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Hasil Pencarian

Ditemukan 6444 dokumen yang sesuai dengan query
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Harryadin Mahardika
"The form of initial experience with mobile application determines consumers likelihood to adopt it. This paper examines the effects of two forms of experience (direct versus indirect) toward the formation of consumers behavioral intentions (versus behavioral expectations) to adopt mobile applications. A direct experience induces concrete mental process that underlies the formation of behavioral expectations, whereas an indirect experience induces abstract mental process that underlies the formation of behavioral intentions.
Results from Experiment 1 show significant increase in behavioral expectations predictive ability when subjects engaged in a direct experience than an indirect experience. Meanwhile, the effects of a direct experience were subtle toward behavioral intentions predictive ability. In Experiment 2, the intensity of direct experience revealed additional caveats on the predictive ability of behavioral intentions and behavioral expectations. It is found that higher intensity of a direct experience has a stronger effect toward behavioral expectations than behavioral intentions. Findings of these experiments could be used as a ground to design an intervention strategy for mobile applications pre-adoption experience."
Depok: Universitas Indonesia, 2012
AJ-Pdf
Artikel Jurnal  Universitas Indonesia Library
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Nasution, Syahreza Prakasa
"Penelitian ini bertujuan untuk menguji pengaruh user experience dan e-service quality terhadap customer loyalty dengan mediasi customer satisfaction pada aplikasi mobile coffee shop di Indonesia. Penelitian ini merupakan penelitian kuantitatif yang menggunakan metodologi survei dengan analisis SEM-PLS dan melibatkan 270 responden yang merupakan pengguna aktif dari berbagai aplikasi mobile coffee shop. Hasil menunjukkan bahwa user experience memiliki pengaruh signifikan terhadap e-service quality dan secara langsung terhadap customer satisfaction. E-service quality tidak memiliki efek positif pada customer loyalty, penelitian ini tidak menemukan bukti yang signifikan bahwa e-service quality berdampak langsung pada customer satisfaction. Namun, customer satisfaction terbukti secara signifikan memediasi hubungan antara user experience dan customer loyalty,. Generasi juga berperan sebagai variabel moderating dalam hubungan antara customer satisfaction dan customer loyalty. Temuan ini menekankan pentingnya meningkatkan user experience dan menyarankan bahwa meningkatkan kualitas layanan elektronik mungkin tidak cukup tanpa secara langsung meningkatkan kepuasan pelanggan untuk membangun loyalitas pelanggan.

This study aims to examine the influence of user experience and e-service quality on customer loyalty with customer satisfaction as a mediator in mobile coffee shop applications in Indonesia. This research is a quantitative research which utilizing a survey methodology with SEM-PLS analysis. This study involved 270 respondents who are active users of various mobile coffee shop applications. The results indicated that user experience significantly affects e-service quality and directly impacts customer satisfaction. Although e-service quality did not show a positive effect on customer loyalty, the study found no significant evidence that e-service quality directly impacts customer satisfaction. However, customer satisfaction significantly mediates the relationship between user experience and customer loyalty. Additionally, generation serves as a moderating variable in the relationship between customer satisfaction and customer loyalty. These findings underscore the importance of enhancing user experience and suggest that improving electronic service quality may not be sufficient without directly increasing customer satisfaction to build customer loyalty."
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2024
T-pdf
UI - Tesis Membership  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 SO  Universitas Indonesia Library
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Mendoza, Adrian
"This is your must-have resource to the theoretical and practical concepts of mobile UX. You?ll learn about the concepts and how to apply them in real-world scenarios. Throughout the book, the author provides you with 10 of the most commonly used archetypes in the UX arena to help illustrate what mobile UX is and how you can master it as quickly as possible. First, you?ll start off learning how to communicate mobile UX flows visually. From there, you?ll learn about applying and using 10 unique user experience patterns or archetypes for mobile. Finally, you?ll understand how to prototype and use these patterns to create websites and apps.
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Waltham, MA: Morgan Kaufmann, 2014
e20427297
eBooks  Universitas Indonesia Library
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Hutcheon, Linda
New York: Routledge, 2006
578.4 HUT t
Buku Teks  Universitas Indonesia Library
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Cahya Farhan Muhammad
"Direktorat Jenderal Pajak (DJP) telah membuat beberapa aplikasi pajak online yang telah mengurangi penundaan administrasi dan meningkatkan efisiensi baik dari segi waktu maupun biaya. Namun manfaat digitalisasi pajak tidaklah sama untuk semua pihak. Usaha besar dan menengah umumnya dapat memperoleh manfaat lebih dari UKM. Menyikapi hal tersebut DJP meluncurkan DJP Online versi mobile (M-PAJAK) yang mengutamakan aksesibilitas, kemudahan, dan kepuasan pengguna bagi wajib pajak. Namun masih terdapat permasalahan user experience yang dihadapi oleh M-Pajak. User experience merupakan salah satu faktor utama yang mempengaruhi keberhasilan sebuah aplikasi. Penelitian ini membahas mengenai evaluasi user experience dan perancangan antarmuka M-Pajak. Terdapat tiga dimensi UX yang diteliti, yaitu efficiency, effectiveness, dan satisfaction. Usability testing digunakan untuk mengumpulkan data untuk penelitian ini, yang meliputi performance metric, System Usability Scale (SUS), Single Ease Question (SEQ), dan Retrospective-Think Aloud (RTA). Tujuan dari penelitian ini adalah untuk mengevaluasi user experience menggunakan aplikasi pajak online mobile M-Pajak dan mendapatkan pengalaman pengguna dan karakteristik dan desain parameter antarmuka pengguna yang dapat membantu meningkatkan kepuasan pengguna dalam penggunaan M-Pajak, serta sebagai memberikan saran tentang desain antarmuka yang sesuai dengan kebutuhan dan keinginan pengguna.

