scholarly journals Analisis Usability Testing pada User Interface dalam Game Idle Breeder

2021 ◽  
Vol 5 (2) ◽  
pp. 1-8
Author(s):  
Agung Riyadi ◽  
James James

In today's development, children are used to using smart phones or smartphones. Most of these smartphones run on the Android or IOS operating system. In smartphones there are applications that can be used for various purposes. One type of these applications is games. In this case, there are still many users who play the game having difficulty understanding the layout and menus that have been presented in a game, making it difficult for users to play it. In this study the author will discuss the user experience in the game "idle breeder" Idle Breeder is a top-down game with an idle genre with a relaxing feel. The formulation of this research is how to design a user interface in the idle breeder game and also how to do analysis in terms of user experience from users. User experience focuses on the comfort and convenience of users in using idle breeder games (usability)

2022 ◽  
Vol 7 (1) ◽  
pp. 15-22
Author(s):  
Muhammad Bambang Firdaus ◽  
Irfan Putra Pratama ◽  
Andi Tejawati ◽  
M Khairul Anam ◽  
Fadli Suandi

Penelitian ini dilakukan untuk membuat desain user interface Aplikasi Smart Home berbasis android yang mudah dipahami oleh pengguna untuk mengontrol sistem dan menguji User Experience terhadap desain aplikasi smart home. Metode dalam mengumpulkan data yang digunakan ialah studi pustaka, angket, dan pengamatan (observasi). Dalam metode pengembangan sistem menggunakan Linear Sequential Model. Aplikasi yang digunakan dalam pembuatan desain dan aplikasi smart home antara lain Android Studio, Sublime, Xampp, Adobe Xd, dan Adobe Illustrator. Metode pengujian yang di gunakan antara lain Usability testing dan Pengukuran Usability menggunakan USE Questionnaire. Dalam penelitian ini menghasilkan sebuah desain Aplikasi Smart Home yang dapat digunakan pengguna dengan mudah dalam mengontrol sistem.


2018 ◽  
Vol 4 (2) ◽  
pp. 64
Author(s):  
I Gst Agung Alit Wismaya ◽  
Made Sudarma ◽  
I Made Arsa Suyadnya

Past history is a legacy of its predecessor which should be maintained and preserved by the next younger generation. One of them is the famous masterpiece of Indonesia that is Wayang purwa. It is also called shadow puppets because it is made of calf leather. Wayang purwa itself usually uses the story of Mahabharata and Ramayana. One solution that can be used is implementing Wayang purwa in the form of mobile based learning media applications. Learning media applications are built to run on Android-based smart phones by using Unity software that features 2D with user interface, drag and drop and scripting C # programming lan-guages. The application of wayang purwa learning media provides knowledge about the wayang or the puppet shadow’s appearance and characters in the form of puzzle games as well as quizzes. Based on the results of usability testing by using questionnaires to 30 respondents, it was obtained the results on visual graphics aspect test that 57% of the respondents gave good response while in the aspect of entertainment and learning showed that 90% gave good response. In addition, based on the testing by using the black box method the overall functional-ity of the application has been running well. The learning media application is expected to in-crease the interest of the younger generation to learn wayang purwa.


2019 ◽  
Vol 4 (2) ◽  
pp. 93
Author(s):  
Silvana Rasio Henim ◽  
Rery Audilla Putri ◽  
Rika Perdana Sari

Usability merupakan salah satu hal penting dalam situs web e-commerce. Hal ini terbukti pada penelitian yang dilakukan oleh User Interface Engineering, Inc., diketahui bahwa 60% waktu terbuang karena orang tidak dapat menemukan informasi yang ingin didapatnya pada suatu website dan ini berdampak pada penurunan produktivitas hingga mengalami kegagalan. Oleh karena itu, digunakanlah teknik yang harus berfokus kepada pengguna yaitu menggunakan pendekatan User Centered Design (UCD). Analisis akan dilakukan dengan membandingan antara existing product dengan development product. Development product adalah website yangakan dikembangkan dengan UCD menggunakan studi kasus toko online Dimahf. Existing product yang digunakan adalah Askalabel sebagai salah satu website e-commerce fashion hijab yang sudah berdiri tahun 2017.Evaluasi dilakukan dengan metode usability testing dan tools User Experience Questionnaire (UEQ). Setelah dilakukan pengujian dengan usability testing didapatkan hasil 100% task sukses dilakukan oleh responden meskipun pertama kali menggunakan kedua website. Kemudian berdasarkan hasil pengujian UEQ didapatkan hasil rata-rata dari seluruh aspek nilai Dima.hf lebih tinggi dari pada Askalabel yaitu 1,54 sedangkan Askalabel 1,26. Responden memiliki persepsi lebih positif terhadap Dima.hf dari pada Askalabel untuk aspek perpecuity, dependability dan novelty, sedangkan Askalabel unggul pada aspek attractiveness, stimulation, dan efficiency.


