Understanding Generation Z’s Shopping Interest on E-Commerce ‘T’: The Role of Usefulness, Trust, User Interface, and Ease of Use in the Bekasi Area
Despite the rapid growth of Internet users in Indonesia, e-commerce has experienced a notable decline in visitor traffic, raising concerns about shifting consumer behaviors, particularly among young shoppers. The research sought to identify the key drivers and barriers influencing Generation Z’s shopping interest in e-commerce ‘T’, focusing on the Bekasi region—a rapidly urbanizing area with high digital adoption rates among youth. The research examined perceived usefulness, trust, user interface, and ease of use, applying the Technology Acceptance Model (TAM) as a theoretical foundation. Using a quantitative approach, data were collected from 150 Generation Z respondents in Bekasi through structured questionnaires. The responses were analyzed using path analysis in SPSS to determine the strength and significance of each variable’s impact on shopping interest. The results indicate that perceived usefulness (β = 0.406, p < 0.05), trust (β = 0.248, p < 0.05), and user interface (β = 0.173, p < 0.05) significantly influence shopping interest, while perceived ease of use (p > 0.05) does not have a statistically significant effect. These findings suggest that Generation Z prioritizes functional benefits (usefulness), platform reliability (trust), and an engaging digital experience (user interface design) over mere simplicity. The research contributes to existing literature by providing demographic and geographic specificity, analyzing young consumers in Bekasi, a key market often underrepresented in e-commerce research. The insights provide practical recommendations for e-commerce platforms to refine their strategy, emphasizing feature utility, trust-building mechanisms, and user interface or experience enhancements to better attract and retain young shoppers.
- Research Article
- 10.15294/jaist.v5i2.71096
- Jan 23, 2024
- Journal of Advances in Information Systems and Technology
The utilization of information technology and the internet in the industry is generally done through the implementation of Enterprise Resource Planning (ERP) systems to manage business processes. The success of ERP system implementation requires efforts to support and prevent failure risks. One of the risk factors for failure is the User Interface (UI) design of the ERP system. Good UI design that meets user needs needs to be considered. This research utilizes the Design Thinking (DT) method to create a good UI design and the Technology Acceptance Model (TAM) method to measure the acceptance of UI design in the manufacturing module of PT Allure Alluminio. The DT method was chosen as the UI design method for the ERP system because it is considered more creative in generating product concepts compared to other standard methods and TAM was chosen as one of the best methods for explaining technology acceptance and is a popular and commonly used approach. The UI design process is carried out in 6 phases of DT under the guidance of the Person in Charge (PIC), and the acceptance of UI design is measured after system implementation. Acceptance measurement is conducted using TAM with navigation and UI design variables as external variables, which are taken from previous research, and it tests the variables of Perceived Usefulness (PU), Perceived Ease of Use (PEOU), and Behavioral Intention to Use (BITU) among 50 users of the ERP system in the manufacturing module at PT Allure Alluminio through a Google Form questionnaire. The collected data is analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) in SmartPLS 3.2.9. The research results indicate that the DT method is effective for UI design as it involves users. The analysis shows that the use of ERP systems is influenced by perceived usefulness and ease of use, but not influenced by UI design. Navigation and UI design provide ease of use.
- Book Chapter
4
- 10.1007/978-981-13-5977-4_53
- Jan 1, 2019
The paper prototyping is a quick method of UI design and concept presentation. However, hand-drawn UI prototypes (paper prototypes) are not always visually good. Sometimes rough hand sketched prototypes create confusions during UI concept validation with the target users or clients. Therefore, aim of this paper is to design and develop the UI stencil to help mobile UI designers to crate quick, easy and visually pleasing paper prototypes. A total of three UI stencil prototypes were designed and developed for usability testing to ensure the user acceptance of UI stencil. It was observed that UI designers were willing to use the ‘Stencil-3’ for mobile UI design as the level of perceived usability and perceived ease of use were higher in case of ‘Stencil-3’ than the other stencils. Moreover, it was observed that users were taken comparatively less time for UI screens using ‘Stencil-3’ than the time taken for hand drawings of the same UI screens. Hence, this UI stencil might be beneficial for UI designers for quick, consistent and pleasant paper prototype design.
