scholarly journals Usability User Interface Desain pada Aplikasi Ecommerce (Studi Komparasi Terhadap Pengalaman Pengguna Shopee, Lazada, dan Tokopedia)

2020 ◽  
Vol 6 (1) ◽  
pp. 73-82
Author(s):  
Ali Muqoddas ◽  
Auria Farantika Yogananti ◽  
Henry Bastian

Abstrak Di Indonesia, kegiatan jual beli telah bergeser dari kegiatan jual beli secara tradisional ke elektronik. Hal ini dibuktikan dengan semakin menjamurnya aplikasi ecommerce yang berbanding lurus dengan jumlah orang yang telah mengunduhnya. Dengan banyaknya aplikasi ecommerce yang ada, setiap orang memiliki penilaian masing-masing ketika menggunakan aplikasi tersebut. Hal Ini dapat dilihat pada jumlah rating nilai pengguna pada tiap aplikasi ecommerce. Penilaian tersebut dapat bergantung dari pengalaman pengguna (User Experience) saat menggunakan aplikasi ecommerce, yaitu ketika pengguna bersinggungan langsung dengan Graphic User Inteface (GUI). GUI membuat aplikasi lebih mudah digunakan karena adanya tampilan grafis pada layar. Menurut ISO 9241-11, usability adalah bentuk ukuran sejauh mana sebuah produk dapat digunakan oleh pengguna untuk mencapai tujuan tertentu dengan efektivitas, efisiensi dan kepuasan dalam konteks penggunaan produk. Pada penelitian ini, dilakukan sebuah studi komparasi mengenai usability desain user interface pada beberapa aplikasi ecommerce dengan menggunakan analisa System Usability Scale (SUS). Studi komparasi ini diaplikasikan pada 3 aplikasi ecommerce dengan jumlah pengunduh tertinggi yaitu Shopee, Lazada dan Tokopedia. Hasil yang didapatkan dari studi komparasi usability pada beberapa aplikasi tersebut menunjukan bahwa usability dari ketiga aplikasi ecommerce ini masuk dalam range OK dan GOOD, dimana Shopee memiliki nilai yang paling tinggi dibandingkan Lazada dan Tokopedia. Kata Kunci: ecommerce, komparasi, pengalaman pengguna, usability AbstractIn Indonesia, buying and selling activities have shifted from traditional to electronics this matter proved by the e-commerce applications widespread that are directly proportional to the number of people who have downloaded it. With so many e-commerce applications available, everyone has their ain judgment when using an application. It can be seen in the number of ratings on each e-commerce applications. The judgment depends on the user experience when using the e-commerce application when the user indirectly contacts with the Graphic User Interface (GUI). The GUI makes the program easier to use because of the graphical display on the screen.  According to ISO 9241-11, usability is a form of measurement to check how far a product can be used to achieve certain goals with effectiveness, efficiency, and satisfaction in the context of product use. This comparative study applied to three e-commerce applications with the highest number of downloaders named Shopee, Lazada, and Tokopedia. This comparative study was applied to 3 e-commerce applications with the highest number of downloaders namely Shopee, Lazada, and Tokopedia. The result obtained from comparative studies of usability in some applications indicates that the usability of the three e-commerce applications went to grade OK and GOOD, where Shopee has a higher value compared to Lazada and Tokopedia. Keywords: comparative, ecommerce, usability, user experience

2020 ◽  
Vol 6 (2) ◽  
pp. 89-95
Author(s):  
Cerah Ayunda Prawastiyo ◽  
Indra Hermawan

Penggunaan internet di Indonesia khususnya di instansi pendidikan terutama perguruan tinggi yaitu mengandalkan internet untuk mencari kumpulan informasi dan referensi terkait dengan mata kuliah. Salah satu unit di sebuah perguruan tinggi yang menggunakan internet dengan memanfaatkan sistem informasi berbasis website adalah perpustakaan Politeknik Negeri Jakarta (PNJ). Website berperan penting untuk instansi sebagai acuan website yang baik salah satunya dapat dinilai dari sisi User Interface (UI) yang memiliki tampilan menarik dan User Experience (UX) untuk meningkatkan kenyamanan pengguna website. Dalam pengembangan front end website perpustakaan menggunakan metode User Centered Design (UCD), framework bootstrap, bahasa pemrograman HTML5, CSS dan Javascript. Pada tahap evaluasi design dalam bentuk wireframe menggunakan metode System Usability Scale (SUS) mendapatkan skor 83, pengujian black box untuk mengukur fungsionalitas website mendapatkan hasil sesuai dengan skenario, pengujian User Experience Questionnaire (UEQ) untuk mengukur tingkat kenyamanan pengguna website mendapatkan hasil positif.


