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Journal articles on the topic 'UX Honeycomb'

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1

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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Subandi, Subandi, Aulia Akhrian Syahidi, Ahmad Zairullah Redhani, and Akhmad Sayuti. "Evaluasi Pengalaman Pengguna menggunakan Metode UX Honeycomb pada Aplikasi Pengenalan Wadai Banjar berbasis Augmented Reality." SMATIKA JURNAL 12, no. 02 (2022): 278–86. http://dx.doi.org/10.32664/smatika.v12i02.742.

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Salah satu daya tarik wisata di Provinsi Kalimantan Selatan adalah adanya aneka kue khas atau sering disebut sebagai Wadai Banjar. Wadai Banjar memiliki berbagai macam jenis dan biasanya para pengunjung akan berkuliner, maka melalui aplikasi yang diberinama AR-WadaiBanjar berbasis teknologi Augmented Reality (AR) yang telah dibangun direkomendasikan untuk mengenalkan macam-macam jenis Wadai Banjar tersebut seperti nama, harga, rekomendasi toko penjual, beserta resep dari pembuatan Wadai Banjar tersebut. Tujuan dari penelitian ini adalah untuk mengevaluasi pengalaman pengguna aplikasi AR-WadaiB
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Cahyati, Ade Puput, and Egia Rosi Subhiyakto. "Analisis Value Proposition dan Persepsi Pengguna Terhadap Sistem Informasi Laboratorium (LIS) di Rumah Sakit." Edumatic: Jurnal Pendidikan Informatika 8, no. 2 (2024): 724–33. https://doi.org/10.29408/edumatic.v8i2.27997.

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Patient data management information in the health sector is not only a technological consideration but also includes an evaluation to facilitate medical personnel to store patient data. Thus, the hospital, which is a forum for medical personnel, needs to consider the development of a new recording system. This study aims to analyze the value proportion and user perceptions of Laboratory Information System (LIS) for application development so that developers can offer features and designs that users need. Data collection techniques in this study used a questionnaire with a sample of 52 people.
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Solikha, Nur Imroatus, Asif Faroqi, and Anita Wulansari. "Evaluasi Pengalaman Pengguna Aplikasi Access by KAI Menggunakan Metode UX Honeycomb." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 13, no. 2 (2024): 1272. https://doi.org/10.35889/jutisi.v13i2.2114.

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Mansson, Linda, Maria Wiklund, Fredrik Öhberg, Karin Danielsson, and Marlene Sandlund. "Co-Creation with Older Adults to Improve User-Experience of a Smartphone Self-Test Application to Assess Balance Function." International Journal of Environmental Research and Public Health 17, no. 11 (2020): 3768. http://dx.doi.org/10.3390/ijerph17113768.

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This co-creation study aimed to develop a smartphone self-test application for balance and leg strength in collaboration between older adults and the research team. The paper describes older participants’ preferences for, and their contribution to, the application design. Technology to assess movements is available in smartphones with built-in sensors, and one of the challenges is to develop a valuable self-test for older adults. The participants contributed to the design of the application’s instructions and user interface. Multiple data collection methods were used: user-test with Think alou
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Aprilia, Nandita Ajeng, Asif Faroqi, and Siti Mukaromah. "EVALUASI PENGALAMAN PENGGUNA APLIKASI MOBILE PERPUSTAKAAN DIGITAL IPUSNAS MENGGUNAKAN METODE UX HONEYCOMB." JSiI (Jurnal Sistem Informasi) 11, no. 2 (2024): 97–103. http://dx.doi.org/10.30656/jsii.v11i2.9196.

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Aplikasi iPusnas adalah platform perpustakaan digital yang dikembangkan oleh Perpustakaan Nasional Republik Indonesia untuk memberikan akses mudah dan gratis kepada masyarakat Indonesia. Berdasarkan data dari Google Play Store pada Januari 2024, iPusnas sudah dilakukan pengunduhan lebih dari 1 juta orang yang menggunakan serta memiliki rating kepuasan rata-rata 3,4 dari 5 poin. Ulasan di Google Play Store menunjukkan beberapa masalah yakni dalam pengalaman pengguna yakni pengguna iPusnas merasa fitur aplikasi tidak efisien dan memerlukan waktu lama. Pengguna juga menghadapi kesulitan saat meng
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Budiarti, Audila Trima, Farid Wahyudi, and Novia Ratnasari. "Analisis Pengaruh User Experience Terhadap Kepuasan Pengguna Pada Aplikasi Gojek Menggunakan UX Honeycomb." Jurnal Sistem Informasi dan Informatika (JUSIFOR) 1, no. 2 (2022): 104–11. http://dx.doi.org/10.33379/jusifor.v1i2.1634.

