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Pembobotan Pertanyaan

Dalam dokumen Model User Interface Permainan Puzzle Ga (Halaman 118-146)

Bab IV – Implementasi, Pengujian, & Analisis

Lampiran 7 Pembobotan Pertanyaan

No Pertanyaan Jawaban

Ya Tidak Efficiency

1

Operability

1a Saya dapat mengoperasikan aplikasi permainan

dengan lancar 0,25

1b Saya dapat menjalankan fungsi yang tersedia pada

aplikasi permainan 0,25

Loading Time

1c Saya tidak menunggu lama ketika aplikasi dimuat 0,25

Navigability

1d Saya dapat berpindah kategori dengan lancar 0,25 Effectiveness

2

Flexibility

2a Saya merasa cocok dengan konten puzzle yang

diberikan 0,2

Accuracy

2b Saya merasa task-task yang diberikan dapat

dikerjakan dengan mudah 0,3

2c Saya merasa hasil waktu penyelesaian yang

diberikan sudah tepat 0,25

Completeness

2d Saya dapat menuju ke permainan puzzle dengan

lancar 0,25

Satisfaction

3

Attractiveness

3a Saya puas dengan tampilan yang disajikan pada

aplikasi permainan puzzle 0,2

Likeability

3b Saya menikmati aplikasi permainan puzzle 0,2 3c Saya ingin memainkan aplikasi permainan puzzle

kembali 0,2

3d Saya akan merekomendasikan aplikasi permainan

puzzle kepada teman-teman 0,2

User guidance

3e Saya puas dengan tutorial yang diberikan 0,2 Productivity

4

Time behavior

4a Saya merasa fungsi yang diberikan sudah berjalan

dengan cepat 0,25

Loading time

4b Saya menunggu lama ketika aplikasi dimuat 0,25

Resource utilization

98 4d Saya pernah memainkan permainan puzzle yang

asli 0,2

Learnability

5

User guidance

5a Saya dapat memahami bahasa pada tutorial yang

diberikan 0,1

5b Saya merasa terbantu dengan adanya tutorial 0,2

Self-descriptiveness

5c Saya merasa task yang diberikan sudah sesuai

dengan fungsinya 0,2

5d Saya merasa puzzle yang ditempatkan sudah

sesuai dengan potongannya 0,1

5e Saya merasa kategori yang diberikan sudah sesuai

dengan konten puzzlenya 0,2

Minimal memory load

5f Saya mengenal benda-benda yang ada pada

permainan 0,2

Safety

6

Accuracy

6a Saya merasa setiap kesalahan yang saya lakukan

dapat ditangani dengan tepat 1

Trustfulness

7

Self-descriptiveness

7a Saya tidak memahami fungsi penghitung waktu 0,2 7b Saya merasa puzzle yang ditempatkan tidak sesuai

dengan potongannya 0,2

Familiarity

7c Saya memahami cara bermain puzzle 0,3 7d Saya merasa interaksi aplikasi permainan puzzle

sudah sesuai dengan yang asli 0,3

Accessibility

Simplicity

8

8a Saya dapat melakukan apa yang saya inginkan

dengan cepat 0,2

Readability

8b Saya memahami fungsi penghitung waktu 0,2 8c Saya memahami fungsi dari ikon pada aplikasi

permainan 0,2

Operability

8d Saya tidak dapat mengoperasikan aplikasi

permainan dengan lancar 0,2

8e Saya tidak dapat menjalankan fungsi yang tersedia

pada aplikasi permainan 0,2

Universality

9

Consistency

9a Saya merasa tampilan pada aplikasi sudah

99

Feedback

9b Saya merasa aplikasi permainan berjalan dengan

lancar dan responsif 0,3

Readability

9c Saya tidak memahami fungsi dari ikon pada

aplikasi permainan 0,25

Navigability

9d Saya tidak dapat berpindah kategori dengan lancar 0,25 Usefulness

10

Flexibility

10a Saya merasa terbantu dengan keberadaan karakter

pemain 0,2

Resource utilization

10b Saya merasa terbantu dalam mengenal benda

dengan memainkan permainan puzzle 0,3 10c Saya memainkan aplikasi permainan puzzle

