User Experience Based Mobile Application Design for Boat Loaning at Marine Tourism in Indonesia
Introduction: Boat loaning in marine tourism in Indonesia significantly impacts the continuity of tourism activities. It is because some nautical tourism destinations in Indonesia use ships as a means of transportation that cannot be separated from tourism activities. The problem is, there is a lack of information availability for examples event information, destination, and access for boat loaning. That makes it difficult for tourists to be able to enjoy marine tourism. Purpose: Therefore, the use of this study is to design a prototype of a mobile application that can help overcome the problem of limited information and access to marine tourism transportation, and be able to answer the needs of tourists regarding tourist information using the user experience as a design system. Method: The user experience method will be applied in application design testing, to obtain development aspects in the ship transportation ordering application, according to user needs. Result: The results of this study are the prototype design based on the user experience. The final result shows 87.5% response agree with this prototype design. Contribution: This study applies the method of boat loaning by utilising cooperation between agents and ship providers to provide Ease of access to information on marine tourism transportation to prospective tourists.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 04 (2020); pp. 86-102
International Association of Online Engineering (IAOE), Vienna, Austria
Copyright (c) 2020 Fedelis Brian Putra Prakasa, Melky Radja, Suyoto Suyoto
User Experience Design of Stroke Patient Communications Using Mobile Finger (MOFI) Communication Board With User Center Design Approach
Stroke has become a phenomenon in Indonesia. From 2014 to mid-2015, the disease is the first cause of death in Indonesia. This is of particular concern to the Ministry of Health so that the prevention, treatment, and prevention of stroke is further enhanced. The condition of stroke patients whose movements are limited is exacerbated by the psychic condition of patients who are unable to communicate pressure will cause obstacles to the healing process of the patient. This research proposes a stroke patient communication media by applying the technology of Mobile Finger Communication Board and user center design approach (UCD). This communication board is operated using the patient's fingers so that it is comfortable for everyday activities. Mobile Finger Communication Board Design based on five planes of user experience. The result of Mobile Finger Communication Board implementation shows that application usability level seen from perception and ergonomic point of view shows satisfaction index of the user at the satisfactory level so that it can be said that the system works with the satisfactory result of the users. It is expected that with a convenient Mobile Finger Communication Board can support the healing process of stroke so that the healing rate of stroke is increasing.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 12 No. 2 (2018); pp. 162-176
User Experience Design on Visualization of Mobile-Based Land Monitoring System Using a User-Centered Design Approach
user experience, user-centered design, farm monitoring, mobile
The use of information and communication technology could increase the quantity and quality of agricultural production, including horticulture. This study focuses on the development of a mobile-based interface that makes it easier for farmers to view the data obtained from the results of land monitoring. In designing mobile devices, applications, and user interfaces, it is important to consider the user experience. This paper focuses on UX design which is which is based on User-Centered Design approach that focuses on user needs and prioritizes empathy for users, so as to accommodate the identification of user needs and produce high fidelity pro-totypes. Based on the System Usability Scale and the User Experience Questionnaire testing on the prototype, it was found that the level of acceptance of horticultural farmers was positive with the level of the value of all UX elements above the average
International Journal of Interactive Mobile Technologies (iJIM); Vol. 16 No. 03 (2022); pp. 47-65
Copyright (c) 2022 Nina Setiyawati, Evangs Mailoa, Hindriyanto Purnomo
User Experience on BM Year 2 Mobile-based Learning Application for Alpha Generation
This paper reports the ongoing project related to the development of mobile-based learning application particularly for Alpha Generations who studies in international school. Due to the advancement of digital technologies, Alpha Generations tend to interact with mobile device compared to conventional environment as they were born in the century of digital age. This includes their learning activities. In Malaysia, expert in language literacy particularly Malay language is compulsory for all including foreigner students who learn in international school. As the mobile-based learning application could provide attractive and interactive interaction compared to conventional teaching method, providing children with additional mobile-based learning tool could facilitates them to have their own active learning experience. This study found that this is the research gap that should be fill in to ensure children in international school able to literate in Malay Language similar to mainstream student. Therefore, mobile-based learning application called BM Year 2 has been developed and evaluated. The proposed application also has been discussed in the previous paper which involves expert evaluation. To ensure the proposed application could fulfill the actual users’ needs, user experience testing has been carried out and discusses in this paper.They are tested in terms of layout and design, functionality, and user’s satisfaction. A set of questionnaires has been set up and distributed to the actual users upon they use the proposed mobile-based learning application BM Year 2. Overall, the empirical findings found that theBM Year 2 able to evokepositive learning experience to the actual users.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 15 No. 06 (2021); pp. 65-76
Copyright (c) 2021 Azizah Che Omar, Nurulnadwan Aziz, Mohd Adib Abd Muin
User Identification Based on the Dynamic Features Extracted from Handwriting on Touchscreen Devices
and handwriting based finger on smartphone.
