Claim Missing Document
Check
Articles

Found 6 Documents
Search

Analyzing User Experience In The M-TIX Application Using The User Experience Questionnaire Method Rayhan Ananda Hafiz Pradipta; Hasna Nabiilah Widiani; Dimas Akbar Tama; Anka Luffi Ramdani; Kinaya Khairunnisa Komariansyah; Muhammad Ilham Nurfajri; Irma Rasita Gloria Barus; Amata Fami
International Journal of Multilingual Education and Applied Linguistics Vol. 1 No. 3 (2024): August : International Journal of Multilingual Education and Applied Linguistic
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijmeal.v1i3.62

Abstract

The utilization of mobile applications in the service sector has experienced significant growth, fueled by increased access to the internet and the use of smartphones. The M-TIX app, which provides online movie ticket booking services, is one example of an app that has become an important part of movie fans' routines. Despite its popularity, users have reported various issues related to usability and overall user satisfaction. In this study, we focus on the user experience of the M-TIX app by using the User Experience Questionnaire (UEQ) to identify the strengths and weaknesses of the user experience aspects. Through a structured qualitative approach, the UEQ enables an in-depth evaluation of six key dimensions of user experience, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The study involved respondents predominantly aged between 17 to 21 years old, with the largest group being 20 years old (15 respondents), and most of them (26 respondents) were students. The results of this study are expected to provide valuable recommendations for improving the design and functionality of the M-TIX application, as well as increasing the understanding of the relationship between users' characteristics and their perceptions of user experience in the context of online movie ticketing applications. This research aims to address the existing problems and enhance user satisfaction by providing actionable insights.
Analyzing User Experience In The M-Tix Application Using The User Experience Questionnaire Method Rayhan Ananda Hafiz Pradipta; Dimas Akbar Tama; Kinaya Khairunnisa Komariansyah; Hasna Nabiilah Widiani; Muhammad Ilham Nurfajri; Anka Luffi Ramdani; Irma Rasita Gloria Barus; Amata Fami
International Journal of Multilingual Education and Applied Linguistics Vol. 1 No. 3 (2024): August : International Journal of Multilingual Education and Applied Linguistic
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/ijmeal.v1i3.67

Abstract

The utilization of mobile applications in the service sector has experienced significant growth, fueled by increased access to the internet and the use of smartphones. The M-TIX app, which provides online movie ticket booking services, is one example of an app that has become an important part of movie fans' routines. Despite its popularity, users have reported various issues related to usability and overall user satisfaction. In this study, we focus on the user experience of the M-TIX app by using the User Experience Questionnaire (UEQ) to identify the strengths and weaknesses of the user experience aspects. Through a structured qualitative approach, the UEQ enables an in-depth evaluation of six key dimensions of user experience, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. The study involved respondents predominantly aged between 17 to 21 years old, with the largest group being 20 years old (15 respondents), and most of them (26 respondents) were students. The results of this study are expected to provide valuable recommendations for improving the design and functionality of the M-TIX application, as well as increasing the understanding of the relationship between users' characteristics and their perceptions of user experience in the context of online movie ticketing applications. This research aims to address the existing problems and enhance user satisfaction by providing actionable insights.
Design GiggleGate as Desktop Virtual Assistant with Face and Speech Recognition Authentication System Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wildan Holik; Reza Pratama; Muhammad Galuh Gumelar; Endang Purnama Giri; Gema Parasti Mindara
International Journal of Computer Technology and Science Vol. 1 No. 4 (2024): October: International Journal of Computer Technology and Science
Publisher : Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijcts.v1i4.113

