scholarly journals Analisis Usability Aplikasi iBadung Menggunakan Heuristic Evaluation Method

Author(s):  
I G A A Diah Indrayani ◽  
I Putu Agung Bayupati ◽  
I Made Suwija Putra

Seiring berjalannya waktu teknologi terus berkembang semakin canggih. Dimulai dari website, sampai dengan teknologi mobile. Teknologi website dan mobile memiliki peran yang sangat penting sebagai sumber informasi. iBadung merupakan sebuah aplikasi mobile yang memiliki fungsi sebagai wadah yang menyediakan berbagai jenis buku bacaan atau dapat disebut perpustakaan digital yang dapat diakses oleh semua orang. Untuk dapat mengukur tingkat kenyamanan user, kelayakan aplikasi, dan interface aplikasi maka dilakukan pengujian usability, tujuan untuk menganalisis user experience dalam penggunaan aplikasi iBadung. Fungsi dari metode Heuristic Evaluation adalah mengetahui tingkat usability pada iBadung. Pengujian ini mengisi kuesioner dilakukan oleh 17 orang responden dengan kategori pengguna awam, pengguna biasa dan pengguna administrator. Hasil yang didapat dari pengujian pertama pengguna awam mendapat nilai severity rating skala 2 kategori minor usability problem, pengguna biasa dan pengguna administrator mendapat nilai severity rating skala 1 kategori cosmetic problem. Temuan permasalahan yaitu pada logo aplikasi, tata letak icon menu, tampilan menu login, penambahan pop up exit pada tampilan aplikasi iBadung dan dilakukan perbaikan tampilan sesuai rekomendasi user selanjutnya melakukan pengujian kedua setelah perbaikan tampilan selesai dikerjakan.

2020 ◽  
Vol 2 (1) ◽  
pp. 249-259
Author(s):  
Dian Prajarini

Gamplong Tourism Village and Craft at Sleman Regency are one of the alternative tourist destinations of Yogyakarta Special Region. This tourist village presents weaving craft tours. There are approximately 18 weaving craftsmen in this tourist village. The promotions that have been carried out so far are still using leaflet and social media usage methods. It is an obstacle when social media does not provide clear information for tour packages in Gamplong tourism and craft villages. The absence of a website as a showroom and provider of information about the details of Gamplong tourism villages and handicrafts. This research develops a Gamplong village tourism and craft web profile prototype uses user experience design method. The design method uses five planes user experience elements. The design result evaluation method uses a heuristic evaluation method. The results of the study succeeded in creating a prototype web profile of Gamplong Tourism Village and Craft with user experience design method. The heuristic evaluation results on the interface of the Gamplong Tourism Village's prototype web profile and Handicraft as a reference for usability evaluation, suggesting that aesthetics, design, and match with the real, but need better handling for error prevention, adding help menus, and bilingual features.


