Judul: Design of Smart Trash Interactions to Nudge Clean Living Behavior Using the Double Diamond Method
Abstrak: Pemilahan sampah merupakan kegiatan untuk membuang sampah sesuai dengan jenisnya. Namun, kebiasaan mahasiswa dalam memilah sampah kurang baik. Dengan demikian, perlu adanya intervensi yang tidak memaksa untuk mengubah kebiasaan memilah sampah baik bagi mahasiswa maupun pihak lainnya. Konsep dorongan akan dimanfaatkan untuk membuat tempat sampah cerdas yang mengimplementasikan prinsip nudge. Penelitian ini bertujuan untuk merancang interaksi antara manusia dengan tempat sampah cerdas untuk membentuk dan mendorong perilaku memilah sampah mahasiswa. Metode yang digunakan dalam penelitian ini adalah metode Double Diamond. Fase Discover bertujuan mengumpulkan wawasan menggunakan kuesioner dan wawancara. Fase Define diawali dengan membuat user persona dan membuat pernyataan how might we. Fase Develop bertujuan memperoleh solusi melalui brainstorming. Fase Deliver merancang interaksi dengan storyboard. Penelitian ini menghasilkan empat rancangan skenario interaksi yang menerapkan prinsip nudge, yaitu (1) insentif membuang sampah yang akan menukarkan sampah daur ulang menjadi kupon/uang, (2) pemetaan jenis sampah dan katalog yang memberikan informasi terkait jenis sampah dan nilainya, (3) edukasi dengan permainan dan simulasi yang akan memberikan rangsangan pembelajaran menarik, (4) penukaran kupon yang berguna untuk memperbanyak opsi imbalan., Waste sorting is an activity to dispose of waste according to its type. However, the habit of students in sorting waste is not good. Thus, there is a need for interventions that do not force students to change the habit of sorting waste for both students and other parties. The push concept will be utilized to create a smart trash can that implements the nudge principle. This study aims to design interactions between humans and smart trash bins to nudge student waste sorting behavior. The method used in this study is the Double Diamond method. The Discover phase aims to gather insights using questionnaires and interviews. The Define phase begins with creating a user persona and making a how might we statement. The Develop phase aims to obtain solutions through brainstorming. The Deliver phase designs interactions with the storyboard. This study resulted in four design interaction scenarios that apply the nudge principle, (1) incentives to dispose of waste that will exchange recycled waste into coupons/money, (2) mapping the types of waste and catalogs that provide information related to the type of waste and its value, (3) education with games and simulations that will provide interesting learning stimuli, (4) exchange coupons that are useful for increasing reward options.
Keyword: Interaction design, Nudge, Smart garbage

Judul: Research on the Use of Digital Nudges to Form Responsible Consumption Habits for Online Groceries App Users
Abstrak: Permasalahan meningkat akibat konsumsi bahan makanan yang tidak bertanggung jawab. Sekitar 12% total sampah nasional terdiri dari sampah kertas/karton/kardus, setara dengan 4,14 juta ton/tahun, hanya sekitar 66,47% yang dikelola baik. Mencerminkan konsumsi yang tidak melihat dampak terhadap lingkungan. Perubahan ini mempengaruhi sikap dan perilaku, ditambah hadirnya online groceries. Solusi yang diharapkan menggunakan digital nudge. Penelitian ini bertujuan mengevaluasi efektivitas sikap dan perilaku generasi muda terhadap konsumsi bertanggung jawab. Metode melibatkan persiapan instrumen, rekrutmen partisipan, uji pengguna, wawancara, pengisian kuesioner, analisis hasil dan dokumentasi desain. Hanya 4 dari 22 responden menggunakan fitur nudge. Hasil uji menunjukkan perbedaan antara pemahaman dan sikap dengan perilaku. Mayoritas pengguna mengetahui adanya fitur nudge ini karena minimnya kesadaran akan isu lingkungan, penyajian informasi yang kurang menarik, dan frekuensi berbelanja yang tidak terlalu sering., The problem increases due to irresponsible consumption of foodstuffs. About 12% of the total national waste consists of paper/cardboard/cardboard waste, equivalent to 4.14 million tons/year, only about 66.47% of which is managed properly. Reflecting consumption that does not see the impact on the environment. These changes affect attitudes and behaviors, plus the presence of online groceries. The expected solution is to use digital nudge. This study aims to evaluate the effectiveness of young people's attitudes and behaviors towards responsible consumption. Methods involved instrument preparation, participant recruitment, user testing, interviews, questionnaire completion, result analysis and design documentation. Only 4 out of 22 respondents used the nudge feature. The test results showed a difference between understanding and attitude and behavior. The majority of users are aware of the nudge feature due to the lack of awareness of environmental issues, the presentation of information that is less interesting, and the frequency of shopping that is not too frequent.
Keyword: digital nudge, Konsumsi yang bertanggung jawab, online groceries (sayubox), pengguna aplikasi

Judul: Infection Of Babesia Bigemina In Cattle And Methods Of Control
Abstrak: Babesia bigemina is the species which occurs mostly through out the tropics and subtropical areas. It gains access to the susceptible cattle through the bite of an· ig fected tick and penetrates an erythrocyte. The pathogenesis of B. bigemina is considered to be as highly pathogenic and may cause heavy mortality in susceptible stock. Infecied cattle rapidly become dull and listless and lose their appetite, the erythrocytes are destroyed resulting anaemia, icterus, emaciation, weakness, and a drop in milk production. Death and loss of productivity due to B. bigemina account for the economic loss.
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