Directorate General of Taxes (DGT) has created several online tax applications which have reduced administrative delays and increased efficiency in terms of both time and cost. However, the benefits of tax digitization are not all the same for all equal. Large and medium enterprises can generally benefit more than SMEs. Responding to this, the DGT launch the mobile version of the DJP Online (M-Pajak) which prioritizes accessibility, easability, and user satisfaction for taxpayers. However, there are still user experience problems faced by M-Pajak. User experience is one of the main factors that affect the success of an application. This study discusses the evaluation of user experience and the design of the M-Pajak interface. There are three UX dimensions studied, namely efficiency, effectiveness, and satisfaction. This research was conducted using the usability testing method using data collection methods, namely: performance metrics, System Usability Scale (SUS) questionnaire, Single ease question (SEQ), and Retrospective-Think Aloud (RTA). The objective of this research is to evaluate the user experience of using the M-Pajak mobile online tax application and obtain user experience and characteristics and the design of user interface parameters that can help increase user satisfaction in the use of M-Pajak, as well as provide suggestions on interface design in accordance with user needs and wants."
Depok: Fakultas Teknik Universitas Indonesia, 2022
S-pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Adhitya Hernadian Praditanugroho
"Penelitian ini bertujuan untuk mengetahui peran emotion dan faktor pendorongnya di dalam konteks consumption experience konsumen saat menggunakan layanan aplikasi mobile commerce dari sisi experiential view. Dalam mengolah data penelitian ini, digunakan SEM-PLS dengan aplikasi WrapPLS 3.0. Pengambilan data primer dilakukan dengan menyebarkan kuesioner secara online kepada calon responden yang memiliki kriteria warga negara Indonesia dan pernah menggunakan layanan aplikasi mobile commerce minimal 1 kali dalam kurun waktu 6 bulan ke belakang dihitung dari penelitian ini dilakukan. Hasil dari penelitian ini adalah Emotion memiliki cukup bukti mempengaruhi Consumption Experience pengguna layanan mobile commerce di Indonesia, yang didorong oleh faktor seperti Convenience, Media Richness, dan Self-efficacy yang dirasakan oleh pengguna.