semakin baik 0,25

Controllability

10d Saya merasa dapat mengendalikan permainan

1

0

0

Lampiran 8 Rekapitulasi Data Pengujian

Faktor Pertanyaan L L L L L M M

Arfa Dias Raka Hafia Nabila Raga Gafra

Efficiency 1a Y Y N Y Y Y Y 1b Y Y N Y N Y Y 1c Y Y Y Y Y Y Y 1d N Y N Y Y N Y Effectiveness 2a Y Y Y Y Y Y Y 2b Y Y Y Y Y Y Y 2c Y Y Y N Y Y Y 2d Y Y Y N Y Y Y Satisfaction 3a Y Y Y Y Y Y Y 3b Y Y Y Y Y Y Y 3c Y Y Y Y Y Y Y 3d Y Y Y N Y Y Y 3e Y Y Y Y N Y N Productivity 4a Y Y Y Y Y Y Y 4b N N N N N N N 4c Y Y N Y Y Y Y 4d Y Y Y Y N Y Y Learnability 5a Y Y Y Y N Y N 5b Y Y Y Y N Y N 5c Y Y Y Y Y N Y 5d Y Y Y Y Y Y Y

1 0 1 5e Y Y Y Y Y Y Y 5f Y Y Y Y Y Y Y Safety 6 Y N Y Y Y Y Y Trustfulness 7a Y N Y Y Y N N 7b N N N N N N N 7c Y Y Y Y Y Y Y 7d Y Y Y Y N Y Y Accessibility 8a Y Y Y Y Y Y Y 8b Y Y Y N Y Y N 8c Y Y N Y Y Y Y 8d N N Y N N N N 8e N N Y N N N N Universality 9a Y Y Y Y Y Y Y 9b Y Y Y Y Y Y Y 9c N N Y Y Y N N 9d Y N Y Y N N N Usefulness 10a Y Y Y Y Y Y Y 10b Y Y Y Y Y Y Y 10c Y Y Y Y Y Y Y 10d Y Y Y Y Y Y Y

1

0

2

Faktor Pertanyaan M M M H H H H H

Athala Daffa Ikhsan Jendral Jisnu Arfin Raffa Putri

Efficiency 1a Y Y Y Y Y Y Y Y 1b Y Y Y Y Y Y Y Y 1c Y Y Y Y Y Y Y Y 1d Y Y Y Y Y Y Y Y Effectiveness 2a Y Y Y Y Y Y Y Y 2b Y Y Y Y Y Y Y Y 2c Y Y Y Y Y Y Y N 2d Y Y Y Y Y Y Y N Satisfaction 3a Y Y Y Y Y Y Y Y 3b Y Y Y Y Y Y Y Y 3c Y Y Y Y Y Y Y Y 3d Y Y Y Y Y Y Y Y 3e Y N N N Y N Y N Productivity 4a Y Y Y N Y Y Y Y 4b N N N N N N N N 4c Y Y Y Y Y Y Y Y 4d Y Y Y Y Y Y Y N Learnability 5a Y N N N Y N Y N 5b Y N N N Y N Y N 5c Y Y Y Y Y Y Y Y 5d Y Y Y Y Y Y Y Y 5e Y Y Y Y Y Y Y Y

1 0 3 5f Y Y Y Y Y Y Y Y Safety 6 Y Y Y Y Y Y Y Y Trustfulness 7a Y Y Y N Y N Y Y 7b N N N N N N N N 7c Y Y Y Y Y Y Y Y 7d Y Y Y Y Y Y Y Y Accessibility 8a Y Y Y N Y Y Y Y 8b Y Y Y Y Y Y Y Y 8c Y Y Y Y Y Y Y Y 8d N N N N N N N N 8e N N N N N N N N Universality 9a Y Y Y Y Y Y Y Y 9b Y Y Y Y Y N Y Y 9c N N N N N N N Y 9d N N N N N N N N Usefulness 10a Y Y Y Y Y Y Y Y 10b Y Y Y Y Y Y Y Y 10c Y Y Y Y Y Y Y Y 10d Y Y Y Y Y Y Y Y

