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Journal : The Indonesian Journal of Computer Science

Usability Evaluation and Alternative Design Recommendations for HSIS Mobile Application: A Case Study of PT HNI Rozanah; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4260

Abstract

Halal Network International (HNI) is considered as one of the sharia MLM-based companies in Indonesia. In order to fulfill the sales management needs, HNI developed HSIS application. The aims of this study are to conduct usability testing and to design alternative interface design recommendations for the HSIS Mobile application by using the User-centered Design (UCD) process. This study applied the System Usability Scale (SUS) Questionnaire, Open-ended Question (OEQ), and Task Scenario within Usability Testing (UT) as research instruments. There were 81 respondents involved in filling out the questionnaires. Furthermore, UT Phase 1 was conducted by involving 14 respondents. The results of these processes were categorized, and the design solutions were mapped based on Nielsen's Ten Usability Heuristic of Interface Design and Shneiderman's Eight Golden Rules of Interface Design. The alternative design solutions were tested again in UT Phase 2 and they showed a significant decrease in the number of usability issues. Thus, it proves that the alternatives design can provide positive improvement in the usability and user experience of the HSIS Mobile application.
Motivation to Use Gamification Elements in E-Learning for Formal and Non-Formal Education Afirando, Rio; Santoso, Harry Budi; Junus, Kasiyah; Putra, Panca O. Hadi; Lawanto, Oenardi
The Indonesian Journal of Computer Science Vol. 12 No. 1 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i1.3151

Abstract

The implementation of gamification in e-learning is not new, both within the context of formal and informal. Formal education is a learning activity organized by both public and private parties that refers to the official education system of a country. Meanwhile, informal education is another learning activity that does not refer to the official education system of a country. Not only visually appealing, but gamification elements also have a certain motivation and emotional value for the user. This study seeks to compare the use of gamification elements and their motivation between formal and nonformal education. The method used was a Systematic Literature Review using the Kitchenham method. From the selected databases, 65 articles were obtained that had implemented gamification in e-learning. The gamification elements were grouped by motivation and emotion based on the Octalysis framework. The results showed that ownership and possession were the most prominent motivations for implementing gamification.
Factors Influencing Students’ Continuance Intention in Learning through MOOCs: A Systematic Literature Review Romadhon, Muh Syaiful; Junus, Kasiyah; Santoso, Harry B.; Ahmad, Mubarik; Purwandari, Endina Putri
The Indonesian Journal of Computer Science Vol. 12 No. 2 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i2.3181

Abstract

Massive Open Online Courses or MOOCs advocate the "democratization of education”, which makes education available for everyone anywhere and anytime. The number of students who registered for a MOOC demonstrates that their intention to use MOOCs is reasonably high, yet only 7-10% complete the course. This review conducts literature review on frameworks or theories, instruments, and major factors that influence the intention to persist in MOOCs. A total of 150 articles spanning the years 2018–2022 are initially reviewed guided by PRISMA framework, from which 20 are selected based on the selection criteria in this study. Self-developed model and TAM has become the most often used theory to determine a persons’ continuance intention on MOOCs. The majority of studies utilized SEM and PLS-SEM as instruments to analyse the continuance intention data. Perceived usefulness is the most important and influential factor in MOOCs.
Integrating Financial Management and Gamification: A Systematic Literature Review and Future Research Agenda Prasetyo, Amrisandha Pranantya; Santoso, Harry Budi; Putra, Panca Oktavia Hadi
The Indonesian Journal of Computer Science Vol. 12 No. 3 (2023): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i3.3244

Abstract

The implementation of gamification in PFM apps has the potential to motivate users to engage in positive financial behaviors. However, several research gaps corroborate the need to investigate gamification in the financial domain further. To address these gaps, this systematic literature review comprehensively examines current research on financial behavior and gamification. This review utilizes the Theory, Context, Characteristics, and Methodology (TCCM) framework to provide a holistic understanding of financial behavior and gamification-related behavioral intention. A total of 53 articles published between 2018 and 2022 were analyzed to assess the present research landscape and provide directions for future studies. This review makes three key contributions: (1) synthesizes current research on financial behavior and gamification-related behavioral intention, (2) presents integrated conceptual models that elucidate financial behavior and gamification-related behavioral intention, and (3) identifies research gaps and suggests avenues for future investigation.
Usability Evaluation and Solution Design Improvement of OCTO Friends as Banking Referral Application Utami, Aisyah Nurlita; Santoso, Harry Budi
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3704

Abstract

OCTO Friends application was developed to allow customers to directly participate in banking product referral program, has not met expectations and targets. Only 10.6% of the 39,105 members actively provided referrals, and business conversion rate was only 10% of the target. This study aims to evaluate the application's usability and generate recommendations for interface design improvement. A mixed methods research approach was used, including quantitative research through user needs questionnaires and System Usability Scale (SUS), along with qualitative research through in-depth interviews and usability testing. Data collection through questionnaires involved 104 respondents, resulting in a list of user needs and SUS score of 66. The results showed that OCTO Friends is requires some improvements. In-depth interviews and usability testing for six main functions led to 46 interface design improvements, especially improvements in referral data input, follow-up referral, and incentive information functions as these are primary functions of referral application.
Perancangan dan Evaluasi Antarmuka Platform Pembelajaran Pengurangan Sampah Makanan pada Studi Kasus Mama4Planet Lina Fitra; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4582

