scholarly journals Perancangan aplikasi pengukuran tingkat kesiapan inovasi menggunakan user experience lifecycle

Teknologi ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 34-45
Author(s):  
Ariq Cahya Wardhana ◽  
◽  
Gita Fadila Fitriana ◽  

Innovation is a process to generate new ideas and change something of value in meeting user needs. Innovation requires measuring the readiness level of innovation in universities to monitor and carry out the resulting innovations. This research was conducted to design an application for measuring the level of innovation using the User Experience Lifecycle (UXL) method. This application can assist in submitting activities and measuring the level of innovation carried out by lecturers or students. This application is made in four stages, namely, analysis, design, prototype, and evaluation. Analysis of user needs is carried out at the Innovation Unit of the Institut Teknologi Telkom Purwokerto through interviews. The interaction design requirements are generated in the form of design requirements and work activity affinity diagrams with two main tasks, namely proposing innovation measurements and obtaining progress reports. After that, a discussion was held in the form of a design thinking and ideation session with the innovation unit that produces personas, sketches, and scenarios. Furthermore, the design implementation is done by creating a medium-fidelity prototype, and the results are tested using the System Usability Scale (SUS). Of the ten questions that must be answered distributed to lecturers and students, the results of the test by the lecturer got a value of 69.17 or B (Good), and students rated 69.40 or B (Good). Based on these results, the application's medium-fidelity prototype has exceeded the minimum requirements of 67 or C (Enough) so that the prototype can be produced so that it can be delivered to the public or the public.

Author(s):  
Birgit Hvoslef Dahl ◽  
Andrea Gasparini

New practices and innovation are changing the culture at the University of Oslo Library. This has resulted in consistently using user experience/UX methods to put the user needs at the very center when new services are developed. The paper will outline why there is a need of a UX strategy at a leadership level in service and user centric organizations, like academic libraries, and show the value of UX as a competitive advantage. Our case  study is from a Norwegian University Library, which has evolved over a period of six year to now be at the forefront in Scandinavia when it comes to using UX into the academic library. Thanks to the support of he Norwegian National Library and the continued efforts of many “UX-librarians” at our library, we are now using design tools in different contexts to create user-friendly services. UX has evolved over time and  staff now uses it as an active part of different practices in the organization. In addition, the leadership has included the use of UX-methods in projects in their strategic plan for the library to ensure that the user perspective is taken in account in the services delivered by the library. In this paper we will also explain  why we do not have a UX group, and why we instead use a hub approach to gather different, but relevant,  staff for each project. Findings, like relevant activity in the organization or new services, will be presented. Furthermore, the paper will give a long term perspective on the use of UX, emphasizing the need  for constant evolvement (Gasparini & Culén, 2017), user research and ethnography (Gasparini, 2015a) in  order to enhance the user experience of the library (Gasparini, 2015b). Finally we wish to introduce Frilux (www.frilux.no). Frilux is a platform for sharing UX experience. We will outline how we have arrived at this new platform, why we wish to share it with other libraries, and why Frilux is a useful tool for libraries who want to:  • Apply UX and Design Thinking (Brown, 2008)for library development• Use UX methods when working together in the organization across subjects and system• Share their experiences with others• Meet like-minded ReferencesBrown, T. (2008). Design Thinking. Harvard Business Review, 86(6), 84–92.Gasparini, A. (2015a). A Holistic Approach to User Experience in the Context of an Academic Library Interactive System. In A. Marcus (Ed.), Design, User Experience, and Usability: Interactive Experience Design (pp. 173–184). Springer International Publishing. Retrieved from http://link.springer.com/chapter/10.1007/978-3-319-20889-3_17 Gasparini, A. (2015b). Perspective and Use of Empathy in Design Thinking (pp. 49–54). Presented at the ACHI 2015, The Eighth International Conference on Advances in Computer-Human Interactions. Retrieved from http://www.thinkmind.org/index.php?view=article&articleid=achi_2015_3_10_20121 Gasparini, A., & Culén, A. (2017). Temporality and Innovation in Digital Humanities: The Case of Papyri from Tebtunis. Interaction Design & Architectures(s) IxD&A, (34), 161–184


