scholarly journals KAJIAN ESTETIKA VISUAL INTERFACE DAN USER EXPERIENCE PADA APLIKASI RUANGGURU AESTHETIC STUDIES OF VISUAL INTERFACE AND USER EXPERIENCE OF THE RUANGGURU APPLICATION

Author(s):  
Rizki Auliazmi ◽  
Ganal Rudiyanto ◽  
R. Drajatno Widi Utomo

<pre><strong><em>Abstract</em></strong></pre><pre><strong><em>Aesthetic Studies of Visual Interface and User Experience In the Ruangguru Application</em></strong><em>, Visual interface design is a graphic design medium which in this digital age has been widely seen by the public, in this period of large-scale social restrictions, many daily activities use digital media and internet, one of which is school, many use online-based applications or websites to do learning. It's just that these users still lack the habit of using similar applications, for that we need a good user interface to help users use the application, one of the online learning applications is Ruangguru, an application that is well known by the public. In this study, the researcher intends to examine how the user interface of the Ruangguru application affects its users, User Experience is needed to be able to assess the User Interface has been well received by users, for that aesthetic value is also a supporter of the assessment of the User Interface because aesthetics is one of the the most important aspects of designing a Visual Interface</em></pre><pre><em> </em></pre><pre><strong><em>Keyword: </em></strong><em>User Interface, User Experience, Aesthetic Experience Structure, Ruangguru</em></pre><pre> </pre><p><strong>Abstrak</strong></p><p><strong>Kajian Estetika <em>Visual Interface</em> dan <em>User Experience Pada</em> Aplikasi Ruangguru, </strong><em>Visua</em>l <em>interface design</em> merupakan sebuah media desain grafis yang pada zaman digital ini sudah banyak dilihat oleh masyarakat, di masa pembatasan sosial berskala besar ini, banyaknya kegiatan-kegiatan sehari-hari yang menggunakan media digital dan internet, salah satunya adalah sekolah, banyak yang menggunakan aplikasi atau <em>website</em> berbasis online untuk melakukan pembelajaran. Hanya saja masih kurang kebiasaan dari pengguna-pengguna tersebut dalam menggunakan aplikasi sejenisnya, untuk itu diperlukannya <em>user interface</em> yang baik untuk membantu pengguna dalam menggunakan aplikasi, salah satu aplikasi belajar online tersebut adalah Ruangguru, merupakan aplikasi yang cukup dikenal oleh masyarakat. Dalam penelitian kali ini peneliti bermaksud mengkaji bagaimana pengaruh <em>user interface</em> aplikasi ruangguru tersebut terhadap penggunanya, <em>User Experience</em> pengguna diperlukan untuk dapat menilai User Interface sudah dapat diterima dengan baik oleh pengguna, untuk itu nilai estetika juga menjadi pendukung penilaian <em>User Interface</em> tersebut dikarenakan estetika merupakan salah satu aspek terpenting pada perancangan <em>Visual Interface</em></p><p> </p><p><strong>Kata kunci: </strong><em>User Interface, User Experience, </em>Struktur Pengalaman Estetika<em>, </em>Ruangguru</p>

2012 ◽  
Vol 3 (1) ◽  
Author(s):  
Alan Galey ◽  
Richard Cunningham ◽  
Brent Nelson ◽  
Ray Siemens ◽  
Paul Werstine

This article considers the role of textual studies in a digital world and reviews the work of a particular group of digital textual scholars. Specifically, the article examines the work of the Textual Studies team at the Implementing New Knowledge Environments project (INKE.ca), a group of digital textual scholars working on user experience, interface design, and information management with the goal of better understanding how reading is changing in the context of digital media.  INKE’s work rethinks what the book can become and aims to generate prototypes to be shared on an open-source basis with the public.


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


2021 ◽  
Vol 13 (2) ◽  
pp. 157-170
Author(s):  
Diana Nur Yastin ◽  
Hendra Bayu Suseno ◽  
Viva Arifin

Mobile Siaran is an official reporting application intended for the people of the city of Tangerang Selatan (South Tangerang). However, after conducting interviews with stakeholders and respondents, there were several problems with the display of the mobile application. From the results of the interview, it indicates that there are still some applications that need improvement. To fix the problem with the Mobile Siaran application display, the solution given is to improve the user interface design using the Goal Direct Design method. In addition, it also uses the success rate calculation technique and the System Usability Scale (SUS) to measure the usability value. Meanwhile, the User Experience Questionnaire (UEQ) measures the value of user experience. The result of this research is a user interface design made in stages in the Goal Direct Design method, namely research, modeling, requirements, frameworks, and refinement. The final evaluation, the results of the improvement using calculations, the success rate has increased from 93.5% to 99.3%, SUS from an average score of 58.19 which can be said to be quite satisfactory with the letter D value to 81.83 which can be accepted with the value of the letter A, while UEQ shows all aspects that have improved with very good and good criteria which means that improvements to user interface design can solve problems that exist in the application and improve the user experience.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Bo Skøtt

Purpose The purpose of this paper is to investigate what democratic challenges the digitisation of the public libraries in Denmark has entailed. Using the concepts from a national library professional strategy from 2012, an analysis of 9 librarians’ experiences with digital dissemination in practice is conducted. Design/methodology/approach The paper is a part of a larger research project called “If digitisation is the answer, then what was the question?”. This sub study builds on the semi-structured interviews with library staff members, case-descriptions of two central providers of digital public library materials, as well as literature studies of missions, vision and strategies from different public library policy institutions. To frame the study, a literature review has been conducted. Findings The author detects the presence of several incompatible conditions in digital dissemination. These conditions are predominantly of an organisational nature, potentially containing major consequences for citizens’ free and equal access to information, knowledge and culture. Among other things, the Danish public libraries risk substantiating an already existing and problematic polarisation between technologically capable and incapacitated groups of people. Originality/value The digital transformation of society has only just begun. Therefore, it is important to examine the consequences of the transition to digital media types for central cultural institution such as the public libraries. The present study is an early and minor contribution to the illumination of a process requiring many more and large-scale studies.


