scholarly journals UI/UX Design for Metora: A Gamification of Learning Journalism Interviewing Method

2020 ◽  
Vol 188 ◽  
pp. 00008
Author(s):  
Friskila Enggar Pamudyaningrum ◽  
Hestiasari Rante ◽  
Muhammad Agus Zainuddin ◽  
Michael Lund

In learning, effective media is needed to deliver the material. Visual media can be more acceptable and facilitate understanding and strengthen memory. In this modern era, digital-based visual media is more effectively captured by students. Educational games in the form of gamification can provide the same effect as effective learning media. To support educational games, interface design and user experience are the first aspects seen by users. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Method. User interface includes colour, shape and layout the interface. User experience in game design process includes the tangible user interface, constructive and helpful feedback, content and storytelling, how to appreciate user. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Method.

2018 ◽  
Vol 5 (2) ◽  
pp. 270-277
Author(s):  
Yemima Monica Geasela ◽  
Pranchis - Ranting ◽  
Johanes Fernandes Andry

AbstrakDengan berkembangnya teknologi informasi, meningkat pula cara pembelajaran yang semakin modern salah satunya dengan menggunakan e-learning. E-learning adalah suatu model pembelajaran yang menggunakan website sebagai media dasarnya. Dengan adanya e-learning, pembelajaran dapat dilakukan dimanapun dan kapanpun. E-learning yang baik adalah e-learning yang dapat meningkatkan kemampuan pengguna yang menggunakannya. Desain antarmuka menjadi salah satu elemen paling penting yang dapat mendukung kualitas edukasi di dunia maya. Oleh karena itu, penelitian ini bertujuan mengevaluasi desain antarmuka suatu website berbasis e-learning menggunakan human factors dan pendekatan interpretasi ergonomik, untuk meningkatkan usability dan usefulness sebuah sistem. Metode yang dipakai dalam penelitian ini adalah evaluasi heuristik yang terdiri atas 10 aturan prinsipnya yang terkenal dalam melakukan penilaian atas suatu desain antarmuka. Hasil penelitian menunjukkan secara umum penilaian terhadap desain interface dan ketermudahan penggunaan suatu website yang memiliki basis e-learning ditemukan telah cukup baik, akan tetapi masih terdapat beberapa hal yang perlu ditingkatkan, terutama yang bersesuaian dengan karakteristik dalam ketermudahan penggunaan. Kata Kunci: website, e-learning, heuristic, usability AbstractWith the development of information technology, studying process is one of the affected aspect by technology and becoming a new modern studying method called e-learning. E-Learning is a studying model that use website as it basis. With the help of e-learning, studying process can be done anywhere and anytime. A good E-Learning is one that can increase the overall skill of the user. Visual design becoming one of the support element that can help the education quality in cyberspace. Therefore, this research purposes aims is to design an e-learning website using human factor and ergonomi interpretation approaches, to improve the usefulness for user and the usefulness for system. The method used in this research is a method that consist of ten rule that was famous for designing. The result of general research about user interface design and the content about e-learning with a basis of website was good enough, but there is still some problem that must be fixed especially those relating with user experience. Keywords: website, e-learning, heuristic, usability


2021 ◽  
Vol 13 (2) ◽  
pp. 157-170
Author(s):  
Diana Nur Yastin ◽  
Hendra Bayu Suseno ◽  
Viva Arifin

Mobile Siaran is an official reporting application intended for the people of the city of Tangerang Selatan (South Tangerang). However, after conducting interviews with stakeholders and respondents, there were several problems with the display of the mobile application. From the results of the interview, it indicates that there are still some applications that need improvement. To fix the problem with the Mobile Siaran application display, the solution given is to improve the user interface design using the Goal Direct Design method. In addition, it also uses the success rate calculation technique and the System Usability Scale (SUS) to measure the usability value. Meanwhile, the User Experience Questionnaire (UEQ) measures the value of user experience. The result of this research is a user interface design made in stages in the Goal Direct Design method, namely research, modeling, requirements, frameworks, and refinement. The final evaluation, the results of the improvement using calculations, the success rate has increased from 93.5% to 99.3%, SUS from an average score of 58.19 which can be said to be quite satisfactory with the letter D value to 81.83 which can be accepted with the value of the letter A, while UEQ shows all aspects that have improved with very good and good criteria which means that improvements to user interface design can solve problems that exist in the application and improve the user experience.


Author(s):  
Rijois Saragih ◽  
◽  
Risda Pangaribuan ◽  
Tiurma Naomi ◽  
Gorbyno Sitepu ◽  
...  

