Prototype Aplikasi Informasi Oleh-Oleh Di Purwokerto Dengan Menerapkan Metode User Experience Lifecycle

Authors

  • Melani Eka Rahayu Institut Teknologi Telkom Purwokerto
  • Gita Fadila Fitriana Institut Teknologi Telkom Purwokerto
  • Ariq Cahya Wardhana Institut Teknologi Telkom Purwokerto

DOI:

https://doi.org/10.36982/jiig.v12i2.1942

Abstract

The Information Application for Souvenirs in Purwokerto is a mobile-based application that can be used to find information about souvenirs and gift shops in the city of Purwokerto. This application is intended for local tourists, immigrants and local residents to make it easier to find souvenirs in Purwokerto. Of course, when discussing travel or tourism, it cannot be separated from souvenirs, souvenirs, or souvenirs. This application is designed to provide information about souvenirs in the city of Purwokerto from products, shops, location of gift shops, prices for souvenirs and others. This study designed a prototype of information application for souvenirs in Purwokerto using the User Experience Lifecycle method, the method proposed by Hartson and Pyla to develop user experience with an emphasis on usability and user experience aspects. This method is divided into four stages, namely analysis, design, prototype, and evaluation. Testing in this study uses usability testing on the results of the medium fidelity level prototype with the System Usability Scale (SUS) method at the evaluation stage. The results of usability testing using the SUS method get a score of 74.17 or B (Good) where the score meets the minimum standard of the SUS score of 68. Usability measurement on the prototype application for souvenirs in Purwokerto has met the efficiency level with an overall relative efficiency value of 88 .5%, and the percentage effectiveness level is 91.3% of the results of task completion by all respondents. Thus the application prototype for souvenirs in Purwokerto has met the usability value in terms of efficiency, effectiveness and satisfaction. Based on this, this research has succeeded in applying the User Experience Lifecycle method to application design and usability testing with the System Usability Scale (SUS) which has exceeded the minimum standard. Therefore, the application design for souvenirs in Purwokerto based on user experience and needs can be carried out to the application development or production stage.  

 

Keywords : Gift, Application Prototype, User Experience Lifecycle, Usability, System Usability Scale (SUS)

Author Biographies

Melani Eka Rahayu, Institut Teknologi Telkom Purwokerto

Program Studi Rekayasa Perangkat Lunak

Gita Fadila Fitriana, Institut Teknologi Telkom Purwokerto

Program Studi Rekayasa Perangkat Lunak

Ariq Cahya Wardhana, Institut Teknologi Telkom Purwokerto

Program Studi Rekayasa Perangkat Lunak

References

Antari, M. T. P., & Adriyanto, A. R. (2018). Perancangan Prototype Aplikasi Mobile Dan Model Bisnis Untuk Pemesanan Oleh-Oleh Khas Bandung. 5(3), 2069–2077.

Ependi, U., Kurniawan, T. B., & Panjaitan, F. (2019). System Usability Scale Vs Heuristic Evaluation: a Review. Simetris: Jurnal Teknik Mesin, Elektro Dan Ilmu Komputer, 10(1), 65–74. https://doi.org/10.24176/simet.v10i1.2725

Hartson, Rex dan Pyla, P. S. (2012). The UX Book: Process and Guidelines for Ensuring a Quality User Experience. Elsevier.

Lengkong, H. N., Sinsuw, A. A. E., & Lumenta, A. S. . (2015). Perancangan Penunjuk Rute Pada Kendaraan Pribadi Menggunakan Aplikasi Mobile GIS Berbasis Android Yang Terintegrasi Pada Google Maps. E-Journal Teknik Elektro Dan Komputer, 2015(2015), 18–25.

Mifsud, J. (2015). Usability Metrics - A Guide To Quantify The Usability Of Any System. Usabilitygeek. http://usabilitygeek.com/usability-metrics-a-guide-to-quantify-system-usability/

Nioga, A., Brata, K. C., & Fanani, L. (2019). Evaluasi Usability Aplikasi Mobile KAI Access Menggunakan Metode System Usability Scale ( SUS ) Dan Discovery Prototyping ( Studi Kasus PT KAI ). Jurnal Pengembangan Teknologi Informasi Dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya, 3(2), 8952–8958.

