253,717 research outputs found

    Pengujian Usability Website Menggunakan System Usability Scale

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    Pemerintah Kota Tegal menyediakan portal layanan publik secara elektronik melalui website dengan alamat domain www.tegalkota.go.id. Rendahnya tingkat penggunaan website Pemerintah Kota Tegal dan masalah-masalah USAbility yang biasanya muncul dalam desain website Pemerintah, menunjukkan perlu dilakukannya pengujian USAbility. Pengujian USAbility dijalankan untuk mengukur aspek-aspek USAbility yaitu: efektivitas, efisiensi, dan kepuasan pengguna. Penelitian ini menggunakan kuesioner System Usability Scale (SUS) untuk mengukur aspek-aspek USAbility menurut penilaian subyektif pengguna. Hasil penelitian dapat menggambarkan tingkat USAbility website Pemerintah Kota Tegal dari sudut pandang pengguna

    Usability and feasibility of consumer-facing technology to reduce unsafe medication use by older adults

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    Background Mobile health technology can improve medication safety for older adults, for instance, by educating patients about the risks associated with anticholinergic medication use. Objective This study's objective was to test the usability and feasibility of Brain Buddy, a consumer-facing mobile health technology designed to inform and empower older adults to consider the risks and benefits of anticholinergics. Methods Twenty-three primary care patients aged ≥60 years and using anticholinergic medications participated in summative, task-based usability testing of Brain Buddy. Self-report usability was assessed by the System Usability Scale and performance-based usability data were collected for each task through observation. A subset of 17 participants contributed data on feasibility, assessed by self-reported attitudes (feeling informed) and behaviors (speaking to a physician), with confirmation following a physician visit. Results Overall usability was acceptable or better, with 100% of participants completing each Brain Buddy task and a mean System Usability Scale score of 78.8, corresponding to “Good” to “Excellent” usability. Observed usability issues included higher rates of errors, hesitations, and need for assistance on three tasks, particularly those requiring data entry. Among participants contributing to feasibility data, 100% felt better informed after using Brain Buddy and 94% planned to speak to their physician about their anticholinergic related risk. On follow-up, 82% reported having spoken to their physician, a rate independently confirmed by physicians. Conclusion Consumer-facing technology can be a low-cost, scalable intervention to improve older adults’ medication safety, by informing and empowering patients. User-centered design and evaluation with demographically heterogeneous clinical samples uncovers correctable usability issues and confirms the value of interventions targeting consumers as agents in shared decision making and behavior change

    Usability Evaluation of a Robotic System for Cognitive Testing

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    This abstract presents a preliminary evaluation of the usability of a novel system for cognitive testing, which is based on the multimodal interfaces of the social robot “Pepper” and the IBM cloud AI “Watson”. Thirty-six participants experienced the system without assistance and filled the System Usability Scale questionnaire. Results show that the usability of the system is highly reliable

    IMPLEMENTASI DAN ANALISA SISTEM PENYAJIAN INFORMASI HARGA KOMODITI UTAMA WILAYAH PROVINSI ACEH BERBASIS WEB

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    Komoditi merupakan salah satu yang dapat dijadikan mata pencaharian di wilayah Aceh, maka diperlukan daftar harga yang dapat menjadi acuan harga bagi produsen dan konsumen. Penelitian ini bertujuan membangun sistem informasi harga komoditi untuk wilayah provinsi Aceh yang dapat diakses oleh masyarakat atau pihak terkait yang membutuhkan untuk mendapatkan acuan daftar harga komoditi. Sistem ini dibangun menggunakan metode Rapid Application Development (RAD) dengan menerapkan tahapan System Development Life Cycle (SDLC) dan menggunakan metode pengujian sistem yaitu black box testing. Bahasa pemrograman utama yang dipakai dalam aplikasi ini adalah PHP Hypertext Preprocessor (PHP). Setelah sistem selesai dibangun, maka dilakukan pengujian terhadap kelayakan sistem (usability) menggunakan metode System Usability Scale (SUS) dengan membagikan kuesioner yang telah divalidasi oleh John Brooke kepada 30 responden. Hasil yang diperoleh dalam pengujian kelayakan sistem adalah 95,31 % yang berarti aplikasi sistem informasi Komoditi Aceh yang dihasilkan termasuk ke dalam grade B (excellent).Kata kunci: harga komoditi Aceh, System Usability Scale, Rapid Application Development.(Commodity is one of important livelihoods in Aceh region, so commodity price is necessary for producers and consumers to know. The purpose of this research is to build commodity price information system for Aceh region, the system is accessible by public people or stakeholders who need reference for commodity price. This system implemented Rapid Applications Development (RAD) method by applying the stages from System Development Life Cycle (SDLC). The testing for this system is using black box testing. The system was developed mainly by using PHP Hypertext Preprocessor Language. After the system was completed, the feasibility system was analyzed by using System Usability Scale (SUS) method. The SUS method has 10 questions and these questionnaires was distributed to 30 respondents. The result obtained from this questionnaire was calculated using SUS method and the feasibility system is 95,31%. The value means the commodity price information system is categorized in to B or excellent.Keywords: the price of the commodity in Aceh, System Usability Scale, Rapid Application Development.

