Judul: Research of Bipolar Disorder Experience for The Design of By-Polar Application
Abstrak: Pengobatan yang dilakukan oleh penderita bipolar hanya dapat mengurangi frekuensi dan tingkat keparahan dari perubahan episode mood yang dialami oleh penderitanya, bukan untuk menyembuhkannya secara total. Episode mood bisa dihindari jika penderita mampu melakukan pemantauan episode mood dengan baik. Oleh karena itu, dilakukan penelitian untuk mengetahui fokus permasalahan yang dialami ODB, sehingga dapat dilakukan perumusan ide lebih lanjut untuk membantu ODB dalam mengelola episode mood yang dialaminya. Tujuan dari penelitian ini adalah menghasilkan peta kebutuhan Orang dengan Bipolar (ODB) dalam bentuk dokumen standar untuk diproses lebih lanjut dalam desain dan implementasi. Proses pemetaan kebutuhan tersebut dilakukan dengan mengadaptasi metode Design Thinking. Hasil akhir penelitian ini berupa hasil analisis perilaku dan kebutuhan pengguna aplikasi By-Polar yang diimplementasikan dalam bentuk empathy map, user persona, customer journey map, dan implikasi desain yang nantinya akan memudahkan pengembangan aplikasi By-Polar., Medication consumed by people with bipolar disorder can only reduce the frequency and severity of changes in mood episodes experienced by sufferers, not wholly cure the sufferer. The sufferer can avoid mood episodes if the patient is able to monitor mood episodes properly. Therefore, this study seeks to determine root problems experienced by bipolar sufferers and formulates ideas to assist bipolar sufferers in managing the mood episodes they experience. This research aims to map the needs of people with bipolar disorder on standard documents to be further processed in design and implementation. The mapping process adapts the Design Thinking method. The final result of this research is the analysis of the behavior and needs of the behavior and needs of By-Polar application users, implemented in the form of an empathy map, user persona, customer journey map, and design implications that will facilitate the development of By-Polar application.
Keyword: behavior analysis, design implications, design thinking, people with bipolar, user needs

Judul: Perancangan User Interface Prototipe Aplikasi By-Polar untuk Orang dengan Gangguan Bipolar
Abstrak: Gangguan bipolar merupakan gangguan mental kronis atau episodik yang dapat menyebabkan perubahan tidak normal pada suasana hati, energi, aktivitas dan konsentrasi. Perubahan tersebut terjadi secara ekstrim dan berfluktuasi. Di Indonesia, terdapat 1.41 juta penduduk menderita gangguan bipolar. Gangguan bipolar biasanya membutuhkan pengobatan seumur hidup dan tidak hilang dengan sendirinya. Secara umum, pengobatan bipolar dilakukan dengan melalui pengobatan biologis dan pengobatan psikososial. Oleh karena itu, dilakukan penelitian pengembangan aplikasi “By-Polar” sebagai sahabat virtual dan smart assistant bagi Orang dengan Bipolar (ODB) yang mendampingi pengobatan dan keseharian mereka. Penelitian ini berfokus pada pengembangan user interface tingkat medium-fidelity dengan memperhatikan aspek learnability dan usability pengguna pada aplikasi “By-Polar”. Proses perancangan prototipe aplikasi “ByPolar” dilakukan dengan mengadaptasi metode Design Thinking dengan dua iterasi dimulai dari tahap prototype, test, dan reflect. Hasil prototipe diujikan kepada tiga Orang dengan Bipolar dengan dua kali pengujian. Berdasarkan hasil pengujian iterasi pertama, diperoleh tingkat keberhasilan sebesar 83.5%. Pada iterasi kedua, diperoleh tingkat keberhasilan sebesar 100%. Kata Kunci: design thinking, gangguan bipolar, prototipe, user interface, Bipolar disorder is a chronic or episodic mental disorder that can cause abnormal changes in mood, energy, activity, and concentration. These changes occur in extreme and fluctuate. In Indonesia, 1.41 million people have bipolar disorder. Bipolar disorder usually requires lifelong treatment and doesn't go away on its own. The treatment of bipolar is done through biological treatment and psychosocial treatment. Therefore, we researched on the development of the "ByPolar" application as a virtual friend and intelligent assistant for people with bipolar disorder who accompany their treatment and daily lives. This study focuses on developing of medium-level user interface fidelity concerning to the learnability and usability aspects of the user. The process of designing a “By-Polar” application prototype is conducted by adapting the Design Thinking method in two iterations starting from the prototype, test, and reflect stages. We tested the prototype on three people with Bipolar twice. The first iteration has a success rate of 83.5%; meanwhile, second iteration has a success rate of 100%. Keywords: bipolar disorder, design thinking, user interface, prototype
Keyword: design thinking, gangguan bipolar, prototipe, user interface

Judul: Posisi Filogenetik Kura-Kura Carettochelys Insculpta  (Reptillia: Testudinata)
Abstrak: Carettochelys insculpta is an endemic freshwater turtle of southern Papua and northern Australia. Phylogenetic position of this turtle is remain unresolved until now. Most of the research conducted show close relationships of C. insculpta and members of Trionychidae family. However, some of the research show distance between C. insculpta and members of Trionychidae family. This research is conducted to analyze phylogenetic relationship between C. insculpta and other members of Testudinata using 12S rRNA, 16S rRNA, and both gene as markers. DNA samples were obtained from three different organisms of C. insculpta. Two species used as outgroups were Alligator mississippiensis and Iguana iguana. Phylogenetic analysis was carried out using Neighbor-Joining method with Felsenstein 1981 (F81) modeltest. A polytomy tree of Testudinata was produced by using 12S rRNA gene. However, analysis using 16S rRNA and both genes as markers confirmed that C. insculpta was located between the Chelonidae and the Trionychidae family.
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