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Ditemukan 13356 dokumen yang sesuai dengan query
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Steimle, Jurgen
"This book provides the first theoretical interaction model of pen-and-paper user interfaces and an integrated set of interaction techniques for knowledge workers. The model proposes a ‘construction set’ of core interactions that are helpful in designing solutions that address the diversity of pen-and-paper environments. The interaction techniques, concrete instantiations of the model, provide innovative support for working with printed and digital documents. They integrate well-established paper-based practices with concepts derived from hypertext and social media.
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Berlin: [Springer, ], 2012
e20419883
eBooks  Universitas Indonesia Library
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Browne, Dermot P.
New York : Prentice-Hall, 1994
005.12 BRO s
Buku Teks  Universitas Indonesia Library
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Sharon, Tomer
Boston: Elsevier , 2012
005.437 SHA i
Buku Teks  Universitas Indonesia Library
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""This book offers innovative design solutions for mobile human-computer interfaces, addressing both challenges and opportunities in the field to pragmatically improve the accessibility of mobile technologies"-- Provided by publisher."
Hershey, PA: Information Science Reference, 2014
005.437 RES
Buku Teks  Universitas Indonesia Library
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Dea Indriyani
"ABSTRAK
Pertumbuhan pengguna smartphone telah merubah gaya hidup masyarakat Indonesia kearah digital, salah satunya dalam berbelanja online. Beberapa hambatan dalam perkembangan e-commerce di Indonesia mendorong munculnya aplikasi mobile platform e-commerce model online-to-offline untuk memecahkan hambatan ini. Persaingan antara berbagai jenis e-commerce di Indonesia telah membuat para pelaku e-commerce gencar melakukan strategi untuk menarik masyarakat memilih dan menggunakan e-commercenya. User experience (UX) merupakan faktor yang sangat penting bagi sebuah aplikasi dalam memberikan kesan pertama tentang perusahaan dan produk yang ditawarkan melalui interaksi antara pengguna dengan produk. Efektivitas, efisiensi, error, satisfaction, attractiveness, visual appeal merupakan dimensi UX yang paling berpengaruh dalam memberikan persepsi kepada pengguna. Penelitian ini bertujuan untuk mengevaluasi UX aplikasi mobile platform e-commerce dengan menggunakan pendekatan performance metrics, self-reported metrics, behavioral metrics, dan issue-based metrics yang menilai kinerja, persepsi, perilaku, dan mengeluarkan apa yang dirasakan pengguna dalam berinteraksi dengan aplikasi serta mengetahui pengaruh pengalaman pada penggunaan aplikasi. Berdasarkan hasil evaluasi, ditemukan dalam dimensi efisiensi dan visual appeal faktor pengalaman berpengaruh secara signifikan, serta ditemukan bahwa penilaian pengguna terhadap aplikasi berada dalam kategori yang belum baik terutama pada interface. Oleh karena itu, dilakukan perancangan ulang user interface (UI) menggunakan prinsip-prinsip desain UI dan Activity Relationship Chart (ARC) dengan mengkombinasikan elemen-elemen UX yang telah dievaluasi dengan tujuan untuk peningkatan ketertarikan pengguna.

ABSTRACT
The growth of smartphone users have changed Indonesian society lifestyle towards digital, one of the strongest is to shop online. Some of the obstacles in e-commerce expansion in Indonesia has encourage the emergence of online-to-offline e-commerce platform mobile applications to tackle this barrier. Competition between the various types of e-commerce in Indonesia has made actors of e-commerce aggressively pursuing a strategy to attract the public to choose and use their e-commerce. User experience (UX) is a very important factor for an application to give a first impression about the company and products offered through the interaction between user and product. Effectiveness, efficiency, error, satisfaction, attractiveness, and visual appeal is the most influential UX dimensions in giving the perception to the user. This study aims to evaluate UX e-commerce platform mobile application by using performance metrics, self-reported metrics, behavioral metrics, and issue-based metrics approach that assess performance, perception, behavior, and filter out user feels as a result of the interaction with applications, and also reveal the effect of experience in using the application. Based on the evaluation, it was found in the dimensions of efficiency and visual appeal was significantly affect by experience factor, and the result indicate the user perception about the application was not good enough, especially on the interface design. Therefore, user interface (UI) redesign was developed using the principles of UI design and Activity Relationship Chart (ARC) by combining the UX elements that have been evaluated, in order to increase user attraction."
