Application go-sport as a solution to search information on facilities, places, partners, and sports events for students

Main Article Content

Rofik Rofik
Tasya Fitria Anggraini
Budi Prasetiyo
Cecep Bagus Suryadinata KA

Abstract

Sport is a physical and mental activity that is beneficial for people to maintain the body and develop the quality of health. This makes exercise an activity that needs to be done for everyone to maintain their stamina. However, the lack of information about places, facilities, partners, and sports events is a strong reason in terms of reducing student motivation in carrying out sports activities themselves. The purpose of this research is none other than to design an application that can help students get all sports information. These things are none other than to foster a strong desire to do sports activities. Through technology smartphone which has been owned by the wider community, this research creates a solution by designing an application called "Go-Sport". This study uses the "Design Thinking" method, which focuses on finding and understanding user needs to obtain an optimal solution in the form of the results of the features to be made. From this research, a design or prototype of the "Go-Sport" application was produced which is ready to be implemented and tested on users.

Article Details

Section
Articles

References

G. Y. Dimara, “Hanya 63 Persen Masyarakat Indonesia yang Rutin Lakukan Olahraga,” KumparanSTYLE, 2017. https://kumparan.com/kumparanstyle/hanya-63-persen-masyarakat-indonesia-yang-rutin-lakukan-olahraga

“Hanya 27% Penduduk Indonesia Rutin Berolahraga,” databoks, 2016. https://databoks.katadata.co.id/datapublish/2016/11/10/hanya-27-penduduk-indonesia-rutin-berolahraga

P. A. Suri, “Perancangan Aplikasi Pencarian Fasilitas Olahraga Dan Partner Olahraga Berbasis Web,” JIKA (Jurnal Inform., vol. 6, no. 2, p. 151, 2022, doi: 10.31000/jika.v6i2.5443.

M. A. Pratama, A. P. Kharisma, and A. H. Brata, “Pengembangan Aplikasi Sportyway: Aplikasi Pencari Teman Untuk Berolahraga Bersama Berbasis Lokasi,” J. Pengemb. Teknol. Inf. dan Ilmu Komput. e-ISSN, vol. 2548, no. 3, p. 964X, 2019. http://download.garuda.kemdikbud.go.id/article.php?article=878033&val=10384&title=Pengembangan%20Aplikasi%20Sportyway%20Aplikasi%20Pencari%20Teman%20Untuk%20Berolahraga%20Bersama%20Berbasis%20Lokasi

A. Agustian, S. Rahayu, and L. Nurlani, “Aplikasi E-Futsal dengan Metode Mobile-GIS dan GPS Berbasis Android,” J. Teknol. Rekayasa, vol. 3, no. 1, p. 115, 2018, doi: 10.31544/jtera.v3.i1.2018.115-128.

M. N. Hariz, “Analisis Desain Aplikasi Mobile dalam Membantu Aktivitas Olahraga Berkelompok,” Desainpedia J. Urban Des. Lifestyle …, vol. 1, no. April, pp. 38–42, 2022. 10.36262/dpj.v1i1.588

M. Hamdandi, R. Chandra, F. Bachtiar, N. Lais, D. A. Sastika, and M. R. Pribadi, “Perancangan UI / UX Pada Aplikasi Bapakkost Idemopet dengan Menggunakan Metode Design Thinking,” MDP Student Conf. 2022, vol. 1, no. 1, pp. 504–511, 2022. https://jurnal.mdp.ac.id/index.php/msc/article/view/1786

C. Erzetic, T. Dobbs, A. Fabbri, N. Gardner, M. H. Haeusler, and Y. Zavoleas, “Enhancing User-Engagement in the Design Process through Augmented Reality Applications,” Proc. Int. Conf. Educ. Res. Comput. Aided Archit. Des. Eur., vol. 2, no. August 2020, pp. 423–432, 2019, doi: 10.5151/proceedings-ecaadesigradi2019_027.

I. P. Sari, A. H. Kartina, A. M. Pratiwi, F. Oktariana, M. F. Nasrulloh, and S. A. Zain, “Implementasi Metode Pendekatan Design Thinking dalam Pembuatan Aplikasi Happy Class Di Kampus UPI Cibiru,” Edsence J. Pendidik. Multimed., vol. 2, no. 1, pp. 45–55, 2020, doi: 10.17509/edsence.v2i1.25131.

H. Judul, D. Oleh, and A. Kurniawan, “Pada Mobile App Pedulipanti Dengan Metode Design Thinking,” 2022. https://dspace.uii.ac.id/handle/123456789/40894.

J. Brown, T.; Wyatt, “Design Thinking for Social Innovation By Tim Brown & Jocelyn Wyatt Stanford Social Innovation Review,” Stanford Soc. Innov. Rev., no. 1, pp. 30–35, 2010, doi: 10.1596/1020-797X_12_1_29.

K. Lee, I. Design, T. Process, and T. Future, “Innovative Design Thinking Process with TRIZ Kyeongwon Lee To cite this version : HAL Id : hal-02279754 Innovative Design Thinking Process with TRIZ,” pp. 241–252, 2019, doi: 10.1007/978-3-030-02456-7_20.

S. Soedewi, “Penerapan Metode Design Thinking Pada Perancangan Website Umkm Kirihuci,” Vis. J. Online Desain Komun. Vis., vol. 10, no. 02, p. 17, 2022, doi: 10.34010/visualita.v10i02.5378.

Abstract viewed = 160 times