User Experience Analysis of a National Instructional Platform for Self-Learning and Competency Improvement: A Teacher's Perspective
Continuous professional development is vital for educators in the digital era. To support this, Indonesia’s Ministry of Education, Culture, Research, and Technology launched the Platform Merdeka Mengajar, a national platform for teachers’ self-directed learning. This study examines teachers’ user experience (UX) with PMM using the User Experience Questionnaire (UEQ). A quantitative survey was administered to 250 active users nationwide, and the data were analyzed using descriptive statistics, confidence intervals, benchmarking against international UEQ datasets, and Cronbach’s alpha to assess reliability. Results indicate positive user perceptions across all six UEQ dimensions, with Dependability and Attractiveness rated highest, underscoring the platform's reliability and engagement. Novelty scored lowest, indicating limited perceived innovation. Overall, PMM demonstrates effective, dependable, and user-friendly design but requires innovation to sustain engagement. These findings inform policymakers and developers on optimizing national digital learning ecosystems through user-centered design improvements.
- Research Article
- 10.35889/jutisi.v14i2.2928
- Aug 23, 2025
- Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi
<p><em>This study evaluates the user experience (UX) of Spotify using the User Experience Questionnaire (UEQ) and Fuzzy K-Means clustering. The main issue addressed is the need to understand user satisfaction, especially related to reliability. The objective is to assess Spotify’s UX quality and group users based on satisfaction. A total of 128 participants completed the UEQ, covering six dimensions: Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty. Results show five dimensions rated as “Excellent,” while Dependability was rated “Below Average,” indicating issues with control and consistency. Clustering analysis identified three user groups with different satisfaction levels. One cluster consistently reported low ratings across all dimensions. These findings reflect Spotify’s overall strong UX, while also pointing out areas for improvement. The integration of UEQ and clustering provides valuable insights into user segmentation and can serve as a framework for future UX evaluations.</em><strong><em> </em></strong></p><p><strong><em>Keywords:</em></strong><em> Clustering; Fuzzy K-Means; Spotify; UEQ; User Experience </em></p><p><em> </em></p><p align="center"><strong>Abstrak</strong></p><p>Penelitian ini mengevaluasi pengalaman pengguna (<em>User Experience</em>/UX) aplikasi Spotify menggunakan <em>User Experience Questionnaire</em> (UEQ) dan metode klasterisasi <em>Fuzzy K-Means</em>. Masalah utama yang dibahas adalah perlunya pemahaman terhadap kepuasan pengguna, khususnya dalam aspek keandalan. Tujuan penelitian ini adalah menilai kualitas UX Spotify dan mengelompokkan pengguna berdasarkan tingkat kepuasannya. Sebanyak 128 partisipan mengisi UEQ yang mencakup enam dimensi: <em>Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation</em>, dan <em>Novelty</em>. Hasil menunjukkan lima dimensi memperoleh nilai <em>Excellent</em>, sedangkan dimensi <em>Dependability</em> berada pada kategori <em>Below Average</em>, mengindikasikan adanya masalah dalam kontrol dan konsistensi. Analisis klaster menghasilkan tiga kelompok pengguna dengan tingkat kepuasan yang berbeda. Salah satu klaster secara konsisten menunjukkan penilaian rendah di semua dimensi. Temuan ini mencerminkan performa UX Spotify yang sangat baik secara umum, namun tetap ada aspek yang perlu ditingkatkan. Integrasi UEQ dan analisis klaster memberikan wawasan mendalam tentang segmentasi pengguna dan menjadi acuan untuk evaluasi UX selanjutnya.</p><p> </p>
- Research Article
- 10.15294/maj.v12i3.66361
- Oct 30, 2023
- Management Analysis Journal
The research objective is to identify and analyze the effect of performance expectancy, effort expectancy, and social influence on behavior intention within the Ministry of Education, Culture, Research, and Technology. To find out and analyze the effect of facilitating conditions and behavior intention on user behavior within the Ministry of Education, Culture, Research, and Technology. The research population is SIMPeL users within the Ministry of Education, Culture, Research, and Technology, totaling 60 people. The sampling technique with census sampling technique is to determine the number of samples by taking all members of the existing population to be sampled so that the sample size is 60 respondents. The data used is primary data in the form of a questionnaire. Data analysis used linear regression analysis. The results of the performance expectancy research have a positive and significant effect on behavior intention. Effort expectancy has a positive and significant effect on behavior intention. Social influence has a positive and significant effect on behavior intention. Facilitating conditions have a positive and significant effect on user behavior. The behavioral intention has a positive and significant effect on user behavior. Behavioral intention does not mediate the influence between performance expectancy on behavioral use. Behavioral intention mediates the influence between effort expectancy on behavioral use. Behavioral intention mediates the influence between social influence on behavioral use.