- Single Book
3
- 10.1007/978-1-4302-4987-0
- Jan 1, 2014
If youre an Android application developer, chances are youre using fixed, scrolling, swipe-able, and other cutting-edge custom UI Designs in your Android development projects. These UI Design approaches as well as other Android ViewGroup UI layout containers are the bread and butter of Pro Android User Interface (UI) design and Android User Experience (UX) design and development. Using a top down approach, Pro Android UI shows you how to design and develop the best user interface for your app, while taking into account the varying device form factors in the increasingly fragmented Android environment. Pro Android UI aims to be the ultimate reference and customization cookbook for your Android UI Design, and as such will be useful to experienced developers as well as beginners. With Androids powerful UI layout classes, you can easily create everything from the simplest of lists to fully tricked-out user interfaces. While using these UI classes for boring, standard user interfaces can be quite simple, customizing a unique UI design can often become extremely challenging. What youll learnHow to design and develop a sleek looking and highly functional user interface (UI) design and experience (UX) design using Android APIsWhat Android layout containers are, and how to best leverage themHow to design user-friendly UI layouts that conform to Android UI guidelinesWhat, when, why and how to use fundamental Android UI layout containers (ViewGroup subclasses) and Android UI widgets (View subclasses)How to use new media assets such as images, video, and animation in a UIHow to create UI Fragments for UI design for specific ActionBar or Activity classes that you wish to create for UI designs within your applicationsScaling UI Design for the various Android smartphone and tablet form factorsWho this book is for This book is for experienced Android app developers. It can also be for app developers and UI designers working on other platforms like iOS and BlackBerry who might also be interested in Android. Table of ContentsPart I. Introduction to the Core Classes for Android UI Design: Development Tools, Layout Containers and Widgets1. Android UI Design Tools: Setting Up Your Android Development System2. Android UI Layouts: Layout Containers and the ViewGroup Class3. Android UI Widgets: User Interface Widgets and the View ClassPart II. Introduction to Android Menu Class for UI Design: OptionsMenu, ContextMenu, PopupMenu and ActionBar4. Android UI Options Menus: OptionsMenu Class and an Introduction to the Android ActionBar5. Android UI Local Menus: The ContextMenu Class and PopupMenu Class6. Android UI Action Bar: Advanced ActionBar Design & ActionBar ClassPart III. Android UI: Layout Considerations, Concepts & UI Containers: LinearLayout, RelativeLayout, FrameLayout7. Android UI Design Considerations: Styles, Screen Density Targets and New Media Formats8. Android UI Design Concepts: Wire-framing & UI Layout Design Patterns9. Android UI Layout Conventions, Differences and Approaches10. Android UI Theme Design & Digital Media ConceptsPart IV. Basic Android UI Design: Basic Layout Containers: FrameLayout, LinearLayout,RelativeLayout, GridLayout11. Androids FrameLayout Class: Using Digital Video in your UI Design12. Androids LinearLayout Class: Horizontal and Vertical UI Design13. Androids RelativeLayout Class: Complex UI Design Via a Single Layout Container14. Androids GridLayout Class: Optimized UI Design using a Grid-based LayoutPart V. Advanced Android UI Design: Advanced Layout Containers: DrawerLayout, SlidingPane, ViewPager, Strips15. Android DrawerLayout Class: Using Left and Right Side UI Drawer Design16. Android SlidingPaneLayout Class: Optimized UI Design using a Grid-based Layout Container17. Android ViewPager Class: Using View Paging to Navigate Complex View Hierarchies18. Android PagerTabStrip and PagerTitleStrip Classes: Design Navigation UI Elements for the ViewPager Layout
- Research Article
42
- 10.1371/journal.pone.0180102
- Aug 24, 2017
- PLOS ONE
The use of the Internet and social applications has many benefits for the elderly, but numerous investigations have shown that the elderly do not perceive online social networks as a friendly social environment. Therefore, TreeIt, a social application specifically designed for the elderly, was developed for this study. In the TreeIt application, seven mechanisms promoting social interaction were designed to allow older adults to use social networking sites (SNSs) to increase social connection, maintain the intensity of social connections and strengthen social experience. This study’s main objective was to investigate how user interface design affects older people’s intention and attitude related to using SNSs. Fourteen user interface evaluation heuristics proposed by Zhang et al. were adopted as the criteria to assess user interface usability and further grouped into three categories: system support, user interface design and navigation. The technology acceptance model was adopted to assess older people’s intention and attitude related to using SNSs. One hundred and one elderly persons were enrolled in this study as subjects, and the results showed that all of the hypotheses proposed in this study were valid: system support and perceived usefulness had a significant effect on behavioral intention; user interface design and perceived ease of use were positively correlated with perceived usefulness; and navigation exerted an influence on perceived ease of use. The results of this study are valuable for the future development of social applications for the elderly.
