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1

Smith, Danielle, Steve Fadden, Melissa Meingast, Michelle Peterson, and Anna Rowe. "User Feedback at Scale." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 349–53. http://dx.doi.org/10.1177/1541931213601079.

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A strong User Experience (UX) discipline has become a business imperative across commercial industry. Accordingly, Human Factors professionals may be part of UX teams in large organizations designing enterprise systems (business-to-business technologies that serve as corporate back-ends or enabling technologies for other products). These teams integrate user research into their design processes by using methods that are similar to consumer product researchers, but often differ in terms of scope and timeline. This panel aims to share best practices and lessons learned in business-to-business UX by bringing together leaders from different enterprise technology companies. Panelists will discuss (1) logistics of gathering feedback from a limited, sometimes hard to reach group of users, (2) how to gather technical feedback using (sometimes) non-technical researchers, and (3) how to structure a user research team (and their deliverables) to effectively turn that feedback into business direction and product experience feedback within an enterprise technology company.
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Nakamura, Walter Takashi, Leonardo Carneiro Marques, Luis Rivero, Elaine H. T. De Oliveira, and Tayana Conte. "Are scale-based techniques enough for learners to convey their UX when using a Learning Management System?" Revista Brasileira de Informática na Educação 27, no. 01 (January 1, 2019): 104. http://dx.doi.org/10.5753/rbie.2019.27.01.104.

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As technology evolves, learning institutions have sought to invest in new learning technologies. Many universities have been adopting platforms designed to support the learning process, called Learning Management Systems (LMSs), to complement face-to-face learning, as well as to support distance learning. This widespread adoption of LMSs raises the need for evaluating them regarding aspects related to quality in use, such as User eXperience (UX). UX is very important in e-learning context, given that it may influence learner’s attitude towards the use of the LMS. Despite its importance, few studies evaluated the UX of LMSs. Moreover, researchers have been using generic techniques to evaluate them. In this context, there is no evidence of studies conducted to identify whether these techniques can fully capture the experience conveyed by these platforms. This paper presents an analysis of two UX evaluation techniques (User Experience Questionnaire, and Integrated Experience Acceptance Model) applied to an LMS called Edmodo. We carried out a study with 34 students, divided into two groups, to evaluate the UX of Edmodo and obtain their perceptions about the technique they used. We also gathered the difficulties faced by the students during the execution of the tasks on the platform, while correlating those difficulties with learning issues. In addition, we performed a qualitative analysis in order to better understand the results. Regarding Edmodo, the results showed that the students perceived its UX as positive. Regarding the techniques, both groups considered them easy to use and useful. However, around 41% of the students in both groups reported that they were not able to fully evaluate their UX using the techniques. The qualitative results allowed the identification of positive and negative aspects that researchers may consider during the improvement or development of new UX evaluation techniques.
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Putri, Masyita Insyra, Erna Piantari, and Enjun Junaeti. "Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach." Jurnal Guru Komputer 4, no. 1 (November 18, 2023): 11–20. http://dx.doi.org/10.17509/jgrkom.v4i1.64140.

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Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/UX both in terms of structure and content presentation, collaboration, and interaction so that it can influence student learning and motivation. Thus, the UI/UX development is carried out by applying the four stages of the user-centered design method. After all stages of the method are carried out, it produces a UI/UX design whose value can be measured based on the measurement of user experience and the development of student learning motivation is also measured through four indicators, namely intrinsic motivation, identified regulation, external regulation, and amotivation. From these results, it can be concluded that the UI/UX design that has been developed produces an increased value and has a positive effect on the intrinsic motivation scale and identified regulation. However, the results of this UI/UX design have no influence on the scale of external regulation and motivation
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Silalahi, Mario Rudy, Laureta Mauren Michelli, Hesny Umayasyah, Dika Alim Mu’adin, and Bita Parga Zen. "Evaluasi Heuristik Dan System Usability Scale UI/UX pada Aplikasi “Makan Kuy”." Jurnal Ilmiah Media Sisfo 18, no. 1 (April 30, 2024): 57–67. http://dx.doi.org/10.33998/mediasisfo.2024.18.1.1475.

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Penggunaan teknologi informasi melalui perangkat mobile telah membawa perubahan signifikan dalam sektor industri makanan, khususnya dengan munculnya aplikasi pemesanan makanan. Penelitian ini berfokus pada evaluasi UI/UX aplikasi "Makan Kuy" menggunakan Design Sprint dengan metode System Usability Scale (SUS) dan Heuristic Evaluation. Evaluasi SUS memberikan gambaran kuantitatif mengenai kepuasan dan persepsi pengguna terhadap aplikasi, sedangkan Heuristic Evaluation digunakan untuk mengidentifikasi masalah kegunaan pada antarmuka pengguna. Hasil evaluasi menunjukkan nilai SUS sebesar 75, menandakan kepuasan pengguna yang baik, sementara Heuristic Evaluation menghasilkan severity ratings antara 72-85%, sesuai dengan standar evaluasi. Dengan penerapan Design Sprint, kualitas UI/UX aplikasi "Makan Kuy" berhasil ditingkatkan terutama pada aspek navigasi, pencarian restoran, dan proses pemesanan makanan, yang berdampak positif pada daya tarik aplikasi bagi pengguna. Penelitian ini memberikan wawasan yang penting dalam pengembangan aplikasi serupa untuk memenuhi kebutuhan dinamis pengguna dalam sektor makanan, serta menggarisbawahi pentingnya evaluasi UI/UX dalam meningkatkan pengalaman pengguna secara keseluruhan
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Anshari, Muhammad Rifqi, Adam Prayogo Kuncoro, and Pungkas Subarkah. "DESIGNING UI/UX FOR ELEMENTARY SCHOOL E-LEARNING USING DESIGN THINKING METHOD." JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 10, no. 3 (June 30, 2024): 575–82. http://dx.doi.org/10.33330/jurteksi.v10i3.3177.

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Abstract: Advances in technology and the internet have an impact on various daily activities, including the teaching and learning process. E-learning facilitates flexible learning without being constrained by space and time constraints. With e-learning, subject matter can be delivered consistently and more standardly than conventional learning which depends on the conditions of the teacher or instructor. One school in Banjarnegara Regency faced problems with students who had difficulty in learning, especially English. The learning media owned is limited to package books only. Therefore, schools need to have media that can support the learning process to be more optimal. This study aims to design and test UI/UX e-learning designs that suit the needs of the school using the design thinking method. This UI/UX design is expected to be an effective solution to overcome the limitations of learning media and improve the quality of student learning. Before the UI/UX design is implemented into the system, this study also conducts testing of the UI/UX design to assess its feasibility. Testing using the SUS (System Usability Scale) method resulted in a value of 82 with grade B, so it can be concluded that the design developed in this study is feasible to be deployed into the system and further developed. Keywords: E-learning; design thinking; system usability scale; UI/UX Abstrak: Kemajuan teknologi dan internet berdampak pada berbagai aktivitas sehari-hari, termasuk proses belajar-mengajar. E-learning memfasilitasi pembelajaran yang fleksibel tanpa terkendala oleh batasan ruang dan waktu. Dengan e-learning, materi pelajaran dapat disampaikan secara konsisten dan lebih standar dibandingkan pembelajaran konvensional yang bergantung pada kondisi guru atau instruktur. Salah satu sekolah di Kabupaten Banjarnegara menghadapi permasalahan dengan peserta didik yang kesulitan dalam pembelajaran, khususnya bahasa Inggris. Media pembelajaran yang dimiliki terbatas hanya pada buku paket saja. Oleh karena itu, sekolah perlu memiliki media yang dapat menunjang proses pembelajaran agar lebih optimal. Penelitian ini bertujuan untuk merancang dan menguji desain UI/UX e-learning yang sesuai dengan kebutuhan sekolah tersebut menggunakan metode design thinking. Desain UI/UX ini diharapkan dapat menjadi solusi efektif untuk mengatasi keterbatasan media pembelajaran dan meningkatkan kualitas belajar siswa. Sebelum desain UI/UX diterapkan ke dalam sistem, penelitian ini juga melakukan pengujian terhadap desain UI/UX untuk menilai kelayakannya. Pengujian menggunakan metode SUS (System Usability Scale) menghasilkan nilai 82 dengan grade B, sehingga dapat disimpulkan bahwa desain yang dikembangkan dalam penelitian ini layak untuk dideploy ke dalam sistem dan dikembangkan lebih lanjut. Kata kunci: E-learning; design thinking; system usability scale; UI/UX
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Blanes-Selva, Vicent, Sabina Asensio-Cuesta, Ascensión Doñate-Martínez, Felipe Pereira Mesquita, and Juan M. García-Gómez. "User-centred design of a clinical decision support system for palliative care: Insights from healthcare professionals." DIGITAL HEALTH 9 (January 2023): 205520762211507. http://dx.doi.org/10.1177/20552076221150735.

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Objective: Although clinical decision support systems (CDSS) have many benefits for clinical practice, they also have several barriers to their acceptance by professionals. Our objective in this study was to design and validate The Aleph palliative care (PC) CDSS through a user-centred method, considering the predictions of the artificial intelligence (AI) core, usability and user experience (UX). Methods: We performed two rounds of individual evaluation sessions with potential users. Each session included a model evaluation, a task test and a usability and UX assessment. Results: The machine learning (ML) predictive models outperformed the participants in the three predictive tasks. System Usability Scale (SUS) reported 62.7 ± 14.1 and 65 ± 26.2 on a 100-point rating scale for both rounds, respectively, while User Experience Questionnaire – Short Version (UEQ-S) scores were 1.42 and 1.5 on the −3 to 3 scale. Conclusions: The think-aloud method and including the UX dimension helped us to identify most of the workflow implementation issues. The system has good UX hedonic qualities; participants were interested in the tool and responded positively to it. Performance regarding usability was modest but acceptable.
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Winardi, Michelle, Ahyar Muawwal, and Renny. "REDESIGN UI/UX PADA APLIKASI BCA MOBILE MENGGUNAKAN METODE LEAN UX." KHARISMA Tech 19, no. 1 (November 7, 2023): 153–67. http://dx.doi.org/10.55645/kharismatech.v19i1.444.

