scholarly journals Penerapan Sistem Informasi Administrasi Perpustakaan Menggunakan Model Desain User Experience

2021 ◽  
Vol 11 (1) ◽  
pp. 24-36
Author(s):  
Setiawansyah Setiawansyah ◽  
Qadhli Jafar Adrian ◽  
Rilo Nur Devija

The library at SMP N 5 Bandarlampung is a junior high school library that has library management staff and the number of book collections according to library standards and has adequate library facilities and infrastructure. Students and students are required to become members of the school library to support the learning process. However, the process of borrowing and returning books currently carried out is still conventional, that is, all library administration data collection in borrowing and returning books is still written in the book, and when looking for the required data, you must open the book page. Application of library administration information systems using this user experience design, users can better understand and easily use applications that are made to maximize the performance of library staff, school principals, and students in managing library administration. The design of the library administration information system using the user experience design at SMP Negeri 5 Bandarlampung using the user centered design method has 5 stages namely, Empethized, Define Problem Statements, Indentation, and Prototype in accordance with the needs of users in the library administration information system based on the user experience design undertaken. The results of testing the criteria for the DeLone and McLean Model criteria for the success of the information system were 84.31% with the criteria being Very Good .

Designia ◽  
2019 ◽  
Vol 6 (2) ◽  
pp. 149-157
Author(s):  
Bianca Suárez Puerta

Diseñar experiencias (UX)[1] innovadoras puede permitirle a los usuarios abrir nuevas dimensiones a las vivencias cotidianas, e ir más allá de las experiencias familiares basadas en diseños de pantalla. Si bien, la mayoría de los métodos para aumentar los conocimientos básicos de un buen diseño de UX todavía tienen sentido en pantallas bidimensionales, los métodos de aplicación de estos principios heurísticos cambian en el nuevo paradigma de las experiencias de realidad virtual y realidad aumentada. De esta manera, para cada experiencia digital, el diseñador debe iniciar con una idea para mostrar un conocimiento y luego deberá ampliarla a nuevas superficies y soportes. Cada UX requiere crear un viaje para el usuario (UCD)[2] dentro de la idea. El diseñador decidirá qué debe automatizarse y qué debe controlar el usuario. Para comprender mejor, en el presente artículo se analizará el diseño de la experiencia cinematográfica en una sala de cine que presenta una plataforma única donde el diseñador debe pensar más allá de la interfaz. En este medio, la narración de historia es muy importante y no debe ignorarse. Como docentes de diseño es necesario conocer las posibilidades del medio para crear un entorno inmersivo en lugar de solo una interfaz. Para este aprendizaje es necesario también el conocimiento de la psicología, la arquitectura, el diseño de sonido, el diseño de iluminación y la física. En la actualidad, estos diseños de experiencias se esfuerzan por acercarse a las vivencias de la vida real; pero con el tiempo, el contenido y el uso creativo del contenido evolucionarán hacia ofrecer una nueva realidad.   [1] UX: User Experience Design o Diseño de Experiencia de Usuario.   [2] UCD: User Centered Design o Diseño Centrado en el Usuario.  


2020 ◽  
Vol 2 (1) ◽  
pp. 249-259
Author(s):  
Dian Prajarini

Gamplong Tourism Village and Craft at Sleman Regency are one of the alternative tourist destinations of Yogyakarta Special Region. This tourist village presents weaving craft tours. There are approximately 18 weaving craftsmen in this tourist village. The promotions that have been carried out so far are still using leaflet and social media usage methods. It is an obstacle when social media does not provide clear information for tour packages in Gamplong tourism and craft villages. The absence of a website as a showroom and provider of information about the details of Gamplong tourism villages and handicrafts. This research develops a Gamplong village tourism and craft web profile prototype uses user experience design method. The design method uses five planes user experience elements. The design result evaluation method uses a heuristic evaluation method. The results of the study succeeded in creating a prototype web profile of Gamplong Tourism Village and Craft with user experience design method. The heuristic evaluation results on the interface of the Gamplong Tourism Village's prototype web profile and Handicraft as a reference for usability evaluation, suggesting that aesthetics, design, and match with the real, but need better handling for error prevention, adding help menus, and bilingual features.


2005 ◽  
Vol 41 (Supplement) ◽  
pp. 202-203
Author(s):  
Manabu Sasajima ◽  
Mami Isono ◽  
Kazuhiko Yamazaki

2005 ◽  
Vol 41 (Supplement) ◽  
pp. 200-201
Author(s):  
Kazuhiko YAMAZAKI ◽  
Mami ISONO ◽  
Manabu SASAJIMA

2005 ◽  
Vol 41 (Supplement) ◽  
pp. 204-205
Author(s):  
Mami ISONO ◽  
Manabu SASAJIMA ◽  
Kazuhiko YAMAZAKI

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