{"title":"ANALISIS PENGALAMAN PENGGUNA PADA APLIKASI KFCKU DENGAN METODE HEURISTIC EVALUATION","authors":"Rifqi Adam Fachrezzy Adam, Kemal Ade Sekarwati","doi":"10.56127/jts.v3i1.945","DOIUrl":"https://doi.org/10.56127/jts.v3i1.945","url":null,"abstract":"Dalam era digital saat ini, penggunaan teknologi berperan penting dalam pengembanganaplikasi yang memfasilitasi berbagai aktivitas pengguna. Aplikasi KFCKU, yang menjadi fokuspenelitian ini, dievaluasi berdasarkan prinsip-prinsip heuristic evaluation dan aspek-aspek usability.Untuk mengumpulkan data, penelitian ini menggunakan kuesioner yang disebarkan melalui GoogleForms kepada 100 responden. Kuesioner ini dirancang untuk mendapatkan umpan balik langsung daripengguna tentang pengalaman mereka menggunakan aplikasi KFCKU. Data yang dikumpulkankemudian dianalisis menggunakan software Statistical Package for the Social Sciences (SPSS). Dalampengolahan data, dilakukan pengujian validitas dan reliabilitas dari instrumen kuesioner untukmemastikan hasil yang akurat dan dapat dipercaya. Hasil penelitian menunjukkan bahwa aplikasiKFCKU secara umum memiliki performa yang baik, dengan nilai tertinggi dalam prinsip heuristic'Flexibility and efficiency of use' (84%) dan aspek usability 'Efficiency' (84%). Namun, terdapat ruanguntuk peningkatan, terutama dalam aspek 'Errors' pada usability yang mendapatkan nilai terendah81,45%. Penelitian ini membantu dalam mengidentifikasi area kunci yang memerlukan peningkatan danmemberikan rekomendasi untuk penelitian selanjutnya. Melalui penelitian ini, diharapkan dapatmeningkatkan kualitas dan efektivitas aplikasi KFCKU, dan secara umum berkontribusi padapengetahuan tentang desain antarmuka pengguna dan pengalaman pengguna dalam pengembanganaplikasi.","PeriodicalId":489063,"journal":{"name":"Jurnal Teknik dan Science","volume":"40 20","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140357824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"MCDONALD'S APPLICATION ANALYSIS USING TECHNOLOGY ACCEPTANCE MODEL (TAM)","authors":"Lucky Abdullah Saputra, Kemal Ade Sekarwati","doi":"10.56127/jts.v3i1.1126","DOIUrl":"https://doi.org/10.56127/jts.v3i1.1126","url":null,"abstract":"McDonald's application is an application developed and published by McDonald's Apps. This application aims to provide ordering services to consumers through online without having to come to the outlet. This study aims to explain and analyze user acceptance of McDonald's applications. In this study, the acceptance theory used is the modification and development of the Technology Acceptance Model theory which focuses on five factors, namely usability perception factors, ease perception, usage attitude, usage interest and actual use. The method in this study is quantitative with data analysis techniques using descriptive analysis techniques and using multiple linear regression analysis with the help of IBM SPSS Version 25 software. The sample taken amounted to 100 respondents with characteristics who used or who had used the McDonald's application at least once. The sampling technique uses the Non-probability Sampling method with the Purposive Sampling technique. The results obtained from the analysis using IBM SPSS are (1) usability perception positively affects usage attitude, (2) convenience perception positively affects usage attitude, (3) usability perception positively affects usage interest, (4) usage attitude positively affects usage interest, (5) usability perception positively affects actual use and (6) use interest positively affects actual use. In conclusion, all hypotheses that have been formulated are accepted. The residual data of the variable are independent of the normally distributed dependent variable and the regression model satisfies the normality assumption. Independent and dependent variables do not occur heteroscedasticity problems. Independent and dependent variables do not occur multicollinearity. Independent and dependent variables have no autocorrelation.","PeriodicalId":489063,"journal":{"name":"Jurnal Teknik dan Science","volume":"1 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140418644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"ANALISIS