Nurhayati, D., Az-zahra, H. M., & Herlambang, A. D. (2019). Evaluasi User Experience Pada Edmodo Dan Google Classroom Menggunakan Technique for User Experience Evaluation in E-Learning ( TUXEL ) ( Studi Pada SMKN 5 Malang ). Jurnal Pengembangan Teknologi Informasi Dan Ilmu Komputer, 3(4), 3771–3780.

Pembelajaran, A., Organ, P., Bagian, T., Manusia, D., Android, B., Wibowo, A. T., Commerce, M., Buku, T., Putra, A. G., Wibisono, W., Ciptaningtyas, H. T., Sholih, F. B., & Fallis, A. . (2013). Pembuatan Aplikasi E-Commerce Pusat Oleh-Oleh Khas Pacitan. Journal of Chemical Information and Modeling, 53(1), 1–5.

Prakasa, A. I. G., & Ardiansyah, F. (2018). Perancangan User Experience Aplikasi Marketplace Paket Wisata Indonesia untuk Wisatawan Lokal. Jurnal Ilmu Komputer Dan Agri-Informatika, 5(1), 51. https://doi.org/10.29244/jika.5.1.51-60

Pudjoatmodjo, B., & Wijaya, R. (2016). Tes Kegunaan (Usability Testing) Pada Aplikasi Kepegawaian Dengan Menggunakan System Usability Scale. Seminar Nasional Teknologi Informasi Dan Multimedia 2016, 37–42.

Rizawanti, R., Resika Arthana, I. K., & Arta Suyasa, P. W. (2019). Usability Testing Pada Aplikasi Hooki Arisan Dengan Model Pacmad Menggunakan Pendekatan Gqm. Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI), 8(1), 33.

Salamah, I. (2019). Evaluasi Usability Website Polsri Dengan Menggunakan System Usability Scale. Jurnal Nasional Pendidikan Teknik Informatika: JANAPATI, 8, 588–595.

Soejono, A. W., Setyanto, A., & Sofyan, A. F. (2018). Evaluasi Usability Website UNRIYO Menggunakan System Usability Scale (Studi Kasus: Website UNRIYO). Jurnal Teknologi Informasi, XIII(1), 29–37.

Sri, P., & Eniyati. (2015). Pemodelan Aplikasi Navigasi Dan Penentuan Rute Terdekat Dengan Waktu Tercepat Menuju Tempat Oleh-Oleh Di Kota Semarang Pada Android. Jurnal Dinamika Informatika, 7(1), 1–6.

Suardi, S. (2019). Pengaruh Kepuasan Kerja Terhadap Kinerja Pegawai Pada Pt Bank Mandiri, Tbk Kantor Cabang Pontianak. Business, Economics and Entrepreneurship, 1(2), 9–19. https://doi.org/10.46229/b.e.e..v1i2.124

Sunaryo, N. A., & I Nyoman Darma Putra, M. H. U. D. (2019). Perkembangan Wisata Belanja “Oleh-Oleh Makanan†di Kota Malang. Jumpa, 6(1), 26–47.

Suyanto, S., & Ependi, U. (2019). Pengujian Usability dengan Teknik System Usability Scale pada Test Engine Try Out Sertifikasi. MATRIK : Jurnal Manajemen, Teknik Informatika Dan Rekayasa Komputer, 19(1), 62–69. https://doi.org/10.30812/matrik.v19i1.503

Syafaat, N. (2012). Pemrograman Aplikasi Mobile Smartphone dan Tablet PC Berbasis Android. Bandung: Informatika.

Wardhana, A. C., Fani, T., Adila, N., & Raharjo, K. P. (2020). Perancangan Aplikasi Antrean Online Pemeriksaan Ibu Hamil Menggunakan User Experience Lifecycle. 4(1998), 1016–1023. https://doi.org/10.30865/mib.v4i4.2338

Wardhana, A. C., & Fitriana, G. F. (2021). Perancangan aplikasi pengukuran tingkat kesiapan inovasi menggunakan user experience lifecycle. Teknologi, 11(1), 34–45. https://doi.org/10.26594/teknologi.v11i1.2067

Wibisono, Y. (2011). Mobile Programming dengan Android. Andi Offset.

Downloads

Published

2021-12-31

How to Cite

Rahayu, M. E., Fitriana, G. F., & Wardhana, A. C. (2021). Prototype Aplikasi Informasi Oleh-Oleh Di Purwokerto Dengan Menerapkan Metode User Experience Lifecycle. Jurnal Ilmiah Informatika Global, 12(2). https://doi.org/10.36982/jiig.v12i2.1942

Issue

Section

Articles