scholarly journals Virtual skin: Assessing Player Experience of Attractiveness with the User Experience Questionnaire (UEQ)

2021 ◽  
Vol 5 (2) ◽  
pp. 33-44
Author(s):  
Noraziah Mohd Razali ◽  
◽  
Azahar Harun ◽  
Ruslan Abdul Rahim ◽  
◽  
...  

There are numerous subfields within visual communication, one of which is new media, alongside conventional practices such as advertising, photography, the web, animation, and signage. Blogs, social media, video games, email and the pervasiveness of smartphones have all resulted in the emergence of new media that are inextricably linked to the internet and the online environment. since the first mobile game, "Tetris", in 1994 and “Snakes" in 1997, the visual element in mobile games has evolved significantly, culminating in the modern-day mobile gaming world. These changes have involved progress from the black and white images of the early games to the variety of colours used in game visuals today and the creation of virtual goods in-app games. A skin is one of these virtual goods or items and is synonymous with a virtual appearance, outfit or cosmetic item that can be used to modify and enhance the appearance of a player's avatar. This is a cosmetic item and purely aesthetic in nature, serving no functional purpose. Among players, the desire for a skin is undeniable. Apart from the "beauty factor," another hidden value is inherent in players' perceptions of their interactions with purely aesthetic items. To determine the attractiveness of the skin in mobile games, preliminary research on skin evaluation was conducted to ascertain players' perceptions of recent virtual skins they had used in-game. The purpose of the study was to identify players’ perceptions of the attractiveness of the skin they used. To conduct the research, the Standard User Experience Questionnaire (UEQ) was used to determine the attractiveness of the skin as a virtual product. The UEQ is composed of six scales and twenty-six items that assess attractiveness on a hedonic and pragmatic level. Thirty respondents were chosen, and data analysis was performed using UEQ Data Analysis Tools. The product's benchmark was divided into five UX quality categories: excellent, good, above average, below average, and bad. The results indicate that stimulation is an excellent proxy for the UX quality of skin and efficiency is above average; meanwhile, attractiveness, perspicuity, dependability, and novelty were below average.

Author(s):  
Rizza Indah Mega Mandasari ◽  
Bambang Pudjoatmodjo

Wayang is an Indonesian heritage that becomes the world's heritage based on the recognition of UNESCO on 7 November 2003. However, the establishment of the wayang as a world cultural heritage does not make it is recognized by the young generation in Indonesia. They considered that wayang is only as a conventional culture, the duration is too long, and it tends to be boring. Creative and interactive media are needed to attract the younger generation to wayang, one of them is using the game. A Game is an interactive media that is much liked by all ages because they are entertaining, challenging, and fun. In the development of a game, it needs to emphasize a good user experience. The measurement of user experience in the game called the gameplay experience. This paper discussed the measurement gameplay experience (GX) using Immerse Experience Questionnaire (IEQ) on Wayang Game. The results of GX measurements become a benchmark for the quality of the game ‘pewayangan’ in attracting the young generation.


2016 ◽  
Vol 8 (3) ◽  
pp. 52-69
Author(s):  
Chu Kimberly ◽  
Tek Yong Lim ◽  
Chee Weng Khong ◽  
Chui Yin Wong

Input devices for mobile gaming consist of hard keypad (HK) and soft keypad (SK). Different interaction for both input devices have an impact on usability and player experience. Although there are publications that evaluate on input devices and game, little is known on how HK and SK affect mobile gaming. The implication to usability aspect is not fully understood and the list of recommendation on player experience is limited. The aim of this paper is to examine usability and construct recommendation list for player experience by comparing two different types of mobile devices, namely HK and SK. For usability, an experiment was employed to measure effectiveness, efficiency and satisfaction. The studies conducted an interview after the experiment. From the interview, a list of recommendation was constructed to identify player experience of input devices for mobile games. Results of the experiment were significant for effectiveness and satisfaction measures where HK performed better than SK. The recommendation list revealed both devices most mentioned positive and negative comments.


