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.
{"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}
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.
麦当劳应用程序是由麦当劳应用程序公司开发和发布的一款应用程序。该应用程序旨在通过在线方式为消费者提供订餐服务,而无需前往分店。本研究旨在解释和分析用户对麦当劳应用程序的接受程度。本研究采用的接受理论是对技术接受模型理论的修正和发展,该模型主要关注五个因素,即可用性感知因素、易用性感知、使用态度、使用兴趣和实际使用。本研究采用定量分析方法,数据分析技术使用描述性分析技术,并在 IBM SPSS 25 版软件的帮助下使用多元线性回归分析。抽取的样本为 100 名受访者,他们的特征是至少使用过一次麦当劳应用程序。抽样技术采用了非概率抽样法和目的性抽样法。使用 IBM SPSS 分析得出的结果是:(1)可用性感知对使用态度有积极影响;(2)便利性感知对使用态度有积极影响;(3)可用性感知对使用兴趣有积极影响;(4)使用态度对使用兴趣有积极影响;(5)可用性感知对实际使用有积极影响;(6)使用兴趣对实际使用有积极影响。总之,所有假设都被接受。变量的残差数据独立于正态分布的因变量,回归模型满足正态性假设。自变量和因变量不存在异方差问题。自变量和因变量不存在多重共线性。自变量和因变量不存在自相关性。
{"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}
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. 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. 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. Kata Kunci: Analisis, Twitter, User Experience, User Experience Questionnaire, Data Analysis Tool, sosial media.
{"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}
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.
科技的发展给人类生活的各个方面带来了变化,其中之一就是娱乐媒体,即电子游戏。电子游戏是一种常见的娱乐形式,通常遵循一定的规则,提供获得胜利的机会。电子游戏包含多种类型,其中一种是RPG(角色扮演游戏),它通常强调游戏玩法、故事和角色。游戏《Tower of Eternity》是使用RPG Maker MV 1.6.2版本软件制作的。游戏开发中使用的方法是SDLC(系统开发生命周期)。创造这款游戏的目的是为了娱乐并培养玩家对RPG类型游戏的兴趣。游戏测试分为两个阶段:功能测试和设备测试。功能测试表明,大多数按钮可以有效地使用。在PC、华硕N551ZU笔记本电脑、华硕vivbook X513EAN笔记本电脑、华硕vivbook X421EAY笔记本电脑和东芝Protege Z830笔记本电脑等5台设备上进行的设备测试显示,3台设备运行良好,1台设备运行良好,1台设备运行效率较低。运行此游戏所需的设备规格为AMD FX 7600P, 8GB RAM和Radeon R9 M280x 4GB GDDR5。
{"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}