Abstract

This research is driven by the need to promote behavioral change through education on reducing food waste, as exemplified by the initiatives of Mama4Planet. Therefore, there is a need to develop a digital learning media that meets the needs of stakeholders and users through interface design. This research uses a user-centered design approach. Requirement discovery was carried out through stakeholder and 15 user interviews so that the outputs were three user personas, user journey maps, and value proposition canvases. A total of 8 user flows and 19 wireframes were also the outputs of this phase. Furthermore, prototyping was carried out by providing interactions between pages and other components that refer to the user flow. The evaluation stage was done through two iterations of usability testing with results showing an increase in completion rate, time-based efficiency, and SUS score from 63.8 or grade C- to 79.0 or A-.
Usability Evaluation and Recommendations for Improving the Geospasial Information System in Supporting the One Map Policy in Indonesia Singgih Dwi Saputro; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4584

Abstract

The One Map Policy (OMP) is the government's strategic direction in fulfilling one map that refers to one geospatial reference in Indonesia. As a decision supporter for resolving land use discrepancies, the Information System for Indicative Maps of Overlapping Thematic Geospatial Information (SIPITTI) can accelerate the implementation of the OMP. This research aims to evaluate the usability of SIPITTI to support the resolution of overlapping land use in OMP and then design improvements to SIPITTI. This research was conducted using mixed methods, where quantitative data collection was carried out through questionnaires using the Post-Study System Usability Questionnaire (PSSUQ) and System Usability Scale (SUS). The qualitative data collection was done through usability testing. Nine respondents to the questionnaire and usability testing were involved in collecting initial needs data, which became input for the design. The results of the data analysis obtained a design that applied the principles of Shneiderman's Eight Golden Rules of Interface Design. Prototype improvements were evaluated through two techniques: usability testing and questionnaires:PSSUQ and SUS. The evaluation results using PSSUQ obtained an average value above the standard, namely overall (2.22), system usefulness (2.13), information quality (2.31), and interface quality (2.11). The SUS evaluation results amounted to 74; the value is included in the B- or Good category.
Improving the Usability and User Experience of a Ticketing and Knowledge Base Web Application: A Case Study of the ESDM 136 Contact Center Ridwan Afandi; Santoso, Harry Budi
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4622

Abstract

The Ministry of Energy and Mineral Resources (MEMR) established the ESDM 136 Contact Center to improve public service accessibility and quality, supported by ticketing and a knowledge-based web application for managing complaints. However, in 2023, the average response time for requests exceeded the SLA, indicating a need to evaluate the application systems to improve service efficiency. This study addresses the poor usability and user experience of the ticketing and knowledge-based web applications, as evidenced by below-average scores on the UEQ and PSSUQ. Utilizing a mixed-methods approach, including usability testing, cognitive walkthroughs, and open-ended questionnaires, this research identified twenty-one usability issues. Eighteen design improvements, guided by user-centered design principles, were implemented in a high-fidelity prototype. Post-improvement PSSUQ evaluations showed significant improvements, with post-intervention scores falling within the "above standard" range for all measured categories and an overall score improvement from 3.17 to 2.51.
User Interface Improvement by Evaluating Usability and User Experience: Case Study of Indonesia’s Government Financial Management Information System Fachri Munandar; Harry Budi Santoso
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4630

Abstract

SAKTI is an Enterprise Resource Planning (ERP) system developed by Indonesia’s Ministry of Finance, integrating 11 modules to support State Budget management. Despite its critical role, a decline in the 2023 user satisfaction index highlighted usability and service quality issues. This study offers user interface improvement by evaluating usability and user experience of the contract data recording feature. Using mixed methods, data from 23 respondents were collected for both quantitative and qualitative analysis. Quantitative data, obtained through the System Usability Scale (SUS) and User Experience Questionnaire (UEQ), yielded an initial SUS score of 67.39 (grade C) and a UEQ attractiveness index of 1.13. Qualitative data from open-ended questions, interviews, and usability testing identified 12 usability issues. A high-fidelity prototype, guided by User-Centered Design (UCD) principles, improved the SUS score to 84.35 (grade A+) and addressed usability challenges. It enhanced usability, creating an intuitive and efficient interface that increased user satisfaction.
Evaluasi Usability & Rekomendasi Perbaikan Desain Antarmuka Sistem Self-Service dalam Penyelesaian Kendala Pelanggan E-commerce Agri Fina; Santoso, Harry Budi
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4258

Abstract

Self-service has been widely adopted by various companies worldwide for different purposes; for example, in customer service settings, it automates repetitive and simpler tasks handled by agents. However, self-service systems for resolving customer issues have limitations. This study thus aims to evaluate the usability of the self-service system on the help center of an e-commerce app. Usability evaluation was conducted using both qualitative and quantitative methods. Quantitative data were collected through a survey with demographic and introductory questions, the System Usability Scale (SUS) questionnaire, and follow-up questions. In total, 200 responses were collected (195 of which were valid). Since the average SUS score was 67.35, the data analysis revealed that the self-service system has usability issues, particularly in learnability and efficiency. Additionally, usability testing and in-depth interviews were conducted with 12 participants to collect qualitative data to be analyzed using thematic analysis. Based on these findings, the study concludes that the development team can prepare a plan to enhance the user interface of the self-service system on E-Commerce XYZ’s help center to enhance usability.