Respati ◽  
2020 ◽  
Vol 15 (3) ◽  
pp. 66
Author(s):  
Arief Munandar ◽  
Arief Setyanto ◽  
Suwanto Raharjo

INTISARIPemantauan kehamilan penting untuk memastikan keberlanjutan negara. Layanan kesehatan lokal (PUSKESMAS) bertanggung jawab atas pemantauan pemeliharaan kesehatan kehamilan di wilayah tertentu. Aktivitas wanita hamil termasuk berjalan sudah lama diamati memiliki korelasi positif dengan kesehatan kehamilan. Perkembangan smartphone yang maju memungkinkan pengembangan aktivitas manusia berbasis waktu yang nyata. Kegiatan ini dapat dilaporkan dan disusun di atas peta geografis dan memberikan informasi yang kaya meningkatkan kualitas manajemen kesehatan kehamilan. Dalam makalah ini kami menyajikan solusi untuk pemetaan kehamilan dalam pemantauan online real-time dari aktivitas mereka. Untuk memastikan keselarasan antara kebutuhan bisnis dan harapan pemegang saham,penilaian sistem dilakukan. Pengalaman Pengguna adalah faktor penentu keberhasilan implementasi sistem. Kuisioner pengalaman pengguna (UEQ) adalah alat umum untuk mengukur pengalaman penggunanya. Dalam makalah ini kami menyajikan sistem pemetaan dan pemantauan waktu nyata online kami dan pendapat pengguna tentang sistem diterapkan. Menurut hasil kuesioner, aplikasi yang kami usulkan dianggap dalam level sedang tetapi, masih perlu perbaikan dalam bebagai aspek. Kata kunci— Pengalaman pengguna, penilaian web, pemantauan kesehatan online. ABSTRACTPregnancy monitoring is important to ensure the sustainability of a nation. Local healthcare (PUSKESMAS) responsible for pregnancy health monitoring and maintenance in certain region. Pregnant woman activities including waking has long been observed to have positive correlation with the pregnancy health. The advance development of smartphone enables the development of human activity in real time based. The activity can be reported and plot on the top of geographical map and provide rich information to improve the quality of pregnancy health managements. In this paper we present our solution to the pregnancy mapping in real time online monitoring of their activity. In order to ensure the alignment between business need and the stake holder expectation an assessment of the system is carried out. User Experience is important success factor of system implementation. User experience questionnaire (UEQ) is a generic tool to measure user experience. In this paper we present our online real time mapping and monitoring system and user opinion about the implemented system. According to the questionnaire result, our proposed application considered to be in moderate level but still need improvements in many aspects..Kata kunci—  User Experience, web assessment, online health monitoring


2021 ◽  
Vol 6 (1) ◽  
pp. 99
Author(s):  
I Made Agus Oka Gunawan ◽  
I Made Agus Widiana Putra ◽  
Kadek Laksmi Damayanthi

Ganeca Digital merupakan aplikasi perpustakaan digital yang dikembangkan berbasis website dan aplikasi mobile. Pada 2 tahun berjalannya layanan aplikasi Ganeca Digital ini, masih terdapat pengguna yang mengeluhkan penggunaan Ganeca Digital, salah satunya adalah dari halaman pustakawan. Sehingga perlu dilakukan evaluasi lanjutan untuk mendapatkan rekomendasi pengembangan Ganeca Digital. Salah satu metode evaluasi berbasis pengguna yang dapat digunakan adalah evaluasi usability. Berdasarkan kajian yang dilakukan, akan dikombinasikan teknik User Experience Questionnaire dan Think Aloud dalam melakukan evaluasi berbasis pengguna. User Experience Questionnaire (UEQ) mencakup enam aspek dengan 26 butir pernyataan. Analisis data UEQ dilakukan dengan menggunakan UEQ Data Analysis Tool dengan membandingkan nilai setiap aspek dengan kumpulan data produk yang tersedia. Pada UEQ akan dilibatkan 20 responden untuk mendapatkan nilai kepuasan pengguna. Evaluasi Think Aloud melibatkan 10 responden berdasarkan hasil UEQ. Pada penelitian ini digunakan 25 skenario tugas yang disesuaikan dengan fungsional yang ada. Hasil analisis menunjukkan bahwa aspek daya tarik, ketepatan, stimulasi dan kebaruan termasuk kategori sangat baik. Hasil analisis menunjukkan prioritas perbaikan dapat difokuskan pada aspek kejelasan yang termasuk kategori diatas rata-rata dan aspek efisiensi yang termasuk kategori baik. Adapun nilai rata-rata setiap aspek adalah sebagai berikut: aspek daya tarik sebesar 1,77; aspek kejelasan sebesar 1,39; aspek efisiensi sebesar 1,65; aspek ketepatan sebesar 1,84; aspek stimulasi sebesar 1,86 dan aspek kebaruan sebesar 1,54. Hasil evaluasi Think Aloud berhasil memperoleh 10 permasalahan yang dikemukakan responden. Pengembangan untuk penelitian selanjutnya, dapat digunakan teknik Performance Measurement untuk membandingkan hasil evaluasi antara pakar dan pengguna aplikasi.


