scholarly journals Analisis dan Evaluasi Pengalaman Pengguna PaTik Bali dengan Metode User Experience Questionnaire (UEQ)

2021 ◽  
Vol 8 (2) ◽  
pp. 217
Author(s):  
I Nyoman Saputra Wahyu Wijaya ◽  
Putu Praba Santika ◽  
Ida Bagus Ary Indra Iswara ◽  
I Nyoman Alit Arsana

<p class="Abstrak">PaTik Bali merupakan aplikasi <em>keyboard </em>virtual berbasis <em>mobile</em>. <em>Keyboard</em> PaTik berfungsi menulis aksara Bali. PaTik memiliki fitur <em>autocorrection</em> sesuai dengan <em>pasang pageh</em> aksara bali. Pada google playstore, jumlah perangkat terinstall lebih dari 89.000 perangkat <em>mobile</em>. Dalam penelitian ini ingin diketahui tingkat kenyamanan pengguna dari segi User Experience. Maka dalam penelitian ini dilakukan evaluasi pengalaman pengguna PaTik Bali. Evaluasi dilakukan dengan metode <em>User Experience Questionnaire (UEQ)</em>. Kelengkapan aspek, yaitu <em>attractiveness</em>, <em>pragmatic </em>quality dan <em>hedonic quality</em> menjadi keunggulan <em>User Experience Questionnaire (UEQ)</em>. Selain itu, sudah disedikan <em>Data Analysist Tool</em> dalam format excel untuk memudahkan pengukuran <em>User Experience Questionnaire (UEQ)</em>. Evaluasi dilakukan pada suatu populasi yang berjumlah 34 data. Evaluasi <em>User Experience Questionnaire (UEQ)</em> memiliki penilaian yang baik. Daya tarik memiliki nilai rata-rata 1.8, kejelasan memiliki nilai 1.7, Efisiensi memiliki nilai 1.6, Ketepatan memiliki nilai 1.7, Stimulasi memiliki nilai 2, dan Kebaruan memiliki nilai 1.3. Hasil analisa untuk kualitas pragmatic dan hedonis pun memiliki penilaian yang baik masing-masing memiliki nilai rata-rata 1.72 dan 1.73. Dan analisa benchmark juga memberikan nilai 1.73 yang dikatakan baik. Analisa dengan menggunakan UEQ menunjukkan <em>user experience</em> dari pengguna PaTik Bali dapat dikatakan baik dengan nilai rata-rata diatas 1.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>PaTik Bali is a mobile-based virtual keyboard application. PaTik keyboard functions to write Balinese script. PaTik has an autocorrection feature in accordance with the Balinese script. On the Google Play Store, the number of devices installed is more than 89,000 mobile. In this study, we want to know the level of user comfort in terms of User Experience. So in this study an evaluation of the experience of PaTik Bali users was conducted. The evaluation was carried out using the User Experience Questionnaire (UEQ) method. Completeness of aspects, namely attractiveness, pragmatic quality and hedonic quality are the advantages of User Experience Questionnaire (UEQ). In addition, Data Analysis Tool has been provided in Excel format to facilitate the measurement of User Experience Questionnaire (UEQ). The evaluation was carried out on a population of 34 data. The User Experience Questionnaire (UEQ) evaluation has a good rating. Attraction has an average value of 1.8, clarity has a value of 1.7, Efficiency has a value of 1.6, Accuracy has a value of 1.7, Stimulation has a value of 2, and Novelty has a value of 1.3. The analysis results for pragmatic and hedonic quality also have good ratings, each having an average value of 1.72 and 1.73. And benchmark analysis also gives a value of 1.73 which is said to be good. Analysis using UEQ shows that the user experience of PaTik Bali users can be said to be good with an average value above 1.<strong></strong></em></p><p class="Abstrak"><em><strong><br /></strong></em></p>

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.


Author(s):  
Shandranuur Fauziah Novitasari ◽  
Yusi Tyroni Mursityo ◽  
Alfi Nur Rusydi

