finddy: find your buddy to boost your study
finddy: find your buddy to boost your study
✨ Finddy: Find Your Buddy to Boost Your Study ✨ Make studying more fun & productive, even during the pandemic! In a time where physical interaction is limited, Finddy is your smart solution to find study buddies who share the same interests and academic goals. Connect, collaborate, discuss, and achieve more together—no matter where you are.
✨ Finddy: Find Your Buddy to Boost Your Study ✨ Make studying more fun & productive, even during the pandemic! In a time where physical interaction is limited, Finddy is your smart solution to find study buddies who share the same interests and academic goals. Connect, collaborate, discuss, and achieve more together—no matter where you are.
Category
May 15, 2024
Application Design
Application Design
Services
May 15, 2024
Mobile Design
Mobile Design
Client
May 15, 2024
Competion Project
Competion Project
Year
May 15, 2024
2021
2021



Background
Since the beginning of 2020 until 2022 the Covid-19 pandemic has attacked almost all countries in various parts of the world, including Indonesia. And during the Covid period, all elements of society were required to carry out activities at home, especially learning activities. However, there are problems experienced by students and students while doing online learning:
Decreased learning motivation during online learning.
It's hard to find a study buddy during online learning
💡 ased on the U-Report, it was found that 69% of students felt bored while doing online learning. This boredom can trigger reduced motivation to learn. Internal data based on the results of user research with a total of 30 respondents.
💡 Dursun, T., Oskaybaş, K., & Gökmen, C. (2013). The Quality Of Service Of The Distance Education. Procedia - Social and Behavioral Sciences, 103, 1133–1151. https://doi.org/10.1016/j.sbspro.2013.10.441
💡 Ma’shumah, F., & Muhsin, M. (2019). Pengaruh Motivasi Belajar, Disiplin Belajar, Cara Belajar Dan Interaksi Teman Sebaya Terhadap Kesiapan Belajar. Economic Education Analysis Journal, 8(1), 318-332.
Role & Responsibility
My role & resonsibility in this project:
User Experience Researcher: create a questionnaire with a Google form and distribute it to potential users. Conduct interviews to obtain qualitative data about how the user's condition during online learning is. Conduct Usability Testing to gain some insights from the users
User Experience Designer: Made a sitemap, goals, and objectives to be obtained from the application created. Designing wireframe and high fidelity design mobile app.
Method

Understand Context of Use
At this stage, observations are made of problems with the level of motivation during online learning.
Not a few college students and students experience decreased motivation during online learning.
Based on the problems and results of observations that have been made, this application has the main target of high school students and college students.
This application aims to help provide solutions in increasing or restoring students' learning motivation with the presence of study friends.
Specify User Requirements
At this stage, user research is carried out to obtain information from potential users.

User Research Conclusion:
Applications to find friends to study by field or interest
Application as a place to discuss problems during online learning
Applications to restore enthusiasm or motivation for students
Design Solution

Navigation

Wireframe

Hi Fi Design

Design Decision
Important features and design decisions:
The features shown here are features for discussion forums where users can interact with other general users to find answers to general topics. so that the objectives of the application are achieved. The purpose of the first application is for users to interact with study partners so as to increase motivation.
The feature shown here is the pomodoro timer feature so users can set the time to study. Pomodoro timer is used when the user wants to improve learning focus by counting backwards.
The feature shown here is a study friend search feature so that users can find study friends on the same or different topics. By making friends with other users, users can share topics they like or topics they want to study via a private chat page.
Prototype
s.id/PrototypeFinddy
Evaluate Against Requirements

Usability Testing Method:
The Cognitive Walkthrough method is a method of exploratory steps to see how well the user is doing something.
The User Experience Questionnaire is a tool to help process data from usability testing results. Here we use the 26-question version of the UEQ.
Prototype

Profile page and edit profile look different when compared to all existing pages.
The navigation on the chat room page is still confusing.
The friend request icon on the study buddy page is less common.
Testimonial

Background
Since the beginning of 2020 until 2022 the Covid-19 pandemic has attacked almost all countries in various parts of the world, including Indonesia. And during the Covid period, all elements of society were required to carry out activities at home, especially learning activities. However, there are problems experienced by students and students while doing online learning:
Decreased learning motivation during online learning.
It's hard to find a study buddy during online learning
💡 ased on the U-Report, it was found that 69% of students felt bored while doing online learning. This boredom can trigger reduced motivation to learn. Internal data based on the results of user research with a total of 30 respondents.
💡 Dursun, T., Oskaybaş, K., & Gökmen, C. (2013). The Quality Of Service Of The Distance Education. Procedia - Social and Behavioral Sciences, 103, 1133–1151. https://doi.org/10.1016/j.sbspro.2013.10.441
💡 Ma’shumah, F., & Muhsin, M. (2019). Pengaruh Motivasi Belajar, Disiplin Belajar, Cara Belajar Dan Interaksi Teman Sebaya Terhadap Kesiapan Belajar. Economic Education Analysis Journal, 8(1), 318-332.
Role & Responsibility
My role & resonsibility in this project:
User Experience Researcher: create a questionnaire with a Google form and distribute it to potential users. Conduct interviews to obtain qualitative data about how the user's condition during online learning is. Conduct Usability Testing to gain some insights from the users
User Experience Designer: Made a sitemap, goals, and objectives to be obtained from the application created. Designing wireframe and high fidelity design mobile app.
Method

