Akbar, Fadhilah (2024) PERANCANGAN DESAIN PADA APLIKASI PEMBELAJARAN MATEMATIKA UNTUK ANAK USIA DINI MENGGUNAKAN METODE UX JOURNEY. Undergraduate thesis, Universitas Muhammadiyah Malang.
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Abstract
Problem: Today's rapid technological developments have changed the lives of many people. Digital games have turned into learning tools related to learning to achieve specific goals. Children love to play games and use technology devices, but they often lose time learning because they are too engrossed in playing games and using technology. Methods: The UX Journey method is used to evaluate user needs and offer effective design solutions. Results: This study finds a design solution for a mathematics learning app for early childhood that sets up features to meet user needs. Conclusion: UX Journey's research results help authors make design decisions.
Item Type: | Thesis (Undergraduate) |
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Student ID: | 201910370311056 |
Keywords: | Technology, Application, UX Journey, Design |
Subjects: | T Technology > T Technology (General) |
Divisions: | Faculty of Engineering > Department of Informatics (55201) |
Depositing User: | 201910370311056 fadhilahakbar |
Date Deposited: | 24 Oct 2024 04:05 |
Last Modified: | 24 Oct 2024 04:05 |
URI: | https://eprints.umm.ac.id/id/eprint/11686 |