- Research Article
- 10.31294/p.v15i1.2192
- Jan 1, 2013
This center information technology infrastructure to be one that should not be overlooked especially in today's digital era. Hardware, software, network devices, and users become a decisive element in the creation of inter-related and quality informationmsystems. The trend involving the end user (end user computing) in the computerization process shows that the process of processing data into information for decision-making involves a user role. The results of information technology experts in software development has spawned a trend of sustainable technical age and age ekonomsmshorter. The presence of new software to replace the old software is always followed by ease of use for users. from the original client-server basis, so now developing a web-based applications that run via the internet and intranet. But because of the use of technology also involves the human element had to know the level of acceptanceninmtheouse0ofmthe0application. The research aims to examine the implementation of Intranet Information System as one application of information technology, using the approach of Technology Acceptance Model (TAM) were tested with path analysis using the software Amos Keywords: Web-Based Information System, Government, Information Technology, Networking, Technology Acceptance Model (TAM), Path Analysis, Path Analysis.
- Research Article
103
- 10.1007/s12528-014-9081-2
- Jun 6, 2014
- Journal of Computing in Higher Education
This study aims to add new variables, namely user interface, personal innovativeness, and satisfaction in learning, to Davis’s technology acceptance model and also examine whether learners are willing to adopt mobile learning. Thus, this study attempted to explain the structural causal relationships among user interface, personal innovativeness, perceived ease of use, usefulness, intention to use, and satisfaction in learning. A total of 350 students who enrolled in major courses of W Cyber University that provided mobile services responded to the survey. The results of the Structural Equation Modeling revealed that (1) user interface and perceived ease of use had significant effects on perceived usefulness; (2) user interface and personal innovativeness have significant effects on perceived ease of use; (3) perceived usefulness and perceived ease of use significantly affect satisfaction in learning; (4) perceived usefulness does not have significant effects on intention to use. The study has shown that usefulness and ease of use perceived by learners increase satisfaction in learning, and usefulness and satisfaction in learning create a positive intention to use. The findings of the study have highlighted user interface as an important factor that affects usefulness and ease of use perceived by learners.
- Research Article
7
- 10.11591/eei.v10i6.3202
- Dec 1, 2021
- Bulletin of Electrical Engineering and Informatics
This study aims to develop Moodle-based LMS with customized learning content and modified user interface to facilitate pedagogical processes during covid-19 pandemic and investigate how teachers of socially disadvantaged schools perceived usability and technology acceptance. Co-design process was conducted with two activities: 1) need assessment phase using an online survey and interview session with the teachers and 2) the development phase of the LMS. The system was evaluated by 30 teachers from socially disadvantaged schools for relevance to their distance learning activities. We employed computer software usability questionnaire (CSUQ) to measure perceived usability and the technology acceptance model (TAM) with insertion of 3 original variables (i.e., perceived usefulness, perceived ease of use, and intention to use) and 5 external variables (i.e., attitude toward the system, perceived interaction, self-efficacy, user interface design, and course design). The average CSUQ rating exceeded 5.0 of 7 point-scale, indicated that teachers agreed that the information quality, interaction quality, and user interface quality were clear and easy to understand. TAM results concluded that the LMS design was judged to be usable, interactive, and well-developed. Teachers reported an effective user interface that allows effective teaching operations and lead to the system adoption in immediate time.