This study aims to determine the role of emotion and factor driving consumption in the context of the consumer experience when using services of mobile commerce applications of the experiential view . In the process the research data , used SEM - PLS with WrapPLS 3.0 applications . Primary data collection is done by spreading online questionnaires to potential respondents who have criteria for Indonesian citizens and using a mobile commerce application services of at least one time within 6 months back calculated from this research . Results from this study is enough evidence Emotion affect Consumption Experience mobile commerce service users in Indonesia , driven by factors such as Convenience , Media richness , and Self-efficacy perceived by the user."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
T-Pdf
UI - Tesis Membership  Universitas Indonesia Library
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Nadia Faradilla
"Kemajuan teknologi memberikan dampak positif bagi kehidupan masyarakat. Hal tersebut ditunjukkan dengan beralihnya masyarakat kepada penggunaan aplikasi untuk kebutuhan sehari-hari termasuk kebutuhan pemesanan makanan cepat saji fastfood . Keadaan ini membuat perusahaan fastfood meningkatkan kualitas aplikasinya. User experience UX merupakan salah satu faktor utama yang menjadi prioritas pengguna. Penelitian ini bertujuan untuk mengevaluasi user experience penggunaan tiga aplikasi pemesanan fastfood KFC delivery, Hoka-Hoka Bento delivery, dan Domino's Pizza delivery sehingga diketahui faktor apa saja yang harus diperbaiki kedepannya. Evaluasi dilakukan dengan memberikan skenario task sesuai dengan fitur yang ditawarkan aplikasi pemesanan fastfood. Metode yang digunakan meliputi performance metrics, kuesioner Single Ease Question SEQ, kuesioner System Usability Scale SUS, kuesioner Questionnaire for User Interface Satisfaction QUIS, dan rekam data Electroencephalogram.
Berdasarkan hasil penelitian, pada evaluasi per task KFC delivery unggul dalam fitur log in pemilihan alamat, dan pemilihan pemesanan menu, sedangkan pada fitur check out diungguli oleh Domino's Pizza delivery. Pada evaluasi secara keseluruhan aplikasi, KFC delivery unggul dari sisi time on task, ease of use, usability, dan satisfaction. Hoka-Hoka Bento delivery unggul dari sisi attractiveness. Sedangkan Domino's Pizza delivery unggul dari sisi efisiensi. Selain itu dibuat pula rekomendasi desain untuk aplikasi pemesanan fastfood. Hasil penelitian ini adalah penilaian user experience, rekomendasi, dan desain tampilan aplikasi pemesanan fastfood yang termasuk ke dalam kategori user friendly.

Technology advancement impact people's lives positively. It it shown by the shifting of human preference on the usage of mobile application in daily needs. Moreover, it has also been used for fulfilling the needs of ordering fastfood. The phenomenon made fastfood company compete each other improving their mobile application quality. User experience UX is one of user priorities in considering a mobile application. This research objectives are evaluating user experience of three fastfood mobile apps delivery KFC delivery, Hoka Hoka Bento delivery, and Domino's Pizza delivery to figure out which UX dimensions needing advancement so that recommendation can be resulted. The evaluation is done by giving task scenario according to the feature offered by fastfood mobile apps delivery. Methods used in this research are usability performance metrics, Single Ease Question SEQ, System Usability Scale SUS questionnaire, Questionnaire for User Interface Satisfaction, and recording Electroencephalogram data.
Results indicate for the evaluation application per task, KFC delivery is great in log in, address selection, and the menu selection, whereas the check out surpassed by Domino's Pizza delivery. In the overall evaluation of applications, KFC delivery is great in time on task, ease of use, usability and satisfaction. Hoka Hoka Bento delivery is great in terms of attractiveness. While Domino's Pizza delivery is great in terms of efficiency. In addition there is also design recommendations for fastfood mobile apps. The output of this research are user experience evaluation, reccomendation, and interface design to increase the user usability.
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Depok: Fakultas Teknik Universitas Indonesia, 2017
S65874
UI - Skripsi Membership  Universitas Indonesia Library
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Asma Hanifah
"Pertumbuhan pengguna internet dan pengguna smartphone telah merubah gaya hidup masyarakat Indonesia ke arah digital, salah satunya dalam mencari informasi. Salah satu informasi yang banyak diakses oleh pengguna internet di Indonesia adalah informasi layanan publik. Selain itu, seiring dengan perkembangan teknologi dan internet, terdapat beberapa kota di Indonesia sedang bertransformasi menuju Smart City dan salah satunya adalah Jakarta. Dalam proses menuju Smart City, Pemerintah DKI Jakarta telah meluncurkan sebuah aplikasi mobile Jakarta Smart City untuk mempermudah masyarakat dalam mengakses informasi layanan publik. User experience UX merupakan faktor yang sangat penting bagi sebuah aplikasi mobile dalam memberikan kesan pertama tentang suatu produk yang ditawarkan melalui interaksi antara pengguna dengan produk. Penelitian ini bertujuan untuk menganalisis UX aplikasi mobile Jakarta Smart City dengan menggunakan pendekatan performance metrics, self-reported metrics melalui kuesioner Single Ease Question SEQ dan kuesioner Design-oriented Evaluation of Perceived Usability DEEP , serta 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 mobile. Berdasarkan hasil analisis, aplikasi mobile Jakarta Smart City memiliki penilaian usability yang belum baik dan ditemukan masalah pada desain aplikasi mobile tersebut. Oleh karena itu, dilakukan perbaikan desain tampilan atau user interface UI dengan menggunakan prinsip-prinsip desain UI, open card sort, dan Activity Relationship Chart ARC . Hasil penelitian ini adalah penilaian user experience, rekomendasi, dan desain tampilan aplikasi mobile Jakarta Smart City yang dapat meningkatkan usability pengguna.

