Last modified: 2018-07-07
Abstract
Media or applications in the learning used by current users still need some additional applications separately in fulfilling their needs when viewed from their respective functions. examples obtained from field observations are social media for sharing and discussion, ebook reader to read books digitally with high mobility, screenshots to share content as material for discussion. in effectiveness, is still less effective because users have to switch applications in meeting the needs of two-way learning. one of the reasons why the ebook is considered monoton is the lack of facilities that better fit the needs of the present that is able to make the discussion as social media. therefore, the researchers will unify the social media + ebook reader as one of the media that helps in the process of individual learning is Social E-book Reader.
Â
User activity in using the book or e-book reader becomes important to note. Clear, natural and simple navigation will help users use e-book reader to improve the user experience. In order to overcome this problem, the design becomes a matter of concern by researchers to develop social e-book reader as needed and UX users. This research aims to: (1) Generate user interface recommendation Social E-Book Reader application based on user experience (habits and user needs) that can accommodate two-way interaction model and learning style in social learning. (2) Test the quality of user interface recommendations on Social E-Book Reader based on the User Experience Questionnaires standard.
Â
This development research refers to Goal Direct Design (GDD) developed by Cooper, Reimann, Cronin and Noessel. The GDD consists of six development procedures, which include: (1) Research, (2) Modeling, (3) Requirements, (4) Framework, (5) Refinement, (6) Support. Subjects at the presurvey stage were 34 students. Subjects in the research stages were five bookstore visitors and three library visitors. Subject of product trial using User Experience Questionaire (UEQ) standard of 32 students. UEQ is used to derive data on interaction assessment built on user interface, functionality, and conformity to user needs. Data collection using interview guides, observations and questionnaires. Data analysis techniques use UEQ standard calculations. UEQ has 26 items of questions representing user experience, which consists of Attractiveness, Pragmatic Quality (Efficiency, Perspicuity, Dependability) and Hedonic Quality (Stimulation, Novelty). If the value obtained is within the range <-0.8 and> 0.8 then the recommended user interface can be received in user experience.
Â
The results showed that the interaction on the user interface in terms of user experience tested based on UEQ standard has a positive value with the detail of Attractiveness factor quality of 1.873 including Excellent category, Perspicuity of 1.816 including Good category, Efficiency of 1,360 including Above Average category, Dependability of 1.787 including Excellent category, Stimulation of 1926 including Excellent category, and Novelty of 1,824 exclusive category. The result of Pragmatic and Hedonic Quality, Social E-Book Reader, found that Hedonic Quality has the highest value of 1.88, it shows that the user interface of Social E-Book Reader is more prominent in factors related to non-task related quality aspects or about the renewal of e-book reader that currently exists. That the incorporation of social learning in Social eBook reader managed to improve the quality and interest of users in learning in mobility, anywhere and anytime.