scholarly journals Analisis User Interface pada Aplikasi Mobile Pelaporan Online Menggunakan Heuristic Evaluation

Respati ◽  
2020 ◽  
Vol 15 (1) ◽  
pp. 12
Author(s):  
Dian Rusvinasari ◽  
Arief Setyanto ◽  
M. Rudyanto Arief

INTISARIPerkembangan teknologi mobile memiliki peranan yang penting dalam memenuhi kebutuhan informasi secara lebih cepat. Teknologi mobile sebagai media komunikasi dapat memberikan layanan informasi, salah satunya dengan diterapkannya aplikasi yang dapat menyampaikan opini atau pendapat dari masyarakat mengenai hal-hal yang terjadi di sekitarnya secara lebih cepat. Aplikasi yang dapat mempermudah bagi masyarakat dalam penyampaian aspirasi atau pendapat serta melaporkan suatu kejadian terkini.Salah satu aplikasi pelaporan online yaitu aplikasi Lapor Sleman. Aplikasi Lapor Sleman merupakan sebuah aplikasi yang dikembangkan oleh Dinas Komunikasi dan Informatika Kabupaten Sleman yang berguna bagi warga masyarakat untuk melaporkan aduan yang ada di Kabupaten Sleman. Salah satu masalah yang dihadapi dalam pengembangan aplikasi adalah berkaitan dengan interface atau desain antarmuka. Salah satu cara mengevaluasi desain antarmuka dengan menggunakan pengujian usability Heuristic Evaluation.Hasil dari penelitian menyimpulkan bahwa diperoleh hasil evaluasi dengan nilai persentase sebesar 75%. Dengan tingkat persentase tersebut sistem berada pada tingkat usability baik sehingga tampilan aplikasi mobile Lapor Sleman sudah memenuhi kriteria sebuah usability pada sebuah aplikasi.Kata kunci— Pelaporan Online, User Interface, Heuristic Evaluation. ABSTRACTThe development of mobile technology has an important role in meeting information needs more quickly. Mobile technology as a communication medium can provide information services, one of which is the application of applications that can convey opinions or opinions from the public about things happening around them more quickly. Applications that can make it easier for the community to express their aspirations or opinions and report on current events.One online reporting application is the Sleman Report Application. Sleman Report Application is an application developed by the Office of Communication and Information of Sleman Regency which is useful for citizens to report complaints in Sleman Regency. One of the problems faced in application development is related to the interface or interface design. One way to evaluate interface design is by using the usability heuristic evaluation test.The results of the study concluded that the evaluation results obtained with a percentage value of 75%. With this percentage level the system is at a good usability level so that the appearance of the Lapor Sleman mobile application meets the criteria for a usability in an application.Keywords — Online Reporting, User Interface, Heuristic Evaluation.

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Zulkifly Mohd Zaki ◽  
Syahidatul Fitriah Ishak ◽  
Khairul Anuar Mohamad

This paper reports a summative evaluation conducted for the educational mobile application called “Qiraat Sab’ah.” The prototype was developed using the Rapid Application Development (RAD) and User Experience (UX) methodologies. The prototype was improved further based on the formative evaluation feedback gathered from students, lecturers, and the public who wish to learn Qiraat through the mobile application. The summative evaluation was focused on the value and usability of the application if it is being used in a real environment. A total of 50 participants were involved in this evaluation. The result shows that most of the participants provide positive feedback on usability. One of the major highlights from the participants is that the application can be used as a supplementary teaching and learning tool for people who wish to learn Qiraat anytime and anywhere. However, further areas of expansion are needed such as including all chapters (surahs) in the Quran and tajweed indicators to the verses before it can be used for real.


Author(s):  
Jérôme Collin ◽  
Olivier Gendreau

This paper presents the most important aspects of the third-year project for students in computer and software engineering at Polytechnique Montréal. In computer engineering, the third-year project mainly focusses on FPGA-based embedded systems, mobile application development (Android application), network communication and protocols, and user interface design. In software engineering, the third-year project mainly focusses on software reengineering (of the second-year project), mobile application development (iPad application), network communication and protocols, and user interface design. The important role of team and project management is also underlined. Teachers’ evaluation of students, as well as students’ evaluation of teachers are discussed.


1992 ◽  
Vol 36 (3) ◽  
pp. 222-226 ◽  
Author(s):  
Daryle Jean Gardner-Bonneau

The purpose of this paper is to present a case for the development of a user interface design guideline or standard for interactive voice response applications, to be widely disseminated throughout business and industry. A number of sample problems are cited, based on the author's consulting experience in this area, which serve to demonstrate that many of the problems encountered in IVR application development, particularly in scripting/dialogue design and use of automated speech recognition as a front-end, are not only solvable, but easily avoidable, given the current human factors knowledge base. The paper also discusses the Specification Document developed by the Voice Messaging User Interface Forum (1990, April), and the reasons why it cannot be applied, as written, to the user interface design of more complex IVR applications. Finally, the author proposes an approach to developing the proposed guideline/standard.