- Research Article
37
- 10.1016/j.heliyon.2022.e11748
- Nov 1, 2022
- Heliyon
The use of User Experience Questionnaire Plus (UEQ+) for cross-cultural UX research: evaluating Zoom and Learn Quran Tajwid as online learning tools
- Research Article
- 10.37641/jabkes.v4i1.2529
- Apr 5, 2024
- Jurnal Aplikasi Bisnis Kesatuan
Digital wallet is an application that resides on a smartphone that can be used for transactions without using money cash. Referring to a survey conducted by Global Consumer insight (PwC, 2019), “Along with the growing number of active mobile internet users in Indonesia, the number of mobile payment users has also experienced growth.” One of the factors that influence user interest in continuing to use an application is the user's perception or experience. The purpose of this research is to determine the level of user experience aspects in the current X digital wallet, as well as determine aspects of the user experience that need to be improved using the User Experience Questionnaire (UEQ). “The population of this research is X digital wallet users using simple random sampling technique. Data analysis was performed using the UEQ Data Analysis Tool. The results of this study were found that the perspicuity aspect got a value of 1.25 or above average. The attractiveness, efficiency, dependability, and stimulation and novelty aspects respectively scored 0.90, 1.01 and 0.80, 0.89 and 0.52 or below average.” The recommendations in this study are expected to become one of the considerations for X digital wallet stakeholders to improve the X user experience. Keywords : Digital Wallet, User Experience, UEQ, UEQ Data Analysis Tool
- Research Article
- 10.47467/reslaj.v6i2.5262
- Oct 2, 2023
- Reslaj : Religion Education Social Laa Roiba Journal
The application called Peduli Protect is a form of government policy to control and overcome various problems that arise due to the Covid-19 pandemic. The Peduli Protect application aims at three main priorities, namely 1) protecting the public in accessing public facilities, 2) tracing people who are indicated to be exposed to Covid-19, and 3) information on mapping the zoning of exposure to Covid-19. One of the testing tools for the Cares Protect Application is the User Experience Questionnaire (UEQ), where the User Experience Questionnaire (UEQ) is used to describe the experience gained by the user or UX for satisfaction and usability in the visual appearance of the application, both text boxes, drop-down lists, and other components or commonly called UI when using App Care Protect device. In this study, the method used is combined, namely qualitative quantitative (where technical data collection is done by distributing questionnaires, where each response to each statement item in the questionnaire has a different assessment area and respondents are also required to fill in their demographic data). The total population in this study is 100 Respondents, and the samples taken of all the total population are 100 respondents too. The formulations in this study are 1) How to evaluate the user experience/UX in using the Peduli Protect Application with User Experience Questionnaire (UEQ)? While the objectives of this study are 1) to determine the results of the evaluation of user experience/UX in using the Cares Protect Application using the User Experience Questionnaire (UEQ). The results of the evaluation of user experience / user experience / UX using User Experience Questionnaire (UEQ) in 6 aspects are attractiveness 0,06; clarity 0,53; efficiency 0,36; accuracy 0,17; stimulation 0,09; and novelty 0,01. This shows that all aspects of the user experience get a negative impression. The results of this study can be used as recommendations for designing the new Peduli Protect application user experience by innovating in various aspects.
