scholarly journals User Experience Based Mobile Application Design for Boat Loaning at Marine Tourism in Indonesia

Author(s):  
Fedelis Brian Putra Prakasa ◽  
Melky Radja ◽  
Suyoto Suyoto

<strong>Introduction</strong>: Boat loaning in marine tourism in Indonesia significantly impacts the continuity of tourism activities. It is because some nautical tourism destinations in Indonesia use ships as a means of transportation that cannot be separated from tourism activities. The problem is, there is a lack of information availability for examples event information, destination, and access for boat loaning. That makes it difficult for tourists to be able to enjoy marine tourism. <strong>Purpose</strong>: Therefore, the use of this study is to design a prototype of a mobile application that can help overcome the problem of limited information and access to marine tourism transportation, and be able to answer the needs of tourists regarding tourist information using the user experience as a design system. <strong>Method</strong>: The user experience method will be applied in application design testing, to obtain development aspects in the ship transportation ordering application, according to user needs. <strong>Result</strong>: The results of this study are the prototype design based on the user experience. The final result shows 87.5% response agree with this prototype design. <strong>Contribution</strong>: This study applies the method of boat loaning by utilising cooperation between agents and ship providers to provide Ease of access to information on marine tourism transportation to prospective tourists.

2020 ◽  
Vol 28 (3) ◽  
pp. 175-188
Author(s):  
Yongfeng Li ◽  
Liping Zhu

User experience is a key quality of mobile application design. It involves all aspects of human–computer interactions, and thus the optimisation of user experience is a multi-objective optimisation problem. User experience is subjective and uncertain; however, very little attention has been directed toward this issue when optimising user experience. In this article, a grey-fuzzy-based Taguchi approach is proposed to optimise user experience in mobile application design. Design analysis is first conducted to determine mobile design patterns and user experience characteristics. Next, a Taguchi experiment is executed, and then the signal-to-noise ratios are computed. After that, the signal-to-noise ratios are transformed into a multi-response performance index via a grey-fuzzy-based analysis. Finally, based on the multi-response performance index, the optimal design is achieved by using statistical analysis. A mobile health application design was employed to illustrate the proposed approach. The results indicate that this approach can effectively manage the subjectivity and uncertainty concerning user experience characteristics, and can be used as a general robust design approach for optimising user experience of mobile application design.


2021 ◽  
Vol 12 (1) ◽  
pp. 58
Author(s):  
Fedelis Brian Putra Prakasa, S.T., M.Kom.

Abstract. The number of Scout members has decreased due to being outdone by other extracurriculars. In addition, given the current pandemic conditions, scouting activities are hampered. This study aims to create an attractive and online Scout mobile application prototype. This research method applies gamification so that scouting activities especially in schools, become more enjoyable and more attractive to students. Apart from gamification, this research also uses UI / UX methods such as usability testing, A / B testing, and User Experience Questionnaires (UEQ). This method is used so that the results of the prototype design can be easily used and understood by the user. The results of this study indicate that the gamification application in this prototype was successful. In addition, the design results that have been tested with the UI / UX method get a mean value of 2.04 and are included in the excellent criteria. Looking at the results of the research, it can be said that gamification makes scouting activities more interesting. Furthermore, the design concept of this application can help scouting activities online.Keywords: Gamification, Scout, UI/UX.Abstrak. Jumlah anggota pramuka mengalami penurunan dikarenakan kalah bersaing dengan ekstrakurikuler lainnya. Selain itu, mengingat kondisi pandemi saat ini, kegiatan pramuka menjadi terhambat. Penelitian ini bertujuan untuk membuat purwarupa aplikasi mobile pramuka secara daring dan menarik. Penelitian ini menerapkan gamifikasi agar kegiatan pramuka khususnya di sekolah menjadi lebih menarik minat siswa dan lebih menyenangkan. Selain gamifikasi, penelitian ini juga menggunakan metode UI/UX seperti usability testing, A/B testing dan User Experience Questionaire (UEQ). Metode ini digunakan agar hasil desain purwarupa dapat mudah digunakan dan dimengerti oleh pengguna. Penelitian ini menunjukan penerapan gamifikasi di purwarupa ini berhasil. Selain itu, hasil desain yang telah diuji dengan metode UI/UX mendapatkan nilai rerata 2,04 yang termasuk ke dalam kriteria unggul. Berdasar dari hasil penelitian, dapat dikatakan penggunaan gamifikasi membuat kegiatan pramuka lebih menarik. Selain itu, konsep desain aplikasi ini dapat membantu kegiatan pramuka secara daring.Kata Kunci: Gamifikasi, pramuka, UI/UX.


