Jantan, Azrul Hazri
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Holistic personas to increase the novice developer productivity Kusuma, Wahyu Andhyka; Jantan, Azrul Hazri; Admodisastro, Novia Indriaty; Norowi, Noris
Bulletin of Electrical Engineering and Informatics Vol 13, No 3: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v13i3.6936

Abstract

A deeper understanding and integration with system users' thoughts and emotional experiences are required for user-engaged development. User experience (UX) journey integrates user requirements and problem-solving approaches. The integration of data-driven techniques and user-centric approaches in software development is investigated in this study. It focuses on using the Markov chain model to predict developer productivity based on data gathered while creating personas across three projects. Organizations can gain valuable insights into user needs and requirements by conducting purposeful activities such as strength, weaknesses, opportunities, and threats (SWOT) analysis, competitor analysis, hypothesis formulation, identification of behavioral variables, mapping interviews, and defining characteristics and objectives. The model has predictive capabilities that allow for more informed decision-making, more efficient resource allocation, and better project planning. The goal of the activity and the model ensure the development of software products that effectively meet the needs of users, resulting in a higher success rate for software development initiatives. This study emphasizes the importance of integrating quantitative and qualitative analysis to drive successful software development projects and increase productivity while meeting user needs. According to the findings of the research conducted from the three projects completed, the proposed methods have similarities, and predictions using the Markov chain can determine the success of novice developers.
Toward Adoption User Experience Variables for Solo Software Development in Academic and Industry Kusuma, Wahyu Andhyka; Jantan, Azrul Hazri; Admodisastro, Novia Indriaty; binti Mohd Norowi, Noris
JOIV : International Journal on Informatics Visualization Vol 8, No 4 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.4.2172

Abstract

User experience (UX) is frequently mentioned as a rapidly expanding profession. It generates prospects in almost every industry for individuals with expertise in applying design principles and techniques centered around user needs. Many universities specializing in informatics and computer science have acknowledged this demand by integrating more coursework focused on UX into their educational programs. However, the widespread adoption of agile software development and efficient product design has prompted businesses to seek experienced candidates for UX positions, even at entry level. Consequently, individuals aspiring to work in this position need UX experience before acquiring it. Materials: We conducted a pilot study on 235 respondents who voluntarily participated in the research to examine the effect of UX on students' ability to identify a problem in software requirements. Method: This article evaluates the endeavors of a particular institution to bridge this experience gap. The article offers insights and recommended practices for effectively integrating. This research involved industries from two developed countries and one developing country, as well as implementing these aspects on students at one of the institutions with a General Self Efficacy (GSE) scale. Results: The results show the dominant user experience quality aspects. In addition, we provide recommendations for applying to several courses and competencies to enhance student self-efficacy. Implication for Further Research: In this paper, we used a combination of developing a conceptual framework and identifying the industry. With these two methods, we solve the UX gap between industry and academia from the perspective of the UX attribute. Some standards are commonly used in academics to construct the curriculum for their student.
Enhancing Novice Developer Efficacy through UX Journey: Integrating User Experience and User Requirement to Develop Developer Skills Kusuma, Wahyu Andhyka; Jantan, Azrul Hazri; Admodisastro, Novia Indriaty; Norowi, Noris Mohd
JOIV : International Journal on Informatics Visualization Vol 8, No 3 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3.1848

Abstract

User experience and user requirements are two different approaches to software development. User requirements focus on meeting customer expectations and demands for software solutions, while user experience covers all aspects of software interaction with users. To increase the value of the software, the software must have usable and easy-to-use features with an attractive design or work environment that fits the user's behavior. Integrating software requirements and user experience can increase developer productivity by focusing on features that meet user requirements and expectations. This integration can also increase software development efficiency by addressing issues arising during development. This article addresses developers' challenges when addressing user needs and provides practical solutions widely accepted in industry and academia. Combining user experience and user needs into the UX Journey approach can increase developer productivity and confidence in software development. The design of the UX Journey is carried out by evaluating several existing design solution methods such as Design Thinking, IDEO, HPI, and Double Diamond to determine the existing conditions and needs for the problems faced. Then, by mapping the user, context, and domain, the model is obtained. appropriate. The proposed model comprises Discover, Explore, Test, and Listen activities. A trial was carried out on the respondents to test the method, and a feasibility test and an implementation schedule were obtained based on the statistical analysis of the initial user. It took 980-1500 minutes to complete the design solution. Focusing on features that align with user needs and improve problem-solving efficiency throughout development gives developers greater confidence in producing high-quality software.
The Rewardable Persuasive Model: A Mobile Exergame Conceptual Design Model that Facilitates Youths to Exercise through Mobile Gaming Hashim, Hasdina Lynn; Kamaruddin, Azrina; Jantan, Azrul Hazri; Sulaiman, Puteri Suhaiza
JOIV : International Journal on Informatics Visualization Vol 8, No 3-2 (2024): IT for Global Goals: Building a Sustainable Tomorrow
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.3-2.3461