Author(s):  
Dinny Komalasari ◽  
Maria Ulfa

Heuristic evaluation adalah metode dan teknik pengujian aplikasi yang ada dalam usability. Pengujian heuristic sendiri dalam proses pelaksanaannya dilakukan dengan melibatkan ahli. Dalam melakukan pengujian heuristic terdapat sepuluh pernyataan yang menjadi instrumen pengujian. Sepuluh instrumen tersebut dijawab oleh dengan lima kriteria penilaian yaitu 0 yang berarti tidak adalah masalah usability, 1 yang berarti memiliki cosmetic problem, 2 yang berarti aplikasi memiliki minor usability problem, 3 yang berarti memiliki major usability problem dan 4 yang berarti aplikasi memiliki usability catastrophe. Di dalam penelitian ini dilakukan pengujian terhadap aplikasi pembelajaran matematika sekolah dasar. Mengingat pentingnya aplikasi ketika digunakan oleh siswa maka penguji yang terlihat terdiri dari ahli teknologi informasi sebanyak tida orang ahli dan ahli mata pelajaran matematika sekolah dasar (guru) sebanyak dua orang. Dari hasil pengujian menunjukkan bahwa aplikasi secara umum tidak ada masalah usability atau mendapatkan nilai dengan pembulatan 0. Namun terdapat dua bagian yang perlu dicermati bagi pengembang yaitu pernyatan nomor tujuh dan pernyataan nomor sembilan yaitu flexibility and efficiency of use dan help users recognize, diagnose, and recover from errors yang mendapatkan penilaian 1. Dari hasil pengujian maka dikatakan bahwa pengembang aplikasi dapat melakukan publikasi aplikasi karena tidak ada masalah yang signifikan dalam hal usability pada aplikasi.    Heuristic evaluation is a method and application testing technique that exists in usability. Heuristic testing itself in the implementation process is done by involving experts. In conducting heuristic testing there are ten statements that become testing instruments. The ten instruments were answered by five assessment criteria, 0 which means no is a usability problem, 1 which means having a cosmetic problem, 2 which means the application has a minor usability problem, 3 which means having a major usability problem and 4 which means the application has a usability catastrophe. In this study, testing of elementary school mathematics learning applications was carried out. Considering the importance of the application when used by students, the examiners that appear to consist of as many information technology experts are as many experts and two elementary school mathematics teachers (teachers). From the test results show that the application in general there is no usability problem or get a value with rounding 0. However, there are two parts that need to be observed for developers, namely statement number seven and statement number nine, namely flexibility and efficiency of use and help users recognize, diagnose, and recover from errors that get a rating 1. From the test results it is said that the application developer can publish the application because there is no significant problem in terms of usability in the application


2021 ◽  
Vol 5 (2) ◽  
pp. 247-253
Author(s):  
Yuslena Sari ◽  
Maulidia Arafah ◽  
Novitasari

University of Lambung Mangkurat (ULM) has an academic information system that can facilitate access to information and provide quality academic services. One of the ULM academic information system services is the Portal Akademik Dosen ULM. Since its release in 2016, there has been no research regarding the evaluation of the Portal Akademik Dosen ULM. Most of users feel that the interface of the Portal Akademik Dosen ULM needs to be improved to make it more attractive, and needs improvements in several features. In connection with the important function of the Portal Akademik Dosen ULM, an evaluation is needed to assess the success of implementing the information system. This study aims to evaluate the usability of the Portal Akademik Dosen ULM. The methods used are the User Experience Questionnaire (UEQ) and Heuristic Walkthrough. Based on the results of the UEQ questionnaire from 56 respondents, it was found that the aspects of attractiveness, perspicuity, efficiency, dependability, and stimulation got positive values, while the novelty aspect got a neutral value. For the evaluation results with Heuristic Walkthrough method which involved 4 evaluators, found 33 problems at the Cognitive Walkthrough stage, and as many as 21 problems at the Heuristic Evaluation stage with an average severity rating of 13.4. The overall results of the evaluation showed that the Portal Akademik Dosen ULM needs to be improved on novelty items and need to be improved to reduce the number of problems.  


2020 ◽  
Vol 10 (18) ◽  
pp. 6547
Author(s):  
Daniela Quiñones ◽  
Cristian Rusu ◽  
Diego Arancibia ◽  
Sebastián González ◽  
María Josée Saavedra

With the growth and overcrowding of the internet, the use of online social networks has been increasing. Currently, social networks are used by a wide variety of users–with different objectives and in different contexts of use–, so it is essential to design intuitive and easy to use social network applications that generate a positive user experience (UX). The heuristic evaluation is a well-known evaluation method that allows detecting usability problems; a group of experts evaluates a product and/or system using a set of heuristics as a guide. Although the heuristic evaluation is oriented to evaluate the usability, it can be useful to evaluate other aspects related to the UX. Due to the specific features of social networks, it is necessary to have a specific set of heuristics to evaluate them. Sets of specific heuristics for social networks have been proposed, but they focus on evaluating the only usability. This article presents a set of heuristics that attend not only usability issues, but other UX factors as well, social network user experience heuristics (SNUXH). The new set of heuristics was developed, validated, and refined in four iterations. The results obtained in the experimental validation indicate that the SNUXH set is useful and more effective than generic heuristics (Nielsen’s heuristics) when evaluating social networks.