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BCA Mobile merupakan aplikasi mobile banking dari PT Bank Central Asia Tbk. yang memungkinkan nasabah untuk melakukan berbagai jenis transaksi perbankan secara digital. UI/UX memegang peran penting dalam kesuksesan sebuah aplikasi karena desain yang baik dapat menciptakan pengalaman pengguna yang positif dan meningkatkan kepuasan pengguna dalam menggunakan aplikasi. Hasil observasi yang dihimpun melalui kolom rating dan review di Play Store dan App Store menujukkan beberapa kendala yang dialami pengguna terkait UI/UX aplikasi BCA Mobile, serta hasil pengujian usability dari penyebaran kuesioner system usability scale (SUS) sebelum redesign kepada 30 responden mendapatkan skor 55,85 dengan rating "Ok". Penelitian ini bertujuan untuk merancang ulang UI/UX pada aplikasi BCA Mobile dan menghasilkan desain baru yang dapat meningkatkan pengalaman dan kepuasan pengguna. Perancangan ulang menggunakan metode Lean UX dengan melalui 4 proses, yakni Declare Assumptions, Create an MVP, Run an Experiment, Feedback and Research. Hasil skor SUS setelah redesign menunjukkan adanya peningkatan skor menjadi 83,48 dengan rating "Excellent". Sehingga dapat disimpulkan bahwa perancangan ulang menggunakan metode Lean UX, dapat menciptakan tampilan yang memenuhi kebutuhan dan harapan pengguna, serta meningkatkan pengalaman dan kepuasan pengguna.
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Galati, Adriano, Lito Kriara, Michael Lindemann, Rea Lehner, and JB Jones. "User Experience of a Large-Scale Smartphone-Based Observational Study in Multiple Sclerosis: Global, Open-Access, Digital-Only Study." JMIR Human Factors 11 (September 11, 2024): e57033. http://dx.doi.org/10.2196/57033.

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Background The Floodlight Open app is a digital health technology tool (DHTT) that comprises remote, smartphone sensor–based tests (daily activities) for assessing symptoms of multiple sclerosis (MS). User acquisition, engagement, and retention remain a barrier to successfully deploying such tools. Objective This study aims to quantitatively and qualitatively investigate key user experience (UX) factors associated with the Floodlight Open app. Methods Floodlight Open is a global, open-access, digital-only study designed to understand the drivers and barriers in deploying a DHTT in a naturalistic setting without supervision and onboarding by a clinician. Daily activities included tests assessing cognition (Information Processing Speed and Information Processing Speed Digit–Digit), hand-motor function (Pinching Test and Draw a Shape Test), and postural stability and gait (Static Balance Test, U-Turn Test, and Two-Minute Walk Test [2MWT]). All daily activities except the 2MWT were taken in a fixed sequence. Qualitative UX was studied through semistructured interviews in a substudy of US participants with MS. The quantitative UX analysis investigated the impact of new UX design features on user engagement and retention in US participants for 3 separate test series: all daily activities included in the fixed sequence (DA), all daily activities included in the fixed sequence except the Static Balance Test and U-Turn Test (DAx), and the 2MWT. Results The qualitative UX substudy (N=22) revealed the need for 2 new UX design features: a more seamless user journey during the activation process that eliminates the requirement of switching back and forth between the app and the email that the participants received upon registration, and configurable reminders and push notifications to help plan and remind the participants to complete their daily activities. Both UX design features were assessed in the quantitative UX analysis. Introducing the more seamless user journey (original user journey: n=608; more seamless user journey: n=481) improved the conversion rate of participants who enrolled in the study and proceeded to successfully activate the app from 53.9% (328/608) to 74.6% (359/481). Introducing reminders and push notifications (with reminders and notifications: n=350; without reminders and notifications: n=172) improved continuous usage time (proportion of participants with ≥3 consecutive days of usage: DA and DAx: ~30% vs ~12%; 2MWT: ~30% vs ~20%); test completion rates (maximum number of test series completed: DA: 279 vs 64; DAx: 283 vs 126; 2MWT: 302 vs 76); and user retention rates (at day 30: DA: 53/172, 30.8% vs 34/350, 9.7%; DAx: 53/172, 30.8% vs 60/350, 17.1%; 2MWT: 39/172, 22.6% vs 22/350, 6.2%). Inactivity times remained comparable. Conclusions The remote assessment of MS with DHTTs is a relatively nascent but growing field of research. The continued assessment and improvement of UX design features can play a crucial role in the successful long-term adoption of new DHTTs.
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Angkotasan, Muhamad Arabi Rizki, Aris Wahyu Murdiyanto, Arif Himawan, and Fajar Syahruddin. "Desain User Interface Dan User Experience Prototype Mobile Learning Menggunakan Metode Design Thinking Metode Design Thinking." Teknomatika: Jurnal Informatika dan Komputer 16, no. 2 (December 8, 2023): 90–101. http://dx.doi.org/10.30989/teknomatika.v16i2.1254.

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Abstract - Do Up uses the website as online learning. users complain about the accessibility of the website with some minimal features and an unattractive UI when accessed via a smartphone will make the UX limited and will limit user interaction in using Do Up. Designing UI and UX prototypes of mobile learning at startup Do Up, using the design thinking method to solve problems and find the right solution according to the user's wishes. The author applies design thinking in this research. The author makes an illustration in the form of a Do Up mobile learning UI design that is in accordance with user needs and provides the design to Do Up stakeholders. In SEQ there are 4 scales given by users, namely 4.5, 6 and 7 scale. Most users give a 7 scale on the UI/UX design of the Do Up mobile learning prototype. On SUS which shows that the final score is 87 It means that the prototype has been well received by the users. The author has applied design thinking which consists of empathize, define, ideate, prototype and test stages in this study.
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Naomi Ajamsaru, Sary D. E. Paturusi, and Virginia Tulenan. "Analisis UI/UX Pada Website Program Studi Teknik Informatika Menggunakan Metode System Usability Scale." Jurnal Teknik Informatika 19, no. 01 (January 13, 2024): 45–50. http://dx.doi.org/10.35793/jti.v19i01.51375.

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Usability juga bermanfaat sebagai salah satu faktor yang boleh dapat mempengaruhi pada pencapaian suatu Website. Pemakai Website akan membutuhkan kenyamanan maupun kepuasan untuk memperoleh suatu pengalaman yang baik saat Kerjasama tertentu dengan sistem atau produk. Tentunya sangat berguna penting jika memiliki User Interface /User Experience (UI/UX) yang bagus. Karena pada dasarnya User Experience (UI/UX) merupakan suatu bagian komponen yang penting, pengguna juga berinteraksi dengan bagian sistem terus merasakan kemudahan dengan efektif. Penelitian ini pun dapat dimaksudkan untuk menganalisa pengalaman pada pengguna website fatek informatika dengan mengunakan cara/metode kuesioner SUS. SUS ini sangat cocok dipakai supaya lebih efektif dan efisien juga bisa mampu memberikan soal kepuasan segi suatu sistem sangat subjektif maka proses tahapan evaluasi dan analisis memiliki juga singkat. Dari hasil penelitian pun menunjuk akan Analisa User Experience (UX) di Wesite Program Studi Informatika Universitas Sam Ratulangi dapat dibuat dalam mengevaluasi Usability , itu pun berdasarkan dengan pengalaman pengguna sesuai dengan perhitungan, juga pengujian kuesioner dari hasil perhitungan dan pengujian tersebu. Website Fatek Informatika juga termasuk dan dikategorikan dalam Acceptable.
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Ering, Anatasya Lingkanwene, and Yessica Nataliani. "Penerapan Metode Design Thinking Pada Perancangan UI/UX Website Gereja di Gereja GMIM Nimahesaan Pinaras." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 2 (May 10, 2024): 1833–45. http://dx.doi.org/10.35870/jimik.v5i2.756.

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The GMIM Nimahesaan Pinaras Church has not optimally utilized information technology to support church services. Until now, all information has been limited to WhatsApp groups or reading congregational news. From these problems, a solution is provided to design and develop the UI/UX of the church website related to worship and church finances. This website's UI/UX design uses the design thinking method in five stages: Empathize, define, ideate, prototype, and test. Test results using the System Usability Scale (SUS) by assessing feasibility, convenience, and system constraints. The success of UI/UX design can be measured with a minimum score of 70%. The final results of testing with the System Usability Scale (SUS) model on the church website system produced a SUS score of 75.75% and was classified in category B, which means GOOD. Therefore, this design was successful.
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Shulman, S. G., and V. P. Grinin. "UX Ori stars eclipses by large-scale disc perturbations." Monthly Notices of the Royal Astronomical Society 512, no. 2 (March 11, 2022): 3098–112. http://dx.doi.org/10.1093/mnras/stac667.

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ABSTRACT We simulate the polarized radiative transfer in the vicinity of the UX Ori type stars during their minima. Our model of an eclipse by an extended disc perturbation generalizes the compact gas-dust cloud eclipse model. We apply the radiative transfer method based on enumeration using the directions grid to model the influence of the perturbation extensions along azimuth and radius on the eclipse depth and parameters of the linear polarization. We investigate eclipses both for the flared disc and for the disc with a puffing-up in the dust sublimation zone. The puffing-up is obtained by adding a dusty disc wind to the model. Comparison with a compact cloud eclipse model reveals that the eclipse by a large-scale azimuthally extended perturbation may be significantly deeper and show a greater linear polarization degree. We also demonstrate that the perturbation extension together with the disc puffing-up can strongly affect the degree of polarization and colour index of the star during the eclipse. The position angle of the linear polarization may also change markedly during and after an eclipse by a large-scale perturbation for the model with a puffed-up inner rim. Also, in this model, the maximum degree of the linear polarization can be achieved not at the brightness minimum but closer to the end of the eclipse. We discuss the modelling results in the context of the photopolarimetric observations of UX Ori stars.
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Grinin, V. P., O. Yu Barsunova, S. Yu Shugarov, P. Kroll, and S. G. Sergeev. "Large-scale photometric activity of UX Ori type stars." Astrophysics 51, no. 1 (January 2008): 1–6. http://dx.doi.org/10.1007/s10511-008-0001-x.