2021 ◽  
Vol 2 (1) ◽  
pp. 17-26
Author(s):  
Hananda Ilham ◽  
Bangun Wijayanto ◽  
Swahesti Puspita Rahayu

User Interface/User Experience (UI/UX)  design is very important because with a good design that meets user needs, it can make users feel comfortable when using a product. One example is the Academic Information System (SIA), if the design of the SIA is not user friendly, it will have an impact on both the user and the system. Such as input errors, missing information, difficulties in using it. The purpose of conducting UI / UX analysis and design at SIA Universitas Jenderal Soedirman is to solve the problems experienced by users today. Users involved in this research are students. Design is made using the Design Thinking method and for the testing using Usability Testing.


Author(s):  
Luís Cláudio Portugal do Nascimento

This essay examines whether contemporary design is undergoing a decline in its standards of professional and pedagogic quality, due to an identity crisis which has apparently been affecting the field since the late sixties. In light of Confucius’ “rectification of names” imperative, various linguistic and aesthetic implications associated with the alleged loss of design conceptual benchmarks of the very identity and definition of the design discipline and profession are explored. It analyses concrete situations in which narratives on design seemingly weaken its bonds with objective exterior reality, arguably leading to the deterioration of previously valued and nurtured patterns and canons of excellence in technical, aesthetic, linguistic, methodological, and, above all, moral terms in the discipline of design. Attention is also given to a relatively common trend displayed – often, but not always– by “neo design specialists” of erasing conceptual boundaries around the design field, in order to establish subdomains within the greater discipline of design. These tend to be marked by pleonastic and tautological, but nevertheless impressive terminology, such as “information design”, “interface design”, “interaction design”, “user-centered design”, “user-experience design”, “user-interface design”, “communication design”, “experimental design”, “authorial design”, “handicrafts design”, “modern design”, “contemporary design”, “emotional design”, “meta-design”, “sustainable design”, “design systems”, “design thinking” and more, which then subdivides the territory of design amongst various “neo-design specialists” by suggesting, in some instances, the possibility of isolating conceptual attributes (such as, respectively, “information”, “interface”, “interaction”, “user experience”, “user interface”, “design conceptual models and methodological approaches” and so on) from the very identity of the integral design discipline itself. In this context, Confucius’ message of the “rectification of names” may thus be perceived as an important and timely call.


2021 ◽  
Vol 328 ◽  
pp. 04006
Author(s):  
Devie Rosa Anamisa ◽  
Fifin Ayu Mufarroha ◽  
Fauziah Reza Oktaviyani ◽  
Nanda Prabu Angganata ◽  
M. Dimas Arya Muhajir

In Indonesia, there has been a significant increase in positive confirmed cases of Covid-19 caused by mutations in the Alpha, Beta and Delta variants. The uncontrolled spread has overwhelmed hospitals to treat Covid-19 patients. Hospitals are full of COVID-19 patients, making many people hesitate to check their health conditions. Geo-COVID is a one-stop application that aims to make it easier for the public to access health consultations, buy drugs online so as to reduce activities outside the home, PCR testing from home, transparency of information on the spread of COVID-19 cases, and sharing with families affected by COVID-19. The method used in the Geo-COVID architecture is User Centered Design. User Centered Design is a system design method that focuses on potential users. The stages used in achieving application goals in Geo-COVID design are Understanding the Context of Use, Determining User Needs, Design Solutions, Design Evaluation of User Needs. The target users of the Geo-COVID application are Indonesian people who are active outside the home and often interact with many individuals. The Geo-COVID application is oriented towards user experience which is limited to the Covid-19 distribution map in Indonesia, public health services, using a GUI interface type.