Abstract

This study seeks to assess current design models to propose a conceptual design model for a mobile exergame that promotes physical activity among youths. Encouraging youths to engage in physical activity rather than remaining sedentary is essential due to the numerous health benefits associated with regular exercise. Exercise is a subset of physical activity structured for fitness. Exergames have the potential to inspire youths to be active by combining exercise and gaming engagingly and enjoyably. The proliferation of mobile gaming has further broadened the availability and accessibility of exergames. In this study, we conducted four stages of information gathering to assess and propose a mobile exergame conceptual design model: a literature review, a user survey, expert reviews, and in-depth user interviews. Based on the study's findings, we identified appropriate components and their rationale by adapting an existing design model to our conceptual design model for a mobile exergame. This conceptual design model is called the Rewardable Persuasive Model (RPM). This model aims to help youths achieve their weekly physical activity targets using an engaging and functional mobile application (app). The app incentivizes exercise by integrating it as a key element for unlocking gameplay. With the introduction of these components, an exergame can be designed to engage youths and facilitate physical activity effectively. In a future study, youths will use an app to assess the RPM's effectiveness over time. This assessment will ascertain its appropriateness for facilitating exercise during inactivity.
Elevated Novice Developer Productivity and Self-efficacy by Promoting UX Journey in Software Requirement Elicitation Kusuma, Wahyu Andhyka; Jantan, Azrul Hazri; Admodisastro, Novia Indriaty; Norowi, Noris
JOIV : International Journal on Informatics Visualization Vol 8, No 1 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.1.2171

Abstract

This study explores the effectiveness of the UX Journey methodology in increasing developer productivity and self-efficacy. Materials: The UX journey, consisting of around 30 activities, offers a user-centric approach to developing solutions, with 86 volunteer respondents from 505 populations. Method: Through a comparative analysis of developer productivity metrics and the General Self-Efficacy Scale questionnaire, this study investigates the impact of UX Journey on self-efficacy before and after implementation. Results: The study's findings reveal a significant positive correlation between UX Journey and increased productivity and an association between self-efficacy variables. By incorporating a comprehensive set of activities and a user-centric approach, the UX Journey enables developers to navigate the design process efficiently while gaining a deeper understanding of user needs. The positive correlation between the UX Journey and increased productivity, as well as the relationships between self-efficacy variables, emphasize the value of this methodology in fostering practical design thinking. Implication for Further Research: While this study has limitations regarding sample size and contextual specificity, it provides valuable insight into the benefits of UX Journey and paves the way for further research. In addition, the study focused on specific design projects within a particular context, which might restrict the broader applicability of the results. Significant results indicate that the proposed method is as effective as the elicitation method in general, with the advantage that the developer can understand the needs and empathy of the users. UX journeys can enhance the design process and foster a deeper understanding of users' needs across multiple domains.
Mapping User Experience Information Overload Problems Across Disciplines Kusuma, Wahyu Andhyka; Jantan, Azrul Hazri; Abdullah, Rusli bin; Admodisastro, Novia; Mohd Norowi, Noris binti
JOIV : International Journal on Informatics Visualization Vol 7, No 1 (2023)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.7.1.1588

Abstract

User Experience (UX) has been increasing linearly with the systems and digital media. UX concept describes a human factor as an experience with the life cycle of digital technology. UX increases the usability of the product in the industry more than functionality. Interest in UX has produced a huge amount of product and research articles. Moreover, this interdisciplinary topic becomes increased significantly because of the wider applications. However, this benefit become a problem due to the number of publications. The information overload problem is the result of the increasing UX topic. Several researchers solved this problem with qualitative analysis, but it cannot solve the overload problem. In this paper, we purposed bibliometric analysis and research profiling to interpret UX information on the map, with the publications from 1998-2022, a dataset compiled in RIS format to provide article metadata. As a result, the UX information map from the topic with the five clusters. Therefore, to provide information on the topic's coherence, we propose a coupling network. A related topic is shown as a link; a direct link means high coherence between topics. The analysis was carried out using the 5W1H approach (what, where, who, when, why, and how). The results show that UX is indeed an interdisciplinary field, especially with a design approach and user experience. In addition, to determine novice researchers, determining the focus of research can be done by taking into account previous research goals and maps.