scholarly journals Analysis and Implementation of User Interface of Smart Drive System Using Goal-Directed Design Method

2017 ◽  
Vol 116 ◽  
pp. 492-499 ◽  
Author(s):  
Dwitika Diah Pangestuti ◽  
Fachriannoor Fachriannoor ◽  
Dana S. Kusumo ◽  
Mira Kania Sabariah ◽  
Achmad Alimin
2018 ◽  
Vol 197 ◽  
pp. 16007 ◽  
Author(s):  
David Meulana Abidin ◽  
Danang Junaedi ◽  
Indra Lukmana Sardi

MCR as a non-governmental organization focused on providing education and other supporting activities related to reproductive health education issues to high school students. However, the efforts that have been done still get less satisfied feedback from students, because they have not been able to deliver thoroughly. This is due to the inadequate facilities used especially for a large number of participants in the school who visited and the number of MCR volunteers are limited so that the extension only covers the city of Bandung. In addition, there is no regular schedule that can be used for extension activities Thus, it takes an internet-based learning media that creates independent learning process and without limitation of space and time. One important aspect of the development of learning media is the usability that is closely related to the user interface. The approach used for designing user interface model is by using goal-directed design method. Begin by identifying user objectives and behaviours and translating into user models of learning media of reproductive health. We have tested usability with QUIM parameters of user interface model generated through goal-directed design implementation, which reaches average usability percentage more than 85%, so it can be said to comply usability element with a very good category.


2015 ◽  
Vol 10 (2) ◽  
Author(s):  
Evanny Christianisa ◽  
Rosa Delima ◽  
Theresia Herlina R.

Education game is a media used as a learning tool. In this research, we built a learning application of animal and fruit names vocabulary in English. Users of the application are 4 to 6 years old children. The purpose of this research is to build an application   that can improve children’s ability to remember and enrich their Vocabulary. For the user interface design we implement Goal Directed Design Method. This Method consists of eight main stages, which is research, modeling, requirements, definition, framework definition, refinement, and support. Participants of this research were 18 children aged 4 to 6 years. Based of the evaluation of the application, all participants are able to increase their ability to remember animal and fruit names by about 10%.


2019 ◽  
Vol 2 (1) ◽  
pp. 20-27
Author(s):  
Ulia Niati ◽  
Tri Suratno ◽  
Mauladi Mauladi

Today the development of technology is growing, one of them is a mobile phone that is transformed into a smart phone, as well as a modern market that is developing and easily available and very comfortable physically, this development has involved traditional markets, the government continues to revitalize traditional markets using physical, technological developments are used as a means for developing traditional markets as an effort to facilitate transactions, get information quickly and on target. User interface Of course not separated from the appearance of the user interface Even the user interface is important, because the user interface can provide comfort and convenience for users in accessing any information for which the system can be obtained by the user. The purpose of this research is to create a traditional market online transaction system user interface. Where the research used in this study is the Goal Directed Design method which is a user interface design design method that fits the user's goals and needs. In this study there are five stages of experimental research, modeling, requirements, frameworks, and improvements. As well as the evaluation in this study using heuristic evaluation consisting of 10 principles. The final result of this study is a user interface design design that has been created for further development while the results of this study are 94% in the category of "Very Good".


Author(s):  
Debora Syebat Nazir ◽  
Gloria Virginia ◽  
Restyandito Restyandito ◽  
Agata Filiana ◽  
Andhika Galuh Prabawati

At the beginning of every semester, students register for their classes resulting in KRS (student study plan) and at the end of the semester, they will receive KHS (academic transcript). KRS and KHS are recorded into the university’s system to be used for different kinds of analysis including strategic planning and accreditation. The purpose of this research is to create a dashboard to visualize data from KRS and KHS based on several Key Indicator Performance (KPI) using goal-directed design method. Performance metrics method is used to evaluate the user interface of the dashboard with 71% binary success. User Experience Questionnaire (UEQ) is also used to evaluate user experience showing scores of 1.96, 1.93, 1.77, 1.88 and 1.86 for attraction, stimulation, novelty, clarity and efficiency, respectively. These scores can be translated using the Comparison to Benchmark Scale table which shows good for both clarity and efficiency, and excellent for attraction, stimulation and novelty.


Author(s):  
A'ang Subiyakto ◽  
Viranda Adhiazni ◽  
Evy Nurmiati ◽  
Nida'ul Hasanati ◽  
Sumarsono Sumarsono ◽  
...  

2018 ◽  
Vol 197 ◽  
pp. 16009
Author(s):  
Ariningtyas Priyahita Istiqomah ◽  
Danang Junaedi ◽  
Emil Robert Kaburuan

Learning achievement is a measure of success after following the learning process. While the mathematics learning achievement of 5th grade elementary school students is low, as evidenced by the daily recapitulation data value of students who still score below the Minimum Exhaustiveness Criteria. According to the teacher the cause is the number of students who have not mastered the fraction material as the basis of mathematics material taught in class 5. So that required handling to achieve optimal results. According to research by Elvi Mailani, the Monopoly game used as a fractional math learning tool for elementary school children can have a positive impact by training children to hone their skills. But in this study, the media used less effective because it requires special handling to achieve goals and more optimal results. Based on these problems, a model of user interface for prototype application of fractional math monopoly game for elementary school students was designed. The goal directed design method is used as a design method that focuses on user goals. Based on the result of usability evaluation for the user interface model using QUIM obtained a percentage of 91.56%. So that the user interface model has fulfilled the usability element as a learning fraction media in Elementary school.


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