Judul: Designing The User Experience of Kumpulin Application as A Solution for Non-Profit Organizational Financial Management Using Design Thinking Method
Abstrak: Pengelolaan uang kas penting untuk diperhatikan dalam suatu organisasi nirlaba agar tercipta transparansi alur kas. Berdasarkan hasil wawancara yang dilakukan kepada anggota dan bendahara dari beberapa organisasi, masalah yang dialami sehubungan dengan uang kas adalah sulitnya menagih uang kas, pencatatan uang kas yang tidak rapi, hingga anggota yang tidak mengetahui kegunaan uang kas. Oleh karena itu, penelitian ini berfokus kepada perancangan user experience aplikasi Kumpulin sebagai solusi pengelolaan keuangan kas. Metode yang digunakan dalam perancangan user experience aplikasi Kumpulin adalah Design Thinking, yang terdiri dari lima tahapan, yaitu; empathize, define, ideate, prototype, dan test. Penelitian ini menghasilkan prototipe medium-fidelity untuk proses pembayaran dan pencatatan uang kas. Aspek performance prototipe kemudian diuji dengan dua iterasi menggunakan remote usability testing. Pengujian iterasi pertama dilakukan kepada 20 responden dengan success rate 74%, sedangkan iterasi kedua yang dilakukan pada 5 responden mengalami kenaikan success rate menjadi 85%., Financial management is crucial for non-profit organizations to create cash- flow transparency. Based on interviews with non-profit organization’s members and exchequer, it was known, the financial management problems were difficulty in collecting cash, unmaintained cash-flow reports, and members who didn’t acknowledge the use of money. Therefore, this research focus on designing the user experience of the Kumpulin application as a financial management solution. Design Thinking consisted of five stages: Empathize; Define; Ideate; Prototype and Test; was used as a method. This research created a medium-fidelity prototype for payment and cash recording features. By using remote testing, we tested the prototype on two iterations. The testing was measured based on performance aspects. The first iteration test was carried out on 20 respondents resulting in a success rate of 74%, while the second iteration on five respondents had an increase of success rate to 85%.
Keyword: pemikiran desain, organisasi nirlaba, pengelolaan keuangan, pengalaman pengguna

Judul: Designing The Experience of Freelance Lender on The Chain-lending Module of The Koper Pustaka Application
Abstrak: Budaya literasi masyarakat Indonesia masih tergolong rendah. Hal ini terjadi karena masyarakat kita yang masih erat dengan budaya lisan, sehingga menurunkan minat baca. Faktor pendorong rendahnya minat baca masyarakat yaitu, rendahnya daya beli yang didorong pula dengan minimnya sarana dan akses untuk menjangkau buku bacaan yang murah dan bervariasi. Berbagai inovasi dihadirkan oleh berbagai pihak dalam upaya meningkatkan minat baca masyarakat kita, salah satunya yaitu perpustakaan berbasis komunitas yang kemudian ditransformasikan ke dalam bentuk digital oleh Purnawansyah yaitu aplikasi Koper Pustaka. Penelitian ini bertujuan untuk merancang modul peminjaman berantai dari sisi pemberi pinjaman lepas dengan metode Design Thinking untuk menemukan alur yang efektif serta faktor engagement yang mampu membuat pengguna tetap ingin terlibat dalam komunitas aplikasi. Design Thinking dipilih karena bersifat user-centered yang mana cocok digunakan dalam menyelesaikan masalah berbasis pengalaman pengguna. Hasil akhir dari penelitian ini berupa prototipe mobile yang learnable yang telah diujikan kepada lima pengguna dengan usability testing. Dari hasil pengujian tersebut dapat disimpulkan flow yang dibuat mudah dipahami, serta ide yang dihadirkan telah meningkatkan excitement pengguna terhadap aplikasi Koper Pustaka., The literacy culture of Indonesian society is still relatively low because the community is closely related to oral culture, causing a lack of interest in reading. The driving factor of common public reading interest is low purchasing power because of the lack of facilities and access to cheap and varied reading books. Various parties made various innovations to increase our society's interest in reading. One of them is a community-based library transformed into digital form by Purnawansyah, named the Koper Pustaka application. This research aims to design a chain lending module from freelance lenders using The Design Thinking method to find an adequate flow and engagement factors to keep users engaged to the community. The Design Thinking method is user-centered, suitable for solving the problem based on user experience. The final result of this research is a learnable mobile prototype tested on five users using usability testing. The results obtained concluded that the flow is easy to understand. The ideas presented by Koper Pustaka have increased the excitement of the users towards this application.
Keyword: Koper Pustaka, literasi, pemikiran desain, peminjaman berantai, pengalaman pengguna, chain lending, design thinking, literacy, user experience

Judul: Penentuan Gejala Chilling Injury Buah Belimbing (Averrhoa Carambola L.) yang disimpan pada Suhu Rendah
Abstrak: In this study, the changes in quality of star fruits stored in low temperature was examined and the chilling induced of star fruits during storage period was examined by the changes in the rate of ion leakage. The quality of star fruits during storage was examined through the changes in respiration rate, firmness, total soluble solid, weight loss, ion leakage, and visual appearance daily. The sample of star fruits were stored at three different temperatures, i.e. 5 and 10 oC and room temperature. Ion leakage was determined by calculating the slope of percentage of total ion leakage with time. It was resulted that the peak of the rate of ion leakage for fruits stored at 5 ºC was found after 1 day storage. The increase in the rate of ion leakage indicates the chilling induced of cell membrane. This chilling injury caused the fruits has the quality lower than that fruits stored at 10ºC after period of time which was indicated by the lower total soluble solid.
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