2020 ◽  
Author(s):  
Mariska E te Pas ◽  
Werner G M M Rutten ◽  
R Arthur Bouwman ◽  
Marc P Buise

BACKGROUND Respondent engagement of questionnaires in health care is fundamental to ensure adequate response rates for the evaluation of services and quality of care. Conventional survey designs are often perceived as dull and unengaging, resulting in negative respondent behavior. It is necessary to make completing a questionnaire attractive and motivating. OBJECTIVE The aim of this study is to compare the user experience of a chatbot questionnaire, which mimics intelligent conversation, with a regular computer questionnaire. METHODS The research took place at the preoperative outpatient clinic. Patients completed both the standard computer questionnaire and the new chatbot questionnaire. Afterward, patients gave their feedback on both questionnaires by the User Experience Questionnaire, which consists of 26 terms to score. RESULTS The mean age of the 40 included patients (25 [63%] women) was 49 (SD 18-79) years; 46.73% (486/1040) of all terms were scored positive for the chatbot. Patients preferred the computer for 7.98% (83/1040) of the terms and for 47.88% (498/1040) of the terms there were no differences. Completion (mean time) of the computer questionnaire took 9.00 minutes by men (SD 2.72) and 7.72 minutes by women (SD 2.60; <i>P</i>=.148). For the chatbot, completion by men took 8.33 minutes (SD 2.99) and by women 7.36 minutes (SD 2.61; <i>P</i>=.287). CONCLUSIONS Patients preferred the chatbot questionnaire over the computer questionnaire. Time to completion of both questionnaires did not differ, though the chatbot questionnaire on a tablet felt more rapid compared to the computer questionnaire. This is an important finding because it could lead to higher response rates and to qualitatively better responses in future questionnaires.


10.2196/21982 ◽  
2020 ◽  
Vol 8 (12) ◽  
pp. e21982
Author(s):  
Mariska E te Pas ◽  
Werner G M M Rutten ◽  
R Arthur Bouwman ◽  
Marc P Buise

Background Respondent engagement of questionnaires in health care is fundamental to ensure adequate response rates for the evaluation of services and quality of care. Conventional survey designs are often perceived as dull and unengaging, resulting in negative respondent behavior. It is necessary to make completing a questionnaire attractive and motivating. Objective The aim of this study is to compare the user experience of a chatbot questionnaire, which mimics intelligent conversation, with a regular computer questionnaire. Methods The research took place at the preoperative outpatient clinic. Patients completed both the standard computer questionnaire and the new chatbot questionnaire. Afterward, patients gave their feedback on both questionnaires by the User Experience Questionnaire, which consists of 26 terms to score. Results The mean age of the 40 included patients (25 [63%] women) was 49 (SD 18-79) years; 46.73% (486/1040) of all terms were scored positive for the chatbot. Patients preferred the computer for 7.98% (83/1040) of the terms and for 47.88% (498/1040) of the terms there were no differences. Completion (mean time) of the computer questionnaire took 9.00 minutes by men (SD 2.72) and 7.72 minutes by women (SD 2.60; P=.148). For the chatbot, completion by men took 8.33 minutes (SD 2.99) and by women 7.36 minutes (SD 2.61; P=.287). Conclusions Patients preferred the chatbot questionnaire over the computer questionnaire. Time to completion of both questionnaires did not differ, though the chatbot questionnaire on a tablet felt more rapid compared to the computer questionnaire. This is an important finding because it could lead to higher response rates and to qualitatively better responses in future questionnaires.