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Azzam Azzikri, Hagi, Agung Susilo Yuda Irawan, and Adhi Rizal. "PERANCANGAN ULANG UI/UX WEBSITE OK OCE INDONESIA MENGGUNAKAN METODE LEAN UX." JATI (Jurnal Mahasiswa Teknik Informatika) 8, no. 4 (July 17, 2024): 7420–27. http://dx.doi.org/10.36040/jati.v8i4.10325.

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OK OCE Indonesia merupakan inisiatif sosial berbasis wirausaha yang bertujuan untuk memberikan kontribusi positif bagi kemajuan bangsa Indonesia. Seiring dengan perkembangan zaman, website yang menjadi salah satu sarana komunikasi kepada masyarakat haruslah berkembang dan mengikuti perkembangan tersebut. Dari data yang didapat, banyak pengguna merasa bahwa tampilan dari website OK OCE Indonesia ini dapat lebih ditingkatkan, serta didukung dari pengujian UI/UX website eksisting yang menghasilkan skor dibawah rata-rata. Yaitu, dalam pengujian System Usability Scale, website eksisting mendapatkan skor 56,2 dan mendapat predikat buruk, serta pengujian User Experience Questionnaire pada 6 aspek tampilan dan kemudahan menunjukkan skor yang juga buruk atau dibawah rata-rata pada tiap aspek. Sebagai solusi, maka dibuatlah prototype desain baru website yang menggunakan metode Lean UX dalam pengembangannya. Prototype yang dibuat juga diuji dengan pengujian yang sama dengan web eksisting. Hasil dari pengujian ini menunjukkan bahwa prototype desain website yang baru mendapatkan skor yang lebih tinggi dibandingkan dengan hasil pengujian website eksisting, dimana pengujian SUS mendapatkan skor 18 poin lebih tinggi dan pengujian UEQ mendapatkan hasil rata-rata naik 0,9 poin. Maka, desain baru telah dapat meminimalisir kelemahan yang ada pada website lama, yang menjadikan desain ini diharapkan dapat meningkatkan kualitas website, yang juga akan mendatangkan pengguna baru.
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Febi Utami, Dr. Andi Wahju Rahardjo Emanuel, and Yonathan Dri Handarkho. "Perancangan User Interface dan User Experience dengan Metode System Usability Scale dan Goal Directed Design." Jurnal Informatika Atma Jogja 4, no. 2 (November 1, 2023): 155–62. http://dx.doi.org/10.24002/jiaj.v4i2.8061.

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KAMAJAYA Scholarship adalah sebuah program beasiswa penuh untuk mahasiswa Universitas Atma Jaya Yogyakarta yang dibentuk oleh Lembaga Keluarga Alumni Universitas Atma Jaya Yogyakarta KAMAJAYA). KAMAJAYA Scholarship semakin dinantikan oleh mahasiswa dan dikenal oleh donatur baik individu maupun instansi tertentu. Perkembangannya yang cukup pesat, maka seluruh pengelolaan data beasiswa sudah tidak efektif dan efisien lagi jika dikelola secara manual. Untuk menyelesaikan masalah yang ada, maka penelitian ini akan membangun sistem informasi berbasis web yang menerapkan konsep Progressive Web Application (PWA) menggunakan framework Laravel dan Vue. Sistem ini engakomodasi aktivitas yang ada pada KAMAJAYA Scholarship. Sistem Informasi KAMAJAYA Scholarship ini telah berhasil dibangun dan mampu mengakomodir tugas-tugas dari setiap role yang ada. Secara keseluruhan pengguna juga merasa puas dengan menggunakan sistem ini.Penyebaran virus covid 19 di Indonesia membawa perubahan besar bagi masyarakat. Virus covid 19 berdampak pada kegiatan jual beli. Salah satu perusahaan yang menerapkan kegiatan jual beli melalui website yaitu percetakan Digibook. Penelitian ini melakukan perancangan Ui/Ux pada website Digibook dengan metode Goal Directed Design dan System Usability Scale. Sebelum dilakukan perancangan desain, peneliti melakukan evaluasi awal menggunakan metode System Usability Scale. Perancangan desain Ui/Ux dibuat dengan tahapan Goal Directed Design. Setelah perancangan selesai, dilakukan evaluasi akhir dengan responden yang sama dan metode yang sama dengan metode sebelumnya. Berdasarkan hasil penelitian kepada 30 responden yang berasal dari customer Digibook, didapatkan hasil skor SUS sebelum dilakukan perbaikan Ui/Ux sebesar 55,50. Skor tersebut termasuk dalam grade D atau poor yang berarti membutuhkan perbaikan pada Ui/Ux. Perbaikan yang dilakukan mengacu pada jakob’s law. Setelah dilakukan perbaikan didapati hasil skor SUS sebesar 78,25 yang mana skor tersebut termasuk dalam grade B dan dinyatakan baik.
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Silvy Milda Puspita. "Perancangan UI/UX Aplikasi Smart Farming Pandailadang Dengan Metode Lean UX Berbasis Mobile Pada Desa Bringinbendo." Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2, no. 2 (January 13, 2024): 136–47. http://dx.doi.org/10.61132/jupiter.v2i2.122.

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Indonesia is an agricultural country, where agriculture is a strong supporting sector in the development of the industrial sector. One of the subsectors in the agricultural sector is the food crops subsector. Bringinbendo Village is a village where the majority of the population are rice farmers, where rice farming is one type of food crop sub-sector. The amount of rice production over the last five years has fluctuated, but the rhythm tends to decrease. The causes of poor production results are rice pests and diseases, weather conditions, and incorrect fertilizer dosage. Apart from that, not all young people today are interested in becoming rice farmers and continuing their parents' profession. The method used in this thesis research is using the Lean UX method. Meanwhile, the method used in testing in this thesis research is using Heuristic Evaluation and System Usability Scale (SUS). The result of this research is to produce a PandaiLadang application design, which is a prototype of the PandaiLadang application design. The results of testing carried out by users with Heuristic Evaluation, obtained excellent and good qualifications. Meanwhile, testing using the System Usability Scale received a very good score, which means that the UI/UX design of the PandaiLadang application that has been created does not need to be repaired.
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Kartini, Rizka Ajeng, and Ina Sholihah Widiati. "Perancangan UI/UX Aplikasi RagaKu Menggunakan Metode Design Sprint." JUPITER : Journal of Computer & Information Technology 5, no. 2 (August 1, 2024): 114–26. http://dx.doi.org/10.53990/jupiter.v5i2.337.

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Olahraga dapat meningkatkan kesehatan dan mencegah penyakit. Namun kehidupan yang sibuk dan keterbatasan waktu adalah dua penyebab utama penurunan aktivitas fisik. Aksesibilitas yang terbatas juga memengaruhi partisipasi dalam olahraga. sehingga dibutuhkan aplikasi yang dapat digunakan untuk mempermudah kegiatan tersebut. Dengan merancang UI/UX aplikasi ragaku menggunakan metode desain Sprint yang berisikan panduan diharapkan pengguna dapat berolahraga dengan mudah dan dapat dilakukan dimana saja. Penggunaan metode desain Sprint digunakan pada penelitian ini karena waktu perancangan yang singkat dan mudah dalam pengumpulan data. Dalam penelitian ini dihasilkan bahwa UI/UX aplikasi RagaKu mendapatkan hasil rata-rata 82 dari hasil pengujian melalui System Usability Scale (SUS). Dengan hasil tersebut UI/UX aplikasi RagaKu dapat dikatakan layak dan dapat diterima.
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Oktaviana, Mellynda, Alfian Nurlifa, Andik Adi Suryanto, and Fitroh Amaluddin. "Perancangan UI/UX E-Tracer Study UNIROW dengan Menggunakan Metode Doubel Diamond." Infotek : Jurnal Informatika dan Teknologi 6, no. 1 (January 23, 2023): 71–81. http://dx.doi.org/10.29408/jit.v6i1.7397.

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Currently, at PGRI Ronggolawe Tuban University, tracer studies are still using google forms which aim to collect alumni data. It is still not effective and has many shortcomings in order to solve the problem, a UI/UX e-tracer study design was made using the double diamond method. The double diamond method is used by researchers to conduct usability evaluation tests on old tracer studies using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). The SUS results obtained from Google's old tracer study form are 49 (grade F) while the E-Tracer Study results are 82.6 (grade B) and the results from the UEQ show an attractiveness scale from 0.41 to 2.04, pepisicuity scale 0.21 to 2.28, efficiency scale 0.23 to 2.18, dependability scale 0.51 to 1.80, stimulation scale 0.54 to 2.13, and novelty scale -0.09 to 1.88. This proves that UI/UX design in E-Tracer Study resulted in an increase in usability
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Fauzi, Farhan Novan, and Ari Sujarwo. "Rancang Bangun UI/UX Aplikasi Nestify untuk Manajemen Rumah Kos dengan Metode Lean UX." JoMMiT : Jurnal Multi Media dan IT 7, no. 2 (December 31, 2023): 116–23. http://dx.doi.org/10.46961/jommit.v7i2.955.