1

0

4

L L L L L M M M M M H H H H H

Arfa Dias Raka Hafia Nabila Raga Gafra Athala Daffa Ikhsan Jendral Jisnu Arfin Raffa Putri Efficiency 1a 0.25 0 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 1b 0.25 0 0.25 0 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 1c 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 1d 0.25 0 0.25 0.25 0 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 Effectiveness 2a 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 2b 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0 2c 0.25 0.25 0 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 0 2d 0.25 0.25 0 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 0 Satisfaction 3a 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 3b 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 3c 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 3d 0.2 0.2 0 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 3e 0.2 0.2 0.2 0 0.2 0 0.2 0 0 0 0.2 0 0.2 0 0 Productivity 4a 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 0.25 0.25 0.25 0.25 0 4b 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 4c 0.3 0 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0 4d 0.2 0.2 0.2 0 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 0 Learnability 5a 0.1 0.1 0.1 0 0.1 0 0.1 0 0 0 0.1 0 0.1 0 0 5b 0.2 0.2 0.2 0 0.2 0 0.2 0 0 0 0.2 0 0.2 0 0 5c 0.2 0.2 0.2 0.2 0 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 5d 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0.1 0

1 0 5 5e 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 5f 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 Safety 6 0 1 1 1 1 1 1 1 1 1 1 1 1 1 0 Trustfulness 7a 0.2 0 0 0 0.2 0.2 0 0 0 0.2 0 0.2 0 0 0.2 7b 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 7c 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0 7d 0.3 0.3 0.3 0 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0 Accessibility 8a 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 0.2 0.2 0.2 0.2 0 8b 0.2 0.2 0 0.2 0.2 0 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 8c 0.2 0 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 8d 0.2 0 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 8e 0.2 0 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 Universality 9a 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 9b 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0 0.3 0.3 0 9c 0.25 0 0 0 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 0.25 9d 0.25 0 0 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 Usefulness 10a 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0.2 0 10b 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0.3 0 10c 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0 10d 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0.25 0

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AbstractChild development at the early age requires a lot of

help from their teachers or parents, because children need guidance to get better understanding about their world. According to Piaget's theory, the child's cognitive development is divided into 4 stages, namely Sensorimotor (born - 2 years), Preoperational (2 - 7 years), Concrete Operational (7 - 11 years), and Formal Operation (more than 11 years). Based on interviews with child psychologists, during the Preoperational period, the child's cognitive development should be able to understand how the environment conditions (which have been achieved in the Sensorimotor period), such as understanding the existence of objects, understanding the time of rest at night, and others. Therefore in this period, the child is targeted to understand the problem solving experience, mathematical concepts, letter identification, form recognition, etc. So that during the concrete operational period, the child's is ready to learn when they attend elementary school, jigsaw puzzle is an alternative to enhance that ability. Game applications in mobile devices can be used as an alternative to children's learning. This research is done by Child-Centered Design approach to gain perspective in developing this game application. Testing using the Quality in Use Integrated Measurement (QUIM) model. The user experience model generated from the analysis will be implemented into a jigsaw puzzle game application with a good usability level. From data testing that has done, the result is low persona (85.3%), mid persona (94.5%), and high persona (92.4%).

Index Termschild development, user experience, quality in use

integrated measurement, children-centered design, jigsaw puzzle

games

Introduction

During childhood, children not only growing physically, but they are also growing mentally. They continue to advance their skills in observing and interacting with the world around them and also make tremendous leaps in how they process, store, and use information. According to Piaget's theory, the child's cognitive development is divided into 4 stages, namely Sensorimotor (born - 2 years), Preoperational (2 - 7 years), Concrete Operational (7 - 11 years), and Formal Operation (more than 11 years).

From the interview to the child psychologist, during the Preoperational period, the child should have been able to understand how the environmental conditions that have been achieved in the Sensorimotor period, such as

understanding the existence of objects, to understand the time of rest at night, and others. Therefore in this period, the child is targeted to understand the problem solving experience, mathematical concepts, letter identification, form recognition, etc. So that during the concrete operational period, the child's is ready to learn when they attend elementary school, jigsaw puzzle is an alternative to enhance that ability. Game applications in mobile devices can be used as an alternative to children's learning, because mobile games can be used anywhere and anytime compared to conventional games.