2020 ◽  
Vol 5 (3) ◽  
pp. 17-24
Author(s):  
Nadia Abdul Wahab ◽  
Nor Marlina Sahabudin ◽  
Aznoora Osman ◽  
Norfiza Ibrahim

The aim for this research is to design , develop and evaluate a web - based child health record system with appointment notification. This system has the ability to record all the medical information about a child such as the heig ht, weight, treatments and medical conditions . It also has the ability to rec ord the visit s and immunization details, reminder for next visits and immunization appointments. A User Experience ( UX ) Test were conducted during the study to evaluate the system . User Experience Questionnaire (UEQ) is the instrument that is being utilized during the UX Testing to evaluate the user experience quality of a product. UEQ has been divided into six scales which are attractiveness, perspicuity, efficiency, dependability, stimulation and novelty . During the UX Testing, the users were given a chance to explore and evaluate the system. The result from the UX Testing indicates that most of the users agree that the system is attractive and has a good perspicuity, efficiency, dependability, stimulation and novelty. In conclusion, this research h as achieved the objectives which are to design, develop and evaluate a Web - Based Child Health Record System with Appointment Notifications.


2020 ◽  
Vol 11 (1) ◽  
pp. 74-91
Author(s):  
João Bosco Borges ◽  
Carmen Li Juy ◽  
Izac Sidarta De Andrade Matos ◽  
Paulo Vitor Angelo Silveira ◽  
Ticianne De Gois Ribeiro Darin

The influences, metrics, and applications of User Experience (UX) have been investigated in various contexts and is acknowledged as a driving force to promote game development choices. Recently, there has been a growing interest and need to explore the experience in the context of digital games, which require particular forms of Player Experience (PX) components due to their interaction. These particularities of digital games bring some specific models, characteristics and evaluation methods based on this field.  Therefore, both industry professionals and researchers must make informed choices when planning these assessments. This research aims to provide a brief panorama on how PX have been evaluated, and discuss its related concepts, based on the analysis 58 PX evaluation instruments. The data analysis provides a glance on the directions the research on PX evaluation is taking and indicates future research opportunities.


2018 ◽  
Vol 5 (2) ◽  
pp. 102
Author(s):  
Enike Dwi Kusumawati ◽  
Selvinus Lawu Woli ◽  
Aju Tjatur Nugroho Krisnaningsih ◽  
Waluyo Edi Susanto ◽  
Syam Rahadi

ABSTRAKPenelitian ini dilakukan untuk mengetahui motilitas dan viabilitas spermatozoa ayam kampung pada suhu 5oC menggunakan pengencer dan lama simpan yang berbeda. Metode yang digunakan dalam penelitian ini adalah penelitian laboratorium menggunakan Rancangan Acak Lengkap (RAL) Faktorial dengan pengencer ringer lactat solution, air kelapa dan tanpa pengencer serta lama simpan 0, 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, masing-masing diulang 10 kali. Variabel yang diamati yaitu motilitas dan viabilitas spermatozoa. Analisa data yang digunakan adalah analisis varian. Hasil analisis data menunjukkan bahwa motilitas dan viabilitas spermatozoa menggunakan pengencer ringer lactat solution lebih tinggi (P<0,01) serta dapat bertahan sampai lama simpan 24 jam dibandingkan air kelapa dan tanpa pengencer. Adapun nilai motilitas ringer lactat solution, air kelapa dan tanpa pengencer pada lama simpan 24 jam masing-masing sebesar 43,5±17,17%; 8±4,83%; 6,5±2,4%, sedangkan nilai viabilitasnya sebesar 83,2±7,25%; 64,6±3,20%; dan 63,1±2,33%. Kesimpulan dari hasil penelitian ini adalah ringer lactat solution lebih baik dibandingkan air kelapa dan tanpa pengencer dalam mempertahankan kualitas semen ayam kampung pada suhu simpan 5oC sampai lama simpan 24 jam.Kata Kunci : air kelapa, ayam kampung, motilitas, spermatozoa, viabilitas  ABSTRACTThis study was conducted to determine the motility and viability of spermatozoa of Native chickens at 5oC using different diluents and time storage. The method used in this study was laboratory research using Factorial Completely Randomized Design with ringer lactate solution, coconut water and without diluent at 0, 3, 6, 9, 12, 15, 18, 21, 24, 27, 30 hours of time storage each repeated 10 times. The variables observed were motility and viability of sperm. Data analysis used is variance analysis. The results of data analysis showed that the motility and viability of spermatozoa using ringer lactate solution diluents was higher (P <0.05) than coconut water and without diluents. The motility values of ringer lactat solution, coconut water and without diluents were 43,5±17,17%; 8±4,83%; 6,5±2,4% respectively, while the viability values were 83,2±7,25%; 64,6±3,20% and 63,1±2,33%. The conclusion of this study is that ringer lactat solution is better than coconut water an without diluents in maintaining the quality of Native chicken semen at a storage temperature of 5oC until 24 hours.Keywords: coconut water, motility, native chicken, sperm, viability