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Penelitian ini membahas perancangan aplikasi mobile bernama Nestify yang bertujuan untuk memudahkan pemilik kos dalam mengelola data penghuni kos, pencatatan pembayaran, pelacakan pemasukan dan pengeluaran, serta pengelolaan keluhan penghuni kos. Metode Lean UX digunakan dalam pengembangan aplikasi ini dengan melibatkan pemilik dan penghuni kos sebagai pengguna potensial. Pengumpulan data dilakukan melalui wawancara, observasi, dan studi literatur. Hasil dari penelitian ini adalah pengembangan prototipe aplikasi Nestify yang telah diuji oleh 12 responden. Hasil pengujian menunjukkan bahwa prototipe ini memiliki user experience yang baik, dengan skor rata-rata di atas 80.2 dengan pengujian System Usability Scale (SUS). Hal ini menunjukkan bahwa pengguna merasa puas dengan aplikasi dan menilai aplikasi ini mudah digunakan. Penelitian ini menyimpulkan bahwa prototipe aplikasi Nestify memiliki potensi untuk meningkatkan efisiensi operasional pemilik kos dan kepuasan penghuni kos. Untuk penelitian selanjutnya, disarankan untuk menambah jumlah responden dan iterasi untuk lebih memvalidasi hasil penelitian ini.
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Takano, Eiko, Hisataka Maruyama, Tetsuta Takahashi, Kouki Mori, Kota Nishiyori, Yoshifumi Morita, Toshio Fukuda, Izumi Kondo, and Yutaka Ishibashi. "User Experience of Older People While Using Digital Health Technologies: A Systematic Review." Applied Sciences 13, no. 23 (November 29, 2023): 12815. http://dx.doi.org/10.3390/app132312815.

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Digital technologies ranging from biosensors to virtual reality have revolutionized the healthcare landscape by offering innovations that hold great promise in addressing the challenges posed by rapidly aging populations. To optimize healthcare experiences for older people, it is crucial to understand their user experience (UX) with digital health technologies. This systematic review, covering articles published from 2013 to 2023, aimed to explore frequently used questionnaires for assessing digital healthcare UX among older people. The inclusion criteria were original studies assessing UX in digital health for individuals aged ≥65 years. Of 184 articles identified, 17 were selected after rigorous screening. The questionnaires used included the System Usability Scale (SUS), the User Experience Questionnaire (UEQ), and the Post-Study System Usability Questionnaire. Customized questionnaires based on models such as the Technology Acceptance Model and the Almere model were developed in some studies. Owing to its simplicity and effectiveness in assessing digital health UX among older people, the SUS emerged as the go-to tool (52.9%). Combining the SUS with the UEQ provided comprehensive insights into UX. Specialized questionnaires were also used, but further research is needed to validate and adapt these tools for diverse cultural contexts and evolving technologies.
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Dewi, Shintia Kemala, Imam Maruf Nugroho, and Yudhi Raymond Ramadhan. "Perancangan UI/UX Aplikasi Reservasi di Kitchenery Resto and Cafe Purwakarta Menggunakan Metode GDD." Jurnal Sistem Informasi, Teknik Informatika dan Teknologi Pendidikan 3, no. 1 (September 12, 2023): 21–29. http://dx.doi.org/10.55338/justikpen.v3i1.55.

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User Interface (UI) dan User Experience (UX) memainkan peran integral dalam membantu aplikasi agar lebih menonjol. Oleh karena itu, memiliki UI yang terintegrasi dan harmonis atau UX dalam aplikasi seluler tidak hanya membantu bisnis untuk menarik lebih banyak pengguna tetapi juga meningkatkan kepuasan pelanggan. Kitchenery Resto and Cafe Purwakarta merupakan salah satu tempat makan yang memanfaatkan teknologi untuk memajukan bisnisnya dan membutuhkan desain aplikasi reservasi untuk membantu pelanggan dan karyawan dalam melakukan proses reservasi. Dengan pembuatan aplikasi tersebut akan dilakukan UI dan UX terlebih dahulu dengan menggunakan metode Goal Directed Design (GDD). Hasil perancangan akan dilakukan dengan menggunakan metode pengujian System Usability Scale (SUS). Berdasarkan metode perancangan dan metode pengujian pada penelitian ini, didapatkan nilai rata-rata 78 dengan grade B melalui kuesioner pada tahap support yang dilakukan oleh lima orang responden. Berdasarkan hasil tersebut membuktikan bahwa hasil perancangan UI dan UX aplikasi reservasi ini dapat diterima dan sesuai dengan kebutuhan pengguna.
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Muktamar B, Ahmad, Cindy Sandra Lumingkewas, and Agus Rofi'i. "The Implementation of User Centered Design Method in Developing UI/UX." Journal of Information System, Technology and Engineering 1, no. 2 (June 15, 2023): 26–31. http://dx.doi.org/10.61487/jiste.v1i2.13.

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The university has an academic information system called AIS, of which students are one of the main users. Based on the results of the questionnaire from previous research, it has been proven that the AIS display still needs development. This research develops the UI/UX of AIS to better suit the needs of users with the UCD method. Starting from planning agreements with parties related to research, determining the context by interviewing parties who agreed in the first stage, determining needs with questionnaires to users, using the System Usability Scale (SUS) method to determine the results, designing a prototype based on the results of the third step, and UI/UX evaluation, which is carried out using the same method when evaluating the UI/UX AIS running in the third stage to prove whether there has been a significant improvement or not. The evaluation results show that there is an increase in UI/UX, and based on statistical tests, there is a significant difference between the current UI/UX AIS and the UI/UX AIS being developed. In the process of evaluation and statistical tests, even though the SUS calculation results were still marginal, the two AIS questionnaire results proved to have significant differences. So that the results of this study can be accepted, improvements can be made in the future.
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Salehudin, Mohammad, Abdulloh Hamid, Zuhkhriyan Zakaria, Widdy H. F. Rorimpandey, and Muhammad Yunus. "Instagram User Experience in Learning Graphic Design." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 11 (July 10, 2020): 183. http://dx.doi.org/10.3991/ijim.v14i11.13453.

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<span lang="EN-US">Mobile phone technology offers new opportunities to integrate face-to-face learning also other models of learning. Instagram is mostly only used for business and public figure exposure. But we see a tendency to use Instagram that students use in learning graphic design as a way to access content, publish work and learning outcomes using mobile phone. The purpose of this study is to find out the comparison of the average value of In-diagram assisted creative learning and measure the user experience (UX) of Instagram in learning graphic design. This study uses a quantitative approach with a pseudo experiment of non equivalent control group de-sign to find a comparison of the average value of student learning outcomes in the Statistical Test with MANOVA and to find out the average value of UX with UEQ Instagram benchmarks for learning graphic design. The results of the study there are significant differences (real) the average value between the experimental class group and the control class group. UX test results are on four scales that are categorized as ex-excellent, namely the scale of Attractiveness, efficiency, dependability, stimulation. One perspicuity scale is above average and the novelty scale is good, the mean range is 1.33-2.00 according to the UEQ benchmark interval. The implication of this research is that Instagram through mobile phone technology is effectively used for the creative learning of graphic design lessons and needs to be developed as a medium for the development of teaching materials on all subject matter.</span>
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Blonteng, Merlin Florentina, Alwin M. Sambul, and Sary D. E. Paturusi. "Analysis of User Experience in University Academic Portal Using System Usability Scale (A Case Study in INSPIRE Portal of Sam Ratulangi University)." Jurnal Teknik Informatika 17, no. 3 (September 21, 2022): 213. http://dx.doi.org/10.35793/jti.17.3.2022.41270.

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Usability atau kegunaan merupakan salah satu faktor yang bisa berpengaruh terhadap keberhasilan suatu website. Pengguna website juga membutuhkan kenyamanan ataupun kepuasan agar mendapat pengalaman yang baik selama berinteraksi dengan suatu sistem atau produk. Dengan hal itu, tentunya penting jika memiliki User Interface/User Experience (UI/UX) yang bagus. Karena User Experience (UX) adalah salah satu komponen penting, pengguna yang berinteraksi dengan suatu sistem harus merasakan kemudahan secara efektif. Penelitian ini bertujuan untuk menganalisa pengalaman pengguna Portal INSPIRE Universitas Sam Ratulangi menggunakan metode kuesioner SUS karena sangat cocok dipakai agar lebih efektif dan efisien serta mampu menunjukkan kepuasan dari suatu sistem yang subjektif sehingga proses evaluasi dan analisis berpotensi lebih singkat. Hasil penelitian ini menunjukkan bahwa Analisa User Experience (UX) pada Portal INSPIRE Universitas Sam Ratulangi dapat dilakukan dengan mengevaluasi usability, dengan itu pengalaman pengguna dapat dilihat dari penerimaan pengguna berdasarkan perhitungan serta pengujian kuesioner dimana dari hasil perhitungan dan pengujian tersebut, Portal INSPIRE Universitas Sam Ratulangi termasuk dalam kategori Acceptable.
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Chandranegoro, Alvin, Baizul Zaman, and Syamsul Bahri. "REDESAIN UI DAN UX UNTUK MENGOTIMALKAN PENGGUNAAN APLIKASI JOYGIFT." KHARISMA Tech 18, no. 1 (March 22, 2023): 70–83. http://dx.doi.org/10.55645/kharismatech.v18i1.291.

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Penelitian ini dilakukan untuk mengoptimalkan tampilan user interface dan user experience pada aplikasi agar sesuai dengan keinginan dan kebutuhan pengguna. Metode yang digunakan didalam penelitian ini adalah metode user centered design dengan menggunakan cara perhitungan system usability scale. Hasil dari penelitian ini mendapatkan skor system usability scale sebesar 82,25. Nilai tersebut didalam system usability scale masuk kedalam kategori sangat baik. Dengan demikian dalam penelitian ini dapat disimpulkan bahwa penggunaan metode user centered design bisa dijadikan tolak ukur yang baik dalam mengambil kesimpulan dalam membuat rancangan user interface dan user experience pada aplikasi. Penggunaan metode tersebut dapat membantu perancang desain dalam membuat user interface yang mudah serta sesuai dengan keinginan pengguna aplikasi.
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Laksana, Feri Febria, and Suyoto Suyoto. "PENGUKURAN KUALITAS UX WEBSITE MENGGUNAKAN SUS." Computer Engineering, Science and System Journal 4, no. 2 (July 11, 2019): 138. http://dx.doi.org/10.24114/cess.v4i2.12928.