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). 


2021 ◽  
Vol 13 (14) ◽  
pp. 7871
Author(s):  
Dwayne Jefferson ◽  
Frederick Paige ◽  
Philip Agee ◽  
France Jackson

To improve the construction industry’s capacity to deliver sustainable infrastructure, guidance on delivering green building systems needs to be more usable. Green buildings have certifications and ratings in place that ensure that projects are environmentally responsible and meet standards in resource efficiency. EarthCraft Multifamily (ECMF), an evolving green building certification, has been successful in increasing the delivery of energy-efficient affordable housing, and this study leverages user experience (UX) methodologies to understand how to further improve ECMF and replicate its success. This study identifies the impact ECMF tools and resources, such as the program manual, worksheet, and technical guidelines, have on enhancing project delivery for architects. This study conducted data analysis on project specifications, heuristic evaluation data, and stakeholder interview data. As the strengths and weaknesses of ECMF were identified, knowledge on the usability of the green building certification program was unveiled. Heuristic evaluations data show that accessibility and usability issues are present in ECMF resources. Interview data show that architects’ experiences with ECMF resources were affected by some of the usability issues identified in the heuristic evaluation data. Coded interview transcripts show the most prominent participant-identified improvements represented within the data. Resources need appropriate visual representation such as readability and hierarchy to improve their usability. Understanding how ECMF resources are utilized during project delivery allows for the appropriate content and options to be strategically framed to improve accessibility and enhance user decision making. ECMF resources can allow for the inclusion of a broader set of stakeholders by lowering the level of expertise required for sustainable infrastructure delivery.


2020 ◽  
Vol 8 (01) ◽  
pp. 307-313
Author(s):  
Xianshu Leng ◽  
Hong Zhang ◽  
Ding Feng

Pay attention to the home living environment of low-and middle-income groups, study the user-centered design evaluation method to guide the design of home chairs suitable for low-and middle-income groups. Introducing Analytic Hierarchy Process(AHP)into home chairs’ design evaluation, it establishes a different layer and different elements structure model based on sensory experience, behavioral experience, emotional experience and economic experience from the point of user experience. Scoring each element, it calculates and determines the weight value of every element, and forms an evaluation method of home chairs for low-and middle-income Groups. Using the method to evaluate the design schemes of 3 home chairs, it obtains the optimal scheme. Then, surveying the market sales data to verify the accuracy of the result. The evaluation method consists of four major elements: sensory experience(B1), 27%; behavior experience(B2), 41%; emotional experience(B3), 10%; economic experience(B4), 22%. The method can effectively solve the complex comparison of multiple elements in design evaluation and provide a comprehensive method combining qualitative and quantitative methods for product design, and provides reference for products design and evaluation of the same type


2019 ◽  
Author(s):  
Gustav Petersen ◽  
Jakob Hyldig Nielsen ◽  
Johannes Verner Olsen ◽  
Robin Niels Kok

Background: Even though problems with usability constitute a major challenge to the implementation of new eHealth technology, the field web-based interventions is lacking usability guidelines for development and evaluation of web-based intervention platforms. Objective: The aim of present study is to create a set of eHealth-specific usability guidelines for the development and evaluation of web-based mental health interventions. Methods: Knowledge about usability was gathered from peripheral fields of e-learning, emotional design, and human-computer interaction in a top-down approach. This knowledge was synthesized into usability guidelines for web-based interventions, which were then case-tested on an existing web-based intervention for patients with health anxiety, using the heuristic evaluation method. Results: Nine broad guidelines were developed. The subsequent case-test of the web-based intervention showed that application of the guidelines was feasible and was able to identify several important usability issues with the intervention. Conclusions: Health professionals should be included in intervention design. Future usability assessment should focus on the different usability attributes. The relationship between usability and adherence needs further investigation.


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