1,720,958 research outputs found
PERBAIKAN DESAIN MODUL GUIDELINE PADA WEBSITE LEGION DESIGN SYSTEM PT TELKOM INDONESIA TBK BERDASARKAN USABILITY EVALUATION MENGGUNAKAN METODE HEURISTIC EVALUATION
Legion design system merupakan sebuah sistem desain yang dikembangkan sebagai solusi untuk mengatasi berbagai tantangan yang dihadapi oleh tim produk digital Telkom Indonesia Tbk. Sistem ini dirancang dan digunakan team designer UI/UX untuk memastikan konsistensi, kualitas disain sistem dari produk digital yang dikembangkan sehingga dapat meningkatkan pengalaman pengguna agar lebih optimal ditengah perkembangan pesat merek dan produk digital. Penelitian ini dilakukan dalam rangka mengevaluasi untuk kemudian memberikan saran perbaikan design UI/UX pada modul guideline legion design system v3 yang telah dikembangkan di Perusahaan. Metode pengumpulan data yang digunakan dalam penelitian ini menggunaka metode observasi, wawancara dan kuesioner. Hasil pengumpulan data tersebut diolah dan dievaluasi menggunakan metode Heuristic Evaluation. Hasil evaluasi dan pengolahan data dari evaluator penelitian ini menghasilkan informasi bahwa terdapat 3 masalah usability pada modul guideline serta 6 rekomendasi perlu dilakukan perbaikan desain. Berdasarkan informasi tersebut penulis membuat 6 rekomendasi low fidelity desain dan high fidelity desain yaitu skeleton screen, dropdown menu, clickable image, light mode dan dark mode serta dasain rekomendasi pencarian. Hasil penelitian ini dapat dijadikan referensi penelitian UI/UX dan dapat dijadikan salah satu acuan bagi Perusahaan untuk meningkatkan efektivitas modul guideline, sehingga pengguna merasa nyaman dan mudah memahami semua panduan dan aturan desain UI/UI produk digital PT Telkom Indonesia Tbk yang terdapat modul guideline Legion design system.
The Legion Design System is a design system developed as a solution to address
various challenges faced by the digital product teams at Telkom Indonesia Tbk. This system is designed and used by the UI/UX design team to ensure consistency and design quality across the digital products being developed, thereby enhancing the user experience amidst the rapid growth of brands and digital products. This research was conducted to evaluate and subsequently provide UI/UX design improvement suggestions for the Legion Design System v3 guideline module developed within the company. The data collection methods used in this study include observation, interviews, and questionnaires. The collected data was then processed and evaluated using the Heuristic Evaluation method. The evaluation and analysis conducted by the research evaluators revealed that there are three usability issues in the guideline module, along with six design improvement recommendations. Based on this information, the author developed six low-fidelity and high-fidelity design recommendations, which include a skeleton screen, dropdown menu, clickable image, light mode and dark mode, and a search design recommendation. The results of this study can serve as a reference for UI/UX research and can be used as one of the references by the company to improve the effectiveness of the guideline module, thereby making it easier and more comfortable for users to understand all the UI/UX design rules and guidelines of PT Telkom Indonesia Tbk’s digital products as provided in the Legion Design System guideline module
PENGARUH INFLUENCER MARKETING TERHADAP PURCHASE INTENTION SEPATU ADIDAS SAMBA DI INDONESIA
Penelitian ini membahas pengaruh Influencer Marketing terhadap Purchase Intention terhadap sepatu Adidas Samba di Indonesia, khususnya di DKI Jakarta. Sejauh mana efektivitas penggunaan influencer sebagai strategi pemasaran digital saat ini dalam mempengaruhi niat beli konsumen menjadi dasar dalam penelitian ini. Penelitian ini menggunakan pendekatan kuantitatif dengan metode analisis regresi linear sederhana yang diolah menggunakan aplikasi SPSS versi 31. Data diperoleh dari 97 responden berdomisili di DKI Jakarta dan merupakan pengguna media sosial yang terpapar oleh promosi sepatu Adidas Samba menggunakan influencer. Hasil analisis menunjukkan bahwa Influencer Marketing berpengaruh positif signifikan terhadap Purchase Intention, dengan nilai signifikansi sebesar 0.000 dan nilai R Square sebesar 0.588. Temuan ini menegaskan pentingnya peran influencer dalam membentuk persepsi positif konsumen dan mendorong keputusan pembelian. Penelitian ini memberikan kontribusi bagi pengembangan strategi pemasaran digital, khususnya dalam optimalisasi pemanfaatan influencer sebagai media komunikasi pemasaran yang efektif dalam industri fashion dan alas kaki.