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Penelitian ini menerapkan teori usability dan menggunakan metode pengukuran System Usability Scale (SUS). Uji validasi menggunakan pearson’s product moment. Uji reliabilitas memakai alpha Cronbach. Berdasarkan hasil penelitian menunjukan bahwa usability website 68.6 yang artinya pada peringkat C atau OK Cukup Bagus. Loyalitas pengunjung website untuk melakukan kunjungan lagi (revisit) mendapatkan grand mean 3.5095. Nilai tersebut terletak pada rentang 3.40 – 4.20 yang menunjukan bahwa loyalitas pengunjung untuk revisit terletak pada titik yang tinggi. Ada hubungan yang nyata namun tidak berarti antara kebergunaan dengan loyalitas pengunjung situs dibuktikan dengan nilai yang positif yaitu 0.679 dan lebih besar dari yaitu 1.966. Ditemukan hal yang menarik dalam penelitian yaitu pengunjung situs memanfaatkan situs lain dalam menelusuri berita yang ada di dalam situs
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Wu, Christofer Veronica, Hasniati, and Izmy Alwiah Musdar. "Implementation of User Centered Design Approach in User Interface Design and User Experience Website Worker's." KHARISMA Tech 17, no. 2 (September 14, 2022): 71–84. http://dx.doi.org/10.55645/kharismatech.v17i2.246.

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Abstract: The system quality can be affected by user involvement. It is necessary to implement User Centered Design (UCD) in the UI/UX Design of the Worker's Website. This study aims to evaluate and redesign the UI/UX of Worker's Websites with the UCD and SUS (System Usability Scale) methods in order to make it easier for prospective workers or the public to use website profiling. Data was collected via interview with 30 responds where the results of the interviews are used as a reference for making new designs and then evaluating the new designs with a closed questionnaire to the same respondents. The result of SUS method questionnaire revealed that new design by using UCD was in the excellent category with score 84. It can be concluded that UI/UX design with a UCD allows easy to use worker's website.
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Mujinga, Mathias. "Online Banking User Experience: A User Experience Questionnaire (UEQ) Assessment in South Africa." Indonesian Journal of Information Systems 6, no. 2 (February 29, 2024): 117–29. http://dx.doi.org/10.24002/ijis.v6i2.8606.

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Online banking has seen tremendous growth driven by the emergence of the fourth industrial (4IR) and innovative technologies in every aspect of our daily activities. Hence, there is an emergence of areas of research around aspects of online banking, such as the need for user experience. This paper evaluates online banking user experience (UX) using the user experience questionnaire (UEQ). The study collected 725 survey responses from UEQ in South Africa, and the findings show a high quality of UX based on a comparison against the UEQ benchmark data set. More specifically, the hedonic quality scale aspect is at the highest level compared to the pragmatic quality aspects of UX. The findings provide practical contributions to online banking designers and developers in retail banks to optimise areas of strength and improve on those aspects that need improvements.
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Zaini, Kurniawan, Tri Marlianti, and Maryani Maryani. "Design UI/UX e-commerce photography services using the Lean User Experience Model and System Usability Scale (SUS) Assessment." Jurnal Nasional Ilmu Komputer 4, no. 4 (November 9, 2023): 45–62. http://dx.doi.org/10.47747/jurnalnik.v4i4.1421.

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Studio Citarasa Fotography (SCF) is a photographer business that has been operating for 5 years since 2017 with a total of 87 customers. This number of consumers according to interviews with the studio owners is very small because the studio has not stopped promoting both inside and outside the city. The objective of this research is to design the UI/UX e-commerce Photography Services website in the Citarasa Photography studio and implement the Lean UX Model based on simple and responsive design, understanding user wishes and needs, informative, interactive, complete, sustainable, and personalized. Research results based on the test scenario respondents/participants successfully completed all UI/UX tasks for e-commerce photography services without significant restrictions, but in the scenario there is little information provided about the possibility of making changes for iterations to become more responsive in which the screen can be adjusted to an android or tablet screen. In addition, the test results obtained using the System Usability Scale (SUS) were achieved with an average score of 89.25. It can be said that the score is in the best imaginable category with a scale of A. This means that based on usability, the data obtains a judgment that is acceptable or acceptable.
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Imana, Afifah Ghaisani, and Yusuf Sulistyo Nugroho. "UX (USER EXPERIENCE) EVALUATION OF THE OPENLEARNING SYSTEM AT UNIVERSITAS MUHAMMADIYAH SURAKARTA USING HEURISTIC EVALUATION AND USABILITY TESTING." Jurnal Teknik Informatika (Jutif) 4, no. 4 (August 16, 2023): 681–91. http://dx.doi.org/10.52436/1.jutif.2023.4.4.824.

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Since the COVID-19 pandemic in 2020, the learning process at the University of Muhammadiyah Surakarta (UMS) has been carried out online using the OpenLearning platform. The use of OpenLearning media has provided an easy learning process for both lecturers and students. Although there are many conveniences and benefits offered, usability problems still arise, for example, there is no distinction between courses that have ended and those that are still active, the "Edit Page Header" feature on student users, and misperceptions in the progress bar in the Course menu. In addition, previous research has evaluated the UMS OpenLearning platform using the System Usability Scale (SUS) technique and scored 61 (grade scale D) and indicates that the system is well received. To identify more detailed problems related to user experience (UX) for the OpenLearning system applied at UMS, it is necessary to evaluate the UX with the other approaches. In this study, the Heuristic Evaluation method based on 10 principles of Heuristic and Usability Testing based on 5 Usability criteria are implemented to evaluate. The results of this study are a system prototype according to the results of heuristic evaluation. The prototype was evaluated using SUS method on 380 respondents. The SUS calculation yields a value of 69, which indicates that the system is classified to the grade scale category D. This insignificant increase in the SUS score indicates that the UX improvements have not been optimally related to usability due to some factors such as the complexity of the system when used, inconsistencies, and the need for users to adapt to using the system. This finding can be considered by the system development team to fix the weaknesses so as to create an online learning platform with a better UX.
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Kurniawan, Ganda, Fahrobby Adnan, and Januar Adi Putra. "Perancangan User Interface dan User Experience Aplikasi E-Commerce Kain Batik pada UMKM Rezti’s Batik Menggunakan Pendekatan Design Thinking." Jurnal Teknologi Informasi dan Ilmu Komputer 10, no. 3 (July 1, 2023): 551–60. http://dx.doi.org/10.25126/jtiik.20231036733.

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Rezti’s Batik merupakan UMKM yang bergerak pada produksi dan penjualan kain batik serta sebagai tempat edukasi batik yang berada di Kecamatan Ambulu, Kabupaten Jember yang melakukan secara konvensional dan melakukan penjualan online melalui media sosial instagram dan whatsapp. Namun, penjualan yang dilakukan secara online dirasa masih kurang berjalan secara efektif dan efisien. Sehingga dibutuhkan solusi untuk mengatasi permasalahan yang dialami yaitu aplikasi penjualan kain batik. Dalam merancang aplikasi, diperlukan penerapan User Interface (UI) dan User Experience (UX) yang terstruktur agar sesuai dengan kebutuhan dari pengguna dan memberikan kenyamanan bagi pengguna. Pendekatan design thinking digunakan dalam merancang UI/UX aplikasi penjualan karena mempunyai proses yang berkesinambungan untuk dapat menciptakan solusi yang sesuai dengan kebutuhan pengguna. Dari perancangan dan solusi yang telah dihasilkan, akan dievaluasi dan validasi menggunakan penilaian dari ketentuan ISO 9241-11 dengan menerapkan pengujian usability System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). Berdasarkan hasil pengujian yang telah didapatkan, dapat diketahui bahwa aplikasi penjualan kain batik yang dirancang mempunyai tingkat usability yang tinggi dan baik dari masing-masing nilai aspek User Experience (UX) Attribute. AbstractRezti's Batik is an MSME engaged in the production and fabric sale of batik as well as a place for batik education located in Ambulu District, Jember Regency, which conducts conventional sales and sells online through Instagram and WhatsApp social media. However, online sales are currently not effective and efficient. A solution is needed to solve the problems experienced by batik fabric sales applications. When designing applications, it is necessary to implement a structured User Interface (UI) and User Experience (UX) to suit the needs of the user and provide comfort for the user. The design thinking approach is used in designing UI/UX sales applications because it has an irrational process to be able to create solutions that suit user needs. The designs and solutions that have been produced, will be evaluated and validated using an assessment of the provisions of ISO 9241-11 by implementing the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) usability tests. Based on the test results that have been obtained, it can be seen that the designed batik cloth sales application has a high and good level of usability from each aspect of the User Experience (UX) Attribute value.
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Browne, Sara, Anya Umlauf, David J. Moore, Constance A. Benson, and Florin Vaida. "User Experience of Persons Using Ingestible Sensor–Enabled Pre-Exposure Prophylaxis to Prevent HIV Infection: Cross-Sectional Survey Study." JMIR mHealth and uHealth 12 (May 3, 2024): e53596-e53596. http://dx.doi.org/10.2196/53596.