    A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment

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    As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments

    APLIKASI SIG BERBASIS MOBILE ANDROID UNTUK PEMETAAN LOKASI BANK DAN LEMBAGA KEUANGAN DI KOTA BANDA ACEH

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    ABSTRAKBank dan lembaga keuangan merupakan tempat yang aman untuk menyimpan dan menginvestasikan uang. Terdapat banyak bank dan lembaga keuangan di Kota Banda Aceh yang mana lokasinya sulit diketahui oleh masyarakat luas. Tujuan dari penelitian ini adalah membangun sebuah aplikasi Sistem Informasi Geografis (SIG) berbasis mobile Android untuk memetakan lokasi bank dan lembaga keuangan Kota Banda Aceh. Tahap penelitian yang digunakan adalah mengidentifikasi masalah, studi literatur, mengumpulkan data, merancang aplikasi, membuat aplikasi, dan melakukan pengujian terhadap aplikasi. Pengujian dengan memberikan kuisioner terhadap 50 responden menggunakan metode System Usability Scale (SUS) untuk menguji kelayakan aplikasi tersebut. Dari pengujian yang menggunakan SUS, dapat disimpulkan bahwa aplikasi layak digunakan dengan nilai usability 79,3%. Aplikasi ini memiliki ukuran sebesar 12,20 MB setelah di install pada device dan masih di akses dari server lokal. Aplikasi ini sudah memetakan sebanyak 109 titik lokasi bank dan lembaga keuangan Kota Banda Aceh.Kata kunci: Bank dan Lembaga Keuangan, Sistem Informasi Geografis, Android, System Usability Scale (SUS).ABSTRACTBanks and financial institutions are safe places to save and to invest money. There are many banks and financial institutions in Banda Aceh where they are difficult to be known by the public. The purpose of this study is to develop a Geographic Information System Android-based application to map banks and financial institutions in Banda Aceh. Some steps involved in this study are problem identification, literature reviewing, data collection, designing, implementing and testing. The test was conducted to see the feasibility of the application by giving questionnaires to 50 respondents using System Usability Scale (SUS). The test using SUS, can be concluded that the application is feasible to use with the usability value of 79,3%. This application has a size of 12.20 MB after installed on the device and this application still can be access from local server. This application have mapped 109 points of banks and financial institutions of Banda Aceh.Keywords: Banks and Financial Institutions, Geographic Information Systems, Android, System Usability Scale (SUS)

    Penerapan Metode User Centered Design Pada Model Perancangan UI/UX System Booking Online Lapangan (Studi Kasus: Gedung Bulutangkis Kelurahan Merjosari)

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    This research aims to develop a simple and easily understandable User Interface (UI) design adhering to the principles of the User-Centered Design (UCD) method. The number of respondents in this study was 20 people. Data were collected through a questionnaire and analyzed using the System Usability Scale (SUS), which is used to assess Usability towards a product, application, or system. The results of the research conducted using the System Usability Scale (SUS) obtained a Usability score of 82, placing it in the EXCELLENT category with a grade scale of B. This indicates a very strong Usability, and overall, the researchers successfully designed the UI/UX for the Merjosari Field online booking system to function well and be easy to use

    Analisis Hubungan System USAbility Scale dengan Deskilling Pengguna Adobe Photoshop Cc

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    New features found in Adobe Photoshop CC software cause problems about USAbility. Because a modern technology that has some automatic function and default setting provides an opportunity to anyone to use that software without learn to operate or understand how it works. Therefore, this research was made for measure the degree of user convenience to Adobe Photoshop CC and the linkage between the ease of using Adobe Photoshop CC and the user\u27s helplessness. The methode used in this research is quantitative with SUS (System Usability Scale), developed by oleh John Brooke (1996). SUS contains 10 simple statements about the system and the answer be measured with Likert scale that organized from left to right 1 – strongly disagree, 2 – disagree, 3 – doubtful, 4 – agree, 5 – strongly agre

    Feasibility of a second iteration wrist and hand supported training system for self-administered training at home in chronic stroke

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    Telerehabilitation allows continued rehabilitation at home after discharge. The use of rehabilitation technology supporting wrist and hand movements within a motivational gaming environment could enable patients to train independently and ultimately serve as a way to increase the dosage of practice. This has been previously examined in the European SCRIPT project using a first prototype, showing potential feasibility, although several usability issues needed further attention. The current study examined feasibility and clinical changes of a second iteration training system, involving an updated wrist and hand supporting orthosis and larger variety of games with respect to the first iteration. Nine chronic stroke patients with impaired arm and hand function were recruited to use the training system at home for six weeks. Evaluation of feasibility and arm and hand function were assessed before and after training. Median weekly training duration was 113 minutes. Participants accepted the six weeks of training (median Intrinsic Motivation Inventory = 4.4 points and median System Usability Scale = 73%). After training, significant improvements were found for the Fugl Meyer assessment, Action Research Arm Test and self-perceived amount of arm and hand use in daily life. These findings indicate that technology-supported arm and hand training can be a promising tool for self-administered practice at home after stroke.Final Accepted Versio
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