- Conference Article
7
- 10.2991/assehr.k.220402.037
- Jan 1, 2022
- Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research
The user experience measurement can reveal the strengths and weaknesses of an application. One of the tools used to measure the user experience of an application is the User Experience Questionnaire (UEQ). UEQ can provide feedback to developers on the Attractiveness, Efficiency, Perspicuity, Dependability, Stimulation, and Novelty aspects of the application, whether it needs improvement or not. This study aims to measure the user experience of UNG E-learning using the User Experience Questionnaire (UEQ) on these six aspects. This research is quantitative research with a survey method approach. The tool used in analyzing the user experience of e-learning is UEQ. This study showed that the UNG e-learning was seen from the average respondents' answers were between -0.8 and 0.8, which means that the respondents gave neutral answers. Compared to other products in the benchmark, this e-learning gives poor results in Attractiveness, Efficiency, Perspicuity, Dependability, Stimulation, and Novelty. Therefore, this e-learning requires quality improvement in user experience in these six aspects.
- Research Article
- 10.30574/wjarr.2023.17.1.0013
- Jan 30, 2023
- World Journal of Advanced Research and Reviews
Sidoarjo Regency is a Delta Plain with an altitude between 0 to 25 m, a height of 0-the 3m with an area of 19,006 Ha, covering 29.99%, is a pond area located in the eastern part of the Central Region which has fresh water with an altitude of 3-10 meters above sea level is a residential area, trade, and government. Covering 40.81%. The western region with an altitude of 10-25 meters above sea level is agricultural. This paper is a brief report on application development funded by the Matching Fund of the Ministry of Culture, Research, and Technology at PSDKU Sidoarjo Information Technology. As a study program that stands in the Sidoarjo district with all of the above characteristics. The Matching Fund Program is a program funded by the Ministry of Education and Culture, and the Ministry of Research and Technology to strengthen cooperation between universities and the industrial world to jointly form the “Ekosistem Merdeka Belajar – Kampus Merdeka”. In this project, we make application software based on immersive technology. At the end of the program, a better and more sustainable working relationship will be established between universities and the industrial world, which is expected to contribute to solving real problems in the field or carrying out national strategic actions The method used on this project is prototyping, which is a system development method in which prototypes are built, tested, and then reworked as necessary until acceptable results are achieved from which a complete system or product can be developed.
- Research Article
6
- 10.26905/jtmi.v9i1.9025
- Jun 27, 2023
- Jurnal Teknologi dan Manajemen Informatika
Agriculture is an important sector in Indonesia. Farming are how most people make a living within the population [1]. Currently, access to consult with agricultural experts is something that farmers don't have as a privilege. The combination of technology and agriculture needs to be developed to make it easier for farmers to consult. Botani Mobile Apps is an Android-based application that has been developed by the Faculty of Agriculture UB. The purpose of this application is to facilitate farmers in agricultural cultivation. User experience is how a person feels when using a product, system, or service [2]. User experience evaluation needs to be done to measure the success of a product design and to get user feedback for further improvement. One method of evaluating user experience is UEQ (User Experience Questionnaire). Evaluation of user experience of the Botanical mobile application using UEQ will be discussed in this study. Based on the results of the UEQ that have been carried out, the 26 questions asked had an average value of more than 1. After grouping the questions on the 6 UEQ Scale, the average results of calculation showed that all scales are in the green area. Based on UEQ characteristics, the highest scores were Attractiveness, Pragmatic and Hedonic qualities, respectively. All the results of the characteristic values were more than 1. Based on the Benchmark calculation, showed that the Attractiveness, Efficiency, Dependability and Novelty scales had good scale results and the Perspicuity and Novelty scales got above average scale results. Based on all the results of the UEQ evaluation, it can be concluded that the user experience on the BOTANI application is good.
- Research Article
- 10.51401/jurtikom.v2i1.3304
- Jun 1, 2024
- JURNAL TEKNOLOGI INFORMATIKA DAN KOMPUTER
User Experience menggambarkan pengalaman yang didapatkan oleh pengguna ketika menggunakan produk perangkat lunak. Aplikasi penerimaan mahasiswa baru memiliki peranan yang sangat penting untuk meningkatkan pelayanan kepada mahasiswa di perguruan tinggi. Pengukuran user experience bertujuan untuk mengukur dan mengevaluasi pengalaman pengguna yang dialami ketika menggunakan aplikasi penerimaan mahasiswa baru. Pengukuran dilakukan dengan menggunakan User Experience Questionnaire (UEQ). UEQ dirancang untuk mengukur persepsi dan pandangan pengguna tentang sistem digunakan melalui serangkaian pertanyaan yang mencakup aspek-aspek kunci dari pengalaman pengguna. Penelitian ini dilakukan di Sekolah Tinggi Agama Islam Sumbawa (STAIS) dengan jumlah mahasiswa aktif dari angkatan pertama hingga saat ini sebanyak 81 orang. Hasil dari evaluasi user experience menggunakan UEQ diperoleh untuk setiap aspek UEQ adalah daya tarik 1.558, kejelasan 1.350, efisiensi 1.663, ketepatan 1.262, stimulasi 1.525, dan kebaruan 1.050. Hasil dari penelitian ini dapat digunakan untuk perancangan user experience aplikasi penerimaan mahasiswa baru dengan melakukan inovasi pada berbagai aspek.