2021 ◽  
Vol 7 (1) ◽  
pp. 61-70
Author(s):  
Henderi Henderi ◽  
Praditya Aliftiar ◽  
Alwan Hibatullah

Information technology has developed rapidly from time to time. One of the technologies commonly owned by many people today is smartphones with the Android and IOS platforms. By knowing this factor, mobile developers compete with each other to design applications with attractive user interfaces so that users are interested in using them. At this stage in mobile application development, starting from designing a user interface prototype. This stage aims to visualize user needs, improve user experience and simplify the coding process by programmers. In this study, researchers applied the prototype method. This research produces a prototype design for the e-learning application user interface which consists of a high fidelity prototype.


2018 ◽  
Vol 5 (2) ◽  
pp. 270-277
Author(s):  
Yemima Monica Geasela ◽  
Pranchis - Ranting ◽  
Johanes Fernandes Andry

AbstrakDengan berkembangnya teknologi informasi, meningkat pula cara pembelajaran yang semakin modern salah satunya dengan menggunakan e-learning. E-learning adalah suatu model pembelajaran yang menggunakan website sebagai media dasarnya. Dengan adanya e-learning, pembelajaran dapat dilakukan dimanapun dan kapanpun. E-learning yang baik adalah e-learning yang dapat meningkatkan kemampuan pengguna yang menggunakannya. Desain antarmuka menjadi salah satu elemen paling penting yang dapat mendukung kualitas edukasi di dunia maya. Oleh karena itu, penelitian ini bertujuan mengevaluasi desain antarmuka suatu website berbasis e-learning menggunakan human factors dan pendekatan interpretasi ergonomik, untuk meningkatkan usability dan usefulness sebuah sistem. Metode yang dipakai dalam penelitian ini adalah evaluasi heuristik yang terdiri atas 10 aturan prinsipnya yang terkenal dalam melakukan penilaian atas suatu desain antarmuka. Hasil penelitian menunjukkan secara umum penilaian terhadap desain interface dan ketermudahan penggunaan suatu website yang memiliki basis e-learning ditemukan telah cukup baik, akan tetapi masih terdapat beberapa hal yang perlu ditingkatkan, terutama yang bersesuaian dengan karakteristik dalam ketermudahan penggunaan. Kata Kunci: website, e-learning, heuristic, usability AbstractWith the development of information technology, studying process is one of the affected aspect by technology and becoming a new modern studying method called e-learning. E-Learning is a studying model that use website as it basis. With the help of e-learning, studying process can be done anywhere and anytime. A good E-Learning is one that can increase the overall skill of the user. Visual design becoming one of the support element that can help the education quality in cyberspace. Therefore, this research purposes aims is to design an e-learning website using human factor and ergonomi interpretation approaches, to improve the usefulness for user and the usefulness for system. The method used in this research is a method that consist of ten rule that was famous for designing. The result of general research about user interface design and the content about e-learning with a basis of website was good enough, but there is still some problem that must be fixed especially those relating with user experience. Keywords: website, e-learning, heuristic, usability


2021 ◽  
Vol 9 (4) ◽  
pp. 457
Author(s):  
I Putu Agus Wahyu Widiatmika ◽  
Cokorda Rai Adi Pramartha

Kulkul is one of Bali's cultural heritage. Kulkul is used in Balinese society for communication when there is a danger, death, a ritual, and so on. The current phenomenon is that many Balinese people are only able to know and without knowing much knowledge about kulkul. It is because this knowledge is the only word of mouth, making it difficult for it to be collected, stored, retrieved, shared, and renewed. Current technological developments, especially mobile technology, allow the development of mobile applications on cultural knowledge with an ontology approach that will help provide an explicit explanation of this knowledge. In this study, the authors propose the application of a web service with a REST API architecture to help mobile applications integrate Balinese Kulkul Semantic Ontology. This study uses the prototyping method in developing the REST API. From the tests that have been done, it is found that the REST API has successfully received requests and responses which prove that the mobile application is well integrated.


Author(s):  
Sybille Caffiau ◽  
Patrick Girard

In user interface design, model-driven approaches usually involve generative solutions, producing interface by successive transformations of a set of initial models. These approaches have obvious limitations, especially for advanced user interfaces. Moreover, top-down design approaches (as generative approaches are) are not appropriate for interactive application development in which users need to be included in the whole design process. Based on strong associations between task models and dialogue models, the authors propose a global process, which facilitates the design of interactive applications conforming to their models, including a rule-checking step. This process permits either to start from a task model or a user-defined prototype. In any case, it allows an iterative development, including iterative user modifications, in line with user-centered design standards.


Author(s):  
Lucky Kannan ◽  
Jebakumar R

Many businesses use email as a medium for advertising and they use emails to communicate with their customers. In the email world, the most common issue that remains unresolved even now is spamming or in other terms unsolicited bulk email. Currently, there is no common way to regulate the practices of an email sender. This proposed system is to formulate a protocol common for all the ESPs or inbox providers and a centralized system that will easily find the spammers and block them. By this method, the Email Service Providers (ESPs) or Inbox Providers need not wait for the sender behaviour and then take actions on the sender or sender domain or sender IP address. Instead, they can get the sender history of reputation from blockchain where the ESPs or Inbox Provider provides a score based on the emails they have received from the sender. The ESPs can get the Public Sender Score(S3) from the mobile application or web application which provides the score management user interface and APIs. The email marketers can also monitor their score through the application.


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