will be done through In-depth interview
and surveys. The next steps of define and ideate will be done in a co-creation session
with stakeholders involved in MyPertamina. The co-creation process itself will
follow modified google design sprint framework. The next steps of prototype will
be done by MyPertamina team based on the analysis of the previous steps, and for
the evaluation of the developed system will be done with a demo of a gamified
system and non-gamified system.
Item Type: | Thesis (Undergraduate) |
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Uncontrolled Keywords: | Aplikasi MyPertamina, Gamifikasi, Design Thinking, Google Design Sprint, MyPertamina Application, Gamification, Design Thinking, Design Sprint. |
Subjects: | A General Works > AI Indexes (General) A General Works > AI Indexes (General) A General Works > AS Academies and learned societies (General) A General Works > AS Academies and learned societies (General) |
Divisions: | Faculty of Industrial Technology and Systems Engineering (INDSYS) > Industrial Engineering > 26201-(S1) Undergraduate Thesis |
Depositing User: | Ghina Ayudiya Putri |
Date Deposited: | 13 Aug 2021 18:39 |
Last Modified: | 02 Sep 2024 03:13 |
URI: | http://repository.its.ac.id/id/eprint/86248 |
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