- Research Article
- 10.15294/jaist.v6i1.1125
- Jun 21, 2024
- Journal of Advances in Information Systems and Technology
The Indonesian Food and Drug Authority (BPOM) as a government agency has developed the BPOM Mobile application to make it easier for the public to check the safety of drug and food products in circulation. From the research results, several user experience problems were found on BPOM Mobile, especially in the scan product feature. User experience evaluation needs to be carried out to measure the comfort felt by the user and determine the user's level of understanding of the application being used. This research aims to evaluate the user experience on BPOM Mobile using the User Experience Questionnaire and Focus Group Discussion methods. The sampling technique used was purposive sampling which was based on the criteria of public users who had used the scan product feature and were 18-25 years old and had a sample size based on the User Experience Questionnaire guidelines of 30 people. Respondents were 6 users who were willing to do a Focus Group Discussion exploring perceptions and problems in detail related to 6 aspects of the User Experience Questionnaire and aspects of visual aesthetics. The research results show that the BPOM Mobile application currently has a neutral user experience score on the attractiveness, perspicuity, efficiency, dependability, and novelty scales and a positive user experience score on the stimulation scale. Based on the Focus Group Discussion, 20 negative perceptions and problems were found, with details of 2 perceptions and problems of attractiveness, 3 perceptions and problems of perspicuity, 4 perceptions and problems of efficiency, 5 perceptions and problems of dependability, 1 perception and problem of novelty, and 5 perceptions and problems of visual aesthetics, while stimulation obtained 1 positive perception. The problems obtained were corrected through a prototype and resulted in positive user experience values in all aspects.
- Research Article
- 10.31603/bistycs.130
- Oct 20, 2024
- BIS Information Technology and Computer Science
In the digital era, one of the challenges in the world of education is the development of online learning media. Currently, the Ministry of Research, Technology and Higher Education has launched a learning media that can be used by all lecturers at universities throughout Indonesia as a solution for an LMS that can be integrated by all universities in Indonesia, but not all universities want to use the SPADA DIKTI. There are still many universities that persist with self- developed LMS. So that currently the use of SPADA DIKTI is not maximized. This makes SPADA DIKTI an interesting topic to be used as a research topic. An important issue that needs to be considered is the user experience. In this study, we will examine how the user’s user experience is by combining the user experience measurement method, namely the System Usability Scale, combined with one of the data mining methods, namely the Association rule. Combining the two methods will produce a pattern for suggestions for future SPADA DIKTI developers. In the process of testing user experience at SPADA DIKTI using the SUS method, it shows a value of 64.53. The results of the SUS Score have the adjective OK, Acceptable Marginal, and NPS are Detractors. So SPADA DIKTI in terms of user experience still has a low value so it needs to be im-proved in terms of usability.
- Research Article
- 10.23917/khif.v10i1.4833
- Apr 30, 2024
- Khazanah Informatika : Jurnal Ilmu Komputer dan Informatika
The Ministry of Education and Culture has introduced a new phase of its independent learning policy called the Movement Organization Program (POP). As a participant in POP, the Sakata Innovation Center Foundation offers a Saung Coding training program that combines hybrid learning methods, including utilizing the Sakattaku Learning Management System (LMS) platform. However, feedback from teachers and school principals indicates that 45% of the respondents (20 out of 45) faced difficulties and discomfort while using the LMS. The user interface (UI) and user experience (UX) are crucial in enhancing the system's functionality and overall user satisfaction. Hence, this research aims to analyze and develop a plan to implement improvements in the UI/UX of the sakattaku.com LMS. The study also involves testing the system and recommending design enhancements. By prioritizing UI and UX, the research combines the compatibility of Design Thinking and Design Sprint methodologies. The final findings indicate that 9 of 15 expert users completed the assigned scenario tasks successfully. The User Experience Questionnaire (UEQ), administered to a sample of 45 individuals, yielded positive impressions across all assessment aspects, with particular improvement noted in the clarity aspect, which transformed from a below-average rating to an excellent rating. Additionally, the novelty aspect exhibited the highest positive difference, with a value of 75.6%.
