scholarly journals Prototype Design of Bukaloka Mobile Marketplace Application Using Five Planes Method

Author(s):  
I Gusti Ngurah Indra Mahathanaya ◽  
Ni Kadek Ayu Wirdiani ◽  
Ni Kadek Dwi Rusjayanthi

Bukaloka is an application from Bali which is engaged in tourism regarding e-vouchers. The e-voucher service provided by Bukaloka allows users to easily buy and exchange e-vouchers without the need to print vouchers. The Bukaloka Marketplace application is not yet available for the mobile platform, so it does not facilitate access for mobile users. User Experience design is needed to facilitate application development, as well as user acceptance. The User Experience design method used is Five Planes so that the basic foundation that produces a prototype with a high fidelity level can be tested to resemble the final application. Testing the prototype using the User Acceptance Test Method with a Likert's Summated Rating. The result is that the Marketplace prototype gets a score of 815 which falls into the very good category range.

2021 ◽  
Vol 12 (1) ◽  
pp. 11
Author(s):  
Riza Prapascatama Agusdin ◽  
Amira Salsabila ◽  
Dyah Anggraini Kartika Putri

Abstract.Obesity and overweight are becoming increasingly common conditions. On the other hand, the rapid development of technology shows by the increasing number of smartphone users. M-health application can be a solution to the burden of existing health problems. In line with that, the research focused on the quality improvement of user experience in m-Health, especially diet-related apps widely conducted. This study aims to design user experience in a diet-support mobile application called Health-Key using the five planes framework by evaluating usability aspects using the User Acceptance Test. The result of this study is prototype design. Evaluation shows that the designed prototype has good interface, practicality, and efficiency indicator, and 76.9% of respondents stated that the application is feasible, appropriate, useful, and it potentially developed in further iteration with improvements according to the respondents' suggestions.Keywords: m-health, healthy diet, user experience, five planes framework, user acceptance test.Abstrak.Designing User Experience Design of The Healthy Diet Mobile Application Using The Fives Planes Framework. Obesitas dan kelebihan berat badan menjadi kondisi gangguan kesehatan yang umum dialami. Di sisi lain, perkembangan teknologi yang kian pesat ditunjukkan dengan semakin banyaknya pengguna smartphone. Aplikasi M-Health (Mobile Health) dapat menjadi solusi dari beban permasalahan kesehatan yang ada. Sejalan dengan itu, penelitian yang berfokus pada peningkatan kualitas pengalaman pengguna M-Health, khususnya aplikasi pendukung diet, banyak dilakukan. Penelitian ini bertujuan untuk merancang desain pengalaman pengguna dalam aplikasi mobile yang mendukung pola diet sehat bernama Health-Key menggunakan The Fine Planes Framework serta mengkombinasikannya denga mengevaluasi aspek kegunaan dengan User Acceptance Test. Hasil dari penelitian ini adalah desain prototipe. Evaluasi menunjukkan bahwa prototipe yang dirancang memiliki indikator antarmuka, kepraktisan, dan efisiensi yang baik, serta 76,9% responden menyatakan bahwa aplikasi layak, tepat-guna, bermanfaat, dan berpotensi dikembangkan dalam iterasi perancangan lebih lanjut dengan perbaikan sesuai saran responden.


