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: Defining Point of View, Ideate, and Designing Low Fidelity Prototype in By-Polar Applications for People with Bipolar Disorders
Abstrak: Penanganan utama bagi penderita bipolar atau biasa disebut dengan ODB (Orang dengan Bipolar) adalah memulihkan penderita pada saat memasuki fase perubahan mood yang ekstrem menjadi stabil. Penting bagi ODB untuk menjaga stabilitas suasana hatinya agar mampu menghindari perubahan mood yang ekstrem. Oleh karena itu, dilakukan penelitian untuk mengetahui fokus permasalahan yang dialami ODB, merumuskan ide, serta merancang Low Fidelity Prototype yang mudah dipahami. Tujuan dari penelitian ini adalah menghasilkan sebuah Low Fidelity Prototype yang mudah untuk dipelajari dan sesuai dengan kebutuhan pengguna. Perancangan dilakukan berbasis usability dengan mengadaptasi metode Design Thinking. Pada iterasi pertama, hasil dari Low Fidelity Prototype dievaluasi oleh lima orang praktisi di bidang UI/UX dan dua orang praktisi di bidang kesehatan. Pada iterasi kedua, prototipe ini diuji kepada tiga orang penderita bipolar dengan tiga kali percobaan. Pada uji coba yang kedua, pengguna telah berhasil menyelesaikan seluruh tugas dengan penurunan total durasi sebesar 1.9 kali dan penurunan total missclick sebanyak 4.2 kali., The primary treatment for people with bipolar disorder or in Indonesia is commonly known as ODB, is to recover the patient when entering a phase of extreme mood into a stable one. People with bipolar disorder need to maintain mood stability to avoid extreme mood swings. Therefore, research was conducted to determine the focus of ODB’s problems, formulate ideas, and design Low Fidelity Prototype that is easy to understand. This research aims to produce a Low Fidelity Prototype that is easy to learn and according to user needs. The design process is based on usability by adapting the Design Thinking method. In the first iteration, Low Fidelity Prototype has been evaluated by five practitioners in UI/UX and two practitioners in the health sector. In the second iteration, this prototype was tested on three people with bipolar disorder with three trials. In the second trial, the user has completed all tasks with a decrease in total duration of 1.9 times and a reduced total misclick of 4.2 times.
Keyword: bipolar disorder, design thinking, low fidelity prototype, usability

Judul: Methane Consumption (CH4) on Upland Rice Cultivation Under Micro Climate Cobdition With N Fertilizer Levels
Abstrak: Methane (CH4) is one of radiatively active trace gases or greenhouse gas, having strong absorbsivity to the infrared outgoing radiation emitted by the earth's surface, hence causing the warming of the atmosphere. Methane concentration in the atmosphere increases with a rate of about 12+1 ppbv/yr, or 36 Tg/yr. The increase of methane was predicted to have a significant impact on the earth's climate. The presence of 1.3 ppmv of methane in the atmosphere causes the globally average surface temperature 1.30C higher than it would be with no methane.
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