Depok: Fakultas Teknik Universitas Indonesia, 2016
S63589
UI - Skripsi Membership  Universitas Indonesia Library
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"This book constitutes the refereed proceedings of the 5th International Conference on User Science and Engineering, i-USEr 2018, held in Puchong, Malaysia, in August 2018. The 32 papers accepted for i-USEr 2018 were selected from 72 submissions with a thorough double-blind review process. The selected papers illustrate how HCI is inclusive and omnipresent within the domains of informatics, Internet of Things, Quality of Life, and others. They are organized in the following topical sections: design, UX and usability; HCI and underserved; technology and adoption; human centered computing; HCI and IT infrastructure; and HCI and analytics."
Singapore: Springer, 2018
005.437 USE
Buku Teks  Universitas Indonesia Library
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"The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field."
Singapore: Springer Singapore, 2019
e20510219
eBooks  Universitas Indonesia Library
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Fauzan Gustavio
"Radio internet pada sekarang ini sudah berkembang pesat, dimana koneksi internet sudah mulai tersebar luas dan juga banyaknya pengguna telepon pintar. Menurut Brodsky, Jika pengguna radio yang sedang mengendara mobil ingin melakukan interaksi terhadap perangkat radio, maka mata pengguna akan terdistraksi ke perangkat sehingga membahayakan pengguna. Oleh karena itu, dibutuhkan interaksi perangkat radio dengan menggunakan suara. Dalam penulisan ini, dibuat aplikasi radio internet untuk platform sistem operasi Android yang ditujukan untuk pengguna di Indonesia. CMUSphinx adalah alat untuk melakukan pengenalan suara. Salah satunya Pocketsphinx yang diimplementasikan pada aplikasi. Pada Pocketsphinx, pengenalan suara menggunakan 3 modul, yaitu model kamus, model bahasa, dan model akustik. Dari ketiga modul, diuji modul bahasa dan modul akustik dengan masing ndash; masing menggunakan 4 parameter berbeda.
Dari hasil pengujian, didapat bahwa modul bahasa dengan data kata sedikit dan modul akustik dengan dataset yang banyak mampu menghasilkan akurasi diatas 95. Kemudian, dilakukan pengujian di 6 perangkat ponsel pintar. Didapat akurasi sebesar 100 pada dua ponsel pintar spesifikasi tinggi dalam kondisi radio baik mati dan menyala. sisanya berada dibawah 90. Dari hasil tersebut, diketahui bahwa faktor spesifikasi pada perangkat dan faktor lain seperti pelafalan kata dan jarak pengguna akan mempengaruhi hasil akurasi sistem pengenalan suara.

Internet Radio nowadays has been growing rapidly, where internet connection has been widely available and also there are many smartphone users. According to Brodsky, if radio users who driving a car wants to interact with radio, his eyes will be distracted and its harmful. From this paper, is created radio internet application for Android operating system platform that is used for Indonesian users. CMUSphinx is a tools for speech recognition. One of them is Pocketsphinx, which is implemented in application. In Pocketsphinx, to do speech recognition, is needed 3 modules, i.e., dictionary model, language model, and acoustic model. For its three modules, is tested some language model and acoustic model with 4 parameters each.
For results, is obtained that language model with smaller data text and acoustic model with large dataset can make its accuracy above 95. Then, it is tested on 6 smartphone. It is obtained that its accuracy is 100 in two smartphone with high specs when radio both off and on. And on the rest is under 90 . Within its results, it is known that specification of device and other factor like word speech and distance of user to device will affect its accuracy of voice recognition system.
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Depok: Fakultas Teknik Universitas Indonesia, 2018
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Shneiderman, Ben
Boston: Pearson, 2010
004.6 SHN d
Buku Teks  Universitas Indonesia Library
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