Academic literature on the topic 'UX Honeycomb'

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Journal articles on the topic "UX Honeycomb"

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Oktaviola, Yasinta, and Christ Rudianto. "Analysis of User Satisfaction with the Netflix Application as an Entertaiment Medium Using the UX Method." SISTEMASI 13, no. 5 (2024): 2072. http://dx.doi.org/10.32520/stmsi.v13i5.4452.

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This research was conducted to analyze user satisfaction with the Netflix application using the UX Honeycomb method. The UX Honeycomb method is used to evaluate various aspects of user experience, such as usability, aesthetic value, sustainability, accessibility, satisfaction, and diversity. This study involved data collection through online surveys and interviews with active Netflix users. Data analysis was conducted using statistical techniques and qualitative interpretation. The UX Honeycomb method was employed to understand the essential aspects of user experience within the application. T
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Zaliluddin, Dadan, Ade Bastian, Mira Siti Samira Yuliani, Esa Firmansyah, Sarmidi, and Yusuf Sumaryana. "Engaging Teens in History through a Mobile Game Utilizing the Fisher-Yates Shuffle Algorithm and Honeycomb UX Design." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 22 (2024): 35–49. http://dx.doi.org/10.3991/ijim.v18i22.50705.

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This study uses the Fisher-Yates shuffle (FYS) algorithm and the Honeycomb UX method to create a smartphone game to engage teens in history learning. Gaming technology has improved rapidly, creating more compelling educational techniques. Educational games are designed to boost students’ computation and cognition. Few studies have merged FYS and Honeycomb in mobile history instructional games. This study uses an innovative technique to instruct young people about history. Smartphones are developed and evaluated using the FYS for randomization and the Honeycomb UX for user experience. Few studi
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Sejati, Wiyar Wilujengning, Efifania Sibagariang, and Hermawan Setiawan. "EVALUASI DAN PERANCANGAN USER EXPERIENCE PADA APLIKASI COVE MENGGUNAKAN UX HONEYCOMB." Computer Based Information System Journal 12, no. 2 (2024): 29–39. http://dx.doi.org/10.33884/cbis.v12i2.9200.

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Penelitian ini mengevaluasi aplikasi penyewaan hunian Cove menggunakan model UX Honeycomb untuk meningkatkan pengalaman pengguna. Cove menyediakan aplikasi layanan penyewaan hunian berupa indekos. Meskipun aplikasi Cove tersedia di berbagai platform, rating pengguna menunjukkan beberapa kekurangan. Melalui studi literatur dan penilaian UX dengan 15 responden, penelitian ini mengidentifikasi masalah dalam tujuh aspek penting UX: useful, usable, findable, credible, accessible, desirable, dan valuable. Setelah perbaikan desain yang meliputi fitur pemesanan langsung, sistem akun pengguna, rekomend
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Naryapramono, Afrilza Daffa, Diva Satria, Fawwaz Haryolukito Pambudi, Muhammad Azzam Fadhlullah, Tyto Rinandi, and Florentina Yuni Arini. "Analisis user experience Honeycomb pada Platform Lazada." Jurnal Ilmiah Teknologi Informasi Asia 19, no. 2 (2025): 1–13. https://doi.org/10.32815/jitika.v19i2.1069.

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Artikel ini bertujuan untuk menganalisis User Experience (UX) menggunakan model UX Honeycomb pada platform e-commerce Lazada. UX menjadi aspek vital dalam meningkatkan pengalaman berbelanja mulai dari pencarian produk hingga pengalaman dalam membeli produk. Dengan adanya persaingan yang ketat di industri e-commerce, meningkatkan kualitas UX telah menjadi faktor utama dalam pembeda yang secara langsung dapat mempengaruhi pemeliharaan dan pemenuhan kepuasan pengguna, terutama pada platform e-commerce Lazada. Aspek UX Honeycomb yang terdiri dari useable (berguna), useful (mudah digunakan), desira
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Kusuma, Adhim Jati, Pantjawati Sudarmaningtyas, and Antok Supriyanto. "Factors Affecting the PeduliLindungi User Experience Based on UX Honeycomb." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 6, no. 3 (2022): 491–98. http://dx.doi.org/10.29207/resti.v6i3.4131.

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With background of Covid-19 pandemic, Indonesian state trying to make various efforts, so people comply health protocols. One of them is through PeduliLindungi application. PeduliLindungi has 3 main functions, namely tracing, tracking, warning and fencing. However, PeduliLindungi is deemed unable to meet user needs in terms of appearance and experience provided. This study aims to find factors that affect user experience in PeduliLindungi app based on UX Honeycomb. UX Honeycomb is a tool that can explain various aspects of user experience design in 7 indicators and grouped into 3 variables. Th
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Akhrian Syahidi, Aulia, and Herman Tolle. "Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method." Journal of Games, Game Art, and Gamification 6, no. 1 (2021): 7–13. http://dx.doi.org/10.21512/jggag.v6i1.7430.

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The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of th
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Frobenius, Arvin Claudy, Totok Indriyatmoko, and Astri Pradani Putri. "Analisis Customer Journey Dalam Peningkatan Customer Experience Pada Alur Proses Pemesanan Aplikasi Dapurgo.com." Jurnal Sistem dan Teknologi Informasi (JustIN) 11, no. 3 (2023): 425. http://dx.doi.org/10.26418/justin.v11i3.60649.