Over time, waste production increases every day. This is due to the increasing number of products, population and consumption patterns of people. In addition, the lack of public awareness of waste disposal can lead to severe pollution. For example in the city of Medan, which produces 2,000 tons of garbage every day. Medan is a city that is affected by the lack of good waste management. In order to overcome the increase in waste generation, waste generation from the source must be reduced through waste management. The presence of Android can facilitate everyday activities such as the Trash Care application, which can help fight waste. This research focuses on designing the user interface (UI) and user experience design (UX) of the Trash Care application based on ease of use, efficiency, and ease of use for the user. In this study, the process and the data acquisition methods of the trash care application are explained using the documentation using the UCD method. The results of this study are in the form of an application interface design that is tailored to the needs of users. The user interface design for mobile applications is expected to increase user interest in waste disposal and public knowledge of the distinction between organic and inorganic waste.


2020 ◽  
Vol 4 (01) ◽  
pp. 44-55
Author(s):  
Alvi Syahrina ◽  
Tien Fabrianti Kusumasari

The textile industry needs an e-commerce platform to facilitate purchase of textile goods and to improve connectivity between industries. The textile industry has distinct characteristics from other industry, from its supply chain characteristics to the details of goods sold. Therefore, Indonesia Smart Textile Industry Hub (ISTIH) as a textile e-commerce platform needs to implement different strategy from e-commerce in general. Different strategies will affect the design of user experience or user experience in e-commerce. This journal will discuss how to design e-commerce specifically for textiles using the five planes method. The strategy plane produced the objectives and user needs of e-commerce, the scope plane produced the list of the required features, the structure plane produced detailed flow of user activities, the skeleton plane produced layout designs and information organization in the form of wireframes, and the surface plane produced the design up to the level of interface detail. The interface detail is also designed to meet eight golden rules of interface design. The output produced in this study is the design of the textile e-commerce interface on the alpha version of the website.


2015 ◽  
Vol 6 (1) ◽  
pp. 71-75
Author(s):  
Wira Munggana

Development of User Experience (UX) artifacts such as annotated wireframes, immersive prototypes, and detailed documentation should be done by a UX designer specialist, however most of them are not programmers. It can be done by using UX designer tools widely available today. Aside from what tools they used, this paper higlights forecasting the risk of an UX prototype project using weighted risk check list. Index Terms - Heuristic, User Interface Design, User Experience Prototype, Weighted Risk Check List, Wireframe.


Author(s):  
Elisa Gopin

Digital games are increasingly being used as educational tools. They are intrinsically motivating for many students and offer a natural learning environment. However, not all games are equally effective in the classroom and there is thus a need for frameworks to guide teachers so that learning goals are aligned with a game’s goals and to determine whether or not the game design supports effective learning. This chapter offers an analysis framework that can be used by classroom teachers to understand the different ways that games can support learning and to critique specific games to determine whether or not they meet the learning requirements. The chapter includes a checklist for teachers, as well as a feedback form for students who playtest games for use in the classroom.


Author(s):  
Luís Cláudio Portugal do Nascimento

This essay examines whether contemporary design is undergoing a decline in its standards of professional and pedagogic quality, due to an identity crisis which has apparently been affecting the field since the late sixties. In light of Confucius’ “rectification of names” imperative, various linguistic and aesthetic implications associated with the alleged loss of design conceptual benchmarks of the very identity and definition of the design discipline and profession are explored. It analyses concrete situations in which narratives on design seemingly weaken its bonds with objective exterior reality, arguably leading to the deterioration of previously valued and nurtured patterns and canons of excellence in technical, aesthetic, linguistic, methodological, and, above all, moral terms in the discipline of design. Attention is also given to a relatively common trend displayed – often, but not always– by “neo design specialists” of erasing conceptual boundaries around the design field, in order to establish subdomains within the greater discipline of design. These tend to be marked by pleonastic and tautological, but nevertheless impressive terminology, such as “information design”, “interface design”, “interaction design”, “user-centered design”, “user-experience design”, “user-interface design”, “communication design”, “experimental design”, “authorial design”, “handicrafts design”, “modern design”, “contemporary design”, “emotional design”, “meta-design”, “sustainable design”, “design systems”, “design thinking” and more, which then subdivides the territory of design amongst various “neo-design specialists” by suggesting, in some instances, the possibility of isolating conceptual attributes (such as, respectively, “information”, “interface”, “interaction”, “user experience”, “user interface”, “design conceptual models and methodological approaches” and so on) from the very identity of the integral design discipline itself. In this context, Confucius’ message of the “rectification of names” may thus be perceived as an important and timely call.


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