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      Perancangan Solusi Pengalaman Pengguna Aplikasi Pembelajaran Bahasa Isyarat Indonesia (Bisindo) untuk Teman Dengar

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      Date
      2022
      Author
      Aisyah, Ulfainil
      Ardiansyah, Firman
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      Abstract
      Kondisi tunarungu mengakibatkan gangguan dalam berkomunikasi dan kesulitan mendapatkan informasi. Hal ini mengakibatkan terhambatnya pemenuhan hak linguistik teman Tuli. Permasalahan ini dapat diatasi dengan bahasa isyarat yang memvisualisasikan kata melalui gerakan dan ekspresi wajah. Namun, masih sedikit masyarakat yang bisa berkomunikasi dengan bahasa isyarat karena kurangnya akses pembelajaran dan sosialisasi kepada masyarakat . Oleh karena itu, penelitian ini dilakukan untuk merancang sebuah medium-fidelity prototype aplikasi pembelajaran Bahasa Isyarat Indonesia (Bisindo) berdasarkan kebutuhan pengguna. Proses perancangan solusi mengadaptasi metode design thinking yaitu fase problem space dan solution space. Fase problem space dikerjakan dalam penelitian lainnya oleh rekan peneliti, kemudian fase solution space dilanjutkan pada penelitian ini dengan tahapan ideate; prototype; test; dan reflect. Hasil penelitian berupa mobile prototype berbasis pengalaman pengguna yang telah diujikan kepada lima orang responden. Penelitian dengan metode yang digunakan berhasil menjawab empat how might we yang didefinisikan. Perbaikan yang dilakukan pada iterasi kedua memberikan produk yang lebih baik kepada pengguna terlihat dari data kualitatif berupa usability problem yang ditemukan pada iterasi kedua lebih sedikit daripada iterasi pertama.
       
      Getting information is difficult for those who are deaf. This causes a delay in the realization of the deaf people's language rights. Using sign language, which visualises words through gestures and facial expressions, can help with this issue. However, only a few people can use sign language because of a lack of access to learning. This research was conducted to design a medium-fidelity prototype of an Indonesian Sign Language learning that prioritises user needs. The design process for this application adopts the design thinking method. The problem space phase was carried out in other studies by research colleagues. In this study, the solution space phase was continued in two iterations with the idea, prototype, test, and reflect stage. Output of the research is a mobile prototype based on user experience that has been tested on five respondents. Four how might we questions have been successfully answered by research. The qualitative data in the form of usability problems found in the second iteration compared to the first shows that improvements made in the second iteration deliver a better product to users.
       
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      http://repository.ipb.ac.id/handle/123456789/114642
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      • UT - Computer Science [1860]

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      Copyright © 2020 Library of IPB University
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      Indonesia DSpace Group 
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