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Implementasi User Experience Questionnaire (UEQ) untuk Mengevaluasi Pengalaman Pengguna pada UII RAS Anisa Dyah Savitri; Chanifah Indah Ratnasari
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1444

Abstract

UII RAS is one of the academic information system menus available on UII Gateway, the information system service portal of Universitas Islam Indonesia (UII). It is used to assist students in the key-in process or course registration. Given its crucial role in the academic process and extensive usage by students, it is important to evaluate the user experience (UX) of UII RAS, ensuring a more comfortable use for students. User experience significantly influences users' perceptions of a system. The results of the UX evaluation can provide a foundation for enhancing the system’s quality to be more user-friendly. This study employs the User Experience Questionnaire (UEQ) method to evaluate UX. The evaluation measures six aspects: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. This quantitative study was conducted using the UEQ questionnaire with active bachelor's degree students of UII as the end-users of UII RAS. The questionnaire data were analyzed using the UEQ data analysis tool. The test and analysis revealed positive user perceptions in the aspects of attractiveness (1,142), perspicuity (1,427), efficiency (1,028), dependability (0,900), and stimulation (0,974), while the aspect of novelty (0,591) was rated as neutral. Benchmark analysis showed that several aspects fell below average: attractiveness, efficiency, dependability, stimulation, and novelty, whereas the perspicuity aspect was above average. Based on the overall evaluation, users hold a positive perception of the user experience of UII RAS. However, UII RAS is still categorized as below average when compared to other systems
Pengembangan dan Evaluasi Usabilitas Gim Edukasi Bahasa Jawa Menggunakan Game Development Life Cycle M. Da’il Falah; Chanifah Indah Ratnasari
TIN: Terapan Informatika Nusantara Vol 7 No 2 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v7i2.10342

Abstract

Javanese is a regional language that should be introduced from elementary school because it represents cultural values, local identity, and Javanese manners. This study aims to design, develop, and evaluate the usability of an Android-based Javanese learning game using the Game Development Life Cycle (GDLC). The study was conducted at SDN Candirejo by involving the school principal as an interview informant and 15 students from grades III, IV, and V as respondents. The game content was prepared with reference to the Remen Basa Jawi 2013 Curriculum textbooks for grades I to VI and input from the school. The game applies the Drill and Practice method in an adventure puzzle format through area exploration, vocabulary collection, practice questions, a dictionary, inventory, and boss-stage evaluation. The content covers daily vocabulary, the use of Ngoko and Krama, identification of mixed-language sentences, and language selection based on the interlocutor. Alpha testing using Black Box Testing showed that all 16 scenarios worked as expected, with a success rate of 100%. Beta testing using the System Usability Scale (SUS) produced an average score of 72.17, which falls into the Acceptable category with a Good rating. These findings indicate that the game has good usability and can be considered an alternative medium for supporting Javanese language practice in elementary schools. This study contributes an interactive digital learning medium that integrates vocabulary practice, Ngoko-Krama use, and contextual language selection to support Javanese language preservation in elementary schools.
Pemodelan Topik pada Komunitas Ekspresi Emosi Negatif di Media Sosial X Menggunakan LDA Rizal Muhammad Ramli; Chanifah Indah Ratnasari
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.877

Abstract

This study aims to map the thematic structure of conversations within a community of negative emotional expression on platform X, commonly referred to as the “Komunitas MARAH MARAH.” The primary problem explored in this study is how collective anger is formed and which issues dominate the discourse within this community. To address this, the study employs a text mining approach through several stages of textual data processing, including data scraping, preprocessing, dictionary-based normalization, Term Frequency–Inverse Document Frequency (TF-IDF) weighting, and topic modeling using Latent Dirichlet Allocation (LDA). A total of 75,032 tweets were collected and subsequently cleaned, resulting in 38,956 unique entries for further analysis. Topic modeling was conducted by evaluating several topic configurations, with the highest coherence score of 0.5367 achieved using a three-topic model. Further analysis revealed three dominant themes along with their proportional distributions: personal complaints and everyday emotional expression (50.5%), direct anger or generalized expressions toward particular groups (35.8%), and issues related to fraud and digital security (13.7%). These findings illustrate how collective anger is constructed, disseminated, and interpreted within online conversational spaces. This study is expected to serve as a foundation for further research on digital emotion, online community dynamics, and social issue mapping through public discourse.
Analisis Pengalaman Pengguna Light dan Dark Mode Pada Facebook dan Tokopedia Menggunakan Within-Subject Design Muhammad Farhan; Chanifah Indah Ratnasari
Journal of Information System Research (JOSH) Vol 7 No 3 (2026): April 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v7i3.9560

Abstract

The use of light mode and dark mode in mobile applications is becoming increasingly common; however, their effects on user experience across different application contexts still need to be empirically examined. This study aims to analyze differences in user experience between light mode and dark mode in Facebook and Tokopedia. The study employed a quantitative approach using a within-subject design (repeated measures design) involving 25 respondents. Measurements were conducted using Time on Task, Error Rate, the User Experience Questionnaire (UEQ), and user preference. The results showed that Facebook had no significant difference in Time on Task, whereas Tokopedia showed significant differences in T1 (p = 0.024) and T3 (p = 0.047). For Error Rate, significant differences were found in Facebook T1 (p = 0.046) as well as Tokopedia T2 (p = 0.020) and T3 (p = 0.019). The UEQ results indicated that both modes were in the positive category without statistically significant differences. These findings suggest that the influence of display mode is more evident in specific task performance metrics than in overall user experience perception, indicating that its effects are contextual. This study contributes by providing a comprehensive evaluation that combines objective and subjective metrics to compare light mode and dark mode across two different application contexts.