2020 ◽  
Vol 7 (2) ◽  
pp. 119
Author(s):  
Lukman Affandhy ◽  
Muchamad Luthfi ◽  
Dian Ratnawati ◽  
Frediansyah Firdaus

ABSTRAK  Penelitian bertujuan untuk mengetahui pengaruh pemberian bubuk daun Moringa oleifera (MO) terhadap kuantitas dan kualitas semen sapi peranakan ongole (PO). Metode penelitian menggunakan percobaan lapang dengan rancangan acak lengkap dengan tiga perlakuan pemberian MO sebesar 0 kg/ekor/hari (P1); 0,05 kg/ekor/hari (P2) dan 0,1 kg/ekor/hari (P3). Analsis data menggunakan one way analysis of variance. Masing-masing perlakuan terdiri atas empat ekor dengan tiga periode pengamatan sebagai ulangan, yaitu periode pertama dan ketiga tanpa MO, dan periode kedua diberikan MO pada P2 dan P3. Hasil penelitian menunjukan bahwa volume dan pH semen perlakuan P1, P2 dan P3 tidak berbeda semua periode pengamatan. Motilitas massa spermatozoa P2 dan P3 periode kedua dan ketiga menunjukan nilai +++ berbeda nyata (P<0,05) dibandingkan dengan P1 (++); motilitas individu  perlakuan P1 menunjukkan nilai terendah 60,56±2,94 % (P<0,05) dibandingkan P2 dan P3 pada periode kedua dan ketiga (75,50±2,29 dan 72,50±2,34%). Konsentrasi spermatozoa P2 dan P3 periode kedua dan ketiga menunjukkan rata-rata  >1.350 juta/ml berbeda nyata (P<0,05) daripada P1 (876±152juta/ml), sedangkan total spermatozoa motil menunjukkan nilai tertinggi 5.647±829 juta/ml pada P3 periode kedua.Viabilitas spermatozoa P2 dan P3 menunjukkan nilai >88-89 % beda nyata (P<0,05) daripada P1 (<84 %) pada periode kedua dan ketiga, sedangkan nilai abnormalitas spermatozoa yang terbaik adalah P2 sebesar 4,30% pada periode kedua dan P3 sebesar 5,33% pada periode ketiga. Disimpulkan pemberian bubuk daun MO dengan dosis 0,1 kg/ekor/hari dapat memperbaiki kuantitas dan kualitas semen (viabilitas dan total spermatozoa motil) sapi pejantan PO.Kata kunci:  kuantitas dan kualitas semen, Moringa oleifera, sapi pejantan ABSTRACTThe research aimed to determine the effect of Moringa oleifera (MO) leaf powder on the quantity and quality of semen of ongole crossbreed. The research method used was a field experiment with a completely randomized design with three treatments giving MO of 0 kg/head/day (P1); 0.05 kg/head/day (P2) and 0.1 kg/head/day (P3). Each treatment consisted of four heads with three periods of observation as replications, namely the first and third periods without MO, and the second period was given MO on P2 and P3. Data analysis used a one-way analysis of variance. The results showed that the volume and pH of semen treated P1, P2, and P3 didn’t different in all observation periods. The second and third period spermatozoa mass motility of P2 and P3 showed that the value of +++ was significantly different (P<0.05) compared to P1 (++); Individual motility of P1 treatment showed the lowest value 60,56±2,94 % (P<0.05) compared to P2 and P3 in the second and third periods (75,50±2,29 and 72,50±2,34%). The second and third periods of P2 and P3 spermatozoa concentrations showed an average of >1,350 million/cc significantly different (P<0.05) than P1 (876±152 million/cc), while the total motile spermatozoa showed the highest value of 5,647±829 million/cc in the second period P3. The spermatozoa viability of P2 and P3 showed values >88-89% significantly different (P<0.05) than P1 (<84%) in the second and third periods, while the best spermatozoa abnormalities were P2 at 4.30% in the second period and P3 at 5.33% in the third period. It was concluded that the giving of MO leaf powder at a dose of 0,1 kg/head/day could improve the quantity and quality of semen (viability and total motile spermatozoa) of Ongole Crossbreed bulls. Keywords: bulls, Moringa oleifera, quantity and quality of semen


Sign in / Sign up

Export Citation Format

Share Document