Understand Context of Use
At this stage, observations are made of problems with the level of motivation during online learning.
Not a few college students and students experience decreased motivation during online learning.
Based on the problems and results of observations that have been made, this application has the main target of high school students and college students.
This application aims to help provide solutions in increasing or restoring students' learning motivation with the presence of study friends.
Specify User Requirements
At this stage, user research is carried out to obtain information from potential users.

User Research Conclusion:
Applications to find friends to study by field or interest
Application as a place to discuss problems during online learning
Applications to restore enthusiasm or motivation for students
Design Solution

Navigation

Wireframe

Hi Fi Design

Design Decision
Important features and design decisions:
The features shown here are features for discussion forums where users can interact with other general users to find answers to general topics. so that the objectives of the application are achieved. The purpose of the first application is for users to interact with study partners so as to increase motivation.
The feature shown here is the pomodoro timer feature so users can set the time to study. Pomodoro timer is used when the user wants to improve learning focus by counting backwards.
The feature shown here is a study friend search feature so that users can find study friends on the same or different topics. By making friends with other users, users can share topics they like or topics they want to study via a private chat page.
Prototype
s.id/PrototypeFinddy
Evaluate Against Requirements

Usability Testing Method:
The Cognitive Walkthrough method is a method of exploratory steps to see how well the user is doing something.
The User Experience Questionnaire is a tool to help process data from usability testing results. Here we use the 26-question version of the UEQ.
Prototype

Profile page and edit profile look different when compared to all existing pages.
The navigation on the chat room page is still confusing.
The friend request icon on the study buddy page is less common.
Testimonial

Background
Since the beginning of 2020 until 2022 the Covid-19 pandemic has attacked almost all countries in various parts of the world, including Indonesia. And during the Covid period, all elements of society were required to carry out activities at home, especially learning activities. However, there are problems experienced by students and students while doing online learning:
Decreased learning motivation during online learning.
It's hard to find a study buddy during online learning
💡 ased on the U-Report, it was found that 69% of students felt bored while doing online learning. This boredom can trigger reduced motivation to learn. Internal data based on the results of user research with a total of 30 respondents.
💡 Dursun, T., Oskaybaş, K., & Gökmen, C. (2013). The Quality Of Service Of The Distance Education. Procedia - Social and Behavioral Sciences, 103, 1133–1151. https://doi.org/10.1016/j.sbspro.2013.10.441
💡 Ma’shumah, F., & Muhsin, M. (2019). Pengaruh Motivasi Belajar, Disiplin Belajar, Cara Belajar Dan Interaksi Teman Sebaya Terhadap Kesiapan Belajar. Economic Education Analysis Journal, 8(1), 318-332.
Role & Responsibility
My role & resonsibility in this project:
User Experience Researcher: create a questionnaire with a Google form and distribute it to potential users. Conduct interviews to obtain qualitative data about how the user's condition during online learning is. Conduct Usability Testing to gain some insights from the users
User Experience Designer: Made a sitemap, goals, and objectives to be obtained from the application created. Designing wireframe and high fidelity design mobile app.
Method

Understand Context of Use
At this stage, observations are made of problems with the level of motivation during online learning.
Not a few college students and students experience decreased motivation during online learning.
Based on the problems and results of observations that have been made, this application has the main target of high school students and college students.
This application aims to help provide solutions in increasing or restoring students' learning motivation with the presence of study friends.
Specify User Requirements
At this stage, user research is carried out to obtain information from potential users.

User Research Conclusion:
Applications to find friends to study by field or interest
Application as a place to discuss problems during online learning
Applications to restore enthusiasm or motivation for students
Design Solution

Navigation

Wireframe

Hi Fi Design

Design Decision
Important features and design decisions:
The features shown here are features for discussion forums where users can interact with other general users to find answers to general topics. so that the objectives of the application are achieved. The purpose of the first application is for users to interact with study partners so as to increase motivation.
The feature shown here is the pomodoro timer feature so users can set the time to study. Pomodoro timer is used when the user wants to improve learning focus by counting backwards.
The feature shown here is a study friend search feature so that users can find study friends on the same or different topics. By making friends with other users, users can share topics they like or topics they want to study via a private chat page.
Prototype
s.id/PrototypeFinddy
Evaluate Against Requirements

Usability Testing Method:
The Cognitive Walkthrough method is a method of exploratory steps to see how well the user is doing something.
The User Experience Questionnaire is a tool to help process data from usability testing results. Here we use the 26-question version of the UEQ.
Prototype

Profile page and edit profile look different when compared to all existing pages.
The navigation on the chat room page is still confusing.
The friend request icon on the study buddy page is less common.
Testimonial
