scholarly journals User interface redesign of e-commerce platform mobile application (Kudo) through user experience evaluation to increase user attraction

Author(s):  
Erlinda Muslim ◽  
Boy Nurtjahyo Moch ◽  
Yosua Wilgert ◽  
Fristya Fadhilah Utami ◽  
Dea Indriyani

Application recommendation is one of the larger scales and sophisticated recommendation system currently exists. In this research work, we devised an approach which will deal with suggesting application based on users click on a particular application. The approach described in this paper is efficient and with less memory requirement than other traditional methods. This paper also includes the details about the implementation of the approach with User Interface. The paper also provides the details that how it can be implemented on a large scale. The approach is implemented in a mobile-based platform with react native support. The main objective of this paper is to describe an approach, which will be efficient and completely based on users data. The main objective of an Application Recommendation to recommend applications to increase user experience and recommend application based on their needs. Companies like Google, Apple, Samsung etc. are implementing it also.


2018 ◽  
Vol 1 (1) ◽  
pp. 181207
Author(s):  
Edo Tirtadarma ◽  
Agung Eko Budi Waspada ◽  
Elda Franzia Jasjfi

<p>The role of digital and internet technology, and the presence of smartphones have created two-way communication between users and digital application manufacturers. Users are connected by applications that are downloaded into their smartphone so they can commuicated, sharing information. As the resuluts of the existence of mobile application in modern era nowadays, that the user will feel easier while doing their daily activities. Users can also choose the type or category of mobile application that suits their needs.<br />The category of online transportation, is a mobile application that is often used by users in modern era in the last five years. The beginning of online transportation was started by Uber, the first online mobile application based transportation that was present in Jakarta, and then it was followed by Go-Jek and Grab. The three online transpotrations come as a solution to transportation problem in urban city, Jakarta. In this thesis the researcher will analyzing the role of user experience (UX) and user interface (UI) mobile application online transportation category from visual communication perspective, so the mobile application that are made can give a solution in transportation needs and friendly user. Also in this research, the reseracher also analyze the effect of UX-UI on the lifestyle transportation in urban city, Jakarta. It is expected that in the future this research can assist designers in designing mobile application with UX-UI that are gave useful outcome for user's life, viewed from the design perspective. The methodology that is used in this thesis research is qualitative methodology, with case study analysis technique. The result of this research is the difference of user experience between the three online transportation company was made due to different vision and mission of each company, which effected the difference of their user interface. UX-UI that has difference between Grab, Go-Jek and Uber gave result in difference mindsets that casue difference motivation of each user while they using Grab, Go-Jek and Uber and thereby causing different lifestyle when using mobile application online transportation</p><p> </p><p>Abstrak<br />Peranan teknologi digital dan internet, serta keberadaan telepon genggam pintar (smartphone) telah menciptakan komunikasi dua arah, antara pengguna (user) dan produsen. Para user dihubungkan oleh aplikasi yang terunduh pada mobile application. Dampak dari keberadaan mobile application, adalah pengguna (user) akan merasa dimudahkan dalam menjalankan aktivitas sehari-harinya. Pengguna juga bisa memilih tipe atau kategori mobile application yang sesuai dengan kebutuhan mereka Kategori transportasi online, merupakan mobile application yang sering digunakan oleh para pengguna (user) dalam rentang waktu lima tahun terakhir. Diawali oleh kemunculan Uber, mobile application transportasi berbasis online pertama yang hadir di Jakarta, disusul oleh Go-Jek dan Grab. Ketiga produsen transpotrasi online ini hadir sebagai solusi permasalahan transportasi di kota urban, Jakarta. Pada tesis ini akan diteliti peranan dari user experience (UX) dan user interface (UI) pada mobile application transportasi online dilihat dari kacamata desain komunikasi visual, sehingga mobile application yang dibuat bisa memenuhi kebutuhan akan transportasi dan mudah digunakan oleh pengguna (user). Serta pengaruh UX-UI terhadap gaya bertransportasi masyarakat urban. Diharapkan di masa depan penelitian ini dapat membantu para desainer dalam mendesain mobile application dengan kaidah UX-UI yang berguna bagi kehidupan user, dilihat dari kacamata desain. Metodologi yang dipakai dalam penelitian tesis ini adalah metodologi penelitian kualitatif, dengan teknik analisis studi antar kasus. Hasil dari penelitian ini adalah ditemukannya perbedaan user experience antara ketiga penyedia jasa transportasi online, dikarenakan perbedaan visi misi perusahaan yang berbeda, yang mengakibatkan perbedaan user interface. Perbedaan UX-UI antara Grab, Go-Jek dan Uber pada akhirnya mengakibatkan perbedaan pola pikir yang melandasi motivasi masing-masing user dalam menggukaan Grab, Go-Jek dan Uber sehingga menyebabkan perbedaan gaya bertransportasi (lifestyle) yang berbeda pula saat menggunakan mobile application transportasi online.</p><p> </p>


2021 ◽  
Vol 7 (1) ◽  
pp. 61-70
Author(s):  
Henderi Henderi ◽  
Praditya Aliftiar ◽  
Alwan Hibatullah

Information technology has developed rapidly from time to time. One of the technologies commonly owned by many people today is smartphones with the Android and IOS platforms. By knowing this factor, mobile developers compete with each other to design applications with attractive user interfaces so that users are interested in using them. At this stage in mobile application development, starting from designing a user interface prototype. This stage aims to visualize user needs, improve user experience and simplify the coding process by programmers. In this study, researchers applied the prototype method. This research produces a prototype design for the e-learning application user interface which consists of a high fidelity prototype.


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


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