Based on the results of the survey to the children, using two puzzle game applications (Puzzle 4 kids & Super Puzzle), there are still some shortcomings. Usability aspects that have not been fulfilled are memorability and efficiency of use, thus affecting the user experience in early childhood, therefore evaluation is required to improve the user's task.

Children-Centered Design was used in this study to determine the needs of early childhood. So that can be generated user interface model and user experience model, for further testing to the early child to measure the usability level of the resulting prototype. Testing is done using QUIM (Quality in Use Integrated Measurement), this is because the aspects of QUIM are dynamic so that the criteria to be used can adjust the needs.

Literature Study

Piaget Theory

Jean Piaget was a Swiss clinical psychologist known for his pioneering work in cognitive child development. Purpose of theory is to explain the mechanism of the child from birth to teenage kids. Cognitive development is a process reorganizatio of the hild s e tal as result of biology maturity and experience to the environment. There is 4 steps of cognitive child development, that is Sensorimotor (birth to 2 yo), Pre Operational (2-7 yo), Concrete Operational (7-11 yo), and Formal Operation (>11 yo). [1], [5]

User interface

User interface is the all components of an interactive system that provide information and controls for the user to accomplish specific tasks with the interactive system. [18]

User I terfa e Model of Jigsa Puzzle Based o

User E perie e o Earl Childre ith Childre

-Ce tered Desig Methods

[1]Hafidz Noor Fauzi, [2]Veronikha Effendy, [3]Danang Junaedi

[1][2][3]School of Computing, Telkom University [1][email protected],[2] [email protected], [3][email protected]

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User Experience

The perso s per eptions and responses resulting from the use on anticipated use of a product, system, or services. User e perie e i ludes all the users emotions, beliefs, preferences, perceptions, and behaviors.[18]

Jigsaw Puzzle

Jigsaw puzzle is traditional game that exists since 1800s. In the beginning, the puzzle is made from wood plain that drawn then cuts into pieces. Jigsaw puzzle can reduce Alzheimer disease. According psychologist, jigsaw puzzle is needed by kids at age betwen 3-7.[13] Because, they difficult to color and shape recognition and jigsaw puzzle can help child to solve those problems.

Children-Centered Design

Children-centered design is part of User-centered design in children context.[4] There s step i this ethods, that is

Fig 1 Children-centered design [4]

1) Specify Context of Use

Start ith ide tif i g the people ho ill use our product, what they will use it for, and under what

o ditio s the ill use it . I ase of CCD, these

people are children. To understand the context of use, we have to do some field research. Interview to parents, teachers, and other adults that can tell you about children habits.

2) Specify Requirements

Observe the objects or engage them in a conversation to get more specific insights. In this step, we need to gather requirements, include business requirements and user goals.

3) Create Solution Design

Based on all the insights you gained from your context analysis and considering your product requirements, we can create solution design for the products.

4) Evaluate

Evaluate the design through user testing your target audience. In this case, there is no way around getting together with your target group to find out if there are any unexpected issues. When designing for children, it is not only important that your product is easy to use

for your target age group, it also has to be fun and engaging.

Persona

The purpose of persona is to create real representation and can be belief as a main reference of the user group. Representation must be based on qualitative and quantitative from user research and web analytics.[15]

Mental Model

Mental model is user beliefs of doing on the system or concept. The belief is developed by habit and behavior based on daily activity of the target users.[16] Basically, mental model represents user activity when doing with the system. When create mental model we have to understand the system clearly to get best result.

Conceptual Model

Conceptual model is structured concept when developing system. Developing model is made based on the user and needs of the system.[16] Conceptual model is a technical form that can be learned and used for the next step of developing process.

QUIM (Quality in Use Integrated

Measurement)

QUIM is a hierarchical methods for analyze usability into factors, criteria, and metrics. Model can be used for create quality of the requirements as well as identifying, implementing, analyzing, and validating product quality by metrics.[11] There are ten factors in QUIM, consist of Efficiency, Effectiveness, Productivity, Satisfaction, Learnability, Safety, Trustfulness, Accessibility, Universality, and Usefulness.

