Usability Analysis using Usefulness, Satisfaction, and Ease-of-Use Questionnaire on the Digital Banking

Carolina Rachel Pirie, Johan J. C. Tambotoh
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Abstract

In order to give a seamless transaction, particularly during COVID-19 pandemic, private and public bank institution in Indonesia released digital banking application that is easier to use by smartphone. Nonetheless, there are several complaints from the customer regarding the dissatisfying experience of using digital banking apps. Hence, this research aims to analyze the effect of usability in user experience on customer satisfaction based on 4 variables namely Usefulness, Ease-of-Use, Ease-of-Learning as independent variables, and Satisfaction as a dependent variable on the USE Questionnaire. These variables can be used as references to usability enhancement for digital banking apps to give quality services to customers and be able to compete with competitors. Behavioral Science Research (BSR) is the approach used in this research using the quantitative method. The statistical method used in this research is multiple linear regression analysis. The result of this research shows that 1 out of 4 research hypotheses is rejected (Hypothesis 3) proving that there is no effect of the Ease-of-Learning variable on the Satisfaction variable. However, the value of the t-calculated of Ease-of-Learning variable is 2,478 nearly approach the value of t-table 2,600 showing that this variable is almost capable to give the effect of the Satisfaction variable.
数字银行可用性、满意度和易用性问卷分析
为了实现无缝交易,特别是在COVID-19大流行期间,印度尼西亚的私营和公共银行机构发布了更易于通过智能手机使用的数字银行应用程序。尽管如此,还是有一些客户抱怨使用数字银行应用程序的不满意体验。因此,本研究旨在以USE问卷中的有用性、易用性、易学性4个变量为自变量,满意度为因变量,分析用户体验中的可用性对客户满意度的影响。这些变量可以作为数字银行应用程序可用性增强的参考,为客户提供高质量的服务,并能够与竞争对手竞争。行为科学研究(BSR)是本研究采用的定量方法。本研究采用的统计方法是多元线性回归分析。本研究结果显示,4个研究假设中有1个被拒绝(假设3),证明易学习变量对满意度变量没有影响。然而,easy -of- learning变量的t计算值为2,478,接近t表2,600的值,表明该变量几乎能够给出满意度变量的效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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12
审稿时长
12 weeks
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