Abstract

In recent years, virtual assistants have become an integral part of everyday life, simplifying routine tasks and allowing users to focus on more important matters. This research aiming to design GiggleGate, a virtual desktop assistant integrated with both face and speech recognition technology to enhance authentication security. The objective is to develop an authentication system that not only verifies user identity but also provides a more intuitive experience and seamless interaction. The research employs a development methodology to create and implement the system, which integrates face recognition via OpenCV and speech recognition via a Python library. The findings indicate that the integration of these technologies enhances security and user experience by offering dual-factor authentication. The system is expected to contribute to more secure and accessible virtual assistant applications, offering both a practical and efficient solution for users. The implications of this study suggest that the combination of face and speech recognition can provide an effective means to protect user privacy and improve the overall functionality of desktop assistants.
Functional Testing of the JivaJoy Online Product Stock Management and Ordering System Software Using Black Box Testing Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Helena Dewi Hapsari; Bima Julian Mahardhika; Luthfi Dika Chandra; Muhammad Rafi' Rusafni; Wicaksono, Aditya; Mindara, Gema Parasti
International Journal of Computer Technology and Science Vol. 2 No. 1 (2025): International Journal of Computer Technology and Science
Publisher : Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijcts.v2i1.126

Abstract

This study focuses on black-box testing of JivaJoy software, an online product stock management and ordering system. The primary goal of this research is to evaluate the functionality and performance of the system's key features, including profile management, CRUD operations for admin and customer accounts, product stock management, shopping cart, order management, and AI counseling. Black-box testing was applied to assess whether these features meet expected operational standards and user requirements without considering the internal code structure. The test results indicate that most features function as expected. However, some issues were identified related to input validation, particularly with email format, phone number length, file uploads, and product stock management. Additionally, the order management and AI counseling features showed deficiencies in error handling and input validation. Based on these findings, the study recommends improvements in input validation, product stock management, shopping cart functionality, and AI counseling systems to enhance the reliability and performance of the JivaJoy platform. These enhancements are essential to deliver more efficient, secure, and optimal services, ensuring better user experiences and customer satisfaction.
Implementation of Augmented Reality with Marker Based Tracking on Custom Gift Products by Tricksy.co Raisa Mutia Thahir; Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wien Kuntari
International Journal of Computer Technology and Science Vol. 2 No. 1 (2025): International Journal of Computer Technology and Science
Publisher : Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/ijcts.v2i1.130

Abstract

This research explores the integration of Augmented Reality (AR) technology into custom gift products by Tricksy.co to create a more interactive and personalized gift-giving experience. By utilizing EyeJack Creator, a platform for creating AR photo markers, the system allows customers to design gifts that display personalized videos when scanned. The process includes generating AR markers, integrating QR codes, and ensuring compatibility with both iOS and Android devices. System testing confirmed that the AR markers successfully displayed the videos as intended, with smooth functionality across different platforms. However, slow internet connections impacted the speed of AR content downloading. This study highlights the potential of AR to revolutionize the gift industry by adding a unique digital layer to physical gifts, offering both emotional and interactive value.
Analisis Sentimen Ulasan Aplikasi HeyJapan di Google Play Store Menggunakan Algoritma NLP Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wildan Holik; Muhammad Galuh Gumelar; Reza Pratama; Humannisa Rubina Lestari
Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan  Vol. 3 No. 3 (2025): Juli: Pragmatik : Jurnal Rumpun Ilmu Bahasa dan Pendidikan
Publisher : Asosiasi Periset Bahasa Sastra Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pragmatik.v3i3.1801

Abstract

Digital learning applications like HeyJapan are increasingly popular. User reviews on platforms such as Google Play Store contain valuable information on user perceptions and experiences. To process this information systematically, this study employs a Natural Language Processing (NLP) approach to analyze sentiment toward the HeyJapan application. Data was collected using web scraping techniques with Python and the google play scraper library, resulting in 1,000 latest user reviews. The analysis included data collection, preprocessing, sentiment labeling using TextBlob, visualization, modeling with Logistic Regression, and evaluation. After preprocessing, 923 valid reviews were classified into three sentiment categories based on polarity which are positive, neutral, and negative. Results showed 71.4% of reviews positive, 26.1% neutral, and 2.5% negative. Visualizations in pie charts and word clouds provided an overview of user perceptions. Modeling with TF-IDF and Logistic Regression achieved 88% accuracy with the highest f1-score in the positive sentiment category. Evaluation indicates the model is fairly reliable in classifying sentiments, especially for positive and neutral categories, though negative sentiment classification needs improvement. This study shows the NLP approach can evaluate user perceptions of educational applications based on reviews and serve as a basis for improving foreign language learning app quality.