User Interface Design and Evaluation of Food Waste Reduction Learning Platform: A Case Study of Mama4Planet

This research is driven by the need to promote behavioral change through education on reducing food waste, as exemplified by the initiatives of Mama4Planet. Therefore, there is a need to develop a digital learning media that meets the needs of stakeholders and users through interface design. This research uses a user-centered design approach. Requirement discovery was carried out through stakeholder and 15 user interviews so that the outputs were three user personas, user journey maps, and value proposition canvases. A total of 8 user flows and 19 wireframes were also the outputs of this phase. Furthermore, prototyping was carried out by providing interactions between pages and other components that refer to the user flow. The evaluation stage was done through two iterations of usability testing with results showing an increase in completion rate, time-based efficiency, and SUS score from 63.8 or grade C- to 79.0 or A-.

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Publication Details

Journal
Indonesian Journal of Computer Science
Published
2025-02-07
DOI
https://doi.org/10.33022/ijcs.v14i1.4582
Primary Topic
Educational Methods and Impacts
Type
article
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article

User Interface Design and Evaluation of Food Waste Reduction Learning Platform: A Case Study of Mama4Planet

Harry Budi Santoso, Lina Fitra
Indonesian Journal of Computer Science
Educational Methods and Impacts
article

User Interface Design and Evaluation of Food Waste Reduction Learning Platform: A Case Study of Mama4Planet

Harry Budi Santoso, Lina Fitra
article en

Abstract

This research is driven by the need to promote behavioral change through education on reducing food waste, as exemplified by the initiatives of Mama4Planet. Therefore, there is a need to develop a digital learning media that meets the needs of stakeholders and users through interface design. This research uses a user-centered design approach. Requirement discovery was carried out through stakeholder and 15 user interviews so that the outputs were three user personas, user journey maps, and value proposition canvases. A total of 8 user flows and 19 wireframes were also the outputs of this phase. Furthermore, prototyping was carried out by providing interactions between pages and other components that refer to the user flow. The evaluation stage was done through two iterations of usability testing with results showing an increase in completion rate, time-based efficiency, and SUS score from 63.8 or grade C- to 79.0 or A-.

Indonesian Journal of Computer ScienceVol. 14(1)
University of Indonesia (ID)
Openalex Percentile: Top 97%
Educational Methods and Impacts
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