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PERANCANGAN PROTOTYPE APLIKASI MOBILE FRIZFOO MENGGUNAKAN METODE USER CENTERED DESIGN limputra, Juan kristo; Sudirman; Thayf, Mohammad Sofyan S
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.v19i1.446

Abstract

This research involves the design of a mobile application prototype called Frizfoo using the User-Centered Design (UCD) approach to ensure the alignment between design and user needs. Primary data was obtained through interviews and observations of five Frizfoo users, using the "magic number five" approach to identify usability issues. The analysis results showed significant problems with some tasks. Furthermore, the research measured the time required to complete tasks (Time on Task) and the error rate (Errors) made by users. It was found that one user experienced delays in completing some tasks, attributed to factors such as age and lower technological skills. However, these delays were still within acceptable limits. The average error rate for all tasks was approximately 5.30%. The testing results indicated that the designed interface of the mobile application had low error rates, efficient task completion times, and a high level of user satisfaction. Adjustments and design improvements made based on the testing results had a significant positive impact on the performance and responsiveness of the mobile application prototype. This research provides a clearer insight into the quality of the Frizfoo application prototype design and serves as a foundation for further development that better aligns with user needs.
ANALISIS USABILITY USER INTERFACE MENGGUNAKAN METODE USABILITY METRIK PADA APLIKASI VIRCLE Hosana, Vionita; Mohammad Sofyan S. Thayf; Renny, Renny
KHARISMA Tech Vol 19 No 2 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i2.481

Abstract

This research aims to analyze the usability of the user interface in the VirCle application using the usability metric method. Data were collected through observation testing, questionnaires, and interviews. The research results indicate problems in task success, particularly in the photo uploading process that requires a description before posting. Although some users exceeded the predetermined time in the time on task, the overall required time is relatively short. The error rate is low, only around 4%. The System Usability Scale (SUS) questionnaire results show an average score of 75, which falls into the "Good" category. The interview results obtained positive user responses, although some problems were identified. Overall, the VirCle application has good potential and usability, with some improvements needed, especially regarding photo description filling and toolbar icons. This research is expected to contribute to application developers in improving the usability of VirCle and providing a better user experience.
RE-DESIGN SISTEM KATEGORI PADA STARTUP WARSHOP DENGAN METODE USER CENTERED DESIGN Antoinette, Cheriel Leily; Marlina; Mohammad Sofyan S. Thayf
KHARISMA Tech Vol 20 No 1 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i1.521

Abstract

This study redesigns the category feature interface on the WarShop application using the user-centered design method to improve the user experience. The goal is to make it easier for users to find the products they want specifically and quickly. Data was obtained through interviews and observations of 10 WarShop users, where 9 users felt that the existing category features were not specific, causing users to take longer to find the products they wanted. The user-centered design method was chosen because it involves users from the beginning of the design process, resulting in a better interface that meets user needs. This interface design resulted in a more specific category feature that helps users find items directly according to the category they are looking for, and provides recommendations for similar products based on the product being searched for using keywords or the product being displayed. After the redesign, an evaluation was carried out using testing with the metrics task success, time on task, and error metrics with five users who had been previously interviewed, based on research indicating that the majority of usability issues can be found by the first five users tested. There were no problems found in the task success test and the error test resulted in an average error rate for all tasks of 0%, while in the time on task, some users exceeded the time limit. However, this is because users were interested in other products displayed based on category and recommendations.
RE-DESIGN UI/UX WEBSITE JAHITKU MENGGUNAKAN METODE DESIGN THINKING phoa, raygina; Thayf, Mohammad Sofyan S.; Pontoh, Zaenab
KHARISMA Tech Vol 20 No 1 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i1.538

Abstract

The fashion and garment industry is growing rapidly, making individuals' needs for appropriate clothing continue to increase. Jahitku is a web-based platform created so that tailors can reach more customers, provide good service, and customers get information according to their needs at affordable prices and high quality. However, Jahitku has problems in optimizing the relevant website, inconsistent layout, button navigation that doesn't work, and using colors that lack contrast. The aim of this research is to redesign the Jahitku website to achieve better user satisfaction. In this research, by applying the Design Thinking method, existing functions are analyzed and their usefulness is tested on the System Usability Scale (SUS). Making a prototype using the Design Thinking method produced significant recommendations through SUS testing, resulting in a final test score of 78.775. This score has increased compared to the previous score of 48.125 which was still in the low category. This improvement shows a significant improvement in user experience from “Poor” to “Good”. Thus, it can be concluded that by updating the appearance of the Jahitku website, the user experience can be improved and the Jahitku website can become more effective and attractive to users.
REDESIGN UI/UX BANK PLASTIK MENGGUNAKAN METODE USER CENTERED DESIGN Aziza, Fakhita Nur; Angriani, Husni; Thayf, Mohammad Sofyan S.
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.v12i1.568

Abstract

"Bank Plastik" is an application that facilitates the exchange of plastic waste for money. The results of a user experience survey for the Bank Plastik application indicated several areas that require improvement, one of which is the UI/UX design. To validate the survey results, a first-stage testing was conducted to determine whether a redesign of the Bank Plastik application is necessary. Based on the first-stage testing, the original design received a score of 50.8, indicating that the score falls in the "poor" category and is below the standard SUS (System Usability Scale) score of 53. Therefore, a redesign of the UI/UX of the Bank Plastik application is deemed necessary. The User Centered Design method was employed to carry out the redesign of the Bank Plastik UI/UX to enhance the user experience when using the application. The results of the User Centered Design implementation, using the task success metric, revealed issues with tasks 1 and 2. The findings from the time on task metric showed that respondents were able to complete all tasks but faced challenges with the slide slogan page. Respondents two and five experienced delays more frequently compared to other respondents. The testing of the error metric yielded an average error rate for each task of 16% across all respondents. The results of the second stage testing demonstrated that the satisfaction score for the redesign was higher than that of the original design in the first stage, with a redesign score of 75.5, indicating an "excellent" level of satisfaction. In conclusion, based on the survey and testing results, it is clear that a redesign of the Bank Plastik application's UI/UX has been successful in improving the user experience.