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dc.contributor.advisorAsfarian, Auzi
dc.contributor.advisorHermadi, Irman
dc.contributor.authorDiapati, Aiko Nur Fajrin
dc.date.accessioned2024-08-20T06:31:01Z
dc.date.available2024-08-20T06:31:01Z
dc.date.issued2024
dc.identifier.urihttp://repository.ipb.ac.id/handle/123456789/157948
dc.description.abstractTransportasi dan produksi pangan menyumbang sekitar 26% dari total emisi gas rumah kaca global dan berkontribusi pada penipisan lahan dan sumber daya alam. Hal ini berkaitan dengan konteks konsumsi bertanggung jawab, terutama pada layanan online groceries, peningkatan kesadaran konsumen sangat penting. Digital nudge terbukti efektif mengubah perilaku individu secara positif, meski penggunaannya masih belum umum di platform online groceries Indonesia. Penelitian ini bertujuan merancang digital nudge pada aplikasi online groceries menggunakan SCAMPER dan mengujinya melalui uji kebergunaan. Penelitian ini menghasilkan prototipe medium-fidelity aplikasi online groceries Sayurbox yang dibuat melalui lima tahapan, yaitu pembangkitan ide redesain dengan SCAMPER, pembuatan prototipe, uji kebergunaan, wawancara, dan rekomendasi pengembangan. Uji kebergunaan dengan 20 responden menunjukkan prototipe redesain mencapai tingkat keberhasilan langsung 50%, sementara prototipe orisinal mencapai 90%. Prototipe redesain meningkatkan penggunaan fitur responsible consumption sebesar 80%. Secara keseluruhan, prototipe ini menunjukkan kualitas sangat baik dalam analisis UEQ-S dari aspek pragmatis dan hedonis.
dc.description.abstractTransportation and food production contribute about 26% of global greenhouse gas emissions and deplete land and natural resources. In the context of responsible consumption, especially in online grocery services, raising consumer awareness is crucial. Digital nudges have been proven to positively change individual behavior, though their use is still uncommon in Indonesian online grocery platforms. This study aims to design digital nudges for an online grocery app using the SCAMPER framework and test their effectiveness through usability testing. The research produced a medium-fidelity prototype of the Sayurbox online grocery app through five stages: idea generation with SCAMPER, prototyping, usability testing, interviews, and development recommendations. Usability testing with 20 respondents showed that the redesigned prototype had a direct success rate of 50%, compared to 90% for the original prototype. The redesigned prototype increased the use of the responsible consumption feature by 80%. Overall, this prototype showed excellent quality in the UEQ-S analysis, both in pragmatic and hedonic aspects.
dc.description.sponsorship
dc.language.isoid
dc.publisherIPB Universityid
dc.titleRedesain Aplikasi Online Groceries untuk Mempromosikan Kebiasaan Terkait Responsible Consumption Menggunakan Digital Nudgeid
dc.title.alternativeRedesign Online Groceries Application to Promote Habits Related to Responsible Consumption with Digital Nudge
dc.typeSkripsi
dc.subject.keyworddigital nudgeid
dc.subject.keywordKonsumsi yang bertanggung jawabid
dc.subject.keywordonline groceries (sayubox)id
dc.subject.keywordSCAMPERid


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