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: Redesign of digital nudges in e-commerce applications to promote responsible consumption
Abstrak: Peningkatan konsumsi bertanggung jawab telah mempengaruhi berbagai aspek layanan teknologi, khususnya dalam e-commerce. Pertumbuhan pesat platform e-commerce, terutama Tokopedia, telah mendorong perkembangan ekonomi, namun juga membawa dampak negatif yang tak terhindarkan, terutama terkait keberlanjutan lingkungan dan sosial. Konsep konsumsi bertanggung jawab menekankan pada pengurangan penggunaan sumber daya alam, bahan berbahaya, dan limbah untuk menjamin masa depan yang berkelanjutan. Penelitian ini bertujuan untuk merancang digital nudge yang efektif di platform e-commerce Tokopedia untuk mendorong kebiasaan konsumsi bertanggung jawab serta menguji rancangan prototipe. Penelitian dilakukan dalam beberapa tahapan yakni pembangkitan ide menggunakan SCAMPER, prototyping, uji kebergunaan, dan wawancara. Prototipe redesain berhasil meningkatkan penggunaan fitur responsible consumption berupa fitur donasi dari 40% menjadi 67%., The increase in responsible consumption has impacted various aspects of technology services, particularly in e-commerce. The rapid growth of e-commerce platforms, especially Tokopedia, has driven economic development but also brought unavoidable negative effects, particularly related to environmental and social sustainability. The concept of responsible consumption emphasizes reducing the use of natural resources, hazardous materials, and waste to ensure a sustainable future. This research aims to design an effective digital nudge on the Tokopedia e-commerce platform to encourage responsible consumption habits and test the prototype design. The study was conducted in several stages, including generating ideas using SCAMPER, prototyping, usability testing, and interviews. The redesigned prototype successfully increased the use of responsible consumption features, such as donation features, from 40% to 67%.
Keyword: digital nudge, E-commerce, Konsumsi yang bertanggung jawab, SCAMPER

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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