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dc.contributor.advisorgultom, parapat
dc.contributor.authoramin, fathul
dc.date.accessioned2026-01-09T05:02:47Z
dc.date.available2026-01-09T05:02:47Z
dc.date.issued2026
dc.identifier.urihttps://repositori.usu.ac.id/handle/123456789/112076
dc.description.abstractGame addiction among adolescents is a significant issue affecting health and productivity. This study aims to design the UI/UX of a game time management application that is adaptive and persuasive to encourage self-regulation in teenagers. The research employs the Design Thinking methodology, encompassing five stages: empathize, define, ideate, prototype, and testing. Data were gathered through interviews and surveys with the target audience aged 13–18. The final result is a high-fidelity prototype featuring self-imposed time limits, activity tracking, and a reward system to motivate discipline. Based on the System Usability Scale (SUS) testing, the design achieved a score of [X], indicating high usability and strong user acceptance. In conclusion, a user-centered design approach provides an effective solution to mitigate game addiction risks by fostering healthier digital habits.en_US
dc.language.isoiden_US
dc.publisherUniversitas Sumatra Utaraen_US
dc.subjectUI/UXen_US
dc.subjectDesign Thingkingen_US
dc.subjectUsabilityen_US
dc.subjectGame Addictionen_US
dc.titlePerancangan UI-UX aplikasi pengelola waktu bermain game untuk mengurangi resiko kecanduan pada remajaen_US
dc.title.alternativeUi/Ux Design Of A Game Time Management Application To Reduce Addiction Risk In Adolescentsen_US
dc.typeThesisen_US
dc.identifier.nimNIM222406021
dc.identifier.nidnNIDN0030016102
dc.identifier.kodeprodiKODEPRODI55401#Teknik informatika
dc.description.pages59 Pagesen_US
dc.description.typeKertas Karya Diplomaen_US
dc.subject.sdgsSDGs 4. Quality Educationen_US


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