Abstract:Sociolla merupakan e-commerce terlengkap dan terpercaya di Indonesia yang menjual produk kecantikan dan perawatan kulit dan tubuh. Demi mempermudah akses untuk mendapatkan kosmetik yang diinginkan, website Sociolla dibuat pada tahun 2015. Website sociolla bertujuan memudahkan konsumen untuk mendapatkan informasi mengenai kandungan dan harga kosmetik. Permasalahan yang terjadi pada website Sociolla adalah setiap pengguna yang melakukan interaksi pada website merasa bahwa website Sociolla memerlukan waktu yang c… Show more
“…Another analysis that will be carried out is a benchmark analysis. The analysis compares this study with similar studies [7]. Based on Table 3, it can be seen that the highest rating is on the efficiency scale, and the lowest value is on the novelty scale.…”
Section: Results Analysismentioning
confidence: 72%
“…UEQ is one of the most widely used usability testing measurement methods to evaluate user experience [9]. UEQ aims to obtain a comprehensive and pragmatic impression of usability and experience through a subjective quality assessment survey [7] [10]. The measurement of the UEQ method involves attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty.…”
Information and Communication Technology (ICT) has a role in assisting in monitoring and evaluating the learning process in schools. Integrated Learning Information System is the application of an integrated information system to improve the quality of academic and learning services accessed by all school members (teachers, homeroom teachers, foundations, and students) and parents/guardians of students. The learning information system focuses on making it easier to monitor and evaluate student academic and learning outcomes. User experience measurement is carried out to determine the extent to which the success of user understanding using the system so that the purpose of using the system can be achieved. This study aims to analyze the user experience of the Integrated Learning Information System using the User Experience Questionnaire (UEQ) method. This study uses quantitative data by distributing online questionnaires to 50 students. The results of the evaluation of user experience on learning information systems using the UEQ method state that attractiveness is 2.121, perspicuity is 2.152, efficiency is 2.319, dependability is 1.505, stimulation is 1.716, and novelty is 1.020. This proves that all aspects have positive values. The benchmark results showed that the attractiveness, perspicuity, efficiency, and stimulation aspects were included in the excellent criteria, while the dependability aspect was included in the good criteria and novelty included in the above average criteria.
“…Another analysis that will be carried out is a benchmark analysis. The analysis compares this study with similar studies [7]. Based on Table 3, it can be seen that the highest rating is on the efficiency scale, and the lowest value is on the novelty scale.…”
Section: Results Analysismentioning
confidence: 72%
“…UEQ is one of the most widely used usability testing measurement methods to evaluate user experience [9]. UEQ aims to obtain a comprehensive and pragmatic impression of usability and experience through a subjective quality assessment survey [7] [10]. The measurement of the UEQ method involves attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty.…”
Information and Communication Technology (ICT) has a role in assisting in monitoring and evaluating the learning process in schools. Integrated Learning Information System is the application of an integrated information system to improve the quality of academic and learning services accessed by all school members (teachers, homeroom teachers, foundations, and students) and parents/guardians of students. The learning information system focuses on making it easier to monitor and evaluate student academic and learning outcomes. User experience measurement is carried out to determine the extent to which the success of user understanding using the system so that the purpose of using the system can be achieved. This study aims to analyze the user experience of the Integrated Learning Information System using the User Experience Questionnaire (UEQ) method. This study uses quantitative data by distributing online questionnaires to 50 students. The results of the evaluation of user experience on learning information systems using the UEQ method state that attractiveness is 2.121, perspicuity is 2.152, efficiency is 2.319, dependability is 1.505, stimulation is 1.716, and novelty is 1.020. This proves that all aspects have positive values. The benchmark results showed that the attractiveness, perspicuity, efficiency, and stimulation aspects were included in the excellent criteria, while the dependability aspect was included in the good criteria and novelty included in the above average criteria.
“…(1) n = ukuran sampel N = populasi populasi ݁ ଶ = persen kelonggaran ketidaktelitian karena kesalahan pengambilan sampel yang masih dapat ditolerir atau diinginkan, misalkan 5% Dari Kuesioner yang telah dibuat dan kemudian disebarluaskan melalui link (tautan) dengan memanfaatkan media Google Form, data responden yang diterima penulis yaitu sebanyak 96 yang didapat dari total target sampel sebanyak 333, sedangkan minimal responden yang digunakan untuk melakukan penelitian yaitu sebanyak 25 responden [13]. Maka dari itu penulis tetap melanjutkan penelitian mengenai User Experience Questionnaire (UEQ) dengan responden sebanyak 96 yang telah terkumpul.…”
Payoprint merupakan sebuah aplikasi yang bergerak di bidang percetakan online melalui website. Penelitian ini mengangkat permasalahan yaitu bagaimana tingkat pengalaman pengguna dari aplikasi payoprint tersebut yang bisa menghubungkan antara kebutuhan pelanggan dan perusahaan. Tujuan dilakukan penelitian ini yaitu untuk mengukur tingkat kualitas pengalaman pengguna. Metode yang digunakan dalam penelitian ini adalah User Experience Questionnaire (UEQ) yang dimana di dalam UEQ terdapat 6 skala penilaian yaitu daya tarik, kejelasan, efisiensi, ketepatan, stimulasi dan kebaruan. Di dalam UEQ juga memiliki alat data analytic tools tersendiri dan tools tersebut bisa diunduh melalui situs resmi dari UEQ. Responden yang diperoleh yaitu sebanyak 96 tetapi terdapat data inkonsistensi, maka dari itu data yang dapat digunakan sebanyak 52 responden. Hasil menunjukkan semua aspek dalam penelitian ini bernilai buruk, aspek daya tarik mendapat 0,19, aspek kejelasan mendapat -0,11, aspek efisiensi mendapat -0,04, aspek ketepatan mendapat 0,25, aspek stimulasi mendapat -0,05 dan aspek kebaruan mendapat -0,31.
“…( 6) Novelty (kebaruan): seberapa inovatif dan kreatifnya suatu produk sehingga dapat menarik perhatian pengguna. Tujuan utama dari kuesioner UEQ adalah untuk mengukur pengalaman pengguna secara cepat terhadap suatu produk [14].…”
This study aims to design and analyze the user interface (UI) and user experience (UX) of mobile-based learning (m-learning) applications that implement Adaptive learning. The design method is Design Science Research Methodology (DSRM). A poorly designed user interface can lead to a negative user experience, not using the software properly and continuously. On the other hand, UI can make using software easy and enjoyable, so a well-designed UI of learning apps can produce a pleasant learning experience for students. Adaptive learning is expected to be a method used as a means to balance learning needs to make it more efficient and effective to use. In the Evaluation stage, the User Experience Questionnaire (UEQ) is used which is grouped into six parameters, namely: attractiveness, clarity, Efficiency, accuracy, Stimulation , and Novelty. Based on the results of the Evaluation using UEQ, the mean values obtained for all parameters are in the range of positive values of more than 0.8. The user experience aspect in the form of Attractiveness is in the good category, the clarity aspect is in the above average category, the Efficiency aspect is in the good category, the accuracy is in the above average category, the Stimulation aspect is in the good category, and the Novelty aspect is in the above average category. The implementation of Adaptive learning on the UI and UX of the application has been well received by potential users based on the results of the Demonstration and Evaluation stages.
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