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PT. Gojek Indonesia merupakan salah satu perusahaan di Indonesia yang bergerak di bidang jasa layanan transportasi. Pengalaman pengguna yang menyenangkan merupakan fokus utama Gojek yang di dasari oleh inovasi terknologi. Namun, pada realitanya masih terdapat kendala pada layanan yang tersedia di aplikasi Gojek Tujuan penelitian ini adalah untuk mengetahui pengaruh user experience terhadap kepuasan pengguna pada aplikasi Gojek menggunakan UX Honeycomb di wilayah Kabupaten Malang. Metode penelitian ini menggunakan pendekatan kuantitatif. Objek pada peneletian ini adalah aplikasi Gojek, dan subj
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Angga Bagus Prasetyo, M Ilyas Dwi Anggara, Rinda Shafira, and Murniyati. "Analisis Pengaruh User Experience Terhadap Kepuasan Pengguna Pada Aplikasi myBCA Menggunakan UX Honeycomb." Jurnal Riset Multidisiplin Edukasi 2, no. 1 (2025): 518–27. https://doi.org/10.71282/jurmie.v2i1.84.

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Penelitian ini bertujuan untuk menganalisis pengaruh user experience terhadap kepuasan pengguna aplikasi myBCA, yang merupakan salah satu aplikasi mobile banking terkemuka di Indonesia. Dalam era digital yang semakin berkembang, pemahaman yang mendalam tentang pengalaman pengguna menjadi krusial untuk meningkatkan kepuasan dan loyalitas pengguna. Dengan menggunakan metode kuantitatif, data dikumpulkan dari 30 responden melalui kuesioner yang dirancang untuk mengevaluasi berbagai aspek user experience, termasuk kemudahan penggunaan, keandalan, dan kepuasan keseluruhan. Hasil analisis regresi li
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Hariyanto, Wahyu. "Exploring the User Experience of E-Thesis System: An Evaluation Using UX Honeycomb Method." MATICS: Jurnal Ilmu Komputer dan Teknologi Informasi (Journal of Computer Science and Information Technology) 14, no. 2 (2022): 74–77. http://dx.doi.org/10.18860/mat.v14i2.20991.

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This research article discusses the evaluation of the e-thesis information system in the Library and Information Science program at UIN Maulana Malik Ibrahim Malang. The background of this research is that the system is relatively new and is supported by several preliminary surveys conducted among users, most of whom are unfamiliar with the use of this e-thesis application system. The research population was taken from all students of the Library and Information Science Department in the 2018 and 2019 academic years, with a research sample of 50 students. The honeycomb method was used as the a
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Harjono, Benedict Hardyanto, and Nina Setiyawati. "EVALUASI VALUE PROPOSITION DAN PERCEIVED VALUE APLIKASI E-WALLET MENGGUNAKAN UX HONEYCOMB, UX QUESTIONNAIRE, DAN SYSTEM USABILITY SCALE (STUDI KASUS: OVO, DANA, DAN SHOPEEPAY)." JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) 7, no. 3 (2022): 969–80. http://dx.doi.org/10.29100/jipi.v7i3.3159.

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Taylor, James, Jane Henriksen-Bulmer, and Cagatay Yucel. "Privacy Essentials." Electronics 13, no. 12 (2024): 2263. http://dx.doi.org/10.3390/electronics13122263.

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Following a series of legislative changes around privacy over the past 25 years, this study highlights data protection regulations and the complexities of applying these frameworks. To address this, we created a privacy framework to guide organisations in what steps they need to undertake to achieve compliance with the UK GDPR, highlighting the existing privacy frameworks for best practice and the requirements from the Information Commissioners Office. We applied our framework to a UK charity sector; to account for the specific nuances that working in a charity brings, we worked closely with l
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Risyad, Sungkar, and Dellyana Dina. "Transforming Enterprise Application Rationalizations: A Design Thinking Approach to Customer-Centric Innovation." International Journal of Current Science Research and Review 08, no. 05 (2025): 2296–305. https://doi.org/10.5281/zenodo.15448198.

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Abstract : This article explores the capacity of design thinking (DT) to transform corporate application rationalization in multinational companies. This article is broadly targeted at IT stakeholders, from expert levels to chief technology officers (CTOs) in large multinational companies with a mandate to make complex application portfolios easier. This case study was conducted at one of the world’s largest tobacco companies, with around 2,600 applications running across the world to cater to its 180 markets. In the context of thousands of applications in the IT landscape, simplifying t
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Soria-Morales, César. "TRAJES DEL PERÚ, REPOSITORIO DIGITAL PARA VALORAR EL PATRIMONIO CULTURAL INMATERIAL." DISEÑO ARTE Y ARQUITECTURA, no. 10 (June 10, 2021): 23–45. http://dx.doi.org/10.33324/daya.v1i10.377.

