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1.
1st International Conference on Software Engineering and Information Technology, ICoSEIT 2022 ; : 156-161, 2022.
Artigo em Inglês | Scopus | ID: covidwho-2277410

RESUMO

The blood Transfusion Unit of the Indonesian Red Cross (UTD PMI) Pontianak is an organization engaged in blood donation services. During the COVID-19 pandemic, the bloodstock at UTD PMI Pontianak was insufficient. When the bloodstock was insufficient, donor seekers or the families of patients who needed blood would share messages asking for blood on social media. However, people often ignored these messages because they were not addressed to the right donor, as well as donors who often see similar messages but do not match their blood type. One of the factors that caused insufficient bloodstock at UTD PMI Pontianak was the lack of donor motivation in donating blood. The existing blood donor application still had some problems regarding the user interface, and there were still some users' needs that had not been met in the application. For a design to meet the users' needs, the researchers used the User-Centered Design (UCD) method to create a user interface for blood donation information media because UCD focused on user needs to achieve user goals. The prototype was tested for usability using the USE Questionnaire and follow-up interviews. From the results of the USE Questionnaire, the researchers obtained very good usability for every aspect, with a score above 92%. This research also showed that donors and donor seekers felt helped by the prototype of blood donor information media because it could meet the user needs in dealing with the problem they faced. © 2022 IEEE.

2.
7th International Congress on Information and Communication Technology, ICICT 2022 ; 447:761-769, 2023.
Artigo em Inglês | Scopus | ID: covidwho-2014015

RESUMO

The pandemic has made digital transformation faster, and Indonesia is no exception, especially in education. Learning management system (LMS) is a learning media that is widely used in educational institutions. However, not all educational institutions have sufficient resources to build an LMS from scratch. “Angkasa LMS” Web is a Web that allows educational institutions to order a ready-to-use LMS easily. The target users of this service are pretty varied because they consist of education management and educational management foundations, especially in areas of Indonesia that have Internet access. To be used easily by these varied target users, this Website must have good usability in its user interface. For this reason, usability testing needs to be carried out in order to get feedback for improving the user interface design before the application is delivered to the public. However, the developer has obstacles related to the COVID-19 pandemic policy to carry out usability testing, which limits direct interaction with people. Moreover, the project time is quite narrow, and the schedule is quite tight for the developer team. Based on these limitations, this study conducted usability testing of the “Angkasa LMS” Web case study using the unmoderated remote usability testing method. The experimental results show that this method can be used to obtain insightful feedback from the participants, with additional treatment such as the use of convenience sampling, periodic reminders for participants, and the increasing number of participants exceeding the target. © 2023, The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.

3.
7th International Conference on Software Engineering and Computer Systems and 4th International Conference on Computational Science and Information Management, ICSECS-ICOCSIM 2021 ; : 27-30, 2021.
Artigo em Inglês | Scopus | ID: covidwho-1462680

RESUMO

Most Indonesian parents still consider reproductive health education in early childhood to be taboo. However, this education is the basis of sex education material which is very important to avoid violence or sexual harassment. A non-governmental organization paying attention to this education took the initiative to promote this education through a training program for child mentors. However, in its implementation, this program has limited resources. The Covid-19 pandemic has also indirectly become an obstacle to implementing this program because of the limitations and considerable risks of offline training. Educational learning through digital media is an alternative to continue providing education. In this case, child companions can use digital media to help provide education to children. The media must be exciting and fun learning for children and be in line with the institution's objectives to deliver educational material without causing worry from parents who still consider education taboo. For this reason, digital media designs are made in the form of fun educational games for children. Those are designed to align the goals of the institution and parents by using Goal-Directed Design (GDD). The children then tested the design using observation and the System Usability Scale (SUS) method. The test results are used to improve the design. The final design resulted in a SUS score of 87.16 (very good). © 2021 IEEE.

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