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Design Thinking Testing of AR/VR Application for Bali's Lontar Prasi Preservation Christina Purnama Yanti; I Gede Iwan Sudipa; Putu Wirayudi Aditama
Jurnal Multidisiplin Madani Vol. 3 No. 9 (2023): September, 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/mudima.v3i9.5744

Abstract

This study investigates the use of Design Thinking in the creation of Augmented Reality (AR) and Virtual Reality (VR) applications for the preservation of Bali's Lontar Prasi cultural heritage. As a piece of Indonesian cultural patrimony, Lontar Prasi necessitates a novel approach to its preservation in the digital age. This research identifies UI/UX issues of AR/VR applications based on user problems through the phases of Emphasis, Definition, Ideation, Prototype, and Test. Changes were made to the icon display, 3D character information, and UI positioning as a result. With an average score of 80 (Excellent) on the System Usability Scale (SUS), testing revealed a substantial improvement in user satisfaction. These results demonstrate that the Design Thinking methodology is effective for addressing UI/UX issues and enhancing the app's acceptability. In conclusion, this approach can serve as a foundation for future advancements in the preservation of cultural heritage using modern technology for digitized cultural heritage
Usability Testing on The Mobile Gras (Green Trash System) Application Using The Usability Scale System Method I Gusti Made Ngurah Desnanjaya; I Kadek Budi Sandika; Ida Bagus Gede Sarasvananda; Putu Wirayudi Aditama; I Komang Arya Ganda Wiguna
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 3 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i3.68930

Abstract

This study focuses on the GRAS (Green Trash System) mobile application, developed under the KEDAIREKA program to enhance waste management efficiency. The application is an integral part of the GRAS smart waste system, designed to facilitate real-time monitoring and reporting of waste capacity issues. The primary objective is to streamline waste sorting processes and educate users, particularly students, about sustainable waste management practices. The system features innovative sensor technology that provides audio feedback for correctly sorted waste, thus reinforcing correct behaviors. To assess the application's effectiveness, we conducted a usability test using the System Usability Scale (SUS) method. Data were collected through questionnaires to evaluate the application's ease of use, efficiency, and user satisfaction. The results indicated a high level of usability, with most users experiencing seamless interaction with the application, affirming its potential as a tool for effective waste management education and practice.