2019 ◽  
Vol 31 (2) ◽  
pp. 221-230 ◽  
Author(s):  
Kyle Boyd ◽  
Raymond Bond ◽  
Attila Vertesi ◽  
Huseyin Dogan ◽  
Justin Magee

Abstract The System Usability Scale (SuS) survey is a widely respected tool for measuring usability. Generally, a SuS score is administered directly after a usability test to assess the usability and user experience of digital products. However, some researchers have used SuS as a survey as part of longitudinal ‘in the wild’ trials where SuS is often completed some period after the trial. The aim of this research was to determine if a participant’s memory of a product’s usability would change if a SuS survey was administered at different times after a test. Hence, we sought to understand if recalling the usability of a digital technology was affected by temporal bias or memory decay. This paper includes results and findings from two studies, study 1 involved evaluating a web application and study 2 involved evaluating a virtual learning environment. Collectively the two studies had 212 participants (n = 212). The findings conclude that there is no significant change of the user’s recollection of the usability of digital product as evidenced by an analysis of users who completed multiple SuS surveys over a short term period of 3 weeks or over an extended period of time of 6 months. RESEARCH HIGHLIGHTS The system usability scale is used to test for memory decay and temporal bias in judging the user experience of technologies at different time points. 212 participants took part in two studies ranging from 3 weeks to 6 months. There is no evidence that there is a temporal bias or memory decay when users complete a SuS survey at the two different time points of 3 weeks and 6 months.


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.  


Author(s):  
Ardiansyah Ardiansyah ◽  
Muhammad Imam Ghazali

[Id]Membaca dokumen hypertext yang berbentuk web lebih menyulitkan jika dibandingkan dengan dokumen teks linier seperti PDF. Selain itu, membaca dokumen hypertext sebagai representasi sebuah buku atau skripsi elektronik memiliki kelemahan dari sisi user interface dan user experience. Padahal website telah menjadi media elektronik yang jamak digunakan para pembaca untuk mengakses dan membaca berbagai macam informasi. Penelitian ini bertujuan untuk mengukur tingkat usability desain aplikasi eReader skripsi berbasis hypertext. Penelitian ini menggunakan paket pengujian SUS (System Usability Scale) untuk mengukur usability desain aplikasi dan SEQ (Single Ease Question) untuk mengukur tingkat kemudahan setiap fungsi desain aplikasi yang dikembangkan. Komparasi dilakukan antara sistem eReader yang saat ini digunakan yaitu Digilib UAD dengan desain aplikasi eReader skripsi hypertext. Hasil komparasi ini untuk mengetahui tingkat perbedaan usability antara keduanya. Penelitian ini melibatkan sebanyak tiga puluh responden yang dipilih secara acak yang dikelompokkan ke dalam dua kondisi. Sebanyak lima belas responden yang menggunakan eReader skripsi Digilib UAD dan lima belas responden yang menggunakan desain aplikasi eReader berbasis hypertext. Hasil pengujian menunjukkan bahwa skor SUS desain aplikasi eReader skripsi hypertext adalah sebesar 82.2 yang berarti bahwa desain aplikasi eReader skripsi yang dikembangkan memiliki usability yang excellent menurut para responden, sehingga bisa diterima dengan baik nantinya oleh para pengguna. Hasil komparasi menunjukkan bahwa tingkat usability desain aplikasi yang dikembangkan lebih tinggi dan berbeda secara signifikan dibandingkan dengan usability aplikasi Digilib UAD yang sebesar 63.8. Hasil komparasi menunjukkan bahwa para pengguna lebih menerima dan puas dengan desain aplikasi eReader skripsi hypertext dibanding dengan eReader skripsi Digilib UAD.Kata kunci :Usability, eReader skripsi, SUS, hypertext[En]Reading hypertext documents is more difficult than reading traditional linear text. Reading hypertext document as a representation of electronic book or thesis has lack the user interface and user experience. Website is widely used by readers as an electronic media to access and read the various information. This study aims to measure usability level of eReader thesis based hypertext. This study uses a SUS (System Usability Scale) questionnaire package to measure the usability of the application design and SEQ (Single Ease Question) to determine the level of convenience of each function of the applications proposed. Comparison is conducted between eReader system that is currently used in Digilib UAD and hypertext based eReader system to determine which one is more usable. The study involved thirty participants were selected randomly into two conditions. Fifteen participants use Digilib UAD eReader and another fifteen participants use hypertext-based eReader system. The results showed SUS score for hypertext based eReader system 82.2, which means that the proposed eReader application has excellent usability according to the participants, so it will be well received by the users. Furthermore, the comparison showed that the usability level of proposed system is higher and significantly different compared with the usability of Digilib UAD by 63.8. Thus, it means the user is received and satisfied with the proposed eReader system compared with the Digilib UAD eReader system.Keywords :Usability, eReader skripsi, SUS, hypertext