- Research Article
16
- 10.21512/bbr.v12i1.6293
- Feb 16, 2021
- Binus Business Review
The development of Internet users in Indonesia increases quite rapidly each year. This phenomenon makes new online-based businesses increase. Even when the data show that Grab has got the market share in Indonesia, business competition is ubiquitous. The research analyzed the impact of perceived usefulness and customer satisfaction on customer loyalty in Grab users. It also studied the impact of perceived usefulness on customer satisfaction and the customer satisfaction (moderated by perceived ease of use) as a mediator between perceived usefulness and customer loyalty. Perceived usefulness and perceived ease of use were dimensions of the Technological Acceptance Model (TAM), which influenced the user's choice of application usage. The phenomenon of interest in the research was Grab, as an online-based business application on smartphones. The research used quantitative approach. About 204 samples from 250 respondents were obtained using purposive sampling with questionnaires in Surabaya. The measurement used the 7-category of the Likert scale and adapted from the previous researches. For data analysis, the research used Hayes’s PROCESS model 7, and the reliability and validity tests were also conducted. The results show that all hypotheses are supported. Perceived usefulness influences customer satisfaction and customer loyalty positively. Then, customer satisfaction and perceived ease of use can work well as the mediator and moderator. These results contribute to the strategy formulation for business sustainability by Grab or other online-based businesses.
- Conference Article
2
- 10.1109/hicss.2009.689
- Jan 20, 2009
User Interface between user and information systems has a great role in system adoption. Based on technology acceptance model, acceptance of a system is explained as a function of perceived usefulness and perceived ease of use. Since there are several external variables that have an impact on perceived usefulness and perceived ease of use, the content and interface design of every single application should be addressed accordingly to enhance users' intention to use the system. We propose that adding adaptive features into systems may be one of the approaches to address this phenomenon. This paper identifies external variables including adaptive behavior impacting acceptance of mobile reservation system through two prototypes.
- Research Article
1
- 10.1111/j.1936-4490.1995.tb00088.x
- Sep 1, 1995
- Canadian Journal of Administrative Sciences / Revue Canadienne des Sciences de l'Administration
This article presents a task‐analytic methodology for evaluating user interfaces in terms of ease of learning and discusses the results of an empirical study designed to test the validity of the methodology. The proposed methodology represents a tool that enables user interface designers and human factors practitioners to predict the ease of learning of a given interface by a particular user. Ease of learning is measured by the cognitive learning time which is modelled as a function of the cognitive complexity associated with learning a given interface and the learner's prior knowledge. Measures of cognitive complexity and prior knowledge are described and tested. The results of the empirical study are promising. The methodology accurately predicted the relative ease of learning of 27 text‐editing tasks and accounted for more than 77% of the variance among the observed learning times.RésuméCet article décrit une méthodologie pour l'évaluation de lafacilité d'apprentissage des interfaces utilisateur, basée sur l'analyse de ta&#x030c;ches. L'article discute aussi les résultats d'une étude empirique ayant pour but de tester la validité de la méthodologie. Les concepteurs d'interfaces peuvent utiliser cette méthodologie pour prédire la facilité d'apprentissage d'une interface donnée par un utilisateur particulier. La facilité d'apprentissage est mesurée par le temps cognitif d'apprentissage qui est estimé en fonction de la complexité cognitive associée à l'apprentissage d'une interface donnée et les connaissances antérieures de l'utilisateur. Des mesures de la complexité cognitive et les connaissances antérieures sont proposées et testées. Les résultats de l'étude empirique sont prometteurs. La méthodologie a prédit avec précision la facilité d'apprentissage de 27 ta&#x030c;ches de traitement de texte et a expliqué plus de 77% de la variance des temps d'apprentissage observés.
