User Experience of the “EcoHarvest” Organic Waste Management Application Based on Gamification Using the Design Thinking Method

Authors

  • Karunia Suci Lestari Universitas Raharja, Indonesia
  • Yusuf Nur Putra Universitas Raharja, Indonesia
  • Rangga Darmawan Universitas Raharja, Indonesia
  • Suhendi Universitas Raharja, Indonesia

DOI:

https://doi.org/10.33050/ccit.v19i2.4397

Keywords:

UI/UX Design, Organic Waste, Design Thinking, Gamification, Eco-friendly App

Abstract

Household organic waste management remains a major challenge in urban areas due to the lack of integrated collection services and low public motivation. This study aims to design the user interface of the “EcoHarvest” application, which serves as an organic waste drop-off platform connecting users with waste management partners. Employing the Design Thinking methodology, the study translates user requirements into a functional interface featuring waste-weight tracking, drop-off location mapping, and a reward-based points system integrated with UTAUT and gamification principles. Usability testing conducted using the System Usability Scale (SUS) with 50 respondents yielded an average score of 69.2 (Grade B). This result indicates an acceptable level of usability for the application prototype. These findings represent a preliminary evaluation of a UI/UX prototype, highlighting its potential to streamline household waste management prior to full system implementation.

Downloads

Download data is not yet available.

References

Waringin Margi Yusmaman, Herri Widiyanto, Siti Nur Rohmah, and Muhammad Ali Akbarsyah, “Bahaya Lingkungan Pada Open Dumping Sampah Organik Perkotaan,” Jurnal Bengawan Solo Pusat Kajian Penelitian dan Pengembangan Daerah Kota Surakarta, vol. 2, no. 2, pp. 85–101, Dec. 2023, doi: https://doi.org/10.58684/jbs.v2i2.83.

Kemenko PMK, “7,2 Juta Ton Sampah di Indonesia Belum Terkelola Dengan Baik,” Kementerian Koordinator Bidang Pembangunan Manusia dan Kebudayaan, 2023.

Pemerintah Kota Cirebon, “Bahaya dan Manfaat Sampah Organik - Dinas Lingkungan Hidup,” Cirebonkota.go.id, 2025. https://dlh.cirebonkota.go.id/artikel/bahaya-dan-manfaat-sampah-organik (accessed Feb. 19, 2026).

Ni Nengah Widiani, Syahrullah Syahrullah, Rahma Laila, Chairunnisa Ar Lamasitudju, and Dwi Shinta Angreni, “UI/UX Design of Jepun Bali Store Product Ordering Application Using Design Thinking Method,” CCIT (Creative Communication and Innovative Technology) Journal, vol. 19, no. 1, pp. 1–17, 2026, doi: https://doi.org/10.33050/ccit.v19i1.3965.

K. Wenker, “A systematic literature review on persuasive technology at the workplace,” Patterns, vol. 3, no. 8, p. 100545, Aug. 2022, doi: https://doi.org/10.1016/j.patter.2022.100545.

S. Venturi, K. Zulauf, R. Cuel, and R. Wagner, "Trash to treasure: Gamification and informed recycling behavior," Resources, Conservation and Recycling, vol. 215, p. 108108, Feb. 2025, doi: 10.1016/j.resconrec.2024.108108.

D. Yulianti, K. C. Febriantika, Z. D. Priamita, and P. K. F. Ananto, "Rubbish Go: An Innovative Community-Based Platform for Digital Waste Management in Indonesia," Journal of Artificial Intelligence and Engineering Applications (JAIEA), vol. 5, no. 1, pp. 12-18, Oct. 2025.

Ömer Faruk Ursavaş, “Unified Theory of Acceptance and Use of Technology Model (UTAUT),” pp. 111–133, Jan. 2022, doi: https://doi.org/10.1007/978-3-031-10846-4_6.

S. Park et al., “Bridging Gulfs in UI Generation through Semantic Guidance,” arXiv.org, 2026, doi: https://doi.org/10.1145/3772318.3791966.

Satu Grönman, E. Lindfors, and Marja-Leena Rönkkö, “Design thinking in early childhood education and care. A literature review and consideration from the perspective of young learners’ craft, design, and technology education,” International Journal of Technology and Design Education, Oct. 2024, doi: https://doi.org/10.1007/s10798-024-09944-z.

V. Arifin, V. Handayani, L. K. Wardhani, H. B. Suseno, and S. U. Masruroh, “User Interface and Exprience Gamification-Based E-Learning with Design Science Research Methodology”, MATRIK, vol. 22, no. 1, pp. 165–176, Nov. 2022, doi: 10.30812/matrik.v22i1.2427.

K. S. Lestari and H. Henderi, “Model Dashboard Information System untuk Peningkatan Kualitas Pengelolaan Jurnal Ilmiah,” Jurnal Ilmiah Matrik, vol. 23, no. 2, pp. 142–149, Aug. 2021, doi: https://doi.org/10.33557/jurnalmatrik.v23i2.1405.

M. Kweon, S. Park, S. Lee, Y. B. Lee, J. Rhee, and J. Seo, “GhostUI: Unveiling Hidden Interactions in Mobile UI,” Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems, pp. 1–22, Apr. 2026, doi: 10.1145/3772318.3790283.

Downloads

Published

2026-08-21