scholarly journals Pengembangan Aplikasi Web Perancangan Agenda Perjalanan Wisata Menggunakan Metode User Experience Lifecycle

2021 ◽  
Vol 8 (2) ◽  
pp. 303
Author(s):  
Ariq Cahya Wardhana ◽  
Nenny Anggraini ◽  
Nurul Faizah Rozy

<p class="Abstrak">Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang <em>itinerary</em>. <em>Itinerary </em>merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi <em>itinerary</em> perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan <em>itinerary </em>sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk <em>itinerary</em><em> </em>berbasis web. Metode <em>User Experience</em> (UX) <em>Lifecycle</em> berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner <em>online</em> dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, <em>storyboard</em>, skenario dan <em>wireframe</em>. Hasil desain diimplementasikan dalam bentuk prototipe <em>high fidelity</em><em> </em>berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan<em> </em>dalam<em> </em>merencanakan perjalannnya.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Traveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey.<strong></strong></em></p><p class="Abstract"> </p>

2021 ◽  
Vol 7 (1) ◽  
pp. 61-70
Author(s):  
Henderi Henderi ◽  
Praditya Aliftiar ◽  
Alwan Hibatullah

Information technology has developed rapidly from time to time. One of the technologies commonly owned by many people today is smartphones with the Android and IOS platforms. By knowing this factor, mobile developers compete with each other to design applications with attractive user interfaces so that users are interested in using them. At this stage in mobile application development, starting from designing a user interface prototype. This stage aims to visualize user needs, improve user experience and simplify the coding process by programmers. In this study, researchers applied the prototype method. This research produces a prototype design for the e-learning application user interface which consists of a high fidelity prototype.


2015 ◽  
Vol 6 (1) ◽  
pp. 34-43
Author(s):  
Mark Bruce Freeman

There has been a dramatic shift in the interaction methods of mobile devices over the past decade. From devices simply being able to make phone calls to being able to handle complex tasks traditionally performed on personal computers (PCs); this change has led to new interaction issues that need to be understood during the application development process, particularly as these devices now commonly incorporate a touch-screen as their primary source of input. Currently, the methods of conducting software user experience testing of these devices employs techniques that were developed for PCs, however mobile devices are used within different contexts of use. This research initially reviews the current methods for user experience testing of applications running on mobile devices and then presents, through a proof-of-concept approach, an innovative method for conducting user experience testing employing actual devices.


2017 ◽  
Vol 9 (3) ◽  
pp. 34-53 ◽  
Author(s):  
Ignacio Alvarez ◽  
Laura Rumbel

This paper describes the research and development process of an in-vehicle user experience using Skyline, an automotive prototyping platform created in Intel Labs to empower interaction designers and user experience researches to rapidly and iteratively develop and test in-vehicle user experience concepts. The paper describes the hardware and software components of Skyline in depth and how to configure them to suit individual researcher needs. The paper also presents a case study to exemplify the design making process that Skyline enables. From ideation to use-case creation, prototyping and validation through user assessment, the paper showcases the benefits of capturing early qualitative user feedback as support for rapid prototyping walking through a study titled Agency vs. Control and the associated interactions inside the cockpit. Ten defined use-cases are developed and integrated into a hero scenario in Skyline. High fidelity HMI concepts are tested and validated over the course of six months with feedback from a total of fifty users.


2021 ◽  
Vol 4 (2) ◽  
pp. 92
Author(s):  
Syifa Irhammi Ramdhania ◽  
Ikrar Panji Satrio ◽  
M. Dicky Firyal ◽  
Afriyani Agustin ◽  
Aries Saifudin

Many companies engaged in fashion and self-service such as Independent Jeans, still use manual processes in storing incoming and outgoing product data, and in the process the system is still inefficient and there may still be errors in storing incoming and outgoing product data. Such as the process of storing incoming and outgoing product data that still uses paper, and the calculations still use a calculator and product entry and exit transactions. So in order to solve this problem, we need a web-based application for processing incoming and outgoing product data that has login features, user lists, added users, supplier pages, brand management, SPG transactions, print transactions, print transactions, transaction lists, report pages. The development process uses the waterfall method, for the language it uses the PHP (HyperText Processor) programming language and MySQL as a DBMS. Application using the waterfall method can facilitate the process of completing the application development process because there are already stages in the method used.