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E-commerce di Indonesia mengalami perkembangan sangat berkembang pesat. Indonesia memiliki persentase pertumbuhan jumlah E-commerce sebesar 78%. Kenaikan pengguna e-commerce mengalami peningkatan, tahun 2019 pengguna Indonesia 168,3 Juta pengguna dengan kenaikan 120% pada tahun 2020 total pengguna 201,96 juta. Kesempatan dan peluang besar ini sangat dimanfaatkan oleh perusahaan catering di Yogyakarta, membangun sebuah aplikasi e-commerce cloud catering, platform ini sudah memiliki 700 pengguna, dengan total transaksi pemesanan 3900. Banyaknya kompetitor sejenis, sehingga diperlukan usaha untuk
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Isnainiyah, Ika Nurlaili, Ati Zaidiah, Yulnelly Yulnelly, and Yuni Widiastiwi. "Desirable and Usefulness Aspects Analysis of Web-based Data Portal using UX Honeycomb." IJICS (International Journal of Informatics and Computer Science) 5, no. 2 (2021): 160. http://dx.doi.org/10.30865/ijics.v5i2.3199.

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The implementation of e-government in Indonesia, one of which is supported by Indonesia's involvement in the Open Government Partnership (OGP) in supporting the disclosure of public information. Satu Data Pandeglang web portal system is a manifestation of the implementation of e-government at the presence stage, where technology plays a role in providing basic information that is easily accessible to the public. This study aims to implement the user-centered design process by conducting an initial evaluation of the Satu Data Pandeglang web portal system based on two priority aspects of UX Hone
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Meuthia, Reno Fithri, Ferdawati Ferdawati, and Gustati Gustati. "Analisis User Experience Pada Aplikasi E-Kelurahan Menggunakan Model UX Honeycomb." Jurnal Akuntansi Keuangan dan Bisnis, Vol. 14 No. 2 (2021) (November 30, 2021): 342–51. http://dx.doi.org/10.35143/jakb.v14i2.5167.

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Penelitian ini dilakukan untuk menganalisis respon masyarakat pengguna aplikasi e-kelurahan di kota Padang menggunakan model UX Honeycomb yang dikembangkan oleh Morville (2010). Teknik penarikan sampel menggunakan non probability sampling dengan metode convenience sampling dan berhasil mendapatkan 111 orang responden. Responden diminta untuk mengerjakan task terkait dengan aplikasi e-kelurahan, kemudian baru diminta mengisi kuesioner yang terdiri dari 18 item pertanyaan. Setiap variabel UX Honeycomb dihitung nilai rata-ratanya dan kemudian dilakukan analisis atas variabel tersebut. Hasil penel
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Mohammed, Siti Asma, Nuramalia Batrisyia Md Noor, and Muna Azuddin. "UX Evaluation of Dyslexia App Based on Honeycomb Model." Journal of Advanced Research in Computing and Applications 38, no. 1 (2025): 51–62. https://doi.org/10.37934/arca.38.1.5162.

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Dyslexia is a learning disorder that affects literacy skills, creating challenges for children in traditional educational settings. This study evaluates the overall user experience (UX) of Mari Membaca app, which is designed to help dyslexic children improve their reading abilities. Using the UX Honeycomb model as a framework, the app was evaluated through usability testing tasks and teacher interviews. The findings show that the app supports letter recognition and reading comprehension while keeping children engaged with interactive features. However, there is room for improvement, such as us
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Book chapters on the topic "UX Honeycomb"

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Montoya, Laura, Octavio Rivera-Romero, and Enrique Dorronzoro-Zubiete. "Cognitive Accessibility in User Experience Assessment of Mobile Health: A Review." In Studies in Health Technology and Informatics. IOS Press, 2025. https://doi.org/10.3233/shti250516.

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With an increasingly aging population, cognitive impairment (CI) prevalence is a major concern in healthcare. The international standard for health technologies specifies requirements to design cognitively accessible products aimed to support people with CI regardless of age. While User Experience (UX) design frameworks like the Honeycomb define accessibility as a dimension to be considered, little is known about how cognitive accessibility (CA) is being regarded in the UX assessment of mobile health (mHealth). We conducted a secondary analysis from a broader review on UX assessment of interac
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Restuputri, Dian Palupi, Ilyas Masudin, Dhimas Pamungkas Wicaksono, and Mahar Faiqurahman. "Evaluation of E-Supply Chain User Experience in the Delivery Service Distribution Area With the Honeycombs UX Approach." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8524-5.ch009.

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This chapter analyzes and measures customer satisfaction in using e-supply chain products using the honeycomb user experience approach. The e-supply chain product tested is a website that provides distribution services for government-owned (public logistic) and private (private logistic) in Indonesia. The purpose of this research is to analyze the value of e-supply chain products and evaluate whether this value has been received by service users through the concept of user experience honeycombs. There are seven aspects assessed, namely useful, usable, desirable, findable, credible, accessible,
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Conference papers on the topic "UX Honeycomb"

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Candra, Nadia Putri, Deka Widyastuti, Sunardi, and Siti Maryam. "UX Analysis on Social Health Insurance Administration Body (Mobile JKN) Using Honeycomb and Eye-Tracking Method." In 2024 9th International Conference on Business and Industrial Research (ICBIR). IEEE, 2024. https://doi.org/10.1109/icbir61386.2024.10875691.

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