This study examines the influence of Influencer Marketing on Purchase Intention for Adidas Samba shoes in Indonesia, especially in DKI Jakarta. The research is grounded in understanding the extent to which influencers serve as an effective digital marketing strategy in shaping consumer buying intentions. A quantitative approach was employed using simple linear regression analysis, processed with SPSS version 31. Data were collected from 97 respondents residing in DKI Jakarta, who are active social media users exposed to Adidas Samba promotional content featuring influencers. The analysis revealed that Influencer Marketing has a significant positive effect on Purchase Intention, with a significance value of 0.000 and an R Square value of 0.588. These findings highlight the vital role of influencers in shaping positive consumer perceptions and encouraging purchasing decisions. This research contributes to the development of digital marketing strategies, particularly in optimizing the use of influencers as an effective marketing communication tool in the fashion and footwear industry
PERANCANGAN FEED INSTAGRAM DINAS KEARSIPAN DAN PERPUSTAKAAN KOTA BANJAR UNTUK MENINGKATKAN ENGAGEMENT RATE USER SOSIAL MEDIA DENGAN METODE DESIGN THINKING
Penelitian ini bertujuan untuk merancang konten feed Instagram Dinas Kearsipan dan Perpustakaan Kota Banjar sebagai strategi untuk meningkatkan engagement rate pengguna media sosial. Permasalahan yang diidentifikasi adalah rendahnya keterlibatan audiens akibat kualitas visual yang kurang menarik, kurangnya konsistensi unggahan, dan absennya strategi komunikasi digital yang terarah. Penelitian ini menggunakan metode Design Thinking yang terdiri dari tujuh tahapan: Understand, Observe, Define, Ideate, Prototype, Test, dan Reflect. Data diperoleh melalui wawancara, observasi, dokumentasi, dan uji coba terhadap pengelola akun, pengunjung perpustakaan, serta ahli media sosial. Hasil dari perancangan menunjukkan adanya peningkatan engagement rate dari sebelumnya 0.50% menjadi 5,53% setelah 73 hari implementasi konten. Selain itu, peningkatan juga terlihat pada Insight akun seperti kenaikan followers, jumlah kunjungan profil, dan interaksi terhadap fitur Reels dan Story. Kesimpulan dari penelitian ini adalah bahwa penerapan metode Design Thinking efektif dalam memahami kebutuhan pengguna, merancang konten yang lebih menarik secara visual dan strategis, serta meningkatkan keterlibatan masyarakat terhadap layanan perpustakaan melalui media sosial Instagram.
This study aims to design content for the Banjar City Archives and Library Service's Instagram feed as a strategy to increase social media user engagement. The identified problems were low audience engagement due to unattractive visual quality, a lack of consistent uploads, and the absence of a targeted digital communication strategy. This study used the Design Thinking method, which consists of seven stages: Understand, Observe, Define, Ideate, Prototype, Test, and Reflect. Data were obtained through interviews, observations, documentation, and trials with account managers, library visitors, and social media experts. The design results showed an increase in engagement rates from 0.50% to 5.53% after 73 days of content implementation. Furthermore, improvements were also seen in account insights, such as an increase in followers, the number of profile visits, and interactions with the Reels and Story features. The conclusion of this study is that the application of the Design Thinking method is effective in understanding user needs, designing more visually appealing and strategic content, and increasing public engagement with library services through Instagra
EVALUASI DAN PERBAIKAN ANTARMUKA PEMESANAN TIKET PESAWAT TRAVELOKA UNTUK MENGURANGI PENGGUNAAN DARK PATTERN MENGGUNAKAN METODE USER-CENTERED DESIGN