Author(s):  
OMID BANYASAD ◽  
PHILIP T. COX

The design and implementation of a programming environment including an editor, a debugger and an interpreter engine for Lograph, a general-purpose visual logic programming language, is discussed. The rationale for user-interface design decisions is presented, the goal of which is to increase cognitive support for the creation, exploration and debugging of Lograph programs. The design of the interpreter engine allows for animation of execution in the debugger. The engine takes full advantage of an efficient implementation of Prolog, and operates on a Prolog translation of Lograph programs and queries. The translated Lograph programs are probed with instrumentation code at appropriate places so that applications of Lograph rules are reported to the visual interface of the Lograph debugger as a side effect of the execution of a program.


Author(s):  
Rijois Saragih ◽  
◽  
Risda Pangaribuan ◽  
Tiurma Naomi ◽  
Gorbyno Sitepu ◽  
...  

Over time, waste production increases every day. This is due to the increasing number of products, population and consumption patterns of people. In addition, the lack of public awareness of waste disposal can lead to severe pollution. For example in the city of Medan, which produces 2,000 tons of garbage every day. Medan is a city that is affected by the lack of good waste management. In order to overcome the increase in waste generation, waste generation from the source must be reduced through waste management. The presence of Android can facilitate everyday activities such as the Trash Care application, which can help fight waste. This research focuses on designing the user interface (UI) and user experience design (UX) of the Trash Care application based on ease of use, efficiency, and ease of use for the user. In this study, the process and the data acquisition methods of the trash care application are explained using the documentation using the UCD method. The results of this study are in the form of an application interface design that is tailored to the needs of users. The user interface design for mobile applications is expected to increase user interest in waste disposal and public knowledge of the distinction between organic and inorganic waste.


Author(s):  
Bárbara Dos Santos Coutinho ◽  
Ana Cristina Dos Santos Tostões

While recognising the part that digital media play in bringing about greater accessibility to artworks display and ensuring that they are more visible, this paper argues that the physical exhibition continues to be the primary place for the public to encounter the arts, as it can offer an engaging and meaningful aesthetic experience through which people can transcend their own existence. As such, it is essential to rethink now, in the scope of an increasing digital world, the exhibition in conceptual and methodological terms. For this purpose, the exhibition space must be considered as content rather than container and the exhibition as a work, often with the intentionality of a “total work of art”, rather than just a vehicle for exhibiting artworks and objects. Having the former purpose in mind, this paper proposes a re-reading of the exhibition designs of Frederick Kiesler (1890–1965), Franco Albini (1905–1977) and Lina Bo Bardi (1914–1992) in order to evaluate how their theory and practice can provide useful lessons for our contemporary thinking. The three architects, assuming the role of curators, use only the specific language of an exhibition and remix conventional modes of communication and architectural vocabulary, exploring the natural and artificial light, materials, layouts, surfaces and geometries in innovative ways. They considered the exhibition to be a work of art, overcoming the container/content dichotomy and trigging an intersubjective and self-reflective participation. Kiesler, Albini and Bo Bardi may all be considered visionaries of our time, as they offer a landscape that stimulates our curiosity through a multiplicity of information arranged in a multisensory way, allowing each visitor to discover associations between himself and his surroundings. None of them simply created an opportunity for distraction or entertainment. This perspective is all the more pertinent nowadays, as the processes of digitalising information and virtualising the real may well lead to the dematerialization of the physical experience of art. By drawing upon these historical examples, this paper seeks to contribute to current study on how an exhibition can stimulate the cognitive, emotional and spiritual intelligence of each visitor and clarify the importance of this effect in 21st century museums and society at large.


2020 ◽  
Vol 4 (01) ◽  
pp. 44-55
Author(s):  
Alvi Syahrina ◽  
Tien Fabrianti Kusumasari

The textile industry needs an e-commerce platform to facilitate purchase of textile goods and to improve connectivity between industries. The textile industry has distinct characteristics from other industry, from its supply chain characteristics to the details of goods sold. Therefore, Indonesia Smart Textile Industry Hub (ISTIH) as a textile e-commerce platform needs to implement different strategy from e-commerce in general. Different strategies will affect the design of user experience or user experience in e-commerce. This journal will discuss how to design e-commerce specifically for textiles using the five planes method. The strategy plane produced the objectives and user needs of e-commerce, the scope plane produced the list of the required features, the structure plane produced detailed flow of user activities, the skeleton plane produced layout designs and information organization in the form of wireframes, and the surface plane produced the design up to the level of interface detail. The interface detail is also designed to meet eight golden rules of interface design. The output produced in this study is the design of the textile e-commerce interface on the alpha version of the website.


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