Sociolla merupakan e-commerce terlengkap dan terpercaya di Indonesia yang menjual produk kecantikan dan perawatan kulit dan tubuh. Demi mempermudah akses untuk mendapatkan kosmetik yang diinginkan, website Sociolla dibuat pada tahun 2015. Website sociolla bertujuan memudahkan konsumen untuk mendapatkan informasi mengenai kandungan dan harga kosmetik. Permasalahan yang terjadi pada website Sociolla adalah setiap pengguna yang melakukan interaksi pada website merasa bahwa website Sociolla memerlukan waktu yang cukup lama untuk setiap tugas. Dampak dari kesalahan sistem yang berulang tersebut, membuat banyaknya pengguna enggan melakukan aktivitas pada website. Dari permasalahan tersebut, maka dilakukanlah evaluasi usablity untuk mengetahui pengalaman pengguna menggunakan pengujian skenario Usability Testing, kuesioner SUS dan metode UEQ. Hasil pengujian skenario parameter Task Completed memiliki nilai keberhasilan sebesar 0.91, parameter Error Rate memiliki rata-rata jumlah kesalahan sebesar 0.05467, parameter Time per Completed Task memiliki rata-rata waktu sebesar 45.313 detik dan parameter Number of Clicks memiliki rata-rata sebesar 5 klik. Hasil kuesioner SUS mendapatkan skor 75.75 yang termasuk dalam kategori Acceptable. Hasil pengalaman pengguna menunjukkan yaitu pada metode UEQ, aspek pragmatic quality dengan nilai sebesar 3.05, dan aspek hedonic quality dengan nilai sebesar 2.23. Dalam penelitian ini dapat disimpulkan bahwa website Sociolla dapat diterima dengan baik oleh pengguna.


GANEC SWARA ◽  
2021 ◽  
Vol 15 (1) ◽  
pp. 975
Author(s):  
I GUSTI AGUNG DIDIT EKA PERMADI ◽  
NI NYOMAN HARNIKA

     UD. Warna Sari is agroindustry of various kinds of food, namely jackfruit lunkhead, soursop lunkhead, pineapple dodol, sticky rice lunkhead, banana chips, sweet potato chips, and others. The purpose of this study is to analyze the marketing strategy of jackfruit dodol at UD. Warna Sari in Suranadi Village, Narmada District, West Lombok Regency. This research is a descriptive study. The data analysis tool used in this study is the SWOT analysis (Strength, Weakness, Opportunity, and Threats). Based on the results of the SWOT analysis, it can be concluded that the Internal Strategic Factor Analysis Summary (IFAS) has a value of -1.692 while the External Strategic Factor Analysis Summary (EFAS) is 0.04 so that it forms a cartesian coordinate point in Quadrant III (Turn Around Strategy). It can be concluded that the right strategy to be implemented by UD. Warna Sari in Suranadi Village, Narmada District, West Lombok Regency, namely the WO (Weaknesses-Opportunities) Strategy


2021 ◽  
Vol 17 (1) ◽  
pp. 58-71
Author(s):  
Mochammad Aldi Kushendriawan ◽  
Harry Budi Santoso ◽  
Panca O. Hadi Putra ◽  
Martin Schrepp

This paper aims to evaluate the user experience of a mobile health application called Halodoc to keep the user using the application and keep from losing a potential source of revenue for Halodoc. Halodoc is one of the companies that use the internet to provide health services for its users. Halodoc has services such as features for consultation with doctors, online medicine purchases, and hospital appointments. Halodoc’s vision is to simplifying healthcare, but there are still many complaints and negative reviews about Halodoc on Google play store and Apple store about the usability. This paper uses a mixed-method approach using User Experience Questionnaire (UEQ) and Usability Testing. The results of the analysis were used as a reference for making the improvement designs. The results of the UEQ evaluation showed accordingly to the UEQ benchmark already a good level of UX. However, the usability test uncovered some concrete areas for improvement.


2020 ◽  
Vol 4 (3) ◽  
pp. 482-488
Author(s):  
Dinan Yulianto ◽  
Rudy Hartanto ◽  
Paulus Insap Santosa

Nowadays, the implementation of information and communication technology in education is important. In harmony with technological developments, the term mobile learning comes to represent learning that utilizes mobile communication devices. The implementation of augmented reality in education provides a new learning model in the form of a combination of technology-based conventional learning media. This research aimed to evaluate augmented reality-based books as media for learning Cirebon mask dance. As many as 15 respondents were involved in the evaluation process, including testing the usability using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). The evaluation using SUS found a value of 77.67, meaning that the Acceptability Ranges category was “Acceptable”; the Grade Scale category was “C”; and the Adjective Rating category was “Excellent”, while that using UEQ found that each category, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, Dependability, and Novelty got a value greater than the impression value (0.8), namely 2.122; 2.117; 1.983; 1.750; 1.950 and 1,867, respectively. Overall, all of the evaluation results show that augmented reality-based books are acceptable to be used as media for learning Cirebon mask dance.