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La presente investigación muestra la ausencia de un repositorio ordenado de la indumentaria utilizada en el ámbito de las artes del espectáculo, rituales y actos festivos en el contexto peruano. Como consecuencia, la brecha entre el objeto y el espectador se amplía a pesar de diferentes eventos realizados de manera presencial. El traje típico, como parte del patrimonio cultural inmaterial de las danzas, ritos y festividades de una ciudad, evoluciona y se transforma con el transcurso del tiempo por diferentes factores. Un repositorio digital que capture la esencia del traje y su evolución es ne
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Orellano-Colón, Elsa M., Adriana I. Ramos-Marichal, Valeria R. González-Crespo, et al. "Breaking Barriers: The Design and Development of an Assistive Technology Web App for Older Latinos with Disabilities in Daily Activities." Technologies 12, no. 11 (2024): 232. http://dx.doi.org/10.3390/technologies12110232.

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Latinos are among the populations who are the least likely to use assistive technology (AT) despite being a population with a high prevalence of functional disabilities (FDs). We aimed to create and test the usability of an AT web app for independent-living older adults with FDs. In Phase I, we created the web app’s content guided by the Optimized Honeycomb Model and considered the AT needs and FDs of older Puerto Ricans found in our previous studies. In Phase II, we design the web application by adopting a Lean UX process and design heuristics for older adults. In Phase III, we conducted usab
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Baj-Rogowska, Anna, and Marcin Sikorski. "Exploring the usability and user experience of social media apps through a text mining approach." Engineering Management in Production and Services 15, no. 1 (2023): 86–105. http://dx.doi.org/10.2478/emj-2023-0007.

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Abstract This study aims to evaluate the applicability of a text mining approach for extracting UUX-related issues from a dataset of user comments and not to evaluate the Instagram (IG) app. This study analyses textual data mined from reviews in English written by IG mobile application users. The article’s authors used text mining (based on the LDA algorithm) to identify the main UUX-related topics. Next, they mapped the identified topics with known theoretical constructs to place them in their nomological network relevant to the usability (the 5Es framework by Quesenbery) and UX (the Honeycom
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Regado, Alexandre, and Agostinho Sousa Pinto. "Avaliação de lojas online segundo as 7 variáveis do UX." Cadernos de Investigação do Mestrado em Negócio Eletrónico, 2021. http://dx.doi.org/10.56002/ceos.0032_cimne_1_1.

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Devido ao aumento exponencial das vendas online nos últimos anos é necessário compreender quais são os fatores de maior relevância para os consumidores quanto à experiência do utilizador. Este artigo pretende compreender como é que deve ser realizada uma avaliação a uma loja online da perspetiva da experiência do utilizador utilizando o modelo das 7 variáveis do UX, comumente denominado em inglês por “UX Honeycomb”, de forma a encontrar pontos essenciais de melhoria para aumentar a satisfação do consumidor na compra online. Na revisão da literatura será abordado o e-commerce, a sua história e
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Andreas, Jovianus Abel, Juan Misael, and Alvian Arifin. "Evaluasi User Experience Pada Aplikasi SignalPolri Menggunakan Metodologi UX Honeycomb." Jurnal Pendidikan dan Teknologi Indonesia 3, no. 11 (2024). http://dx.doi.org/10.52436/1.jpti.344.

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Pergolakan pada aspek pelayanan mendorong adanya pembaharuan dan pengembangan secara digital, yang beralih dari sistem manual. Aplikasi SignalPolri merupakan aplikasi berbasis SPBE yang dikelola pemerintah untuk melakukan pembayaran pajak kendaraan bermotor dan pembayaran sumbangan wajib dana lalu lintas angkutan jalan bagi pemilik kendaraan, SIGNAL memiliki sistematika yang menggunakan data pada database kendaraan bermotor yang dimiliki polri dan memiliki pusat di Dukcapil kemendagri. SPBE yang merupakan bagian dari kebijakan yang didorong cukup signifikan sebagai bukti bahwa memiliki urgensi
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Silvia, Nyimas, Allsela Meiriza, Nabila Rizky Oktadini, and Pacu Putra. "ANALYSIS OF USER EXPERIENCE OF DANA E-WALLET USING USER EXPERIENCE QUOSTIONNAIRE (UEQ) AND UX HONEYCOMB." JUTI: Jurnal Ilmiah Teknologi Informasi, July 31, 2024, 91–100. https://doi.org/10.12962/j24068535.v22i2.a1207.

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In the era Society 5.0, economic growth and digital products have mushroomed, leading to digital transaction product innovation becoming a daily necessity for society. Easy, cashless payment are made through an E-wallet application with various options, including the DANA application. However, in several reviews, user have complained about the performance and issues with the DANA application such as, the display is unclear when logging into the application, and it loads slowly when entering the amount of money. This research was conducted to evaluate DANA application users and provide recommen
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