The growth of internet users and smartphone users has changed Indonesian society lifestyle towards digital, one of things is to search information. One of the information that is widely accessed by internet users in Indonesia is public service information. In addition, along with the development of technology and internet, there are several cities in Indonesia are being transformed into smart city and one of them is Jakarta. In the process towards smart city, the Government of DKI Jakarta has launched a Jakarta Smart City mobile application to facilitate the public in accessing public service information. User experience UX is a very important factor for an application to give a first impression about the product offered through the interaction between user and product. This study aims to analyze Jakarta Smart City mobile application by using performance metrics, self reported metrics through Single Ease Question SEQ questionnaire and Design oriented Evaluation of Perceived Usability DEEP questionnaire, and also 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 analysis, the Jakarta Smart City mobile application has a relatively low usability score and found problems with the mobile application design. Therefore, interface redesign or user interface UI was developed using the principles of UI design, open card sort, and Activity Relationship Chart ARC . The output of this research are user experience evaluation, recommendation, and interface design to increase the user usability."
Depok: Fakultas Teknik Universitas Indonesia, 2017
S68201
UI - Skripsi Membership  Universitas Indonesia Library
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Sinta Damayanti
"Perkembangan penggunaan telepon selular atau perangkat mobile telah membuat banyak inovasi yang memanfaatkan fenomena tersebut. PT. KAI pada 4 September 2014 memperkenalkan inovasi mereka di bidang teknologi yaitu pembelian tiket melalui aplikasi mobile yaitu KAI Access. KAI Access telah secara aktif digunakan oleh 250.000 orang. Penelitian ini dilakukan untuk mengetahui hubungan karakteristik inovasi terhadap tahap konfirmasi dalam proses adopsi inovasi sehingga pengguna aplikasi KAI Access tersebut memutuskan untuk melanjutkan penggunaan ataupun menghentikan adopsinya. Penelitian ini menggunakan pendekatan kuantitatif dengan metode survei untuk mengetahui persepsi yang dirasakan pengguna dalam mengadopsi inovasi KAI Access tersebut. Dari hasil penelitian, karakteristik inovasi masih memiliki hubungan yang kuat dan signifikan terhadap pengguna KAI Access dalam memutuskan untuk melanjutkan atau menghentikan penggunaan walaupun tidak seluruh karakteristik tersebut memiliki hubungan yang kuat. Dimensi keuntungan relatif dan kompleksitas adalah karakteristik yang memiliki hubungan kuat dan signifikan terhadap keputusan melanjutkan atau menghentikan adopsi.

The development of the mobile phone or mobile device usage has made many innovations that take advantages from this phenomenon. On 4 September 2014, PT. KAI introduced a new innovation on online ticket purchasing through a mobile application called KAI Access. Since its introduction, the application has been actively used by around 250,000 users. This study was carried out to examine the relationship of innovation characteristics up to the confirmation stage within the innovation adoption process, and the decision made by users to continue or discontinue using the application. A quantitative study was employed, by using web-based survey to the population of users provided by PT. KAI. The study finds that characteristics of innovation still become strong and significant factors which determine users' decision to continue/discontinue using the application, though not all characteristics have similar influence. Among the significant factors, relative advantage and complexity dimensions are the strongest and most significant factors determining users' decision to continue the adoption.
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Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2015
T43763
UI - Tesis Membership  Universitas Indonesia Library
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