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Abstract Background A digital health technology’s success or failure depends on how it is received by users. Objectives We conducted a user experience (UX) evaluation among persons who used the Food and Drug Administration–approved Digital Health Feedback System incorporating ingestible sensors (ISs) to capture medication adherence, after they were prescribed oral pre-exposure prophylaxis (PrEP) to prevent HIV infection. We performed an association analysis with baseline participant characteristics, to see if “personas” associated with positive or negative UX emerged. Methods UX data were collected upon exit from a prospective intervention study of adults who were HIV negative, prescribed oral PrEP, and used the Digital Health Feedback System with IS-enabled tenofovir disoproxil fumarate plus emtricitabine (IS-Truvada). Baseline demographics; urine toxicology; and self-report questionnaires evaluating sleep (Pittsburgh Sleep Quality Index), self-efficacy, habitual self-control, HIV risk perception (Perceived Risk of HIV Scale 8-item), and depressive symptoms (Patient Health Questionnaire–8) were collected. Participants with ≥28 days in the study completed a Likert-scale UX questionnaire of 27 questions grouped into 4 domain categories: overall experience, ease of use, intention of future use, and perceived utility. Means and IQRs were computed for participant total and domain subscores, and linear regressions modeled baseline participant characteristics associated with UX responses. Demographic characteristics of responders versus nonresponders were compared using the Fisher exact and Wilcoxon rank-sum tests. Results Overall, 71 participants were enrolled (age: mean 37.6, range 18-69 years; n=64, 90% male; n=55, 77% White; n=24, 34% Hispanic; n=68, 96% housed; and n=53, 75% employed). No demographic differences were observed in the 63 participants who used the intervention for ≥28 days. Participants who completed the questionnaire were more likely to be housed (52/53, 98% vs 8/10, 80%; P=.06) and less likely to have a positive urine toxicology (18/51, 35% vs 7/10, 70%; P=.08), particularly methamphetamine (4/51, 8% vs 4/10, 40%; P=.02), than noncompleters. Based on IQR values, ≥75% of participants had a favorable UX based on the total score (median 3.78, IQR 3.17-4.20), overall experience (median 4.00, IQR 3.50-4.50), ease of use (median 3.72, IQR 3.33-4.22), and perceived utility (median 3.72, IQR 3.22-4.25), and ≥50% had favorable intention of future use (median 3.80, IQR 2.80-4.40). Following multipredictor modeling, self-efficacy was significantly associated with the total score (0.822, 95% CI 0.405-1.240; P<.001) and all subscores (all P<.05). Persons with more depressive symptoms reported better perceived utility (P=.01). Poor sleep was associated with a worse overall experience (−0.07, 95% CI −0.133 to −0.006; P=.03). Conclusions The UX among persons using IS-enabled PrEP (IS-Truvada) to prevent HIV infection was positive. Association analysis of baseline participant characteristics linked higher self-efficacy with positive UX, more depressive symptoms with higher perceived utility, and poor sleep with negative UX.
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Faisal Maulana Akbar, Ayouvi Poerna Wardhanie2, and Tan Amelia. "Implementasi Re-design UI/UX Website Fumigasi Untuk Meningkatkan Customer Experience." Journal of Applied Computer Science and Technology 4, no. 2 (November 18, 2023): 90–99. http://dx.doi.org/10.52158/jacost.v4i2.488.

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Fumigation website is a website owned by PT. Prana Argentum which is used as a platform for disseminating information related to pest control. However, based on interviews with company owners, there are some drawbacks such as the appearance of the website is not very user friendly, the information provided is difficult to find. This is also supported by the results of the UEQ pre-survey of website users, where the results of the 6 UEQ scale get the "bad" criterion, which means the low usability value of the website. This study aims to determine the suitability of the company's website in improving customer experience. To overcome the display problems on the website, a solution is needed, namely redesigning the UI/UX design using the double diamond methodology and usability testing along with UEQ. The result of this research is a redesign of the UI/UX design by adding new features such as a price quote feature, an appointment feature, and a transaction feature. To improve the customer experience, researchers also pay attention to the use of colors, fonts, language styles, to user-friendly navigation flows. In this study, two types of tests were carried out, namely usability testing with the Maze tools and UEQ testing. The usability testing results obtained a usability score of 87 which can be said to be good in terms of its usability value. Based on the results of the UEQ test, it is known that there is an increase in the mean value on all UEQ scales. It is proved that the highest mean value is on the perspicuity scale of 2.09 points and the lowest value is on the novelty scale with a value of 1.53 points. the results of the UI/UX website design of PT. Prana Argentum Corporation is classified as good, proper, and acceptable to users.
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Pillalamarri, Sandhya S., Lauren M. Huyett, and Aiman Abdel-Malek. "Novel Bluetooth-Enabled Tubeless Insulin Pump: A User Experience Design Approach for a Connected Digital Diabetes Management Platform." Journal of Diabetes Science and Technology 12, no. 6 (October 11, 2018): 1132–42. http://dx.doi.org/10.1177/1932296818804802.

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Background: Medical device technology is evolving at a rapid pace, with increasing patient expectations to use modern technologies for diabetes management. With the significant expansion of the use of wireless technology and complex, securely connected digital platforms in medical devices, end user needs and behaviors have become essential areas of focus. Methods: This article provides a detailed description of the user-centered design approach implemented in developing the Omnipod DASH™ Insulin Management System (Insulet Corp., Billerica, MA) Bluetooth®-enabled locked-down Android device handheld controller (Personal Diabetes Manager, PDM). Key methodologies used in the PDM design are described, including how the science of user experience (UX) was integrated into new agile product development. UX methods employed included heuristic evaluations of insulin pumps, iterative formative usability testing, information architecture studies, in-home ethnographic visits, participatory design activities, and interviews. Results: Over 343 users participated in UX research and testing. Key design choices informed by UX research included updating the layout of critical data on the PDM home page, providing access to requested contextual information while a bolus is in progress, and creating an easy-to-understand visual of a 24-hour basal program. Task completion rates for comprehending information on the PDM home page were 87% or greater. The System Usability Scale result for the design prior to limited market release was 84.4 ± 13.4 (out of 100; n = 37). Conclusions: The UX process described in this article can serve as a blueprint for medical device manufacturers seeking to enhance product development. Adopting UX research methodologies will help ensure that new diabetes devices are safe, easy-to-use, and meet the needs of users.
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Islami, Syifa Nur, and Muhamad Dody Firmansyah. "EVALUASI UI/UX DARI APLIKASI IKMAS DENGAN MENGGUNAKAN METODE DESIGN THINKING DAN PENGUJIAN PENGGUNA." Rabit : Jurnal Teknologi dan Sistem Informasi Univrab 9, no. 1 (December 27, 2023): 29–38. http://dx.doi.org/10.36341/rabit.v9i1.4116.

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Pondok Pesantren Modern Islam Assalaam memperkenalkan aplikasi IKMAS untuk memodernisasi sistem alumni dengan jumlah lulusan sekitar 10.000 orang. Namun, total unduhan aplikasi ini hanya mencapai lebih dari 1 juta unduhan pengguna di Google Play Store. Beberapa ulasan menyoroti kurangnya daya tarik dan kerapian tampilan aplikasi, yang membuatnya tidak nyaman, terutama karena navigasi yang kurang memadai. Evaluasi desain antarmuka (UI) pada aplikasi IKMAS merupakan upaya untuk meningkatkan performa aplikasi dan pengalaman pengguna (UX). Penelitian ini bertujuan untuk menyelaraskan desain antarmuka (UI) dengan kebutuhan pengguna dengan berlandaskan pada pengalaman pengguna (UX). Evaluasi dilakukan menggunakan metode design thinking, dengan pengujian usability menggunakan System Usability Scale (SUS) dan Single Ease Question (SEQ). Hasil rata-rata pengujian dengan SUS yang dianggap baik adalah ≥ 68. Sebelum perbaikan desain, nilai rata-rata SUS adalah 65. Setelah perbaikan UI/UX dengan metode design thinking, nilai rata-rata SUS meningkat menjadi 81,5 dan SEQ mencapai 95%.
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Azaro Lichas, Sergio, Irsan Jaelani, and Minarto Minarto. "IMPLEMENTASI METODE HUMAN CENTERED DESIGN (HCD) DALAM PERANCANGAN USER INTERFACE USER EXPERIENCE APLIKASI E-MENU BERBASIS MOBILE DI UMKM BAWANA KOPI." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 3 (December 1, 2023): 2032–38. http://dx.doi.org/10.36040/jati.v7i3.6993.

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UI (User Interface) dan UX (User Experience) adalah dua aspek yang sangat penting dalam pengembangan aplikasi mobile. UI merujuk pada segala sesuatu yang berkaitan dengan tampilan dan antarmuka aplikasi, sedangkan UX mencakup cara pengguna berinteraksi dengan aplikasi. Saat ini Bawana Kopi masih menggunakan sistem pemesanan manual yang cukup merepotkan baik untuk pelanggan maupun pihak restoran. Maka dari itu Bawana Kopi membutuhkan suatu aplikasi pemesanan menu makanan agar dapat membantu pihak restoran memberikan pelayanan yang baik. Dengan ini maka akan dilakukan perancangan UI dan UX terlebih dahulu dengan menggunakan metode Human Centered Design (HCD). Hasil perancangan pada penelitian ini dilakukan dengan menggunakan metode pengujian System Usability Scale (SUS). Pada perancangan user interface dan user experience pada aplikasi prototype aplikasi Pemesanan Menu pada Bawana Kopi untuk memberikan kemudahan bagi penggunanya. Hasil dari pengujian SUS mengenai Prototype aplikasi Pemesanan Menu Bawana Kopi adalah sangat baik dan dapat diterima oleh responden atau calon pengguna.
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Sunaryana, Sunaryana, and Khoirun Nisa. "PERANCANGAN UI/UX APLIKASI E-LEARNING PADA MTSS IRSYADUL ATHFAL MENGGUNAKAN METODE DESIGN THINKING." JURNAL ILMIAH INFORMATIKA 12, no. 01 (March 12, 2024): 59–67. http://dx.doi.org/10.33884/jif.v12i01.8326.

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MTsS Irsyadul Athfal is a secondary school after graduating from elementary school, a school that applies a religious curriculum to its students. Researchers found the problem of schools that already have a website but it is not used enough to support the learning process, the website is only a promotional medium. This research aims to provide recommendations as reference material in the form of UI/UX design for E-learning applications in the form of website prototypes so that they can be developed in the future. In this research, the author uses the Design Thinking method approach to produce UI/UX designs for E-learning applications that suit user needs. There are several processes in the research method, namely empathize, define, ideate, prototype, and testing. The UI/UX design stages of E-learning applications go through several stages, namely understanding a user needs problem, needs analysis, solution analysis, making a prototype and then testing it on several users. The results of the prototype that had been designed were tested on 9 respondents using the System Usability Scale (SUS) testing method. Based on the tests that have been carried out, test results were obtained with a total SUS score value of 83.33 or (Grade Scale B).
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Imin, Jonathan Hansen, Mohammad Fajar, and Hasniati. "Perancangan UI/UX Website Search Buddy Menggunakan Pendekatan Design Thinking." Jurnal Ilmiah Media Sisfo 18, no. 1 (April 30, 2024): 89–98. http://dx.doi.org/10.33998/mediasisfo.2024.18.1.1642.