2019 ◽  
Vol 9 (1) ◽  
pp. 55-69
Author(s):  
Paramita Retno Utami ◽  
Firman Ardiansyah ◽  
Muhammad Zubair

ABSTRACT Kode Funding Application is a cooperative mobile-based application which is a service product of PT Kodetag Global Teknotama. This application is designed to have features of cooperatives transactions, but it has not been designed with user experience (UX) and user interface optimization (UI) to meet the needs and achieve user satisfaction. As the consequence, when the user used the application, they faced difficulties in making transactions on the application such as data input errors. These following things will affect the performance of the user while making the transactions.The design of user experience and user interface optimization are designed to build an Android mobile application prototype for Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding that is using the Five Planes Element of User Experience by Garrett (2011) and considering the aspects of usability and aesthetics. The evaluation was carried out using techniques such as think aloud and learnability assessment by testing 5 participants for a medium fidelity prototype. The final evaluation results on usability testing using task success get a 90% success rate for time and task completion. All participants can complete the proposed task. Meanwhile, the results of the time completion evaluation were calculated to be 5 out of 50 participants that exceeded the time limit. Participants assumed that the prototype with UX design giving a more attractive appearance and the better experience when using the application, as well as the availability of detailed transaction information.   ABSTRAK Aplikasi Kode Funding adalah aplikasi koperasi berbasis mobile yang merupakan produk layanan dari PT Kodetag Global Teknotama. Aplikasi ini telah dirancang memiliki fungsi atau fitur transaksi pada koperasi, namun belum dilakukan perancangan user experience (UX) dan optimasi user interface (UI) untuk memenuhi kebutuhan dan mencapai kepuasan pengguna. Sehingga, ketika user menggunakan aplikasi tersebut, terdapat kesulitan dalam melakukan transaksi pada aplikasi seperti adanya kesalahan input data setoran. Hal berikut tentunya mempengaruhi performa dan kinerja dari pengguna aplikasi dalam bertransaksi.Perancangan user experience dan optimasi user interface dimaksudkan agar terbentuknya prototipe aplikasi mobile Android Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding yang menggunakan metode Five Planes User Experience Elements oleh Garrett (2011) dengan mempertimbangkan aspek usability dan estetika. Evaluasi dilakukan menggunakan teknik think aloud dan penilaian learnability dengan pengujian pada 5 partisipan untuk medium fidelity prototype. Hasil akhir evaluasi pada usability testing menggunakan task success mendapatkan success rate sebesar 90% untuk time and task completion. Seluruh partisipan dapat menyelesaikan task yang diajukan. Sedangkan, hasil evaluasi dari pemenuhan waktu terdapat 5 dari 50 partisipan melebihi batas waktu. Partisipan menganggap pengembangan prototipe dengan perancangan UX memberikan dampak tampilan yang lebih menarik dan pengalaman menggunakan aplikasi yang lebih baik, serta adanya informasi transaksi yang lebih rinci.


2018 ◽  
Vol 4 (2) ◽  
pp. 105
Author(s):  
I Gst Agung Alit Wismaya ◽  
Made Sudarma ◽  
I Made Arsa Suyadnya

Past history is a legacy of its predecessor which should be maintained and preserved by the next younger generation. One of them is the famous masterpiece of Indonesia that is Wayang purwa. It is also called shadow puppets because it is made of calf leather. Wayang purwa itself usually uses the story of Mahabharata and Ramayana. One solution that can be used is implementing Wayang purwa in the form of mobile based learning media applications. Learning media applications are built to run on Android-based smart phones by using Unity software that features 2D with user interface, drag and drop and scripting C # programming lan-guages. The application of wayang purwa learning media provides knowledge about the wayang or the puppet shadow’s appearance and characters in the form of puzzle games as well as quizzes. Based on the results of usability testing by using questionnaires to 30 respondents, it was obtained the results on visual graphics aspect test that 57% of the respondents gave good response while in the aspect of entertainment and learning showed that 90% gave good response. In addition, based on the testing by using the black box method the overall functional-ity of the application has been running well. The learning media application is expected to in-crease the interest of the younger generation to learn wayang purwa.