2021 ◽  
Vol 5 (6) ◽  
pp. 1052-1061
Author(s):  
Ikhwan Arief ◽  
Asmuliardi Muluk ◽  
Ahmad Syafruddin Indrapriyatna ◽  
Mahira Falevy

Technology has been growing rapidly to help humans living their everyday life. Human, as the user interacts through an interface called user interface (UI), and the experience that the users are having is called user experience (UX). UI and UX are inseparable as a good user interface will result in a better user experience. Portal Unand is a web-based app that has all academic information for students. An initial survey was conducted to find out student’s thoughts on Portal Unand. Students have complaints towards Portal Unand due to its unresponsiveness, old-fashioned design, important features weren’t highlighted, etc. Hence, it reduced user experience in using Portal Unand. In this study, the redesign was done by using the design thinking. The study started from empathizing with the users until testing the prototype to the users by conducting usability testing. Usability testing was conducted by using Maze and System Usability Scale (SUS). The score of usability testing was 84 which fell into the high range. The SUS score was 83.33 which fell into grade A and acceptable category. As the new prototype managed to fulfill users’ needs and met users’ expectations, the prototype was usable and ready to be developed.  


2020 ◽  
Author(s):  
Jessica Rochat ◽  
Frédéric Ehrler ◽  
Arnaud Ricci ◽  
Victor Garretas Ruiz ◽  
Christian Lovis

BACKGROUND Patient experience at pediatric emergency department (PED) remain suboptimal. As an attempt to support the patients and their families before, during and after visit at PED, we have developed InfoKids, a mobile application guided by the patient centered care principle. OBJECTIVE The objective of this study is to assess the usability of the Infokids mobile application. METHODS The app was assessed through an in lab evaluation were participants had to execute 7 tasks of a scenario leading them from the installation of the app till the reception of a diagnostic sheet linked to the care episode. All interactions were recorded and usability flaws were analyzed in regards with usability criteria. A system usability scale questionnaire was also filled by the participant to compare our system with other. RESULTS A total of 17 parents, 15 women and 2 men (ages 26-53) participated in the study. Overall, they were mostly satisfied with the navigation, layout and interaction design of the app. Most of the problems encountered were related with navigation, especially difficulties for some participants to find the location of the action to perform. CONCLUSIONS empowering patient through mobile application supporting care processes has the potential to improve both care efficiency and to release pressure on healthcare system. The success of these applications is however linked to an optimal user experience that can be improved through usability testing.


2021 ◽  
Vol 7 (1) ◽  
pp. 519-539
Author(s):  
Thiago Minete Cardozo ◽  
Costas Papadopoulos

Abstract Museums have been increasingly investing in their digital presence. This became more pressing during the COVID-19 pandemic since heritage institutions had, on the one hand, to temporarily close their doors to visitors while, on the other, find ways to communicate their collections to the public. Virtual tours, revamped websites, and 3D models of cultural artefacts were only a few of the means that museums devised to create alternative ways of digital engagement and counteract the physical and social distancing measures. Although 3D models and collections provide novel ways to interact, visualise, and comprehend the materiality and sensoriality of physical objects, their mediation in digital forms misses essential elements that contribute to (virtual) visitor/user experience. This article explores three-dimensional digitisations of museum artefacts, particularly problematising their aura and authenticity in comparison to their physical counterparts. Building on several studies that have problematised these two concepts, this article establishes an exploratory framework aimed at evaluating the experience of aura and authenticity in 3D digitisations. This exploration allowed us to conclude that even though some aspects of aura and authenticity are intrinsically related to the physicality and materiality of the original, 3D models can still manifest aura and authenticity, as long as a series of parameters, including multimodal contextualisation, interactivity, and affective experiences are facilitated.


2021 ◽  
Vol 1 ◽  
pp. 61-70
Author(s):  
Ilia Iuskevich ◽  
Andreas-Makoto Hein ◽  
Kahina Amokrane-Ferka ◽  
Abdelkrim Doufene ◽  
Marija Jankovic

AbstractUser experience (UX) focused business needs to survive and plan its new product development (NPD) activities in a highly turbulent environment. The latter is a function of volatile UX and technology trends, competition, unpredictable events, and user needs uncertainty. To address this problem, the concept of design roadmapping has been proposed in the literature. It was argued that tools built on the idea of design roadmapping have to be very flexible and data-driven (i.e., be able to receive feedback from users in an iterative manner). At the same time, a model-based approach to roadmapping has emerged, promising to achieve such flexibility. In this work, we propose to incorporate design roadmapping to model-based roadmapping and integrate it with various user testing approaches into a single tool to support a flexible data-driven NPD planning process.


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