2021 ◽  
Vol 5 (2) ◽  
pp. 137-146
Author(s):  
Aulia Akhrian Syahidi ◽  
◽  
Arifin Noor Asyikin ◽  
Rahimatus Sania ◽  
Subandi Subandi ◽  
...  

Along with the spread of the COVID-19 virus which has an impact on new student admissions at various universities in Indonesia. This impact was also felt at the Politeknik Negeri Banjarmasin (POLIBAN) with the decline in the number of registrants and the public's interest in continuing higher education. So, we need a promotion that is not monotonous and must be innovative. Various kinds of technology have been created to support and facilitate all activities in various fields, one of which is in the field of promotional media. Promotion is very important for a university to offer or show the facilities and infrastructure contained in the university and show its quality. The purpose of this study is to implement mobile augmented reality technology as a POLIBAN promotional media solution and evaluate the user experience of the application. The research method used is the Extreme Programming (XP) development method and a technique for evaluating user experience using the User Experience Questionnaire (UEQ). The results of the research conducted based on the results of the implementation stated that functionally all the features offered by the application can function properly and the results of the evaluation of user experience as a non-functional assessment of 50 respondents with an average value of 2.87 with an excellent predicate.


2021 ◽  
Author(s):  
Andi Tenri Sompa

This study focuses attention on the application of the principle of accountability in the management of the Village Fund. The purpose of this study was to determine the accountability of the management of the Village Fund in Bincau Muara Village in the Martapura District, Banjar Regency. The approach used in this study refers to a descriptive approach using a value for money data analysis tool that is by measuring the economic level, efficiency, and effectiveness. Data collection methods used in this study are documentation and verification of documents to related parties. The results showed that the accountability of Village Fund management from 2015 to 2018 in Bincau Muara Village, Martapura District, Banjar District was based on evaluating value for money in economic valuation aspects, namely, in 2016, it was recorded to be very economical while in 2015, 2017 and 2018 it was recorded to be quite economical. Then based on the aspect of efficient assessment the results obtained are that 2016 recorded quite efficient while in 2015-2017 and 2018 recorded very efficient. Furthermore, in the aspect of effectiveness assessment, the results obtained are that in 2015 recorded ineffective which then decreased in 2016 to become ineffective and in 2017 increased to be quite effective which then declined again in 2018 to become less effective. 2017 and 2018 are quite economical.


Author(s):  
Meiling Chen ◽  
Qingfeng Tang ◽  
Shoujiang Xu ◽  
Pengfei Leng ◽  
Zhigeng Pan

Falls are a major public health concern in today’s aging society. Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user’s body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive–motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. The overall score was higher than 0.8, which means that the system exhibited a positive user experience. After comparing the average score in a dataset product of UEQ-S Data Analysis Tool, it was found that the pragmatic quality aspect was categorized as good, while the hedonic quality aspect was categorized as excellent. It revealed a positive evaluation from users.


2018 ◽  
Vol 2 (3) ◽  
pp. 324
Author(s):  
Iskandar Iskandar

This school action research (PTS) aims to improve teachers' ability in making RPP through clinical supervision.This research is conducted in four stages, namely planning, implementation, observation and reflection, anddone in two cycles. The first cycle of researchers directly observed the increase in teacher competence in makingRPP. Results from the observation of the overall teacher's RPP assessment in cycle I showed a mean score of72,1% with good rating category. In cycle II the average value of teachers in making RPP is 86% with thecategory of assessment is very good. The improvement of teacher's RPP assessment per cycle also increased, ieclass I, II, IV, and V teachers showed an increase in scoring score of two points or 16,7 ,. while grade 3 andgrade 6 teachers showed an increase of one point or 8,4%. This proves that the implementation of clinicalsupervision can improve the competence of teachers in the preparation of learning tools.


2019 ◽  
Vol 4 (1) ◽  
pp. 111-118
Author(s):  
Inda Lestari ◽  
Miguna Astuti ◽  
Hariyanto Ridwan

This research was conducted to analyze the effect of innovation orientation and entrepreneurship on the competitive advantage of culinary MSMEs in the Cilandak Barat area, South Jakarta. The population used for this study was 36 actors in the culinary field of SMEC. The sampling technique uses a saturated sampling method. The data analysis tool used is PLS 3.0. The results of this study indicate that the innovation variable has a significant influence on the culinary competitiveness of SMEC. And, entrepreneurial orientation has a significant influence on the culinary competitiveness of SMEC. The researcher suggests SMECs to pay attention to other factors that can influence competitive advantage. Keywords: Innovation, Entrepreneurship Orientation, Competitive Advantage


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