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.


Author(s):  
Nur Rohman Ashshiddiqy ◽  
Ni Luh Putu Ning Septyarini Putri Astawa ◽  
Bagus Putu Wahyu Nirmala ◽  
A.A Istri Ita Paramitha

The development of technology today is very influential in all fields. Including in the business field, information technology is very influential, for example, today many businesses depend on websites orapplications mobile in carrying out their business processes such as promotion and ordering of products or services offered. One example of a business that can use this business method is call vehicle service services. The problem found from initial observations is that online service orders are still very manual, namely still using thefeature chat (WhatsApp), which makes potential customers and mechanics find it difficult to find a mechanic or the location of the customer. Based on these problems, the researchers designed the user interface for the Montirkeliling.com application based on aapplication mobile that can help prospective customers and mechanics. The design method used is themethod sprint design. This method is a design method developed by Google Inc. which aims to solve problems by involving users through making, prototyping, designing and testing ideas quickly for 5 working days consisting of five stages. The result of this research is the design of the Montirkeliling.com User Interface which has been tested on prospective users using the System Usability Scale (SUS). The average SUS score obtained is 83.5, which is included in Grade B.Keywords—Planning, Startup Montirkeliling.com, Metode Design Sprint


Author(s):  
Dewa Ayu Putu Ari Widhiani ◽  
I Ketut Resika Arthana ◽  
I Made Ardwi Pradnyana

Penelitian ini bertujuan untuk mengetahui tingkat kepuasan pengguna dan mengevaluasi SIAK Undiksha ditinjau dari pengguna mahasiswa menggunakan metode Usability Testing dengan teknik Firstclick Usability Testing, Performance Measurement, Retrospective Think Aloud (RTA), kuisoner System Usability Scale (SUS) serta memberikan rekomendasi perbaikan terhadap sistem tersebut berdasarkan atas hasil penelitian. Ada beberapa aspek yang dikaji dalam penelitian ini yaitu efektivitas (effectiveness), efisiensi (efficiency), tingkat kesalahan (error), dan kepuasan pengguna (satisfaction) menggunakan SIAK Undiksha ditinjau dari pengguna mahasiswa.Populasi dari penelitian ini yaitu mahasiswa Undiksha dengan melibatkan 385 responden kuisioner SUS dan 20 orang responden usability testing. Hasil penelitian berdasarkan analisis Mann Whitney U-test dan SUS menunjukkan bahwa (1) SIAK Undiksha ditinjau dari pengguna mahasiswa sudah efektif akan tetapi masih terdapat beberapa error yang ditemukan dalam sistem, (2) SIAK Undiksha ditinjau dari pengguna mahasiswa sudah efisien dilihat dari tidak adanya perbedaan yang signifikan waktu pengerjaan tugas kelompok mahir dan kelompok pemula, dan (3) Pengguna merasa kurang puas menggunakan SIAK Undiksha ditinjau dari pengguna mahasiswa dilihat dari skor kuisioner SUS sebesar 61,6.Dengan demikian berdasarkan hasil analisis data tersebut disimpulkan bahwa SIAK Undiksha ditinjau dari pengguna mahasiswa sudah memenuhi kriteria usability baik akan tetapi pengguna belum puas  saat menggunakan SIAK Undiksha ditinjau dari pengguna mahasiswa. Hal ini dapat dilihat pada penilaian tingkat efektivitas, efisiensi, tingkat kesalahan dan kepuasan pengguna, SIAK Undiksha ditinjau dari pengguna tersebut hanya berhasil memenuhi 2 dari 4 aspek. Oleh sebab itu, rekomendasi perbaikan dalam penelitian ini difokuskan untuk mengubah tata letak (layout) halaman dan menu navigasi sesuai hasil data penyebab kesalahan (error) pengguna dan menyederhanakan penggunaa Bahasa. Perbaikan dilakukan dengan membuat wireframe halaman utama SIAK Undiksha itinjau dari pengguna mahasiswa, halaman menu prosedur, halaman submenu biodata, halaman ubah biodata, halaman statistic nilai mahasiswa dan halaman cetak kartu rencana studi.