2020 ◽  
Vol 10 (5) ◽  
pp. 89
Author(s):  
Erni Widarti ◽  
Suyoto Suyoto ◽  
Andi Wahju Rahardjo Emanuel

Heritage tourism is a trip traveling in certain areas that have historical value and ancestral heritage, such as temples, museums, palaces, etc. Indonesia is a country that has diverse historical heritages that have the potential to be developed be-cause there are historical sites and are considered as tourism potential. Technolo-gy plays a vital role in the development of heritage tourism to facilitate the deliv-ery of information to tourists, one of which is a mobile application. The proposed application design is a mobile application design with a gamification approach to facilitate tourists to obtain information and travel experiences to explore exciting tourist attractions. The gamification approach is used as a unique attraction where tourists are wrongly venturing for the concept of the game in conveying infor-mation using element games. This research was conducted in 3 temples, namely Gedongsongo temple, Prambanan temple, and Borobudur temple. The prototype design test was conducted on 100 tourists who visited 3 of the temple's tourist at-tractions. The results showed 86% of users agreed with the proposed prototype design. Based on the 95% confidence scale, shows that this research was suc-cessful in designing a prototype of a heritage tourism mobile application to ex-plore temple tourism. This application design is suitable for users based on four variables: Usefulness, Ease of Use, Ease of Learning, and Satisfaction.


2019 ◽  
Vol 1361 ◽  
pp. 012043
Author(s):  
Muharman Lubis ◽  
Edi Sutoyo ◽  
Muna Azuddin ◽  
Dini Handayani

2021 ◽  
Vol 12 (1) ◽  
pp. 11
Author(s):  
Riza Prapascatama Agusdin ◽  
Amira Salsabila ◽  
Dyah Anggraini Kartika Putri

Abstract.Obesity and overweight are becoming increasingly common conditions. On the other hand, the rapid development of technology shows by the increasing number of smartphone users. M-health application can be a solution to the burden of existing health problems. In line with that, the research focused on the quality improvement of user experience in m-Health, especially diet-related apps widely conducted. This study aims to design user experience in a diet-support mobile application called Health-Key using the five planes framework by evaluating usability aspects using the User Acceptance Test. The result of this study is prototype design. Evaluation shows that the designed prototype has good interface, practicality, and efficiency indicator, and 76.9% of respondents stated that the application is feasible, appropriate, useful, and it potentially developed in further iteration with improvements according to the respondents' suggestions.Keywords: m-health, healthy diet, user experience, five planes framework, user acceptance test.Abstrak.Designing User Experience Design of The Healthy Diet Mobile Application Using The Fives Planes Framework. Obesitas dan kelebihan berat badan menjadi kondisi gangguan kesehatan yang umum dialami. Di sisi lain, perkembangan teknologi yang kian pesat ditunjukkan dengan semakin banyaknya pengguna smartphone. Aplikasi M-Health (Mobile Health) dapat menjadi solusi dari beban permasalahan kesehatan yang ada. Sejalan dengan itu, penelitian yang berfokus pada peningkatan kualitas pengalaman pengguna M-Health, khususnya aplikasi pendukung diet, banyak dilakukan. Penelitian ini bertujuan untuk merancang desain pengalaman pengguna dalam aplikasi mobile yang mendukung pola diet sehat bernama Health-Key menggunakan The Fine Planes Framework serta mengkombinasikannya denga mengevaluasi aspek kegunaan dengan User Acceptance Test. Hasil dari penelitian ini adalah desain prototipe. Evaluasi menunjukkan bahwa prototipe yang dirancang memiliki indikator antarmuka, kepraktisan, dan efisiensi yang baik, serta 76,9% responden menyatakan bahwa aplikasi layak, tepat-guna, bermanfaat, dan berpotensi dikembangkan dalam iterasi perancangan lebih lanjut dengan perbaikan sesuai saran responden.


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.


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