Gotowa bibliografia na temat „UX Honeycomb”

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Artykuły w czasopismach na temat "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. The results of this study are expected to provide valuable insights for other streaming service providers to enhance their service quality and create a better user experience. Additionally, the contribution of the UX Honeycomb methodology in assessing user satisfaction can serve as a foundation for further research in the context of digital entertainment applications.
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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 studies have integrated these two aspects into mobile educational and historical games. According to a survey, this game improves teen historical knowledge and interest. Honeycomb UX testing yielded an average score of 3.75, suggesting user approval. In conclusion, algorithms and UX in educational games can increase local history knowledge.
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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, rekomendasi properti, fitur chatbot, sistem rating properti, dan transparansi harga, hasil evaluasi menunjukkan peningkatan signifikan dalam kepuasan pengguna, dengan rata-rata nilai UX meningkat dari 3.63 menjadi 4.56. Temuan ini menegaskan bahwa perbaikan desain berdasarkan model UX Honeycomb dapat meningkatkan kepuasan dan pengalaman pengguna secara keseluruhan.
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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), desirable (diinginkan), findable (mudah ditemukan), accessible (dapat diakses), credible (dapat dipercaya), dan valuable (bernilai) menjadi penting bagi Lazada untuk mempertahankan pangsa pasar dan membangun hubungan jangka panjang dengan pelanggan. Penelitian dilakukan melalui survei 50 responden. Berdasarkan survei tersebut, aspek useable menunjukkan bahwa antarmuka Lazada dinilai ramah pengguna dengan transaksi digital yang beragam. Aspek useful, fitur rekomendasi produk dipandang relevan dalam menemukan barang sesuai kebutuhan. Aspek desirable masih perlu ditingkatkan karena estetika visual Lazada dianggap belum cukup menarik. Aspek findable sudah terpenuhi dengan fitur pencarian yang efisien dan mudah digunakan. Aspek accessible menunjukkan kemajuan melalui desain intuitif, meski masih diperlukan peningkatan dukungan bagi pengguna dengan keterbatasan fisik atau sensorik. Aspek credible dinilai positif berkat ulasan pengguna dan deskripsi produk yang lengkap, yang membangun kepercayaan. Aspek valuable tampak dari program diskon, voucer, dan flash sale yang memberi keuntungan ekonomis. Sehingga, UX Honeycomb mendukung keberlanjutan Lazada semakin sinergi dalam pemenuhan pengalaman pengguna Lazada.
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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. The 3 variables are Think (useful, valuable, credible), Feel (desirable, credible), and Use (findable, accessible, usable). This study uses primary data by distributing online questionnaires to 404 respondents contains 15 statements that represent all UX Honeycomb variables, with 5 scales of answer choices namely strongly disagree/disagree/neutral/agree/strongly agree. From the calculation results, it is found that all variables and indicators significantly affect user experience with greatest level of influence being on the Think variable at 0,418, the second Use at 0,219, and the last is Feel at 0,151. Further research is expected can measure the level of influence on user experience by making direct comparisons with similar health apps.
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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 this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.
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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 meningkatkan pengalaman pengguna pada aplikasi dapurgo.com untuk meningkatkan transaksi penjualan. Oleh karena itu penelitian melakukan analisis pengalaman pengguna dengan melakukan test usability testing dengan faktor penilaian UX Honeycomb yang memiliki tujuh faktor penilaian dan melakukan visualisasi pengalaman pengguna menggunakan customer journey map. Hasil penelitian yang dilakukan ini mendapatkan sebuah data bahwa nilai faktor dari ux honeycomb yang memiliki nilai sangat baik adalah accessible dan usable dengan nilai persentase 90% dan 85% dengan rata-rata nilai faktor adalah 54 dan 51,3. Pada faktor yang lain yaitu useful, desirable, credible, valuable masuk pada kategori baik, sedangkan untuk nilai faktor ux honeycomb cukup adalah findable yang memiliki nilai persentase 66% dan nilai rata-rata 39,8. Nilai rendah disebabkan pengguna kecewa tidak adanya informasi terkait detail menu paka paket catering yang dipilih dan tidak adanya pilihan menu yang dapat dipilih oleh pengguna
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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 Honeycomb, namely the desirable and usefulness aspects. Based on the research results, the overall mean value of the eight variables from both desirable and usefulness aspects is 3.63 which is still below the value of 4. These results indicate that these two aspects of UX Honeycomb still need to be improved and redesigned at the next development stage
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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 penelitian menunjukkan bahwa variabel usable memiliki nilai rata-rata tertinggi, yaitu sebesar 4.29, diikuti oleh variabel desirable (4.25), valuable dan findable (4.20), credible dan useful (4.14), sedangkan variabel accesible memiliki nilai rata-rata terendah, yaitu 4.09. Rendahnya nilai accessible aplikasi e-kelurahan menunjukkan bahwa tampilan aplikasi e-kelurahan tidak memberikan kesan yang sama ketika diakses melalui perangkat yang berbeda. Berdasarkan hasil penelitian diatas dapat direkomendasi kepada tim IT pemerintah kota Padang untuk memperbaiki tampilan aplikasi ini agar terlihat sama ketika diakses menggunakan komputer atau telepon genggam. Selain itu perbaikan desain aplikasi juga diharapkan dapat meningkatkan faktor kenyamanan (desirable dan findable) seperti menambahkan fitur chat online dengan admin, agar masyarakat dapat langsung menanyakan kendala yang dihadapi sewaktu menggunakan aplikasi tersebut. Faktor keamanan (credible) juga harus ditingkatkan agar masyarakat percaya bahwa data kependudukan penting tidak akan disalahgunakan pihak yang tidak berkepentingan. Secara keseluruhan semua usaha ini akan berdampak pada peningkatan keinginan masyarakat untuk menggunakan aplikasi ini (valuable) sehingga tujuan pemerintah untuk memberikan pelayanan yang cepat dan efisien dapat terpenuhi. Kata kunci: UX Honeycomb, e-kelurahan, Kota Padang
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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 using more dyslexia-friendly fonts, adding foundational modules, and expanding phonics content. This research highlights how user-centered design and structured feedback can enhance educational tools, making them more inclusive and effective. The study also emphasizes the potential of digital solutions like Mari Membaca to transform learning for dyslexic children and calls for their integration into educational policies to promote accessibility.
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Części książek na temat "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 interactive mHealth technologies focusing on CA consideration in those targeted to people with, or at risk of CI. Nine papers were analyzed. Most common adaptations of the UX assessment procedure were to involve caregivers, conducting interviews in person and in naturalistic settings and time considerations. Only one study utilized an adapted validated version of mHealth technology questionnaire. Considerations of CA included means of motivation, simple design considerations and means of representation and understanding. While some guidelines of CA are being regarded, results of the assessments show a gap between what is important for patients and what was considered in the evaluation instruments. Developing mHealth specific UX questionnaires could help in understanding the needs of people with CI and guide the design of accessible technologies.
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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, and valuable. This study shows that the value for the public sector as a whole gets better scores than the private sector. The aspects that need to be improved in the public sector are credible and usable. In contrast, in the private sector, the aspects that need improvement are accessible, desirable, findable, useful, and valuable.
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Streszczenia konferencji na temat "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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