scholarly journals Pengembangan Aplikasi Mobile untuk Mempermudah Pencarian Informasi Rute Angkutan Kota di Bandung

2017 ◽  
Vol 16 (1) ◽  
Author(s):  
Priska Pricilia ◽  
Johanna Renny Octavia

<span class="fontstyle0">In the fast globalization era, people need good public transportation facilities to easily carry out their daily activities. However, public transportation such as angkutan kota mostly is not preferred compared to other modes of public transportation because it is difficult to acquire necessary information regarding angkutan kota routes in one area. This research aims to develop a mobile application to enhance the process of acquiring information of angkutan kota routes in Bandung. Eight potential users of the developed application were involved as participants in the research, from the identification of user needs through interviews and usability testing, the selection of design concept, to the evaluation of prototype. Based on the thirteen identified user needs, we developed two alternative design concepts from which we chose one best concept to be developed further into a prototype. The evaluation of the prototype through usability testing showed that the developed mobile application has good usability with 73% of efficiency measure, 90% of effectiveness measure, 78% of learnability measure and System Usability Score (SUS) of 71,25.</span>

Repositor ◽  
2020 ◽  
Vol 2 (2) ◽  
pp. 225
Author(s):  
Mairissa Anggraini ◽  
Gita Indah Marthasari ◽  
Lailatul Husniah

Abstrak Semakin banyaknya teknologi yang berkembang pada saat ini menjadi suatu hal yang penting karena dapat membantu dalam mengerjakan kegiatan sehari-hari seperti pada aplikasi yang dibangun ini bertujuan untuk meningkatkan minat belajar para siswa. Berdasarkan analisis yang dilakukan kepada guru pengajar dan siswa sekolah dasar kelas 3, kebanyakan guru pengajar masih menggunakan media gambar, biji-bijian dan lain sebagainya untuk mempraktek kan perhitungan perkalian dan pembagian. Matematika memang dianggap pelajaran yang sulit bagi kalangan siswa, maka dari itu dibuat aplikasi berbasis android untuk membuat siswa mudah memahami pelajaran sesuai dengan kurikulum disekolah. Sehingga siswa dapat menjadi aktif dalam belajar agar mereka tidak jenuh dengan pelajaran yang monoton yang tentunya akan menjadi pengaruh terhadap pencapaian hasil pembelajaran yang lebih optimal.Berdasarkan hasil evaluasi aplikasi yang telah dibuat dilakukan pengujiaan tes kegunaan dengan menggunakan metode system usability scale (SUS) yang dapat memberikan hasil berdasarkan perolehan sampel dengan cara kuisioner. Perhitungan system usability scale (SUS) didapat dengan cara mencari nilai rata-rata dari seluruh responden. Hal ini yang menjadi informasi layak atau tidaknya aplikasi yang dibangun. Nilai yang didapat untuk aplikasi ini yaitu 75, 4 sehingga dapat dikatakan bahwa aplikasi ini telah berjalan dengan baik. Selain itu juga dilakukan kuisioner dengan jumlah responden sebanyak 34 siswa, dari hasil kuisioner tersebut didapatkan bahwa aplikasi ini dapat membantu mereka untuk belajar perkalian dan pembagian. AbstractThe growing number of technology that developed at this time becomes an important thing because it can assist in daily activities such as this built application to increase students learning interest. Based on the analysis that has done to teachers and students of grade 3 primary school, a lot a teachers still use some medias of teach, such as picture of thing, grains and etc to practice the multiplication and division. Mathematics is difficult lesson for some students, therefore made an android based application to make students easy to understand the lesson according to the school curriculum. In order to they are not saturated with monotonous lessons which will certainly be an influence on the results of learning to be more optimal.Based on the evaluation results of application which has built, there was usability testing to evaluate that using system usability scale (SUS) method which can give results based on value by way of questionnaire. The calculation of system usability scale (SUS) is obtained by finding the average of all respondents. This result of it to be information worthy or not the application. The value obtained for this application is 75, 4 so it can be said the application has been running well. In addition, a questionnaire was also conducted with the number of respondents as many as 34 students, from the results of the questionnaire obtained this application can help them to learn multiplication and split.