- Research Article
3
- 10.14329/apjis.2014.24.3.255
- Sep 30, 2014
- Asia Pacific Journal of Information Systems
It is not too much to say that smartphones have become an essential part of our lives due to their versatility. Nevertheless, they still have less overall capabilities than their desktop counterparts. Specifically, they have small screens and low resolutions, which make their applications difficult to have a usable interface. To account for these limitations, the interface of smartphone applications should be designed carefully and properly. Good interface design to any application is critical. However, a comprehensive information systems (IS) literature review found that there has been little research on the user interface design of smartphone applications. More specifically, there has been little empirical evidence and understanding about how metaphors, an imaginative way of describing objects and concepts, in the user interface of smartphone applications affect users' intention to use the applications. Thereby, the research goals of this study are to examine 1) the effects of the metaphors in the user interface of smartphone applications on the interaction between users and applications and 2) the effects of mediating variables including the interaction between users and applications, users' beliefs and attitudes, on users' intention to use the applications. A survey was conducted to collect data. University students and practitioners participated in the survey. A 24-item questionnaire was developed on a 5-point Likert-type scale. The measurement items were mostly adapted from the previous studies in the IS literature and modified to fit the context of this study. First, a principal component factor analysis was performed to explore the inter-relationships among a set of variables. The analysis showed that most of the items loaded quite strongly on the six components. The analysis also revealed the six components with eigenvalues exceeding 1, explaining a total of 70.7 per cent of the variance. The reliabilities of the items were also checked. Most Cronbach alpha values were above 0.8, so the scales were considered reliable. In sum, the results of the analysis support the decision to retain the six factors for further investigation. Next, the structural model was analyzed with AMOS structural equation modeling. The values of GFI, AGFI, NFI, TLI, CFI, and RMSEA were checked. The values showed that the research model considerably have a good fit in general. Next, the convergent and discriminant validities of all constructs were examined. The values for the standardized regression weights and critical ration (CR) indicated sufficient convergent validity for all constructs. In addition, the square root of the average variance extracted (AVE) of each construct was compared with its correlations with all other constructs. The results supported discriminant validity for all constructs. In sum, the results of analysis demonstrated adequate convergent and discriminant validities for all constructs. Finally, path coefficients between the variables were examined. Methphor was found to have an impact on interaction (β = .457, p = .000). There were also significant effects of the interaction on perceived usefulness (β = .273, p = .000) and ease of use (β = .405, p = .000). User attitude was significantly influenced by these two beliefs, perceived usefulness (β = .386, p = .000) and ease of use (β = .347, p = .000) respectively. Further, the results of analysis found that users' intention to use smartphone applications was significantly influenced by user attitude (β = .567, p = .000). Based upon the analyses, all hypotheses were supported. This study found that the metaphors used in the interface of smartphone applications affect not only the interaction between users and applications, but also users' intention to use the applications through the mediating variables, perceived usefulness and ease of use. These findings imply that if the metaphors used in the user interface of application are easy enough to understand for smartphone users, then the application can be perceived useful and easy to use, which in turn make users to have an intention to use the application. In conclusion, this study contributed not only to validate and extend Technology Acceptance Model (TAM) partially, but also to develop the construct of metaphor in smartphone settings. However, since a single empirical study cannot be enough to validate the findings, some limitations should be considered.
- Research Article
5
- 10.1145/3533856
- Nov 4, 2022
- ACM Transactions on Interactive Intelligent Systems
Semantically rich information from multiple modalities—text, code, images, categorical and numerical data—co-exist in the user interface (UI) design of mobile applications. Moreover, each UI design is composed of inter-linked UI entities that support different functions of an application, e.g., a UI screen comprising a UI taskbar, a menu, and multiple button elements. Existing UI representation learning methods unfortunately are not designed to capture multi-modal and linkage structure between UI entities. To support effective search and recommendation applications over mobile UIs, we need UI representations that integrate latent semantics present in both multi-modal information and linkages between UI entities. In this article, we present a novel self-supervised model—Multi-modal Attention-based Attributed Network Embedding (MAAN) model. MAAN is designed to capture structural network information present within the linkages between UI entities, as well as multi-modal attributes of the UI entity nodes. Based on the variational autoencoder framework, MAAN learns semantically rich UI embeddings in a self-supervised manner by reconstructing the attributes of UI entities and the linkages between them. The generated embeddings can be applied to a variety of downstream tasks: predicting UI elements associated with UI screens, inferring missing UI screen and element attributes, predicting UI user ratings, and retrieving UIs. Extensive experiments, including user evaluations, conducted on datasets from RICO, a rich real-world mobile UI repository, demonstrate that MAAN out-performs other state-of-the-art models. The number of linkages between UI entities can provide further information on the role of different UI entities in UI designs. However, MAAN does not capture edge attributes. To extend and generalize MAAN to learn even richer UI embeddings, we further propose EMAAN to capture edge attributes. We conduct additional extensive experiments on EMAAN, which show that it improves the performance of MAAN and similarly out-performs state-of-the-art models.
