Analisis User Experience (UX) Aplikasi Virtual Reality Gamelan Bonang Barung Menggunakan User Experience Questionnaire (UEQ)

Authors

  • Juan Sebastian Veron Program Studi Informatika, Universitas Atma Jaya Yogyakarta
  • Clara Hetty Primasari Program Studi Sistem Informasi, Universitas Atma Jaya Yogyakarta, Indonesia
  • Yohanes Priadi Wibisono Program Studi Sistem Informasi, Universitas Atma Jaya Yogyakarta, Indonesia
  • Thomas Adi Purnomo Sidhi Program Studi Informatika, Universitas Atma Jaya Yogyakarta, Indonesia
  • Djoko Budiyanto Setyohadi Program Studi Informatika, Universitas Atma Jaya Yogyakarta, Indonesia

DOI:

https://doi.org/10.24002/konstelasi.v3i1.6626

Keywords:

virtual reality, user experience, usability, User Experience Questionnaire (UEQ)

Abstract

Abstrak.   Aplikasi Virtual Reality Gamelan Bonang Barung adalah aplikasi Virtual Reality yang membantu pengguna belajar salah satu jenis gamelan yaitu Bonang Barung. Aplikasi Virtual Reality memiliki aspek penting yaitu User Experience dan harus dilakukan pengukuran. Pengukuran User Experience harus dilakukan karena mempengaruhi kesuksesan aplikasi. Usability adalah aspek penting dalam User Experience yang merupakan aspek yang menentukan sejauh mana aplikasi dapat menyelesaikan tugas dengan efektif dan memuaskan pengguna. Oleh karena itu, diperlukan pengujian atau Usability Testing. Pengujian ini untuk bahan penulis untuk mengevaluasi aplikasi dan mengukur tingkat kepuasan pengguna. Usability Testing yang digunakan pada penelitian ini adalah User Experience Questionnaire (UEQ). Metode ini berupa kuesioner yang memiliki 26 pertanyaan dengan penilaian dari nilai 1-7. Dengan metode ini, dapat diketahui bahwa Aplikasi Virtual Reality Gamelan Bonang Barung ini bersifat cukup baik. Lima aspek memiliki nilai di atas rata-rata dan 1 aspek di bawah rata-rata. Hal ini karena aplikasi masih memiliki banyak kekurangan.

 

Abstract. Bonang Barung Gamelan Virtual Reality Application is a Virtual Reality application that helps users learn one type of gamelan, namely Bonang Barung. Virtual Reality applications have an important aspect, namely User Experience, and must be measured. User Experience measurement must be done because it affects the success of the application. Usability is an important aspect in User Experience which is an aspect that determines the extent to which an application can complete tasks effectively and satisfy users. Therefore, testing or Usability Testing is needed. This test is for the author's material to evaluate the application and measure the level of user satisfaction. The usability testing used in this study is the User Experience Questionnaire (UEQ). This method is in the form of a questionnaire which has 26 questions with an assessment of a value of 1-7. With this method, it can be seen that the Gamelan Bonang Barung Virtual Reality Application is quite good. 5 aspects have values ​​above the average and 1 aspect below the average. This is because the application still has many shortcomings.

References

L. Nilawati, “Asal, Contoh Alat Musik Gamelan & Cara Memainkannya,” Gramedia.com, 2021. https://www.gramedia.com/literasi/alat-musik-gamelan/

P. Prasetyo, “Seni Gamelan Jawa sebagai Representasi dari Tradisi Kehidupan Manusia Jawa: Suatu Telaah dari Pemikiran Collingwood,” Fakultas Ilmu Pengetahuan Budaya Universitas Indonesia, pp. 1–139, 2012, [Online]. Available: http://lib.ui.ac.id/file?file=digital/20291476-S1336-Panji Prasetyo.pdf

N. Aninsi, “Mengenal Sejarah Gamelan, Ansambel Musik Tradisonal Jawa Tengah,” Katadata.Co.Id, 2021. https://katadata.co.id/safrezi/berita/619785318a959/mengenal-sejarah-gamelan-ansambel-musik-tradisional-jawa-tengah

K. H. Hidayati and N. N. Nafiiyah, “Aplikasi Alat Musik Tradisional Gamelan Jawa Berbasis Android,” Jurnal Teknika, vol. 9, no. 1, p. 10, 2017, doi: 10.30736/teknika.v9i1.3.

I. M. A. Dewantara, Ari Indrawan, Pradnyana, Gede Aditra, & Wirawan, “View of Pengembangan Game Gamelan Selonding Bali Berbasis Virtual Reality,” JST (Jurnal Sains dan Teknologi), 2019.

O. Bamodu and X. Ye, “Virtual Reality and Virtual Reality System Components,” Procceedings of the 2nd International Conference On Systems Engineering and Modeling (ICSEM-13), pp. 921–924, 2013, doi: 10.2991/icsem.2013.192.