Telematika ◽  
2015 ◽  
Vol 10 (1) ◽  
Author(s):  
Eko Yuli Prasetyo ◽  
Nur Heri Cahyana ◽  
Hidayatullah Himawan

Registration problems that are still using the form that led to long queues so that the assessors of prospective students are often hassles, besides the highest and lowest value of UAS as a reference the admissibility of a prospective new students can only be seen by visiting directly. So here was made Applications Web-Based Admission to solve the above problems. Based on the background of the issues above, it will build a system of Admission Selection System Based Web by using a linear sequential software development (waterfall), which has several stages including software requirements analysis phase, the design phase, the code generation phase, phase testing, and maintenance phases., so that the resulting applications have advantages in data processing. In this application also can map the school, where the making of the map using Google Maps to produce a map that has a location corresponding to the location of the original condition. 


2021 ◽  
Vol 4 (2) ◽  
pp. 86
Author(s):  
Aji Saputra ◽  
Cut Fera Inong Safitri ◽  
Fitriyani Fitriyani ◽  
Yarni Gulo ◽  
Teti Desyani

Many companies engaged in printing services still use manual processes in their transactions, the system process is less efficient and the possibility of errors in input data can still occur. Like the process of recording orders using paper, calculations using calculators and sales transactions written on books. Therefore, for these problems, a cashier application is needed that can facilitate the order process, calculations and transactions accurately with a web-based cashier application that features login, sales transactions, product data, add products, settings and exit applications. Our development process uses the waterfall method and to describe the system design we use the Unified Modeling Language (UML). Application using the waterfall method can make it easier to complete the application development process because there are already stages in the method.


Author(s):  
Julia Fisher

Internet systems have the potential to reach a huge and unknown audience. How easy a system is to use will usually determine its success or failure and consequently the business and yet the human factors elements of systems are rarely considered. Usability describes the ease with which people can use a system to complete a task. It is often the case however that development teams focus more on the technology and less on the users when designing systems resulting in software that is not useable and therefore does not satisfy users’ need. This chapter presents recent research, which examines one approach to developing a web-based information system and demonstrates how the composition of the development team through the inclusion of people with an understanding of user needs is important to the quality of the final product and ultimately the success of the system.


2021 ◽  
Vol 4 (2) ◽  
pp. 102-115
Author(s):  
Nuraida Wahyuni (Universitas Sultan Ageng Tirtayasa) ◽  
Rizki Akmal (Universitas Sultan Ageng Tirtayasa) ◽  
Akbar Gunawan (Universitas Sultan Ageng Tirtayasa)

AbstractGood inventory management requires support from a database information system. The problem that occurs in the Untirta Industrial Engineering laboratory is that the inventory management system is still traditional method, that is data recording is done individually so that the existing data overlaps and results in invalid information. The purpose of this research is to design a database information system. The Waterfall model is used for design. This method consists of the analysis phase, the design phase, the implementation phase, the test phase and the maintenance phase. The results obtained from the analysis phase are the functional requirements for logging in users and data engineering requirements such as add, view, delete. The design phase uses DFD and ERD. Based on the context diagram, the external agents involved are the admin (head of the laboratory) and user (laboratory assistant). The design results that have been implemented through a web-based interface are then tested using a blackbox test and usability test. The test results state a value of 86% which means the results are in very good classification.AbstrakPengelolaan barang inventaris yang baik membutuhkan dukungan dari sistem informasi basis data. Masalah yang terjadi di laboratorium jurusan Teknik Industri Untirta adalah sistem pengelolaan barang inventaris masih bersifat tradisional, yaitu pencatatan yang dilakukan sendiri-sendiri sehingga data yang ada tumpang tindih dan menghasilkan informasi yang kurang valid. Tujuan dari penelitian ini adalah merancang sistem informasi basis data. Model Waterfall digunakan untuk perancangan. Metode ini terdiri dari tahap analisis, tahap desain, tahap implementasi, tahap uji dan tahap pemeliharaan. Hasil yang didapatkan dari tahap analisis adalah adanya kebutuhan fungsional untuk log in user dan kebutuhan rekayasa data seperti tambah, lihat, hapus. Tahap desain menggunakan DFD dan ERD. Berdasarkan diagram konteks, agen eksternal yang terlibat adalah admin (kepala laboratorium) dan user (asisten laboratorium). Hasil desain yang telah diimplementasikan melalui tampilan antar-muka berbasis web kemudian diuji menggunakan uji blackbox dan uji usability. Hasil uji menyatakan nilai sebesar 86% yang berarti hasil berada dalam klasifikasi sangat baik.


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 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>


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