Author(s):  
Alexis L Beatty ◽  
John C Fortney ◽  
P M Ho ◽  
George G Sayre ◽  
Mary A Whooley

Introduction: Cardiac rehabilitation improves outcomes for patients with ischemic heart disease or heart failure, but is underused. New strategies to improve delivery of cardiac rehabilitation are needed. We developed a mobile application for technology-facilitated home cardiac rehabilitation and sought to determine its usability. Methods: We recruited patients eligible for cardiac rehabilitation who had access to a smartphone, tablet, or computer with internet access to participate in usability testing of the mobile application. The mobile application includes physical activity goal setting, logs for physical activity and health measures, health education, reminders, and feedback (Figure). Participants were introduced to the mobile application and then observed while completing pre-specified tasks with the mobile application. Participants completed the System Usability Scale (0-100), rated likelihood to use the mobile application (0-100), and participated in a semi-structured interview. Based on participant feedback, we made iterative revisions to the mobile application. Results: We conducted usability testing in 13 participants. The first version of the mobile application was used by the first 5 participants, and revised versions were used by the final 8 participants. From the first version to revised versions, task completion success rate improved from 44% to 78% (p=0.05), System Usability Scale improved from 54% to 76% (p=0.04), and rated likelihood of using the mobile application remained high at 76% and 87% (p = 0.30). Interview responses revealed a need for introductory training ( “Initially, training with a technical person, instead of me relying on myself”) and on-demand help (“ If I had problems I’d try to find out how to fix it on this or call you” ). Additionally, many participants were interested in sharing data with providers (“ I can show my doctor what I’ve been working on ”). Conclusions: With participant feedback and iterative revisions, we significantly improved the usability of a mobile application for cardiac rehabilitation. Patient expectations for using a mobile application for cardiac rehabilitation include introductory training, on-demand help, and sharing data with providers. Iterative mixed-method evaluation may be useful for improving the usability of health technology.


2021 ◽  
Vol 5 (2) ◽  
pp. 125-134
Author(s):  
Yanti Pasmawati ◽  
Titis Wijayanto ◽  
Alva Edy Tontowi ◽  
Budi Hartono

Crowdfunding is one of the alternative sources of finance for product-based startups. Products are funded if the campaign is considered to be successful in reaching the target. The assessment of the success rate of product campaigns develops into three successive levels, namely overfunding, successful and unsuccessful. Due to the complication of setting up a product campaign on an online crowdfunding platform, a mobile application to aid campaigners needs to be developed. Moreover, it is essential to evaluate its ease to use. This study aims to (1) develop an android-based application, (2) evaluate the usability of the application based on user perceptions. The application ('POSCA') was developed by emphasizing user experience (UX), while the Use Questionnaire evaluated its usability. Ten participants were invited to evaluate the system usability and interface. The results suggest that 'POSCA' has good scores of usability: ‘efficiency’ = 49.11% in the fifth trial, ‘very-easy-to-learn’ (95%), ‘useful’ (85%), ‘easy-to-use’ (87%), and ‘satisfy-the-users’ (88%).


2017 ◽  
Vol 8 (2) ◽  
pp. 563 ◽  
Author(s):  
Usman Ependi

Heuristic evaluation merupakan salah satu bentuk usability testing perangkat lunak yang dinilai oleh pengguna (evaluator). Dalam melakukan heuristic evaluation instrumen penilaian terdiri dari sepuluh (10) pernyataan dengan lima pilihan jawaban dalam skala severity ratings. Dalam penelitian ini heuristic evaluation terhadap aplikasi Depo Auto 2000 Tanjung Api-Api Palembang yang dilakukan oleh 4 evaluator.  Hasil dari heuristic evaluation dikelompokkan kedalam  masing-masing instrumen yaitu visibility of system status dengan nilai 0,75, match between system and the real world dengan nilai 0,25, user control and freedom dengan nilai 0,25, consistency and standards dengan nilai 0,75, error prevention dengan nilai 1, recognition rather than recall dengan nilai 1,25, flexibility and efficiency of use dengan nilai 0,25, Aesthetic and minimalist design dengan nilai 0,25, help users recognize, diagnose, and recover from errors dengan nilai 1 dan Help and documentation dengan nilai 0. Dari hasil heuristic evaluation yang dilakukan menunjukkan bahwa evaluator memberikan nilai 0 dan 1 aplikasi Depo Atuo 2000 Tanjung Api-Api Palembang. Hasil penilaian tersebut menunjukkan bahwa aplikasi yang buat tidak ada masalah usability dan hanya memiliki cosmetic problem sehingga aplikasi Depo Auto 2000 Tanjung Api Api Palembang  dapat dinyatakan layak untuk didistribusikan kepada pengguna akhir (end user). 