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Penelitian ini bertujuan untuk merancang user interface (UI) dan user experience (UX) website Search Buddy menggunakan pendekatan design thinking sehingga memenuhi unsur kebergunaan (usability) bagi penggunanya. Pengumpulan data dilakukan melalui penyebaran kuesioner dan wawancara terhadap 20 responden yang menjadi pengguna website. Selanjutnya data diolah dan dianalisis menggunakan system usability scale (SUS). Hasil pengukuran terhadap desain awal website Search Buddy menggunakan SUS diperoleh nilai sebesar 54,75 dengan rating “Ok”, tetapi berada pada rentang penerimaan (Acceptability ranges) marginal yang rendah dan belum memenuhi unsur usability. Berdasarkan hasil tersebut, selanjutnya digunakan lima tahapan yang ada pada pendekatan design thingking dalam merancang ulang prototype UI/UX website Search Buddy untuk menyelesaikan masalah yang dialami oleh pengguna. Hasil evaluasi prototype sistem memperlihatkan peningkatan skor SUS sebesar 25.37, dimana rata-rata nilai skor SUS yaitu 80.12 dengan rating “Good”, berada pada rentang dapat diterima dan telah memenuhi unsur usability. Hasil ini memperlihatkan bahwa perancangan ulang UI/UX Website Search Buddy menggunakan pendekatan design thinking memberikan peningkatan usability terhadap website tersebut
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Adzami Hafianto, Haekal, Imam Ma’ruf Nugroho, and Moch Hafid. "PERANCANGAN USER INTERFACE DAN USER EXPERIENCE APLIKASI PEMESANAN MENU MAKANAN PADA RESTORAN HUTAN JATI CAFÉ & GELATO MENGGUNAKAN METODE GOAL DIRECTED DESIGN." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 3 (November 30, 2023): 1972–79. http://dx.doi.org/10.36040/jati.v7i3.6992.

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UI (User Interface) dan UX (User Experience) adalah dua aspek yang sangat penting dalam pengembangan aplikasi mobile. UI merujuk pada segala sesuatu yang berkaitan dengan tampilan dan antarmuka aplikasi, sedangkan UX mencakup cara pengguna berinteraksi dengan aplikasi. Saat ini Restoran Hutan Jati Café & Gelato masih menggunakan sistem pemesanan manual yang cukup merepotkan baik untuk pelanggan maupun pihak restoran. Maka dari itu restoran Hutan Jati Café & Gelato membutuhkan suatu aplikasi pemesanan menu makanan agar dapat membantu pihak restoran memberikan pelayanan yang baik. Dengan ini maka akan dilakukan perancangan UI dan UX terlebih dahulu dengan menggunakan metode Goal Directed Design (GDD). Hasil perancangan pada penelitian ini dilakukan dengan menggunakan metode pengujian System Usability Scale (SUS). Pada perancangan user interface dan user experience pada aplikasi prototype aplikasi Pemesanan Menu Makanan Hutan Jati Café & Gelato untuk memberikan kemudahan bagi penggunanya. Hasil dari pengujian SUS mengenai Prototype aplikasi Pemesanan Menu Makanan Hutan Jati Café & Gelato adalah baik dan dapat diterima oleh lima belas orang partisipan.
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Romadhoni, Muhammad Novid, and Teduh Dirgahayu. "Evaluasi dan Redesain UI/UX pada Aplikasi Web Young on Top." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 3 (September 20, 2024): 2390–401. http://dx.doi.org/10.35870/jimik.v5i3.909.

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The youth community plays a vital role in supporting the career development of young people. In this context, the user interface (UI) and user experience (UX) of the Young On Top web application play a crucial role. The app experienced UI/UX-related challenges, such as issues with image size, information completeness, and layout inconsistencies, which directly impacted user confusion. The research method used involved a usability evaluation with the System Usability Scale (SUS) as well as interviews with participants, both new and experienced users. The redesign focused on improving the layout, color consistency, and adding important information on various pages such as registration, events, career, shop, and articles. These changes significantly improved the appearance and user experience. This research emphasizes the importance of evaluation and improvement in UI/UX to improve the quality and user satisfaction of the Young On Top web application. Thus, the alignment between users' needs and ease of interaction with the application can be optimally realized.
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Putra Christover Sitorus, Nigel, Irsan Jaelani, and Yusuf Muhyidin. "PERANCANGAN USER INTERFACE DAN USER EXPERIENCE APLIKASI PENJUALAN FURNITURE INTERIOR & BUILD PADA TOKO STEPLINE MENGGUNAKAN METODE GOAL DIRECTED DESIGN (GDD)." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 4 (January 2, 2024): 2578–84. http://dx.doi.org/10.36040/jati.v7i4.7024.

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User Interface (UI) berperan penting dalam memberikan kesan awal yang baik kepada pengguna mulai dari desain visual hingga tata letak tools pada aplikasi mobile. Sedangkan User Experience (UX) membantu membangun interaksi antara pengguna dengan aplikasi mobile, seperti pengalaman yang dialami pengguna dalam menggunakan aplikasi hingga pengalaman untuk menemukan dan memahami informasi yang tersedia. Toko Stepline membutuhkan sebuah perancangan UI/UX dengan tujuan untuk memudahkan pemilik maupun pelanggan dalam proses transaksi yang lebih mudah kedepannya dan untuk memastikan bahwa aplikasi yang akan dibangun sesuai dengan kebutuhan pengguna. Dengan menggunakan metode Goal Directed Design (GDD) peneliti dapat mengetahui kebutuhan apa saja yang diperlukan pengguna. Hasil perancangan ini dilakukan dengan menggunakan metode System Usability Scale (SUS). Metode ini berfokus pada kebutuhan dan tujuan pengguna. dengan melakukan pengujian menggunakan System Usability Scale (SUS) sebagai pengujian hasil penelitian mendapatkan hasil skor 70,5 dengan grade C dikategorikan Acceptable.
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Viana Novita, Sri Endah Rizka Latifa, Rizky Aditya, Riri Safitri, and Husnul Fauzan. "PERANCANGAN UI/UX PADA APLIKASI JASA RENTAK MOTOR (SAREMO) MENGGUNAKAN METODE DESIGN THINKING." Journal of Information Systems Management and Digital Business 1, no. 2 (January 20, 2024): 123–32. http://dx.doi.org/10.59407/jismdb.v1i2.348.

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Adapun masalah yang sering dialami oleh masyarakat,mahasiswa,anak kost, dan Wisatawan yang datang ke Pekanabaru yang dimana mereka tidak memiliki motor tetapi memiliki keperluan mendesak dan bagi wisatawan yang ingin berjalan jalan menikmati kota pekanbaru.Oleh sebab itu penelitian ini bertujuan untuk membuat sebuah rancangan aplikasi yang dapat membantu dan memudahkan user dalam merental motor secara online .Dalam proses perancangan UI/UX aplikasi Saremo menggunakan metode Design Thinking yang terdiri dari beberapa tahapan, yaitu Emphatize, Define, Prototype, dan Testing. Hasil penelitian dapat disimpulkan bahwa desain UI/UX aplikasi Samaron mudah digunakan dan dapat digunakan oleh orang yang memiliki keperluan mendesak dengan ingin menyewa motor sesuai baged. Hasil analisis dari data survei dengan menggunakan metode System Usability Scale (SUS) mendapatkan skor 71,625 yang berada di kategori adjective rating didapatkan hasil Good. Sementara untuk hasil grade scale adalah “C”.
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Zidhan, Muhammad, Finanta Okmayura, Haana Udtari Anjani, Nur Fadilah Achmad, and Febby Wilyani. "PERANCANGAN UI/UX PADA APLIKASI SAYUR MAYUR ONLINE (SAMARON) MENGGUNAKAN METODE DESIGN THINKING." Journal of Information Systems Management and Digital Business 1, no. 2 (January 14, 2024): 96–106. http://dx.doi.org/10.59407/jismdb.v1i2.347.

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Adapun masalah yang sering dialami oleh masyarakat,mahasiswa,dan anak kost yang dimana mereka tidak sempat untuk membeli sayur mayur secara langsung dikarenakan kesibukan mereka masing-masing.Oleh sebab itu penelitian ini bertujuan untuk membuat sebuah rancangan aplikasi yang dapat membantu dan memudahkan user dalam membeli sayur mayur secara online serta merekomendasikan menu-menu masakan dan lengkap dengan cara memasaknya yang bernama Samaron.Dalam proses perancangan UI/UX aplikasi Samaron menggunakan metode Design Thinking yang terdiri dari beberapa tahapan, yaitu Emphatize, Define, Prototype, dan Testing. Hasil penelitian dapat disimpulkan bahwa desain UI/UX aplikasi Samaron mudah digunakan dan dapat digunakan oleh orang yang tidak memiliki banyak waktu dalam membeli sayuran dan bahan-bahan makanan. Hasil analisis dari data survei dengan menggunakan metode System Usability Scale (SUS) mendapatkan skor 76,25 yang berada di kategori adjective rating didapatkan hasil Good. Sementara untuk hasil grade scale adalah “C”.
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Amalia, Direstu, Dwi Cahyono, Virma Septiani, and Muhammad Kristiawan. "UX test in the academic information system of vocational higher education." JPGI (Jurnal Penelitian Guru Indonesia) 7, no. 1 (March 4, 2022): 36. http://dx.doi.org/10.29210/021583jpgi0005.