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Interview

Interview is a verbal communication and face to face with the research objects for some reason, it is occur because we will gather data more completely, includes feels, experiences, emotions, motives, etc.[17] On this research, we use inter ie to the user just a s er it Yes or No . “o that makes child answer easily. Every answer has a value and calculated by each factor. There is example calculation on the table below.

Table ii Example Calculation

Example: Efficiency No Question Yes No 1 Question 1 0,2 2 Question 2 0,2 3 Question 3 0,2 4 Question 4 0,25 5 Question 5 0,2 Total 1

After that, data will be averaged with equation (1).

(1) With  xi = sample value to i  fi = frequent value to i  n = total sample

Validation

Validation is trustfulness of the research measurement. There is many types of validation, the one of them is facing validation, that is validation is being tested by expert.[17] Validation can be used as a measure on the research by qualitative and quantitative. On the qualitative research is usually used in object like social, habit, and behavior.

Modelling

In this section will be explained about every activity in each step when researching. Here is the flow of the each steps.

Fig 2 Child Centered Design Methodology

Interview Child Psychologist

In the beginning of the research is doing interview to the child psychologist to find reference what abilities need to be improved. Interview occur at Biro Konsultasi Psikologi Dwipayana – Jl. Panaitan 15, Bandung, Indonesia.

There is 5 abilities that need to improve, that is gross motor, fine motor, cognitive, social, and religion. And there is many ways to develop each abilities, especially in cognitive ability can be improved by puzzle game.

Specify Context of Use

Gathering data to get specifying context of use by observation and interview parents and teachers. Interviewing parents happened to get the future product is safe by the age and interviewing teachers to get the future product can be used for learning.

Interview is occurred in TK Taruna Bakti and TK Islam RA PERSIS 8. From interviewing teachers, we get information that children at age between 4-6 yo turns out close to the mobile devices. Evidently, there is extracurricular computer in their school. The teachers wants that the future product might have to contain the things around kids, like animals, furniture, transportation, etc. Different from teachers, parents want future product might have to contain cartoon which their kids like.

After that, research is going to observe and interview the children. Observation is occurred in TK Dhiyaul Haq – Sukapura by playing jigsaw puzzle in a board (3x3 – 9 pieces) and mobile device (Animals Puzzle for Kids) which downloaded from Play Store.

From the observation will be got user personas which divided into three types (i.e. Low, Mid, and High). The following persona obtained.

Table iii High User Persona

Objectives Persona Profile Age : 4-6 yo

Parent profession : Worker Personality -Introverted

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-Expert in puzzle board game

Technology Expertise & Knowledge

- Expert in game mobile device - Understand puzzle

References & Influences

Kids used to play mobile game in their home and they like cartoon depend on their gender.

Table iv Mid User Persona

Objectives Persona Profile Age : 4-6 yo

Parent profession : Worker

Personality

-Introverted

-Quite mastered in puzzle board game

Technology Expertise & Knowledge

- Expert in game mobile device - Do t u dersta d

puzzle

References & Influences

Kids used to play mobile game in their home and they like cartoon depend on their gender.

Table v Low User Persona

Objectives Persona Profile Age : 4-6 yo Parent profession : Freelances Personality -Extroverted

-Quite mastered in puzzle board game

Technology Expertise & Knowledge

-

References & Influences

Have a low economy background and kids used to play with their friends daily

Specify Requirements

In this section will be explained about modelling user experience. By persona, we get user limitation while playing puzzle game. User limitation will be defined into needs and goals. The following user requirements explains below.

Table vi User Requirements

No Persona Goals Requirements 1 Children a)Practicing cognitive ability b)Get to know about things around a)Give score by time as a feature b)Give category which related with the things around

No Persona Goals Requirements c)Pronounce name of the things d)Spelling name of the things e)Wants play with what cartoon they like f)Understanding playing puzzle on smartphone g)Interacted with puzzle game on smartphone c)Give pronounce feature d)Give spelling feature e)Categorize puzzle by its gender f)Give tutorial feature g)Give female/male character Mental Model

At the time of researching, we get mental model from target user. Mental model is user beliefs of doing on the system or concept. Model is represented in flowchart.

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Fig 3 Mental Model

Hierarchical Task Analysis

From mental model which made above, the model will be identified and create into HTA.