S. Mandal, “Brief Introduction of Virtual Reality & its Challenges,” Int J Sci Eng Res, vol. 4, no. 4, pp. 304–309, 2013.

B. Academy, “Mengenal Lebih Dalam Teknologi Virtual Reality,” 2021. https://biztechacademy.id/mengenal-lebih-dalam-teknologi-virtual-reality/

Virsabi, “Three I’s Virtual Reality Experience Design,” 2016. https://virsabi.com/virtual-reality-experience-design/

R. Cavalcante Raffaele, B. José Andrade de Carvalho, and F. G. M Silva, “Evaluation of immersive user interfaces in virtual reality first person games,” Portuguese Meeting on Computer Graphics and Interaction (EPCGI), vol. 24, no. October, pp. 123–126, 2017, [Online]. Available: https://www.researchgate.net/publication/320387138_Evaluation_of_immersive_user_interfaces_in_virtual_reality_first_person_games

F. Rebelo, P. Noriega, E. Duarte, and M. Soares, “Using virtual reality to assess user experience,” Hum Factors, vol. 54, no. 6, pp. 964–982, 2012, doi: 10.1177/0018720812465006.

L. Hasan, “Examining User Experience of Moodle e-Learning System,” International Journal of Advanced Computer Science and Applications, vol. 12, no. 11, pp. 358–366, 2021, doi: 10.14569/IJACSA.2021.0121141.

J. S. Mtebe, “Examining user experience of eLearning systems implemented in two universities in Tanzania,” Interactive Technology and Smart Education, vol. 17, no. 1, pp. 39–55, 2020, doi: 10.1108/ITSE-05-2019-0025.

R. Munthe, I. Santosa, and R. Ferdiana, “Evaluasi Proses Uat (User Acceptance Testing) Dalam Pengembangan Produk Dengan Pendekatan Pengujian Pragmatis,” Universitas Gadjah Mada, 2016. http://etd.repository.ugm.ac.id/penelitian/detail/109070

T. J. Maulani and A. R. P. Suprapto, “Evaluasi User Experience Menggunakan Metode Usability Testing dan User Experience Questionnaire (UEQ)(Studi Kasus: Website Superprof. co. id dan Zonaprivat. com),” Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer e-ISSN, vol. 2548, no. 6, p. 964X, 2021.

S. Elisurya, H. M. Az-Zahra, and N. H. Wardani, “Evaluasi Pengalaman Pengguna Menggunakan Usability Testing dan User Experience Questionnaire (UEQ) (Studi pada E-Commerce Fashion),” Jurnal Sistem Informasi, Teknologi Informasi, dan Edukasi Sistem Informasi, 2019. https://j-ptiik.ub.ac.id/index.php/j-ptiik/article/view/5193

M. T. Schultheis, M. T. Schultheis, J. Rebimbas, R. Mourant, and S. R. Millis, “Examining the usability of a virtual reality driving simulator,” Assistive Technology, vol. 19, no. 1, pp. 1–10, 2007, doi: 10.1080/10400435.2007.10131860.

M. Ramadhani, Sidharta, and N. P. Budhianto, “User Experience Evaluation of Surabaya’s Freeletics Community Information System Using User Experience Questionnaire (UEQ),” 2022 1st International Conference on Information System and Information Technology, ICISIT 2022, pp. 244–248, 2022, doi: 10.1109/ICISIT54091.2022.9872977.

N. Salkind, “Convenience Sampling,” Encyclopedia of Research Design, 2012. https://www.silabus.web.id/convenience-sampling/

M. Schrepp, A. Hinderks, and J. Thomaschewski, “Applying the user experience questionnaire (UEQ) in different evaluation scenarios,” Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2014. https://link.springer.com/chapter/10.1007/978-3-319-07668-3_37

S. R. Henim and R. P. Sari, “User Experience Evaluation of Student Academic Information System of Higher Education Using User Experience Questionnaire,” Jurnal Komputer Terapan, vol. 6, no. Vol. 6 No. 1 (2020), pp. 69–78, 2020, doi: 10.35143/jkt.v6i1.3582.

M. Schrepp, “User Experience Questionnaire Handbook Version 8,” URL: https://www. researchgate. net/publication/303880829_User_Experience_Questionnaire_Handbook_Version_2.(Accessed: 02.02. 2017), pp. 1–15, 2019, [Online]. Available: www.ueq-online.org

M. Schrepp, A. Hinderks, and J. Thomaschewski, “Construction of a Benchmark for the User Experience Questionnaire (UEQ),” International Journal of Interactive Multimedia and Artificial Intelligence, vol. 4, no. 4, p. 40, 2017, doi: 10.9781/ijimai.2017.445.

Downloads

Published

08-06-2023

Issue

Section

Articles