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The purpose of this study is to evaluate the user experience (UX) of academic information system (SIAKAD) using the User Experience Questionnaire (UEQ). Although SIAKAD has been running for two years, user experience testing has not yet been carried out to assess whether this application is sufficient to meet user needs or not. Questionnaires were distributed to all lecturers, administrative units, and cadets and 70 people filled out the survey. The results showed positive values on the scale of attractiveness, clarity, efficiency, accuracy, and stimulation with means &gt; 0,8. The negative values are finding on the novelty scale where the mean is &lt; 0,8 or 0.564. The reliability test showed that five of the six aspects were good with Cronbach-alpha &gt; 0.7, while the UEQ weakness was on the novelty scale with an Alpha score of 0.16. A benchmark study conducts, and results shows a scale of accuracy, attractiveness, and stimulation to get an “Excellent” Product rating. Clarity and efficiency scale reach a “Good” category. Poor rating with “Below Average” obtained by novelty scale. Suggestions for further improvement is to re-evaluate the novelty aspect of SIAKAD with important points that must be considered related to innovation, invention, and creative design.
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Isa, Indra Griha Tofik, Anitawati Mohd Lokman, Leni Novianti, Indri Ariyanti, Rika Sadariawati, Afiza Ismail, and Azhar Abd Aziz. "User Experience Design of Web-Based BPKAD Asset Mapping using Kansei Engineering." IJEEIT : International Journal of Electrical Engineering and Information Technology 6, no. 1 (March 31, 2023): 8–18. http://dx.doi.org/10.29138/ijeeit.v6i1.1989.

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User Experience (UX) is an integral part of software development, one of which is web-based mapping. Several factors that affect that UX is acceptable to users include visual aesthetics, ease of menu hierarchy, component layout and display coloring. There are several things that are not implied in UX development, namely the psychological factor of the user in which there is emotion and feeling. This research is located at BPKAD Palembang City which has purposing to 1) Analyzing user psychological factors in terms of feelings and emotions in designing web-based UX for the Palembang City BPKAD Regional Asset Mapping, 2) Interpreting user psychological factors into web-based design elements of the Palembang City BPKAD Regional Asset Mapping. The research stages include determining Kansei Word; Structuring SD Scale; Collecting and Validating Web-Based Mapping Specimen; Category and Item Design Classification; Participant Data Evaluation; Data Analysis and Defining Design Elements. The final result is 5 emotion concepts, these are dynamic & well-organized concept, refreshing concept, spacious concept, professional concept and nautical-look concept. The DEs generated from PLS analysis for dynamic & well-organized concepts are 27 DEs, refreshing concept is 15 DEs, spacious concept is 17 DEs, professional concept is 18 DEs and nautical-look concept is 18 DEs.
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Dewangkara, Ida Bagus Indra, Made Niken Novianti, Putu Agisna Fransisco Sara, and Ni Putu Ana Rainita. "PERANCANGAN ULANG UI/UX WEBSITE BUMDES BATURITI MENGGUNAKAN METODE SUS DAN DESIGN THINKING." Jurnal Informatika Progres 15, no. 1 (May 3, 2023): 23–32. http://dx.doi.org/10.56708/progres.v15i1.347.

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Badan Usaha Milik Desa (BUMDes) Baturiti is one of the businesses managed by the Baturiti village government. In this technological era, BUMDes Baturiti has a website used for marketing their products. Surprisingly, the BUMDes Baturiti website has a user interface and user experience (UI/UX) that falls into the "Poor" category. This was revealed after conducting UI/UX testing using the System Usability Scale (SUS) method. SUS is a method for evaluating the usability of a product or system based on user perceptions. This method uses a questionnaire consisting of 10 items to evaluate the user's experience in using a product or system. The average score obtained from the first testing was 33.16, falling into the "Poor" category. Subsequently, this research focused on redesigning the UI/UX using the design thinking Smethod, a method for generating solution ideas for a problem. This research was carried out by implementing all stages of design thinking, namely empathize, define, ideate, prototype, and testing. After redesigning the prototype and conducting a second round of testing, the BUMDes Baturiti website prototype obtained a score of 88.5, falling into the "Highly Acceptable" category. Thus, the redesigned UI/UX prototype for BUMDes Baturiti is highly suitable for further development in the future.
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Nursyifa, Selly, Taufik Ridwan, and Azhari Ali Ridha. "PERANCANGAN UI/UX PROTOTYPE SISTEM PENCATATAN PELANGGAN BERBASIS MOBILE APPLICATION MENGGUNAKAN METODE DESIGN THINKING." JATI (Jurnal Mahasiswa Teknik Informatika) 7, no. 3 (November 30, 2023): 1939–45. http://dx.doi.org/10.36040/jati.v7i3.6925.

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Perancangan UI/UX Prototype Sistem Pencatatan Pelanggan Berbasis Mobile Application menggunakan Metode Design Thinking (Studi Kasus CV. Kahla Global Persada). Pada era perkembangan teknologi saat ini, penggunaan aplikasi berbasis mobile semakin penting dalam memenuhi kebutuhan perusahaan dalam mengelola data pelanggan dengan efisien. CV. Kahla Global Persada, perusahaan yang bergerak di bidang produksi makanan kripik tempe, menghadapi tantangan dalam pendataan pelanggan yang masih dilakukan secara manual. Oleh karena itu, perlu adanya sistem pencatatan pelanggan yang dapat memudahkan pengelolaan data pelanggan. Penelitian ini menggunakan metode Design Thinking sebagai pendekatan dalam merancang UI/UX prototype sistem pencatatan pelanggan berbasis mobile application. Tahapan dalam metode Design Thinking meliputi tahap Empathize, Define, Ideate, Prototype, dan Testing. Pada tahap Empathize, dilakukan wawancara dengan Direktur Utama CV. Kahla Global Persada untuk memperoleh data yang diperlukan dalam perancangan UI/UX sistem pencatatan pelanggan. Tahap Define mengidentifikasi masalah dan kebutuhan dasar dalam pembuatan sistem pencatatan pelanggan. Tahap Ideate mengumpulkan ide-ide solusi dan merancang sitemap, user flow, dan wireframe. Hasil dari penelitian ini adalah perancangan UI/UX prototype sistem pencatatan pelanggan berbasis mobile. Selanjutnya, dilakukan pengujian prototype menggunakan metode System Usability Scale (SUS). Dan skor SUS yang diperoleh yaitu sebesar 92,25 menunjukkan bahwa prototype ini masuk dalam kategori "baik dan dapat diterima".
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Mustaib, Robby Igfirly, Nadiyasari Agitha, and Sri Endang Anjarwani. "DESAIN UI/UX SISTEM INFORMASI KERJASAMA INTERNASIONAL UNIVERSITAS MATARAM." Jurnal Teknologi Informasi, Komputer, dan Aplikasinya (JTIKA ) 5, no. 2 (September 30, 2023): 225–36. http://dx.doi.org/10.29303/jtika.v5i2.324.

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Universitas Mataram (UNRAM) merupakan perguruan tinggi yang menyediakan berbagai layanan sistem informasi untuk sivitas akademik dan umum. Namun, dalam penerapan sistem kerjasama di UNRAM, terdapat masalah terkait visualisasi user interface (UI) dan user experience (UX) pada sistem informasi kerjasama, serta masalah dalam entry dan sorting data kerjasama dan mahasiswa asing yang masih menggunakan excel. Penelitian ini bertujuan untuk menerapkan peningkatan UI/UX pada sistem kerjasama UNRAM. Dalam penelitian ini, dirancang user interface (UI) dan user experience (UX) sebuah website yang digunakan untuk mengelola kerjasama UNRAM hingga tahap prototype-hasil pengodean. Metode design thinking digunakan dalam proses perancangan yang terdiri dari tahapan empathize, define, ideate, prototype, dan test. Pengujian konsep dilakukan menggunakan metode Single Ease Question (SEQ) dan pengujian usabilitas menggunakan System Usability Scale (SUS). Pengujian melibatkan 20 responden, termasuk staf di bidang kerjasama UNRAM. Hasil pengujian konsep menunjukkan bahwa konsep dinilai memiliki keunikan, perbandingan baru, sangat menarik, berguna, dipercaya, serta relevan. Pengujian metode SUS menghasilkan skor 85, yang termasuk dalam kategori "acceptable" dan "good". Perubahan pada wireframe dan implementasi design system juga dilakukan untuk memastikan pengkodean yang lancar dan mengurangi keraguan terhadap ketentuan desain. Kesimpulannya, penelitian ini memberikan kontribusi dalam meningkatkan UI/UX sistem kerjasama UNRAM dan memberikan dasar yang kuat bagi pengembangan lebih lanjut.
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Muhammad Bambang Firdaus, Andi Anjas, Andi Tejawati, Medi Taruk, Reza Wardhana, and Faza Alameka. "Pengembangan Virtual Tour untuk Perpustakaan Universitas Mulawarman." METIK JURNAL 8, no. 1 (June 25, 2024): 10–17. http://dx.doi.org/10.47002/metik.v8i1.765.

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Advances in technology have now spread to all aspects of life and profession. When archiving, it is appropriate to use a computerized system to make archiving and processing letters easier. but there are still few who take advantage of current technological advances. One of them is the TEXMACO PURWASARI Vocational High School which still archives letters in paper form (hard copy). Manual archiving has weaknesses that pose many risks. By designing the UI/UX of an archival information system, it is hoped that it can solve existing problems. In designing the UI/UX, apply the user center design (UCD) method, which is a method for analyzing the UI/UX design of an electronic archival information system. seen from the system user's perspective, so that the system design is designed according to the user's needs. This research aims, apart from producing a UI/UX design design for an electronic archival information system using the User Centered Design (UCD) method, to also evaluate usability using the system usability scale method (SUS) to measure the feasibility of the Letter Archiving Information System that has been designed. The result of this research is an archival information system design that is equipped with a database design that is tailored to user needs.
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50

Lestrade, J. F. "VLBI for probing large-scale magnetic structures of stars." Symposium - International Astronomical Union 176 (1996): 173–80. http://dx.doi.org/10.1017/s0074180900083200.

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By VLBI astrometry, we show that the two RSCVn type binaries, UX Ari and σ2 CrB, have a preferred site of radio emission which is the intra-system region. It is known that radio emission from these stars is from the gyro-synchrotron process associated with large-scale magnetic fields. High gravity in the intra-system region might favor dense magnetic loops. Interactions in this region between loops attached to the surfaces of the two stellar components might produce reconnections required for electron acceleration.
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