scholarly journals KAJIAN USABILITY APLIKASI CANVA (STUDI KASUS PENGGUNA MAHASISWA DESAIN)

2021 ◽  
Vol 7 (01) ◽  
pp. 165-178
Author(s):  
Erisa Adyati Rahmasari ◽  
Auria F. Yogananti

Abstrak Kemudahan mendesain saat ini ditawarkan oleh platform desain melalui website maupun aplikasi. Canva merupakan salah satu best platform yang digunakan untuk mendesain. Canva dapat dengan digunakan melalui website dan aplikasi mobile. Canva didesain dengan kelengkapan fitur dan template yang memudahkan seseorang mendesain seperti mendesain poster, kartu ucapan, brosur, infografis hingga presentasi dalam waktu yang singkat. Hal tersebutlah yang membuat Canva digunakan pula oleh mahasiswa. Penelitian ini dilakukan untuk mengetahui usability dari aplikasi Canva dengan tujuan mengetahui pengalaman pengguna dalam hal ini mahasiswa terhadap aplikasi tersebut karena ditemukan ketidakpuasan pada saat menggunakan aplikasi Canva. Metode kualitatif-kuantitatif digunakan untuk mendiskripsikan secara detail hasil wawancara langsung dan hasil angket yang diberikan. Analisa aplikasi menggunakan poin Usability yakni berkaitan dengan learnability, efficiency, memorability, error dan satisfaction untuk mengetahui pengalaman pengguna dan dipadukan dengan metode Important Performance Analysis (IPA). Dari analisa yang dilakukan pada aplikasi Canva diketahui bahwa untuk meningkatkan usability, kemudahan aksesibilitas serta kepuasan pengguna ketika menemukan error dan memperbaiki error harus diperbaiki. Selain itu, aplikasi Canva perlu memperbaiki alur dan akurasi waktu saat penggunaan aplikasi. Poin usability yang perlu dipertahankan adalah kemudahan saat mengenali simbol-simbol, dan sistem serta efisiensi navigasi. Kata Kunci: aplikasi, Canva, desain, usability, user experience AbstractThe convenience of design also offered a design platform through a website or application. Canva is one of the best platforms used to design. Canva can be used through the website and mobile application. Canva was designed with the features and templates that can help someone make the design like a poster design, a greeting, brochures, infographic until a presentation in a limited time. Those things made Canva also used by university students. This study was conducted to appraise the usability to learn user experiences, in this case, are students toward the application because dissatisfaction found when Canva application used. The mixed-method is used to describe the detailed result of direct interviews and surveys. The analysis used the usability point associate with learnability, efficiency, memorability, error, and satisfaction to understanding the user experience combined with Important Performance Analysis (IPA). From the analysis that has been done, to increase usability, ease accessibility, and user satisfaction when a user found error and fix error must be repaired. Furthermore, the Canva application needs to correct user flow and time accuracy when using the application. Moreover, Usability points that need to maintain are convenience when recognizing symbols, system, and navigation efficiency. Keywords: Application, Canva, Design, Usability, User Experience

Author(s):  
Sarip Hidayatuloh ◽  
Rinda Hesti Kusumaningtyas ◽  
Yusrina Aziati

Kepuasan pengguna terus menjadi prioritas utama dalam dunia e-commerce dan menjadi faktor yang sangat penting untuk kesuksesan e-commerce. Shopee merupakan salah satu e-commerce yang meramaikan segmen mobile marketplace melalui aplikasi mobile untuk mempermudah transaksi jual beli melalui perangkat ponsel. Namun, masih banyak keluhan-keluhan yang dirasakan oleh pengguna aplikasi shopee sehingga berdampak pada kepuasan penggunanya. Oleh karena itu, penelitian ini bertujuan untuk mengetahui seberapa besar kepuasan pengguna berdasarkan pengaruh dari pengalaman pengguna aplikasi shopee dengan menggunakan model DeLone & McLean yang dimodifikasi dengan menambahkan variabel perceived utilitarian dan perceived hedonic sebagai dimensi utama yang mewakili IT user experience. Populasi penelitian ini adalah pengguna aplikasi shopee sebagai pembeli dengan teknik pengambilan sampel purposive sampling. Sementara analisis data menggunakan pendekatan PLS-SEM dengan bantuan tools SmartPLS 3.2.8. Hasil dari penelitian ini menunjukan bahwa information quality, system quality, perceived hedonic dan use memiliki pengaruh terhadap user satisfaction, sedangkan service quality dan perceived utilitarian tidak. Dari 15 hipotesis yang diajukan, tiga diantaranya ditolak yaitu service quality terhadap use dan user satisfaction kemudian perceived utilitarian terhadap user satisfaction.


