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Implementation of Ergonomic Criteria for Evaluating the Logistic Mobile App User Interface Design Hany Alexandra; Muhammad Ulil Amri; Fadhilah Eka Putri; Andi Jamiati Paramita; Rena Nainggolan; Fenina Adline Twince Tobing
IJNMT (International Journal of New Media Technology) Vol 12 No 2 (2025): Vol 12 No 2 (2025): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v12i2.4593

Abstract

The rapid growth of digital logistics has increased dependence on mobile delivery applications to manage shipments, package information, and courier operations under strict time constraints. Nowdays, ergonomic and usable user interface design is essential to reduce cognitive load, minimize errors, and maintain operational efficiency. However, empirical usability research focusing specifically on delivery service applications remains limited, particularly studies conducted in realistic usage contexts. This study evaluates the ergonomic quality of a mobile delivery application using online usability testing. A quantitative evaluation framework is applied, employing three established metrics: the System Usability Scale (SUS), task completion time, and error rate. These measures capture perceived usability, interaction efficiency, and error occurrence during representative delivery-related tasks. The findings reveal key usability issues related to navigation structure, information presentation, and interaction flow that negatively affect user performance. The result, study proposes data-driven UI design improvements aimed at enhancing clarity, efficiency, and cognitive ergonomics. The novelty is its integration of online usability testing with ergonomic evaluation in the delivery application domain, an area that remains underrepresented in recent human–computer interaction research. The outcomes provide scalable evaluation benchmarks and practical design guidance to support the development of more efficient, user-friendly, and ergonomically appropriate mobile delivery applications.
PENGEMBANGAN KETERAMPILAN DIGITAL KREATIF SISWA MELALUI WORKSHOP UI/UX DAN PROTOTYPING DENGAN FIGMA DI SMA ATHIRAH KAJAOLALIDO Rezty Amalia Aras; Furqan Zakiyabarsi; Aulia Rahmawati; Hany Alexandra; Muhammad Fachrul Salam
Nusantara Hasana Journal Vol. 5 No. 8 (2026): Nusantara Hasana Journal, January 2026
Publisher : Yayasan Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59003/nhj.v5i8.1871

Abstract

Strengthening creative digital literacy at the high school level is necessary so that students can design digital solutions relevant to user needs and possess basic UI/UX skills to build their portfolios and prepare for study and careers. This activity addressed these needs through a Figma workshop facilitated at Athirah Kajaolalido High School. The workshop used focus group discussions (FGDs) to map needs and design learning scenarios, followed by a two-day workshop. The first day consisted of design thinking and project design sessions. The second day focused on mentoring prototype creation in Figma. The activity resulted in 28 groups of 3–5 students each, producing ideas and prototypes on various themes (education, school services, productivity, the environment, and mental health). Pitching was assessed using eight indicators: problem analysis to solution, user flow, usability, visual aesthetics, design consistency, creativity, pitch structure, and engagement and delivery. The questionnaire results showed an average score of 4.46 for satisfaction with the material, usefulness of the material in helping solve problems, and ease of use of Figma, using a scale of 1–5. The Figma workshop effectively improved students' basic understanding of the digital solution design process and their ability to produce prototypes and present ideas. A follow-up program with longer practice sessions and material reinforcement is recommended to optimize prototype quality and pitching skills.