Abstract - This research presents a methodology for user identification using ten English words written by a finger on smartphone and mini-tablet. This research considers three features, namely Signature Precision (SP), Finger Pressure (FP), and Movement Time (MT) that were extracted from each of ten English words using dynamic time warping. The features are then used individually and combined for the purpose of user identification based on the Euclidean distance and the k-nearest neighbor classifier. We concluded that the best identification accuracy results from the combinations of (SP and FP) features with an average accuracies of 74.55% and 69% were achieved on small smartphone and Mini-tablet respectively using a dataset of 42 users.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 11 (2020); pp. 126-136
Copyright (c) 2020 Suleyman AlShowarah, Hisham Al-Assam
User Interface Cultures of Mobile Knowledge Workers
Information and communication tools (ICTs) have become a major influencer of how modern work is carried out. Methods of user-centered design do not however take into account the full complexity of technology and the user interface context the users live in. User interface culture analysis aims providing to designers new ways and strategies to better take into account the current user interface environment when designing new products. This paper describes the reasons behind user interface culture analysis and shows examples of its usage when studying mobile and distributed knowledge workers.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 2 No. 4 (2008); pp. 13-17
User-centered Design for Mobile Apps Guide Service Heritage Tourism in Indonesia
Heritage tourism is a tourist trip by visiting places that have historical and heritage value as a tourist attraction. In this study selected three locations in Indonesia are Yogyakarta, Bandung, and Bali. The tourism phone application is an application service tour guide encourages tourists to get information on the journey of heritage tourism. With this application, the user chooses the tourism package according to the area that the user wants to visit. Heritage tour guide application uses the user-centred design (UCD) method. UCD is an iterative design process in which designers focus on the users and their needs in each phase of the design process. This application makes it easier for tourists because it is a tool for carrying out heritage tourism trips. Tourist can access routes, and tourist destinations will be addressed in the Heritage journey. The results of the design of tour guide services with a confidence scale of 95% intervals, which showed this study was successful in designing tour guide services that were in line with user expectations.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 14 No. 16 (2020); pp. 87-100
Copyright (c) 2020 Erni Widarti, Dadang Eman, Suyoto Suyoto
User-Centred Design in Content Management System Development: The Case of EMasters
Including users in design and development of an interactive product is crucial to achieve high level of usability. Content management systems have two categories of users, content creators and content consumers, and designers of these systems have to considers the needs of both user groups. In design of interactive learning systems, special attention has to be given to the process of learning, which means that functional, accessible and usable interface has to serve the purpose of knowledge acquisition. Designing for mobile learning brings additional challenges due to the small screens of mobile devices. The paper describes the process of utilization of user-centred design in development of a simple content management system for learning called EMasters. The aim of the EMasters is to enable teachers to easily create and organize courses which will be delivered to students to facilitate web-based and mobile learning. According to the user-centred design approach, teachers and students are involved in iterative process of design, implementation and evaluation of EMasters. Evaluation study used complementary methods and provided quantitative and qualitative feedback. The usability score reached good level and the guidelines for redesign of the system interface are drown. According to the obtained results, proposed framework is confirmed to be applicable in user-centred design of content management systems in general. In addition, the directions for adjustment of the framework for specific cases are provided.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 08 (2019); pp. 43-59
Copyright (c) 2019 Jelena Nakic, Antonija Burčul, Nikola MaranguniÄ‡
Users Perception of the Mobile Usability of a Global Bicycle Sharing Platform
Global bicycle sharing platform offers commuters an accessible, convenient and eco-friendly alternative mode of transport. The study reports on the users’ perception about the mobile usability of oBike, a global bicycle sharing platform. Fifteen participants were recruited for the study. The study outcome reveals that most of the participants found that the oBike mobile application needs to be enhanced to improve their satisfaction. Some recommendations were proffered that if implemented will guarantee the improvement of the application.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 13 No. 11 (2019); pp. 125-136
Copyright (c) 2019 Azham Hussain, Emmanuel O.C. Mkpojiogu, Noor Nabeel, Ahmed Alathwari
Uses of Internet and Mobile Technology in Health Systems for the Elderly: A Case Study of Hong Kong
To investigate the impact of training the elderly to use the Internet and mobile computer devices in order to become more active in their health care. This study utilized semi-structured interviews and surveys. Five themes emerged from the interviews that described participants' motivations and barriers they experienced when using the mobile devices and Internet. Survey data revealed that levels of computer anxiety decreased and levels of efficacy increasing after training. Conclusion: Training the elderly to use the Internet lowered levels of computer anxiety. In addition, participants used the information retrieved from the Internet to become more active in their own health care.
International Journal of Interactive Mobile Technologies (iJIM); Vol. 4 No. 2 (2010); pp. 40-47
Copyright (c) 2017 Sanches Lam, Winnie Chung