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Journal : Jurnal Teknik Informatika (JUTIF)

DEVELOPMENT OF AUGMENTED REALITY APPLICATION FOR GEOMETRY LEARNING USING THE MARKER BASED TRACKING METHOD Pratama, Pangeran Fadillah; Hamzah, Muhammad Luthfi; Idria Maita; Megawati, Megawati; Ahsyar, Tengku Khairil
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 4 (2024): JUTIF Volume 5, Number 4, August 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.4.1928

Abstract

The role of teachers in implementing innovative and creative learning models in the era of industrial revolution 4.0 is an important influence in attracting student’s attention to achieve learning goals. Student’s lack of interest and motivation to learn is a factor in the difficulty of understanding basic mathematical concepts, especially geometric material. Apart from that, it can be seen from the student’s enthusiasm for learning who easily get bored when studying using books alone. The aim of this research is to develop and apply an Android-based augmented reality (AR) application to increase student’s interest in learning and deliver more interactive material. This application uses a marker based tracking method which was developed using the Unity program. The results of application testing using a black box showed that all application features were used successfully without errors. The pre-test and post-test of 19 grade 6 students regarding understanding of geometry material before and after using AR obtained an increase from 60.53 to 86.84. The system usability scale (SUS) test was aimed at teachers and students by providing 10 statements to assess user satisfaction with the application which received a score of 77.84 in the acceptable category. Evaluation of application usability using 3 matrices, namely learnability, obtained a result of 94%, user efficiency in completing tasks was 0.19 goal /sec, and the error matrix obtained a value of 0.44.
EVALUATION OF USER EXPERIENCE OF MOBILE BANKING APPLICATIONS USING USER EXPERIENCE METHOD QUESTIONNAIRE (UEQ) AND HEURISTIC EVALUATION (HE) Novianti, Elzy; Ahsyar, Tengku Khairil; Syaifullah, Syaifullah; Fronita, Mona
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 4 (2024): JUTIF Volume 5, Number 4, August 2024 - SENIKO
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.4.2117

Abstract

One of the largest banks in Indonesia managed by the government is Bank Rakyat Indonesia. BRI is one of the banking institutions that implements a mobile banking system. Issues and disruptions in usability of the application, as indicated by survey results from users, have been identified. This research aims to evaluate the capability of the BRImo application to provide a positive user experience. In this research testing, two methods are applied: User Experience Questionnaire and Heuristic Evaluation. The results of the benchmark UEQ questionnaire testing show scores on the attractiveness scale at 1.61, efficiency at 1.76, and stimulation at 1.52, categorized as good, while scores from the perspicuity scale at 1.72, dependability at 1.48, and novelty at 0.75 are considered above average. Issues identified by experts with the BRImo application have the potential to hinder users. Based on the severity level testing results of 10 aspects of the method, Aesthetic and Minimalist Design received a rating of 2 (two), with a score of 1.66, indicating a need for improvement with low priority.
EVALUATION OF USER EXPERIENCE (UX) HNI MOBILE USING THE THINK ALOUD METHOD Revansa, Muhammad Dio; Angraini, Angraini; Ahsyar, Tengku Khairil; Syaifullah, Syaifullah
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 4 (2024): JUTIF Volume 5, Number 4, August 2024 - SENIKO
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.4.2120

Abstract

User experience (UX) evaluation is important to determine the quality of a product or service. This research evaluates the UX of the HNI Mobile application using the think aloud method which asks users to express their thoughts while using the system. Involving 5 respondents who performed 10 task scenarios. The respondents' verbalization data, transcribed, and analyzed with NVIVO 12. The results obtained 5 main codes/themes of problems, namely profile editing, language features, member notifications, feature layout, and feature upgrades, which were visualized in a mind map. A retrospective probing technique was used to understand user difficulties. Although the main features functioned well, some respondents experienced difficulties in using the supporting features such as edit profile, change language, and access notifications. These findings provide input to improve the user experience of the HNI Mobile app in the future.