Fig 4 Hierachical Task Analysis

After that, modelling user experience is begun. Model is started by scenario user experience and conceptual model. On scenario, model will be set into tasks, goals, description, and information. And on the conceptual model will be set into technical information, such as task arrangement, respons each task, and element that used in the task.

Create Solution Design

We created the solution in many software by adobe, such as Adobe Illustrator, Adobe Photoshop, and Adobe Audition. Then develop the design into prototype with Unity 3D.

Evaluate Design

Evaluate the design is began by define question, test plan, test scenario, and processing data. QUIM model is used to calculate data testing.

Define Question

Questions is defined from QUIM factors. There is ten factors of QUIM, such as Efficiency, Effectiveness, Satisfaction, Productivity, Learnability, Safety, Trustfulness, Accessibility, Universality, and Usefulness, these factors have a several criteria to define what need to gather from research objects. Each factors will be define into a few questions. And every question asked and

a s er ith Yes or No . The answer has a each value that suitable with its factors and criteria.

Test planning

Prototype which made will be tested to 15 childrens, with each 5 childrens for low persona, mid persona, and high persona. Testing is occurred in TK Dhiyaul Haq – Sukapura.

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Test Scenario

Testing prototype is done with the following steps. a) Prepared smartphone which installed the

prototype

b) User choose the icon application (Kiddo Puzzle) on screen

c) User is playing the game from beginning to the end for 10 minutes

d) Doing interview from the question which defined before

e) Doing summarize data into digital and calculate

Processing Data

In this step, the data will be summarized and calculated from interview. Data will be calculated to each factors and average to get percentage of the result. The result will be

ategorize ased o “uharsi i Ariku to s u dersta di g

table[20] below.

Products Meets Requirements

At this condition games apps has reach perfect results. Basically, the product haves to ideal. On this research used table understanding lvel from Suharsimi Arikunto with category Very Good, which is minimum 81%. IF usability value

has t pas those riteria, tha apps ha es to retesti g through

first step, Specify Context of Use according with the block diagram above. Table vii No Interval Category 1 81-100% Very Good 2 61-80% Good 3 41-60% Neutral 4 21-40% Bad 5 0-20% Very Bad

Implementation & Analysis

At this stage, the design of the user interface that has been created in the previous stage is implemented into the prototype application. The prototype is developed using the following personal computer specification:

 Intel Core i5 – 1.6 GHz

 RAM 8 GB

 Intel HD Graphics 6000 – 2 GB

The screenshots of the puzzle are shown in Fig 5 until Fig 11.

Fig 5. Main page - Tutorial

Fig 6 Tutorial Page - 2

Fig 7 Tutorial Page - 3

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Fig 9 Page for showing full image

Fig 10 Page for playing puzzle

Fig 11 Page for showing score

The result of usability testing on prototype against 3 (three) persona using QUIM can be seen in Table viii.

Table viii Results of Usability Testing

Factors Low Mid High

Efficiency 75% 95% 100% Effectiveness 90% 100% 90% Satisfaction 92% 88% 88% Productivity 90% 100% 91% Learnability 94% 78% 82% Safety 80% 100% 100% Trustfulness 78% 88% 88% Accessibility 84% 96% 96% Universality 70% 100% 89% Usefulness 100% 100% 100%

Fig 12 Usability Testing Result Chart

From the chart above, low persona is the lowest in Efficiency, Trustfulness, and Universality. It occurs because user from low persona is first time user in mobile devices. Then, there is mid persona with lowest value in Leanability, because tutorial feature is just skipped. The overall percentage of QUIM factor is following table below.

Table ix Usability Testing Result Converted into Understanding Level

Persona Percentage Level

Low Persona 85.3% Very Good

Mid Persona 94.5% Very Good

High Persona 92.4% Very Good

Conclusion & Recommendation

Conclusion

This research has result that made user interface of jigsaw puzzle mobile game depends on user experience. The percentage of each persona, is low persona (85.3%), mid persona (94.5%), and high persona (92.4%). Overall the low persona has the lowest value, it s because user with low persona is first time user on mobile apps.

Recommendation

The developer should be notice low user persona. The apps should give more information to help or guide user to

Dalam dokumen Model User Interface Permainan Puzzle Ga (Halaman 118-146)

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