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Analysis of Interface Design in the Game Honkai Star Rail Using the Usability Heuristics Principles of UI Saputra, M Garry; Andelina, Ika Resmika
Gameology and Multimedia Expert Vol 2, No 1 (2025): Gameology and Multimedia Expert - January 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i1.19957

Abstract

There are several factors that can make a game worth playing to achieve an achievement and popularity. One of these factors is the User Interface. The interface in the game plays a very important role in showing the quality of a game. The interface in the game is an important bridge that connects players with the game mechanics, story, and overall experience. HSR is one of the Turn-Based RPG themed games that has been quite popular since the game was first released. The HSR game interface is the focus of the analysis that will be carried out in this study. This aims to understand and prove that the User Interface plays a very important role in making games with good quality. The analysis will be carried out using the Usabilty Heuritics Principle of UI method by Jakob Nelseen where the analysis is carried out based on the points in the principle in detail so that it can produce research results that can be used as references and guidelines for interface designers in the process of creating game interfaces in the future.
Analisis Desain Monster “XENO’JIIVA” dari Gim Monster Hunter World Saputra, M Garry; Andelina, Ika Resmika
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 01 (2023): Volume 05, Nomor 01, Maret 2023
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v5i01.715

Abstract

Character design is a very important part of any storytelling media such as comics, novels, games, animation and the like because characters are the wheel of the whole story. A character design that has a well-thought-out and well-planned concept will certainly be more prominent and attractive compared to character designs that are instantly and haphazardly created. The focus of this research is the design of the dragon character in the Monster Hunter World game called Xeno'jiiva which was the best game in early 2018.The purpose of this research is to analyze the character design concept of Xeno'jiiva in the game Monster Hunter World with the aim of sharing knowledge about how we can design a character concept very creatively and without limits by using an intertextuality approach. This study uses a qualitative method with the approach of the paradigm matrix manga technique which is deepened by the holistic character design which is analyzed intertextually. With this research it is hoped that it can provide a better output in improving character design learning, so that in the future it can help develop the creative industries in Indonesia.
COMPARATIVE STUDY OF GENERATIVE AI TOOLS IN VISUAL COMMUNICATION DESIGN EDUCATION: CREATIVITY AND USABILITY Erlyana, Yana; Saputra, M Garry
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 3 (2026): JITK Issue February 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i3.7087

Abstract

The integration of generative artificial intelligence (AI) into visual communication design education presents opportunities to enhance creativity and usability in learning. This study compares the effectiveness of three generative AI tools (MidJourney, DALL·E, and Adobe Firefly) in supporting students’ creative outcomes and perceived usability, while also examining their broader pedagogical role in design education. A quasi-experimental design was conducted with 30 undergraduate students who each produced two poster designs: one manually and one with AI assistance. Creativity was evaluated using the Consensual Assessment Technique (CAT) by expert judges, and usability was measured using the System Usability Scale (SUS). Results showed that AI-assisted designs achieved significantly higher creativity scores (M = 4.3 vs. 3.2, p < 0.05) and usability ratings (range M = 74–82) compared to manual designs, with MidJourney rated highest in creativity and Adobe Firefly in usability. These findings provide empirical evidence that generative AI can act as a catalyst for creativity and usability in design education, offering theoretical insights into human–AI co-creation and practical implications for curriculum integration. Limitations include the small sample size and the study’s focus on a single academic program, which may affect generalizability.