Author(s):  
D. Josephine Selvarani Ruth

AbstractNickel Titanium Naval Ordinance Laboratory (NiTiNOL) is widely called as a shape memory alloy (SMA), a class of nonlinear smart material inherited with the functionally programmed property of varying electrical resistance during the transformation enabling to be positioned as a sensing element. The major challenge to instrument the SMA wires is to suppress the wires’ nonlinearity by proper selection of two important factors. The first factor is influenced by the mechanical biasing element and the other is to identify the sensing current for the sensing device (SMA wires + biasing). This paper focuses on developing SMA wires for sensing in different orientation types and configurations by removing the non-linearity in the system’s output by introducing inverse hysteresis to the wires through the passive mechanical element.


2021 ◽  
Vol 7 (1) ◽  
pp. 1-10
Author(s):  
Veni Manik ◽  
Clara Hetty Primasari ◽  
Yohanes Priadi Wibisono ◽  
Aloysius Bagas Pradipta Irianto

Perusahaan pembiayaan kendaraan mobil saat ini semakin banyak dan berkembang begitu pesat. Setiap perusahaan berusaha untuk menarik perhatian pelanggan dengan berbagai cara, terutama peningkatan teknologi untuk mendukung dan memudahkan proses kegiatan pembiayaan mobil. Perusahaan Astra Credit Company memanfaatkan teknologi dengan menyediakan aplikasi mobile acc.one yang dapat digunakan oleh pelanggan untuk membantu segala kegiatan proses pembiayaan mobil di Perusahaan ACC. Namun aplikasi ini terdapat beberapa masalah yang dapat diketahui dari ulasan pengguna di play store seperti aplikasi tiba-tiba error, aplikasi tidak dapat dibuka, fitur tidak berfungsi dengan semestinya, dll. Sehingga dilakukan pengujian aplikasi untuk mengetahui tingkat usability aplikasi dengan menggunakan metode system usability scale dan usability testing untuk mengetahui pengalaman pengguna. Hasil yang diperoleh tingkat usability aplikasi dengan tingkat kemudahan sebesar 73,33% yang masuk dalam kategori buruk, tingkat kecepatan pengguna sebesar 0,0467 goals/sec yang termasuk kategori normal, tingkat kesalahan pengguna sebesar 0,1230 total defect yang masuk dalam kategori kecil, dan tingkat kepuasan pengguna menggunakan kuesioner SUS memperoleh rerata SUS sebesar 54,45945946 yang artinya tingkat kepuasan pengguna rendah terhadap aplikasi berdasarkan penentuan nilai SUS yaitu Acceptability atau tingkat penerimaan penggunaan masuk dalam kategori marginal low, Grade Scale atau tingkat grade skala masuk dalam kategori F dan Adjective Rating masuk dalam kategori OK. Selain itu, pada SUS skor percentile rank masuk kedalam grade D.


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.


2020 ◽  
Vol 9 (3) ◽  
pp. 1284-1290
Author(s):  
S. R. Alimin ◽  
N. H. Abdul Hamid ◽  
Z. A. Nasruddin

This paper presents City i-Tick, the android based mobile application for students’ attendance at a university. In this study, we developed mobile application for lecturers to take students’ attendance in City University, Petaling Jaya. Managing students’ attendance during lecture periods has become a difficult challenge. The research objectives for this study are to identify user requirement for City i-Tick, to design and develop City i-Tick, and to demonstrate the prototype of City i-Tick. The study is a narrative participatory design and exploits Design Thinking as the research methodology. City i-Tick was successfully validated by 14 lecturers and System Usability Scale (SUS) was used to determine the findings of the study. We found that City i-Tick is effective for lecturers in taking attendance because it is easy to use, easy to learn, and the users feel confident when using this application.


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