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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.
Investigating The Drivers and Barriers to MOOC Adoption by Course and Training Institutions Budiarti, Budiarti; Indra Sensuse, Dana; Santoso, Harry Budi; Hidayat, Deden Sumirat; Purwaningsih, Erisva Hakiki
Eduvest - Journal of Universal Studies Vol. 4 No. 7 (2024): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/eduvest.v4i7.1229

Abstract

The integration of MOOCs into Course and Training Institutions represents a profound shift in the landscape of education delivery and reception. Despite the substantial potential benefits of MOOCs, the adoption process is intricate. This research delves into the essential factors influencing adoption decisions and explores the unique challenges confronted by both adopters and non-adopters. Employing the TAM and TOE theoretical framework, the study utilizes a mixed-methods approach, combining quantitative analysis with qualitative insights from open-ended questions. The findings underscore the critical role of perceived ease of use (PEOU), emphasizing the importance of user-friendly platforms. Additionally, the study recognizes the pivotal influence of Service Quality, Financial Support, and Government Policy in shaping institutional intentions to embrace MOOCs. A comparative analysis between adopters and non-adopters reveals distinctive challenges for each group. Adopter express concerns regarding inadequate government support and promotional efforts affecting platform access. In contrast, non-adopters highlight the necessity for offline training and underscore government-related support and prioritization challenges impacting MOOC adoption.
Rekomendasi Perbaikan Desain Aplikasi Media Pembelajaran Berbasis Desktop dalam Bentuk Prototype untuk Statistika Dasar Sabandar, Vederico Pitsalitz; Santoso, Harry Budi
Generation Journal Vol 2 No 2 (2018): Generation Journal
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (625.38 KB) | DOI: 10.29407/gj.v2i2.12617

Abstract

Penelitian ini bertujuan untuk memperoleh rekomendasi perbaikan dan membuat desain aplikasi media pembelajaran berbasis desktop dalam bentuk prototype untuk mata kuliah Statistika Dasar. Untuk memperoleh rekomendasi tersebut, maka dalam penelitian ini menerapkan metode usability testing dengan target pengujian yaitu kelompok dosen dan mahasiswa sebanyak 30 responden dengan tujuan untuk memperoleh 97% permasalahan dalam usability testing. Data yang dikumpulkan untuk memperoleh rekomendasi perbaikan dengan menggunakan metode usability testing, meliputi data-data yang bersifat kualitatif. Adapun pembuatan prototype dalam penelitian ini menggunakan prinsip desain interaksi. Berdasarkan hasil penelitian yang dilakukan, diperoleh beberapa rekomendasi yaitu terkait dengan desain pada tampilan interface dan konten yang terdapat pada halaman Menu Utama (Beranda), halaman Menu Game Education, dan halaman Menu Materi, di mana perlu dirancang kembali agar lebih memudahkan user dan tidak menimbulkan kejenuhan selama menggunakan aplikasi tersebut.