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Evaluasi User Interface Pada Aplikasi Just Meme Menggunakan Heuristic Evaluation Method Ryu Wilsal, Ryu; Rahman, Syaiful; Arianti, Arianti
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.473

Abstract

Just Meme is a mobile application used for expressing people's feelings by creating stickers, GIFs, and funny videos. The aim of this research is to evaluate the user interface of the Just Meme application using the Heuristic Evaluation Method. Prior to this study, the researcher conducted an evaluation with 20 users of the Just Meme application, resulting in a plethora of user comments. Consequently, the researcher decided to assess the quality of the user interface in the Just Meme application with the goal of ensuring user satisfaction with the new feature displays and attracting more users to use this application. This was accomplished by distributing questionnaires to individuals considered experts in the field. The research findings, based on the ten principles of Heuristic Evaluation, revealed two principles with significantly higher scores than the others. Firstly, "recognition rather than recall" received a total score of 1.444 (cosmetic problem), indicating no need for improvement as it does not affect the user. Secondly, "Help and Documentation" scored similarly, with a total of 1.333 (cosmetic problem), suggesting that no significant improvements are required, and it does not impact the user
Analisis Tingkat Penerimaan Pengguna Terhadap Aplikasi Beli.In Menggunakan Technology Acceptance Tansie, Leonardo Patrick; Rahman, Syaiful; Arianti, Arianti
JTRISTE Vol 11 No 2 (2024): JTRISTE
Publisher : STMIK KHARISMA Makassar

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Abstract

This study aims to analyze the level of user acceptance towards the Beli.in application using the Technology Acceptance Model (TAM). TAM was chosen as the analytical tool to understand the factors influencing user acceptance of the technology. The study focused on three TAM variables: perceived ease of use, perceived usefulness, and actual use. Data were collected from 32 respondents using a questionnaire. The research findings showed that respondents positively accepted the Beli.in application. The percentage of agreement for the perceived ease of use variable reached 74.06%, indicating that the application is considered easy to use in the process of searching and obtaining information about products. The perceived usefulness variable reached a percentage of 67.5%, indicating that the application is considered beneficial in helping users find daily necessities. However, the actual use variable had a lower percentage at 52.5%, indicating that there is still room to improve application usage. In conclusion, the results of this study provide an overview of user perceptions towards the Beli.in application.
ANALISIS USABILITY TERHADAP USER EXPERIENCE PADA APLIKASI SAVEMONEY MENGGUNAKAN METODE USE QUESTIONNAIRE Mahendra, Yusril Raga; Rahman, Syaiful; Arianti, Arianti
JTRISTE Vol 12 No 1 (2025): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v12i1.571

Abstract

This study focuses on evaluating the usability of the SaveMoney application concerning user experience. SaveMoney is designed to notify users about their financial expenses and income. Data collection for this analysis involved literature reviews and questionnaires, employing the USE Questionnaire technique, which assesses four criteria: usefulness, ease of use, ease of learning, and satisfaction. The results, measured with a Likert scale, show that Usefulness received a score of 80.08%, Ease of Use scored 83.27%, Ease of Learning was 86.67%, and Satisfaction was 85.33%. These percentages indicate that the application performs well in these areas. Overall, the average percentage across all variables was 83.60%, suggesting that the SaveMoney application meets the standards of the USE Questionnaire.
PERANCANGAN DESAIN UI/UX APLIKASI LOWONGAN PEKERJAAN MENGGUNAKAN METODE GOAL DIRECTED DESIGN Pangiawan, Harfandy Putra; Arianti, Arianti; Musdar, Izmy Alwiah
JTRISTE Vol 10 No 2 (2023): JTRISTE
Publisher : STMIK KHARISMA Makassar

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Abstract

This research aims to design the UI/UX for a job vacancy application using the Goal Directed Design method. Data collection was conducted with 20 respondents who had used the Hi Jobs application, and the data was processed using the System Usability Scale (SUS). Based on the first evaluation using the System Usability Scale (SUS) questionnaire, the average score was 33.5, with Acceptability Ranges receiving the label "Not Acceptable," Grade Scales falling into the "F" category, and Adjective Ratings categorized as "Poor." This indicates deficiencies in the user interface design of the Hi Jobs application, both in appearance and features, and it did not meet the standard System Usability Scale (SUS) score of 68.After making improvements to the Hi Jobs application, a final evaluation was conducted using the System Usability Scale (SUS), resulting in an average score of 77. The Acceptability Ranges received the label "Acceptable," Grade Scales were in the "C" category, and Adjective Ratings were categorized as "Good." The findings of this research indicate that the Hi Jobs application, with its UI/UX design focusing on user needs and goals, allows job seekers and employers to interact easily and efficiently. This research contributes positively to the development of job vacancy applications with a focus on satisfying user experiences.
PEMANFAATAN GADGET SEBAGAI MEDIA PEMBELAJARAN INTERAKTIF UNTUK MENGEMBANGKAN KOGNITIF ANAK USIA DINI DI TAMAN KANAK-KANAK ABA 31 MEDAN Hasibuan, Saftian Chayadi; Mukaromah, Mukaromah; Arianti, Arianti; Nasution, Siti Aisyah
PENDALAS: Jurnal Penelitian Tindakan Kelas dan Pengabdian Masyarakat Vol 5 No 3 (2025)
Publisher : Yayasan Pendidikan Islam dan Multikultural

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47006/pendalas.v5i3.645

Abstract

Abstrak: Penelitian ini bertujuan untuk menganalisis efektivitas pemanfaatan gadget sebagai media pembelajaran interaktif dalam mengembangkan kemampuan kognitif anak usia dini di TK ABA 31. Pendekatan penelitian yang digunakan adalah deskriptif kualitatif dengan teknik observasi, wawancara, dan dokumentasi selama kegiatan Kuliah Kerja Lapangan (KKL). Hasil penelitian menunjukkan bahwa penggunaan gadget yang terarah dan dibimbing dapat meningkatkan kemampuan pra-literasi, numerasi, serta pemecahan masalah anak melalui aplikasi interaktif yang dirancang dengan prinsip pedagogis. Namun, efektivitasnya sangat bergantung pada keterlibatan guru, kualitas aplikasi, serta durasi penggunaan. Penelitian ini menyimpulkan bahwa gadget dapat menjadi media pembelajaran yang efektif dalam mengembangkan aspek kognitif anak usia dini jika digunakan secara terstruktur dan sesuai dengan prinsip Developmentally Appropriate Practice (DAP).