2021 ◽  
Vol 8 (4) ◽  
pp. 703
Author(s):  
Riyanthi Angrainy Sianturi

<p>Penelitian ini bertujuan untuk memaparkan proses penerapan User Experience Design (UXD) dalam pengembangan aplikasi mobile dengan studi kasus pertanian dan budidaya kopi. Latar belakang penulisan ini untuk menjembatani jarak antara petani dan fasilitator kopi dalam proses mencari dan berbagi informasi. Dalam proses penerapan UXD ini, peneliti melakukan tahapan dalam penerapan UXD yaitu preliminary research, prototype, user testing, dan maintenance. Dalam setiap tahapan akan menghasilkan output sesuai dengan tahapan yang sudah dilakukan. Pada tahapan preliminary research peneliti akan menentukan user, lokasi, dan akan melakukan user interviews dan observasi untuk mendapatkan informasi dan kebutuhan user. Luaran dari tahapan ini yaitu user persona, user stories, user scenario, dan user flows. Pada tahap prototyping, peneliti merancang prototype sesuai dengan kebutuhan user yang telah diperoleh pada tahap sebelumnya. Prototype yang sudah dirancang akan diuji kepada user, yang menjadi user testing pada tahap ini yaitu petani kopi dari Lumbanjulu, fasilitator kopi dari daerah Lumbanjulu dan Sipolha. Peneliti melakukan observasi dan menerima feedback user selama proses user testing. Hasil feedback user dan observasi dari peneliti diperbaiki pada tahap maintenance. Hasil dari penelitian adalah sebuah aplikasi berbasis android yang mengakomodir informasi cara budidaya kopi mulai dari penanaman, pemupukan, sanitasi kebun dan pembibitan. Fasilitator dapat menambahkan informasi pada aplikasi, sedangkan user hanya dapat membaca informasi yang tersedia.</p><p> </p><p><em><strong>Abstract</strong></em></p><p><em>This research aims to apply the User Experience Design (UXD) process in developing mobile applications for coffee farming. The application built to bridge the coffee farmers and facilitators in the process of finding and sharing the informations. There is no application that can facilitate farmers in getting good coffee farming information, and also concern about good user experience. For applying UXD process, researchers combines the general process of UXD with software development process, namely preliminary research, prototyping, user testing, maintenance, application development, heuristic evaluation, blackbox testing and user acceptance test. The success of application development is determined by the UXD process that was carried out first. Implementation is not immediately carried out before user needs was defined, so after the research stage, prototype is tested by the user. Application development is done after the user agrees the prototype design, which measured through the USE Questionnaire. Android-based applications are built to accommodate information on coffee farming from planting, fertilizing, sanitation gardens and nurseries. The facilitator can add information to the application, while the user can only read the information available. From the research process it was concluded that the application built meets user needs based on the functions provided in the application and the ease and satisfaction of use, as measured through the User Acceptance Test. Stages by the researcher can be used as a reference in developing applications that meet a good User Experience.</em></p><p><em><strong><br /></strong></em></p>


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.


2021 ◽  
Vol 11 (1) ◽  
pp. 24-36
Author(s):  
Setiawansyah Setiawansyah ◽  
Qadhli Jafar Adrian ◽  
Rilo Nur Devija

The library at SMP N 5 Bandarlampung is a junior high school library that has library management staff and the number of book collections according to library standards and has adequate library facilities and infrastructure. Students and students are required to become members of the school library to support the learning process. However, the process of borrowing and returning books currently carried out is still conventional, that is, all library administration data collection in borrowing and returning books is still written in the book, and when looking for the required data, you must open the book page. Application of library administration information systems using this user experience design, users can better understand and easily use applications that are made to maximize the performance of library staff, school principals, and students in managing library administration. The design of the library administration information system using the user experience design at SMP Negeri 5 Bandarlampung using the user centered design method has 5 stages namely, Empethized, Define Problem Statements, Indentation, and Prototype in accordance with the needs of users in the library administration information system based on the user experience design undertaken. The results of testing the criteria for the DeLone and McLean Model criteria for the success of the information system were 84.31% with the criteria being Very Good .


2005 ◽  
Vol 41 (Supplement) ◽  
pp. 202-203
Author(s):  
Manabu Sasajima ◽  
Mami Isono ◽  
Kazuhiko Yamazaki

2005 ◽  
Vol 41 (Supplement) ◽  
pp. 200-201
Author(s):  
Kazuhiko YAMAZAKI ◽  
Mami ISONO ◽  
Manabu SASAJIMA

2005 ◽  
Vol 41 (Supplement) ◽  
pp. 204-205
Author(s):  
Mami ISONO ◽  
Manabu SASAJIMA ◽  
Kazuhiko YAMAZAKI

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