Traveloka sebagai salah satu aplikasi travel terbesar di Indonesia masih ditemukan menerapkan dark pattern pada fitur inti pemesanan tiket pesawat. Praktik ini mencakup biaya tersembunyi, opsi tambahan yang dipilih otomatis, serta interferensi antarmuka yang berpotensi menurunkan tingkat kepercayaan pengguna dan merugikan konsumen. Dalam konteks meningkatnya ketergantungan masyarakat pada layanan perjalanan digital, penanganan praktik desain manipulatif menjadi penting untuk memastikan interaksi yang etis dan berpusat pada pengguna. Penelitian ini bertujuan untuk mengidentifikasi jenis-jenis dark pattern pada alur pemesanan tiket pesawat, menggali persepsi pengguna terhadap praktik tersebut, serta melakukan perbaikan antarmuka dengan pendekatan User-Centered Design (UCD). Metode penelitian yang digunakan meliputi content analysis untuk mengidentifikasi dark pattern, wawancara semi-terstruktur untuk menangkap perspektif pengguna, serta evaluasi dengan System Darkness Scale (SDS) guna mengukur tingkat manipulasi sebelum dan sesudah perbaikan desain. Temuan menunjukkan adanya enam jenis dark pattern dengan skor SDS awal sebesar 88 yang mengindikasikan tingkat manipulasi tinggi pada desain awal. Setelah dilakukan perbaikan berbasis UCD, skor SDS menurun drastis menjadi 10, yang mencerminkan berkurangnya elemen manipulatif secara signifikan. Antarmuka hasil perbaikan dinilai lebih transparan, sederhana, serta memberikan kontrol yang lebih besar kepada pengguna. Penelitian ini memberikan kontribusi baik secara akademis maupun praktis dengan menekankan pentingnya desain etis dalam layanan perjalanan digital serta menawarkan strategi desain yang mengutamakan keadilan, kepercayaan, dan pemberdayaan pengguna.
Traveloka, as one of the largest travel applications in Indonesia, was found to still employ dark patterns within its core flight ticket booking feature. These practices include hidden fees, pre-selected additional options, and interface interference, which may reduce user trust and potentially disadvantage consumers. In the context of increasing public reliance on digital travel services, addressing manipulative design practices is essential to ensure ethical and user-centered interactions. This research aims to identify the types of dark patterns present in the flight booking flow, explore user perceptions of these practices, and redesign the interface using a User-Centered Design (UCD) approach. The research methods include content analysis to identify dark patterns, semi-structured interviews to capture user perspectives, and evaluation using the System Darkness Scale (SDS) to measure the degree of manipulation before and after the redesign. The findings reveal six types of dark patterns, with an initial SDS score of 88, indicating a high level of manipulation in the original design. After applying UCD-based improvements, the SDS score significantly decreased to 10, demonstrating a substantial reduction in manipulative elements. The redesigned interface is perceived as more transparent, simpler, and capable of providing users with greater control. This research offers academic and practical contributions by emphasizing the importance of ethical design in digital travel services and proposing design strategies that prioritize fairness, trust, and user empowerment
PERANCANGAN UI/UX WEBSITE MANAJEMEN STOK PADA KONVEKSI RUMAH ATASAN BANDUNG MENGGUNAKAN METODE DESIGN THINKING
Industri konveksi Rumah Atasan Bandung menghadapi tantangan dalam pengelolaan stok akibat keterbatasan literasi digital pekerja. Sistem pencatatan berbasis Microsoft Excel yang sebelumnya digunakan dinilai tidak efektif karena kompleksitas rumus dan antarmuka yang sulit dipahami, sehingga sering menimbulkan ketidaksesuaian antara data stok penjualan online maupun offline dengan persediaan di gudang. Kondisi tersebut berdampak pada penurunan pendapatan serta berkurangnya kepercayaan pelanggan. Penelitian ini bertujuan untuk merancang User Interface (UI) dan User Experience (UX) website manajemen stok yang sesuai dengan keterampilan pekerja serta mengevaluasi tingkat kegunaannya. Metode penelitian menggunakan Design Thinking yang terdiri dari tahapan Empathize dan Define untuk mengidentifikasi kebutuhan dan masalah pengguna, Ideate dan Prototype untuk menghasilkan rancangan solusi berbasis desain interaktif, serta Test dengan menggunakan metode System Usability Scale (SUS) untuk mengukur tingkat kegunaan UI/UX yang dikembangkan. Evaluasi dilakukan terhadap 5 responden yang mewakili peran pengguna utama dalam konveksi. Hasil pengujian menunjukkan nilai rata-rata SUS sebesar 83 yang termasuk dalam kategori excellent dan acceptable, sehingga rancangan UI/UX website manajemen stok ini dapat digunakan dengan mudah, membantu pekerja dalam pencatatan stok, serta memberikan pengalaman pengguna yang positif. Penelitian ini berhasil memberikan solusi rancangan UI/UX yang lebih sederhana, adaptif, dan sesuai dengan kebutuhan industri konveksi skala menengah.