USER EXPERIENCE APLIKASI TWITTER MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ)","authors":"Eva Aulia","doi":"10.56127/jts.v3i1.907","DOIUrl":"https://doi.org/10.56127/jts.v3i1.907","url":null,"abstract":"Twitter merupakan situs jejaring sosial yang digunakan untuk berkomunikasi dalam pesan singkat yang sering disebut “kicauan”. Jumlah pengguna Twitter di Indonesia mencapai 24 juta penguna pada Januari 2023. Belum lama ini, Twitter mengalami beberapa perubahan seperti mengubah beberapa kebijakan mengenai centang biru pada akun Twitter, batasan jumlah karakter pada satu unggahan Tweet, dan mengubah beberapa fitur yang ada pada aplikasi tersebut. Perubahan tersebut justru membuat pengalaman pengguna menjadi buruk dan tidak puas. Dilihat dari ulasan yang diunggah pada Google Play Store, terdapat banyak ulasan buruk seperti terjadi bug setelah update, tampilannya menjadi jelek, bahkan beberapa pengguna memberikan peringkat bintang 1 pada aplikasi tersebut. \u0000 Penelitian ini dilakukan untuk menganalisis dan mengukur kualitas user experience pada aplikasi Twitter menggunakan metode User Experience Questionnaire (UEQ) yang terdiri dari 26 item pernyataan yang terdapat pada 6 variabel yaitu daya tarik, kejelasan, efisiensi, ketepatan, stimulasi, dan kebaruan. Hasil analisis ini bertujuan untuk memberikan rekomendasi dan saran pada Twitter. Pengumpulan data menggunakan kuesioner Google Form, pengolahan dan analisis data kuesioner menggunakan Data Analysis Tool untuk mengetahui hasil validasi data, nilai rata-rata, dan benchmark. \u0000 Berdasarkan hasil analisis perhitungan nilai rata-rata, variabel daya tarik mendapatkan nilai 1,733, variabel kejelasan mendapatkan nilai 1,785, variabel efisiensi mendapatkan nilai 1,728, variabel ketepatan mendapatkan nilai 1,605, variabel stimulasi mendapatkan nilai 1,308, dan variabel kebaruan mendapatkan nilai 0,395. Setelah melakukan perhitungan rata-rata, didapatkan hasil nilai benchmark aplikasi Twitter. Variabel daya tarik, kejelasan, efisiensi, dan ketepatan berada pada kategori Good, variabel stimulasi berada pada kategori Above Average, variabel kebaruan berada pada kategori Below Average. \u0000Kata Kunci: Analisis, Twitter, User Experience, User Experience Questionnaire, Data Analysis Tool, sosial media.","PeriodicalId":489063,"journal":{"name":"Jurnal Teknik dan Science","volume":"30 S13","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140422967","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"IMPLEMENTASI RPG MAKER MV PADA GAME RPG TOWER OF ETERNITY","authors":"None Muhammad Fauzhan Nasril, None Yuli Maharetta Arianti, None Nani Mintarsih","doi":"10.56127/jts.v2i3.983","DOIUrl":"https://doi.org/10.56127/jts.v2i3.983","url":null,"abstract":"The development of technology has brought about changes in various aspects of human life, one of which is the entertainment media, namely video games. Video games are a common form of entertainment that typically follows certain rules, providing opportunities for achieving victory. Video games encompass various genres, one of which is RPG (Role-Playing Game), which usually emphasizes gameplay, story, and characters. The game \"Tower of Eternity\" was created using RPG Maker MV software version 1.6.2. The method used in the game's development is SDLC (System Development Life Cycle). The purpose of creating this game is for entertainment and to foster an interest in playing RPG genre games. The game has undergone testing in two stages: Functional testing and Device testing. Functional testing revealed that most of the buttons can be used effectively. Device testing on 5 devices, including a PC, Asus N551ZU laptop, Asus Vivobook X513EAN laptop, Asus VivoBook X421EAY laptop, and Toshiba Protege Z830 laptop, showed that 3 devices ran very well, 1 device ran reasonably well, and 1 device ran less efficiently. The required device specifications to run this game are AMD FX 7600P, 8GB RAM, and Radeon R9 M280x 4GB GDDR5.","PeriodicalId":489063,"journal":{"name":"Jurnal Teknik dan Science","volume":"87 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"136133363","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}