- Research Article
- 10.47191/ijsshr/v7-i11-11
- Nov 8, 2024
- International Journal of Social Science and Human Research
The growth of internet users in Indonesia has experienced a significant increase year by year, reaching 78.19% of the total population in 2022-2023. This indicates a broader penetration of the internet among Indonesian society. The national digital banking transaction value shows an increasing trend, reaching Rp5,098.6 trillion in August 2023, reflecting the growing adoption of digital financial services in Indonesia. This increase is supported by the ease of access offered by banks and online financial management, in line with the preferences of the digital era's growing generation, thus Generation Z quickly and comfortably adopts digital banking services. This brings the potential for greater financial inclusion among the younger generation.This study employed a quantitative approach with a causal purpose, applying the Technology Acceptance Model (TAM), Theory of Planned Behavior (TPB), and Theory of Reasoned Action (TRA). The dependent variable (financial inclusion), the intervening variable (ease of use), and the independent variables (financial literacy, digital literacy, and social capital). This study, which includes 200 Bandung City-based Generation Z digital bank customers, uses the Structural Equation Model (SEM) based on Partial Least Square (PLS) as its analytical tool. The study's findings demonstrate that Generation Z's digital bank customers in Bandung City already have very high levels of social capital, financial inclusion, digital literacy, and ease of use. Furthermore, it was shown that the effects of digital literacy, social capital, and financial literacy on financial inclusion might be moderated by simplicity of use. Financial inclusion is also significantly impacted directly by social capital, digital literacy, and financial literacy. It is intended that this research will provide a greater understanding of the variables impacting Generation Z's financial inclusion and how those characteristics may affect policies aimed at boosting the availability and use of financial services in the digital age.
- Research Article
- 10.21032/jhis.2024.49.3.248
- Aug 31, 2024
- Journal of Health Informatics and Statistics
Objectives: The critical need for accessible mental health support for healthcare workers during pandemics underscores the importance of tailored interventions. This study aimed to derive user interface (UI) design elements and evaluate the usability of a mobile mental health application specifically crafted for healthcare professionals, focusing on nursing informatics.Methods: The mental healing app (mHealing app) interfaces were developed, emphasizing UI design elements derived from user requirements and guided by principles of nursing informatics. Usability was assessed using the Health Information Technology Usability Evaluation Scale (Health-ITUES).Results: Six nurses, including one specializing in nursing informatics, participated in both UI design derivation and usability pilot test, providing valuable insights from a nursing informatics perspective. The mHealing app offers personalized content delivery and facilitates connections to counselors based on users’ mental health states, supported by a self-diagnosis tool. The UI design prioritizes user-centered features and intuitive navigation, addressing healthcare workers’ unique challenges during pandemics. In the usability pilot test, the app scored high in impact, perceived usefulness, and ease of use, according to Health-ITUES.Conclusions: The mHealing app, developed with a focus on UI design elements informed by nursing informatics principles, effectively addresses the mental health care needs of healthcare workers during pandemics, particularly COVID-19. Engaging six nurses in usability pilot test, including one specializing in nursing informatics, the app demonstrates a user-centered approach and intuitive UI, promising a meaningful impact in clinical settings.
- Research Article
- 10.57199/jgcr.2025.4.2.1
- Jun 30, 2025
- Global Convergence Research Academy
With the rapid increase in social media usage and intensifying competition among platforms, user interface (UI) design has emerged as a critical factor determining platform success. This study conducted an empirical analysis focusing on Instagram to examine how SNS platform interface design affects user satisfaction levels and continued usage intention. The study constructed four independent variables representing UI design characteristics: usefulness, ease of use, interactivity, and aesthetics, with user satisfaction as a mediating variable and continued usage intention as the dependent variable in the research model. An online survey was conducted targeting university students who use Instagram from January 1 to February 15, 2025, over a 46-day period. A total of 312 responses were collected through Google Forms, and after excluding 18 incomplete responses, 294 responses were used for final analysis. The collected data was analyzed using Smart PLS 4.0, and discriminant validity and convergent validity were verified. The results showed that among UI design characteristics, usefulness, interactivity, and aesthetics had significant positive effects on user satisfaction. However, the hypothesis that ease of use would affect user satisfaction was rejected. Additionally, user satisfaction was found to have a considerable positive effect on continued usage intention. This study is expected to serve as a reference for practical suggestions for improving UI design and enhancing user experience in SNS platforms.
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