Author(s):  
Paweł Grzmil ◽  
Maria Skublewska-Paszkowska ◽  
Edyta Łukasik ◽  
Jakub Smołka

This article presents the performance analysis of a cross-platform mobile application implemented with Xamarin and two native applications for Android and iOS platforms. The results concerning the time analysis for selected activities were compared in order to determine whether cross-platform tools are worth using in mobile application development. Native applications achieved better performance, however in some cases the cross-platform approach allows for significant development time reduction without deterioration in user experience.


Author(s):  
Vera Puglisi ◽  
Jasmine Ghorbani ◽  
Yan Chen ◽  
Manuel Nyagisere ◽  
Grace Babalola ◽  
...  

Touch-screen GUIs have become a key feature of modern consumer electronics. The purpose of this study is to investigate the effect that reducing the number of icons on the GUI of a popular soda machine has on drink selection time and user satisfaction. Twenty subjects participated in the study, with 10 assigned to the control and experimental groups respectively. Time to make a drink selection was recorded and compared between groups using unpaired t-test. User satisfaction was measured using a five-point scale questionnaire. The results suggested that user satisfaction, except for the display dependability category, is not affected by the reduction of the number of icons on the soda machine GUI and no change was observed in drink selection time.


Prospects ◽  
2021 ◽  
Author(s):  
Suzanne Lischer ◽  
Netkey Safi ◽  
Cheryl Dickson

AbstractThe disruption caused by Covid-19 in the educational sector may last longer than originally predicted. To better understand the current situation, this article analyses the mental health status of university students during the pandemic and investigates the learning conditions needed to support students. The sample included 557 undergraduate students who took part in an online survey. Overall, the students reported coping well during lockdown but indicated that lecturers were challenged by distance teaching, which created some stress for the students.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Woon Kian Chong ◽  
Zhuang Ma

PurposeThis paper attempts to identify key factors (i.e., personalization, privacy awareness and social norms) that affect user experiences (UXs) of mobile recommendation systems according to the user involvement theory (push-based and pull-based) and their relationships.Design/methodology/approachThe study is based on an online survey with students from an international business school located in southwestern China. The sample population for the study included randomly selected 600 university students who are active mobile phone users. A total of 470 questionnaires were returned; 456 were valid (14 were invalid due to the incompleteness of their responses), providing a response rate of 65%.FindingsSocial norms have the largest impact on user experience quality, followed by personalization and privacy awareness. User involvement in mobile recommendation systems has mediating effects on the above relationships, with larger effects on pull-based systems than on push-based systems.Originality/valueThis study provides an integrated framework for researchers to measure the effects of social, personal and risk factors on the quality of user experience. The results enrich the literature on user involvement, mobile recommendation systems and UX. The findings provide significant implications for both retailers and developers of mobile recommendation systems.


Author(s):  
Mazlan Mohd Sappri Et.al

Social media application (SMA) shows several important functions that causing theincrement of usage among mobile application or mobile app users, especially among18 to 28 years-old users. This causing several developers to create their own SMA thathave been targeted to mobile app users. However, only several SMA managed tobecome popular and successful in term of usage, leaving other unpopular SMA in thelower rank of the Google PlayStore. SMA created by developer in Malaysia face thesame situation as mentioned before where those SMA were supposed to attractMalaysian mobile users more. To assess this situation, this study aims to identify thesuccess factors of SMA usage and develop a set of metric based on the success factorsusing research model that have been developed in the past. Information SystemSuccess Model (ISSM) were studied and chosen as the reference model for this studybecause the model is suitable and have been used by other researchers in studiesregarding social media and SMA. ISSM contains several success factors like systemquality, service quality and information quality that affect the user satisfaction and useof a system, where this model were modified in this study with the addition ofnetworking quality and perceive privacy factors. This study were conducted on 380Universiti Utara Malaysia (UUM) students and after analysing the data collected, allproposed success factors except of service quality were found to have a positive impacttowards user satisfaction and usage. The success factors were included in the metricdesign and the metric were presented in an evaluation form for SMA developer inMalaysia to evaluate and applied the metric in their SMA.


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