The Rumah Atasan Bandung convection industry faces challenges in stock management due to workers limited digital literacy. The stock recording system previously based on Microsoft Excel was considered ineffective because of its complex formulas and difficult-to-understand interface, which often caused discrepancies between online and offline sales data and warehouse inventory. This condition has led to decreased revenue and reduced customer trust. This study aims to design a Stock Management Website User Interface (UI) and User Experience (UX) that aligns with workers’ skills and to evaluate its usability level. The research method applies the Design Thinking approach, consisting of the Empathize and Define stages to identify user needs and problems, Ideate and Prototype to develop solution designs through interactive interfaces, and Test using the System Usability Scale (SUS) to measure the usability of the developed UI/UX. The evaluation was conducted on five respondents representing the main user roles in the convection business. The testing results show an average SUS score of 83, which falls into the excellent and acceptable categories, indicating that the stock management website UI/UX design can be easily used, supports workers in stock recording, and provides a positive user experience. Thus, this research successfully delivers a simpler, adaptive UI/UX design solution that meets the needs of medium-scale convection industries
EVALUASI DAN REKOMENDASI PERBAIKAN USABILITY PADA TRANSFORMASI APLIKASI MYTELKOMSEL MENGGUNAKAN METODE COGNITIVE WALKTHROUGH
Sebagai salah satu penyedia layanan telekomunikasi digital terbesar di Indonesia, transformasi Telkomsel menjadi super app berpotensi menurunkan usability aplikasi karena meningkatknya kompleksitas antarmuka dan alur navigasi. Penelitian ini bertujuan untuk mengevaluasi usability aplikasi, mengetahui tingkat keparahan dan frekuensi masalah, serta mengusulkan rekomendasi perbaikan. Metode yang digunakan adalah Cognitive Walkthrough dengan menerapkan pendekatan dari Enhanced Cognitive Walkthrough (ECW) dan User-Centered Cognitive Walkthrough (UCCW). Fokus evaluasi mencakup lima fitur, yaitu Login, Cek Masa Aktif, Beli Paket, Jaga Pulsa, dan Produk Kecantikan. Hasil evaluasi mengidentifikasi bahwa Jaga Pulsa mengalami jumlah masalah terbanyak dengan tingkat keparahan paling serius, di mana mayoritas masalah berasal dari kurangnya petunjuk atau indikasi yang jelas (hidden functions). High-fidelity prototype sebagai rekomendasi perbaikan yang diusulkan dirancang berdasarkan Gutenberg Principle, Fitts Law, dan masukan dari responden. Temuan menunjukkan bahwa rendahnya discoverability tidak hanya menghambat pengguna dalam mengetahui fitur dan manfaatnya, tetapi juga mengurangi learnability dan pada akhirnya menurunkan usability.
As one of Indonesia's largest digital telecommunications providers, Telkomsel's transformation into a super app has the potential to decrease the application's usability due to increased interface complexity and navigation flow. This study aims to evaluate the application's usability, to determine the severity level and frequency of issues, and to propose improvement recommendations. The method used for evaluation is Cognitive Walkthrough with the implementation of approaches from Enhanced Cognitive Walkthrough (ECW) and User-Centered Cognitive Walkthrough (UCCW). The evaluation focuses on five features, namely Login, Check Active Period & Quota, Purchase Package, Jaga Pulsa, and Beauty Products. The evaluation results identified that Jaga Pulsa experienced the highest number of issues and the most serious severity level, wherein the majority of issues stem from a lack of clear cues or indications (hidden functions). The recommended improvement in the form of a high-fidelity prototype was designed based on Gutenberg Principle, Fitts’ Law, and feedback from respondents. The findings indicate that low discoverability not only prevents users from knowing the existence and benefits of a feature, but also reduces learnability and ultimately lowers usability
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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