PERANCANGAN APLIKASI PERSUASIF YANG MEMBANTU PENGELOLAAN BAHAN MAKANAN UNTUK MENGURANGI SAMPAH MAKANAN DALAM SEKTOR RUMAH TANGGA

Sampah makanan merupakan salah satu penyumbang sampah terbanyak di Indonesia. Pada tahun 2020, total sampah makanan di Indonesia mencapai 40,23%. Salah satu penyebabnya adalah pengelolaan bahan makanan yang kurang baik. Dalam penelitian ini, dilakukan identifikasi kebutuhan menggunakan metode wawancara dan didapatkan 9 kelompok kebutuhan utama pengguna. Perancangan aplikasi menerapkan pendekatan perancangan persuasif dengan kriteria computers as tool, yaitu membuat kegiatan menjadi mudah dan efisien untuk dilakukan. Pada kegiatan design workshop dihasilkan tiga alternatif konsep. Masing-masing alternatif tersebut dinilai dan konsep terpilih dilakukan penyempurnaan dengan metode gabungan dari tahapan Substitute, Combine, Adapt, Modify, Put to another use, Eliminate dan Reverse (SCAMPER). Hasil penyempurnaan tersebut dibuat menjadi high fidelity prototype. Prototype tersebut dilakukan evaluasi dengan usability testing dan uji persuasif. Rata-rata nilai usability testing kriteria efektivitas sebesar 91,25% dan kriteria efisiensi sebesar 78,75%, sedangkan kriteria usability keseluruhan diukur menggunakan skor System Usability Scale (SUS) dengan nilai rata-rata sebesar 79,69. Nilai tersebut sudah mencapai nilai batas penerimaan yaitu 68. Uji persuasif diukur menggunakan Perceived Persuasiveness Questionnaire (PPQ). Rata-rata nilai PPQ kriteria effectiveness sebesar 5,833, kriteria quality sebesar 5,542, dan kriteria capability sebesar 5,917. Nilai tersebut sudah mencapai nilai batas penerimaan, yaitu sebesar 4,9. Hasil evaluasi tersebut kemudian dijadikan pertimbangan dalam merancang usulan perbaikan, salah satunya adalah memindahkan fitur edit bersama ke halaman utama aplikasi. Abstract[Designing Persuasive Application for Food Material Management to Reduce Food Waste in Household Sector] Food waste is one of the largest contributors waste in Indonesia. In 2020, total food waste in Indonesia reached 40.23%. One of the reasons is poor food ingredients management. In this study, identification of needs was carried out using interviews and obtained 9 groups of primary needs. The application design applies persuasive technology with computers as a tool approach, which makes activities easy and efficient. The design workshop activity produced three alternative concepts. Each alternative was assessed. The selected concept was refined using SCAMPER and was made into a high fidelity prototype. The prototype was evaluated by usability and persuasiveness testing. The usability testing score for effectiveness criteria was 91the . 25%, efficiency criteria were 78.75%, and the overall usability criteria were measured using SUS score with an average value of 79.69. This value has reached the acceptance limit value, which is 70%, 70%, and 68. Persuasiveness testing was measured using Perceived Persuasiveness Questionnaire (PPQ). PPQ value for effectiveness criteria was 5.833,quality criteria was 5.542, and capability criteria was 5.917. This value has reached the acceptance limit value, which is 4.9. The evaluation results are taken into consideration in designing improvements, one of which is the moving shared edit feature to the application's main page.Keywords: food waste; persuasiveness testing; prototype; usability testing