CHOLIL, MUHAMMAD RAIHAN (2026) PERANCANGAN VISUAL APLIKASI DIGITAL SEBAGAI MEDIA UNTUK MENGATASI PROKRASTINASI PADA REMAJA. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
This design project aims to produce a mobile UI/UX prototype as a supporting medium for adolescents aged 17–24 in managing tasks, time, deadlines, and academic activities in a more structured way. The main problem addressed in this design is academic procrastination, which refers to the tendency to delay task completion and may be influenced by weak self-regulation, poor time management, difficulty starting tasks, low consistency, and digital distractions. The aspects examined in this design include UI/UX visual appearance, application flow, task management features, light gamification, and character visuals as part of the Reward Collection Pet system. The target users are adolescents aged 17–24, especially students, university students, and young adults who need support in recording tasks, recognizing deadlines, and organizing academic activities. Data were collected through questionnaires using purposive sampling, in which respondents were selected based on characteristics relevant to the target users. Character selection validation involved 19 respondents aged 17–24, while prototype design testing was conducted through an exhibition questionnaire involving 48 respondents. The data were analyzed using a descriptive method by summarizing questionnaire percentages and respondents’ open-ended responses. The final design is an interactive mobile application prototype consisting of Home, Calendar, Quest, Daily Quest, One-Time Quest, Collection, Animal Detail, and Profile pages. The design testing results showed that respondents gave positive feedback on the visual appearance, ease of navigation, deadline reminder feature, task management features, and Reward Collection Pet system. Respondents also liked the animal characters, reward concept, Home Page, Calendar, and simple UI display. Therefore, this prototype can serve as a visual supporting medium to help adolescents manage tasks in a more structured way, although it is not positioned as a single solution to eliminate procrastination. Keywords: UI/UX, academic procrastination, mobile application prototype, gamification, Reward Collection Pet. Perancangan ini bertujuan menghasilkan prototipe UI/UX aplikasi mobile sebagai media pendukung bagi remaja usia 17–24 tahun dalam mengelola tugas, waktu, tenggat waktu, dan aktivitas akademik secara lebih terstruktur. Fokus masalah dalam perancangan ini adalah prokrastinasi akademik, yaitu kecenderungan menunda penyelesaian tugas yang dapat dipengaruhi oleh lemahnya regulasi diri, kurangnya manajemen waktu, kesulitan memulai pekerjaan, rendahnya konsistensi, serta distraksi digital. Aspek yang dikaji dalam perancangan ini meliputi tampilan visual UI/UX, alur penggunaan aplikasi, fitur pengelolaan tugas, gamifikasi ringan, serta visual karakter sebagai reward Collection Pet. Target perancangan adalah remaja usia 17–24 tahun, khususnya pelajar, mahasiswa, dan remaja awal dewasa yang memiliki kebutuhan untuk mencatat tugas, mengenali deadline, dan mengatur aktivitas akademik. Pengumpulan data dilakukan melalui kuesioner menggunakan teknik purposive sampling, yaitu pemilihan responden berdasarkan karakteristik yang sesuai dengan target pengguna. Validasi pemilihan karakter melibatkan 19 responden berusia 17–24 tahun, sedangkan uji desain prototipe dilakukan melalui kuesioner pameran yang melibatkan 48 responden. Data dianalisis menggunakan metode deskriptif dengan merangkum persentase jawaban kuesioner dan tanggapan terbuka responden. Hasil perancangan berupa prototipe interaktif aplikasi mobile yang terdiri dari halaman Home, Calendar, Quest, Daily Quest, One-Time Quest, Collection, Animal Detail, dan Profile. Hasil uji desain menunjukkan bahwa responden memberikan tanggapan positif terhadap tampilan visual, kemudahan navigasi, fitur pengingat deadline, fitur pengelolaan tugas, serta sistem Reward Collection Pet. Responden juga menyukai karakter hewan, konsep reward, Home Page, Calendar, dan tampilan UI yang sederhana. Dengan demikian, prototipe ini dapat menjadi media pendukung visual yang membantu remaja mengelola tugas secara lebih terstruktur, meskipun tidak diposisikan sebagai solusi tunggal untuk menghilangkan perilaku prokrastinasi. Kata Kunci : UI/UX, prokrastinasi akademik, prototipe aplikasi mobile, gamifikasi, Reward Collection Pet.
| Item Type: | Thesis (S1) |
|---|---|
| NIM/NIDN Creators: | 42322010016 |
| Uncontrolled Keywords: | UI/UX, prokrastinasi akademik, prototipe aplikasi mobile, gamifikasi, Reward Collection Pet. |
| Subjects: | 000 Computer Science, Information and General Works/Ilmu Komputer, Informasi, dan Karya Umum > 010 Bibliography/Bibliografi > 011 General Bibliographies/Bibliografi Umum > 011.3 Bibliographies by Specific Forms/Bibliografi dan Katalog dengan Bentuk Khusus > 011.37 Visual and Audio Visual Media/Media Visual dan Audio Visual 100 Philosophy and Psychology/Filsafat dan Psikologi > 150 Psychology/Psikologi > 150.1-150.9 Standard Subdivisions of Psychology/Subdivisi Standar Dari Psikologi, Ilmu Jiwa > 150.7 Education of Psychology/Pendidikan Psikologi |
| Divisions: | Fakultas Desain dan Seni Kreatif > Desain Komunikasi Visual |
| Depositing User: | khalimah |
| Date Deposited: | 02 Sep 2026 08:14 |
| Last Modified: | 02 Sep 2026 08:14 |
| URI: | http://repository.mercubuana.ac.id/id/eprint/103584 |
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