Author(s):  
Ni Luh Dithiana Gitajayanti ◽  
I Putu Satwika ◽  
A.A. Istri Ita Paramitha

Sistem Informasi Primakara Skripsi dan Tugas Akhir (PRISKA) is an information system that created to manage the final project of students in STMIK Primakara. Within the information system, students can manage the process of final project from the beginning until the end. This research is conduct to evaluate PRISKA as information system from the user experience perspectives. To evaluate the information system, researcher will use Retrospective Think Aloud (RTA) and User Experience Questionnaire (UEQ) as the usability testing methods.This research respondent are consist of third year students in STMIK Primakara. The results of this research shows PRISKA that used by students need to be upgraded and develop because student doesn’t give good impressions regarding to the user interface and the user experience


Author(s):  
Tyler Nicholas Edward Steane ◽  
PJ Radcliffe

The ability to securely join IoT Devices to Wi-Fi networks is an on-going area of research. This paper describes how Nasrin & Radcliffe's theoretical “novel minimalist IoT network joining protocol” has been mapped to real world hardware and implemented using the Android operating system. For the first time the theory is proven to be practically viable but it is also shown that the user interface is not sufficiently simple for the everyday user. This paper proposes and implements a new user interface paradigm that dramatically simplifies the process and makes the joining process accessible to a much larger range of users.  For intensely cost sensitive applications an alternative process is proposed that has the possibility of even further simplifying the user experience. Finally the compatibility of the protocol with a  variety of operating systems is assessed.


2021 ◽  
Vol 8 (2) ◽  
pp. 151-159
Author(s):  
Adhytia Ihza Mahendra ◽  
Meredita Susanty

Kesehatan mata harus terjaga dengan baik karena peran kedua mata sangat penting bagi kehidupan manusia. Namun tahun 2012 Indonesia memiliki angka gangguan penglihatan yang cukup tinggi sebesar 1,5% dari seluruh penduduk indonesia atau sekitar 3,6 juta jiwa. Pemerintah Indonesia telah menyiapkan sarana dan prasarana pelayanan kesehatan yang baik di puskesmas maupun rumah sakit. Sayangnya, kesadaran masyarakay untuk datang dan memeriksakan matanya di fasilitas kesehatan yang telah ditentukan masih rendah. Meningkatnya pengguna internet dan mobile phone mendorong perkembangan teknologi dan memunculkan inovasi - invasi baru. Salah satunya adalah Aplikasi Mataku, sebuah aplikasi berbasis Android yang membantu untuk melakukan pengecekan dini terhadap berbagai penyakit mata seperti penyakit katarak, pterigium, buta warna, dan miopi. Melalui aplikasi ini ini pengguna juga dapat berkonsultasi dengan dokter spesialis matasecara daring. Untuk menjamin aplikasi dapat dengan mudah digunakan oleh pengguna, perlu dilakukan pengujian usability dengan parameter learnability, efficiency, memorability, errors dan satisfaction. Pengujian ini menggunkan metode usability testing terhadap purwarupa aplikasi. Hasil pengujian ini menunjukkan adanya permasalahan pada salah satu fitur pada aplikasi. Perbaikan desain berdasarkan rekomendasi perbaikan yang diberikan menunjukkan perbaikan pada beberapa parameter namun menimbulkan masalah untuk parameter lain. Hasil penelitian ini diharapkan dapat meningkatkan kualitas aplikasi Mataku sekaligus menjadi contoh kasus bagi pihak lain yang berkecimpung di bidang desain user interface dan user experience.


Author(s):  
Tyler Nicholas Edward Steane ◽  
PJ Radcliffe

The ability to securely join IoT Devices to Wi-Fi networks is an on-going area of research. This paper describes how Nasrin & Radcliffe's theoretical “novel minimalist IoT network joining protocol” has been mapped to real world hardware and implemented using the Android operating system. For the first time the theory is proven to be practically viable but it is also shown that the user interface is not sufficiently simple for the everyday user. This paper proposes and implements a new user interface paradigm that dramatically simplifies the process and makes the joining process accessible to a much larger range of users.  For intensely cost sensitive applications an alternative process is proposed that has the possibility of even further simplifying the user experience. Finally the compatibility of the protocol with a  variety of operating systems is assessed.


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.  


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