Judul: Perancangan Mobile User Experience Permainan Edukasi Kedelai Menggunakan Metode Lean UX
Abstrak: Komoditas kedelai dan produk olahannya memiliki gizi yang tinggi dengan jenis yang beragam. Masyarakat Indonesia hanya mengonsumsi sebagian dari jenis produk olahan kedelai. Finding Soya adalah permainan edukasi kedelai berbasis mobile yang dirancang sebagai sarana sosialisasi dalam memperkenalkan produk olahan kedelai kepada anak-anak usia 9-11 tahun. Penelitian ini berfokus pada perancangan mobile user experience prototype menggunakan metode Lean UX dengan dua kali iterasi. Tahapan penelitian dimulai dari tahap declare assumptions melalui wawancara tiga responden. Hasil iterasi pertama diterapkan dalam prototipe low fidelity melalui aplikasi mobile prototyping on paper dan dievaluasi menggunakan playability heuristics. Prototipe low fidelity Finding Soya memiliki persentase playability heuristics sebesar 72.41%. Hasil iterasi kedua diterapkan dalam prototipe medium fidelity melalui Axure RP Pro 7.0 dan dievaluasi menggunakan playability heuristics dan cognitive walkthrough. Prototipe medium fidelity Finding Soya memiliki persentase playability heuristics sebesar 80.46% dan persentase cognitive walkthrough sebesar 93.75%. Anak-anak dapat menggunakan prototipe Finding Soya dengan mudah dan menyenangkan.
Keyword: educational game, lean UX, user experience

Judul: Pengembangan Guidelines Evaluasi Usability Permainan Mobile Edukasi Indonesia
Abstrak: Mobile games dan permainan komputer saat ini telah menjadi salah satu unsur yang mempengaruhi cara berpikir anak. Permainan edukasi mobile menjadi salah satu media pembelajaran bagi anak karena mempunyai unsur-unsur pendidikan yang dapat meningkatkan kreativitas serta mendukung pengembangan berpikir kritis pada anak. Sebagian besar pemain games lebih memilih memainkan permainan yang hanya bersifat sebagai sarana hiburan saja. Membuat sebuah permainan edukasi dibutuhkan sebuah acuan atau model sebagai tolok ukur dalam menentukan fungsi-fungsi utama dalam sebuah permainan. Penelitian ini melakukan pengembangan guidelines evaluasi usability untuk permainan edukasi berbasis playability heuristic dan mobile game based learning (mGBL) yang selanjutnya dievaluasikan pada 9 permainan edukasi terpilih. Dari hasil penelitian, teridentifikasi poin-poin evaluasi dari penguji terpilih yang memiliki persentase game usability heuristic sebesar 67%, mobility heuristic sebesar 81%, gameplay heuristic sebesar 41%, dan learning content sebesar 92%. Hasil evaluasi user memiliki persentase game usability heuristic sebesar 80%, mobility heuristic sebesar 81%, gameplay heuristic sebesar 53%, dan learning content sebesar 94%. Perbedaan poin-poin evaluasi yang didapat dipengaruhi oleh perbedaan usia dari kedua kelompok evaluator.
Keyword: evaluasi usability, pengembangan guidelines, permainan edukasi, permainan mobile

Judul: Thermal Characteristics and Dynamics of Tropical Cyclone over Western North Pacific Ocean: A Case Study of Typhoon Songda (Chedeng) 2011
Abstrak: The frequent occasion of Tropical Cyclone (TC) over Western North Pacific (WNP) Ocean lies from 10˚N to 26˚N and 121˚E to 170˚E. Sources of TC development come from warm ocean temperature where latent heat is released during condensation processes and subsequently concentrated in the boundary layer. Relative humidity at 850-700 hPa is responsible to produce the most intense storm. Meanwhile, weak vertical wind shear between 850-200 hPa is one of the dynamical factors that lead to the development of TC. Pressure level of 850-200 hPa is chosen to minimize the thermodynamic effect in the lower troposphere. Typhoon Songda (Chedeng in the Philippines) or TSC lasted from May 18th to 30th, 2011 and strengthened into powerful Super Typhoon stage between May 24th and 27th. Long curving track and the exhibition of all sequences of TC life cycle, TSC is then considered as an ideal case of TC. The objective of the study with case of TSC is to investigate the role of thermal characteristics and dynamics on TC intensity. The research is carried out by using Advanced Research of Weather Research and Forecasting model (WRF ARW model) version 3.3. Two domains are employed in the model. The first domain situate from 02˚N to 40˚N and 118˚E to 149˚E and cover spatial resolution () of 33.1 km. The second domain situate from 09˚N to 27˚N and 119˚E to 132˚E with of 11 km. Timestep of the model () is 120 seconds. The model is supported by the following physical parameterization, i.e., Yonsei University Scheme (YSU) in the boundary layer, Kain-Fritsch scheme (KF) in the cumulus, and WRF Single-Moment 3-class scheme in the microphysics. Initial meteorological condition prior to the formation of the cyclone is generated using WRF ARW standard-release model. Sensitivity of the model output is obtained from a selected single-parameter change scenarios, namely, 10 % to 20 % decrease and increase of wind shear initial data at 850-200 hPa, and by 10 % to 20 % decrease of relative humidity initial data at 850-700 hPa. The result showed that the negative correlations between wind shear and intensity are found in wind shear scenarios. Wind shears of 10 ms-1 which lead to strengthening of the wind intensity in the early period of Typhoon development are found in wind shear scenarios. The effect of wind shear changes on wind intensity is statistically significant in the 20 % wind shear scenarios. During mature stage, weak wind intensity occurred when wind shear increase as given in the WRF standard-release and the 20 % decreasing scenario. Different situation is found in the 20 % increasing scenario where wind shear tend to weak and lead to strong wind intensity at this stage. Meanwhile, the reduction of moisture supply at 850-700 hPa resulting from 20 % decreasing relative humidity play a major role in the weakening of wind intensity and reduces mechanical energy of the cycle process as much as 300 J kg-1.
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