Author(s):  
James R. Lewis

Objective: To assess versions of the shorter form variant of Usability Metric for User Experience (UMUX-LITE) questionnaire differing in the number of response options for the items (3, 5, 7, and 11). Background: The UMUX-LITE is an efficient (two-item) standardized questionnaire that measures perceived usability. A growing body of evidence shows it closely corresponds to one of the most widely used standardized usability questionnaires, the System Usability Scale (SUS), with regard to both correlation and magnitude of concurrently collected means. Although the “standard” version of the UMUX-LITE uses items with seven response options, there is some variance in practice. Method: Members of a corporate user experience panel ( n = 242) completed surveys rating a recent Web site experience with the SUS and UMUX-LITE, also providing ratings of overall experience and likelihood-to-recommend. Results: Scale reliabilities were acceptable (coefficient α >.70) with the exception of UMUX-LITE with three response options. All UMUX-LITE correlations with SUS, overall experience, and likelihood-to-recommend were highly significant. For likelihood-to-recommend, there was a significant difference in the magnitude of correlations, with 11 response options higher than three. Although some statistically significant differences were observed in correspondence between SUS and UMUX-LITE scores, these did not seem to translate to practically significant differences. Conclusion: The number of UMUX-LITE response options does not matter much, especially in practice. Because the version with three response options showed some weakness with regard to reliability and correlation with likelihood-to-recommend, practitioners should avoid it. Application: Unless there is a strong reason to do otherwise, use the “standard” version with seven response options.


Author(s):  
Celio Andrade Santana ◽  
Rebeka Andrade Alcantra ◽  
Sandra Albuquerque Siebra ◽  
Bruno Tenório Ávila

Este artigo tem como objetivo identificar e comparar os aspectos considerados em métodos de avaliação de usabilidade, encontrabilidade e experiência do usuário em sistemas de informação. Para tanto, foram avaliados quatro tipos de testes, nos quais dois não consideravam as opiniões do usuário (Avaliação Heurística e a Avaliação de Encontrabilidade) e outros dois eram exclusivamente baseados nas impressões destes (Teste de Usabilidade - SUS e o Teste de Experiência do Usuário). Os métodos escolhidos foram: (i) avaliação heurística de Nielsen, (i) avaliação da encontrabilidade baseadas na análise da tarefa e Keystroke Level Method (KLM), (iii) avaliação de usabilidade SUS (System Usability Scale) e (iv) avaliação da experiência do usuário baseado no UEQ (User Experience Questionnaire). As avaliações foram realizadas em duas funcionalidades de um sistema de gestão acadêmico e para cada uma delas, foi analisado como sete aspectos eram avaliados: (i) interface, (ii) localização, (iii) efetividade, (iv) custo, (v) intuitividade, (vi) utilidade e (vii) experiência. Foi observado que cada método de avaliação, sozinho, observa um ou dois dos aspectos analisados e que a utilização conjunta dos métodos promove uma maior abrangência na avaliação dos aspectos escolhidos. Também foi observado que os métodos de avaliação são mais influenciados pelo seu propósito do que por quem fará a avaliação, reconhecendo que testes baseados nas respostas dos usuários são imprescindíveis para observar impressões qualitativas do usuário, tornando essa abordagem obrigatória em alguns testes.Palavras-chave: Usabilidade. Avaliação Heurística. Encontrabilidade. Experiência do Usuário.Link: http://www.periodicos.ufpb.br/ojs/index.php/itec/article/view/38411/20150


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