- Research Article
3
- 10.30865/mib.v5i4.3263
- Oct 26, 2021
- JURNAL MEDIA INFORMATIKA BUDIDARMA
The learning from home (home-based learning) and working from home (work from home) policy which has been going on for more than 1 year since March 2020 after being set by the Minister of Education and Culture (Kemendikbud) has brought many changes in the way to work and study for the academic community, especially students and lecturers. This is also felt by the academic community at STMIK Mikroskil, especially in Information Systems study program who changes their learning from offline to online by utilize various available application platforms such as Microsoft Teams and the Zoom application, especially for its video conferencing features as audio-visual media. With the use of both communication platforms in online learning activities, it is necessary to evaluate its user experience as information to support decision making in order to improve learning management and academic activities in university environment. However, this evaluation activity has never been carried out for the two applications that being used. This study aims to measure the user experience of Microsoft Teams and the Zoom application, especially for its video conference to support the lecturers and students in Information Systems Study Program at STMIK Mikroskil. This measurement is intended to predict and compare the ability of technology elements in the form of user experience of those two applications through an analytical study by applying the User Experience Questionnaire (UEQ) method. The target respondents are lecturers and students, especially in the Information Systems study program in the STMIK Mikroskil environment. The results showed that the comparison of the Microsoft Teams means value was superior to the Zoom application. Therefore, Microsoft Teams is a video conferencing and communication platform that is preferred by students and academics of the STMIK Mikroskil Information Systems study program compared to the Zoom application
- Research Article
1
- 10.47065/bits.v3i4.1306
- Mar 31, 2022
- Building of Informatics, Technology and Science (BITS)
Dompu local government provides a website that provides information. Each interaction with the user gives rise to a variety of perceptions. One of them is the negative perception of the dompu community as a user of the website as well as the dompu local government as its supply organization. To reduce the problem of negative perceptions related to user experience in the process of using it, an evaluation of user experience is also done as well as an improved interface design. This research was conducted to determine the problems experienced by users by gathering various perceptions of the local government website. The test was carried out using a tool in the form of a User Experience Questionnaire (UEQ). The reason for using the UEQ method is because it is a quick and easy questionnaire to measure the user experience of a website. The results of evaluating user experience using UEQ, The results of evaluating user experience using UEQ show that aspects of perspicuity, efficiency, stimulation, novelty attractiveness and dependability: bad
- Research Article
- 10.35889/jutisi.v13i2.2230
- Aug 31, 2024
- Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi
<p><em>This research discusses "User Experience Analysis of UKSW FTI Students on Final Assignment Information System Applications (SITA) Using User Experience Questionnaire (UEQ)”. This research was conducted with the aim of knowing responses from SITA users regarding experience, satisfaction and effectiveness when using SITA. Data collection in this analysis was carried out by distributing questionnaires, and the calculations used quantitative methods. The data collection method is by distributing a google form questionnaire which is distributed to active UKSW FTI student class 2020 and 2021 who are doing their final assignments and using SIX, while for data analysis using data analysis tools, namely data analysis tools. The results of this analysis show that the user experience of the Final Assignment System Application (SITA) can be said to have a good influence on user satisfaction or student satisfaction when using SITA which can be seen from the results of the data processing that has been carried out. The presence of SITA has the effectiveness of being able to help students in every process of preparing their final assignments.</em></p><p><strong>Keywords: </strong><em>User Experience Questionnaire; User Experience; Faculty of Information Technology</em></p><p> </p><p align="center"><strong>Abstrak</strong></p><p>Pada penelitian ini membahas tentang “Analisis User Experience Mahasiswa FTI UKSW Terhadap Aplikasi Sistem Informasi Tugas Akhir (SITA) Menggunakan <em>User Experience Questionnaire (UEQ)</em>”. Penelitian ini dilakukan dengan tujuan untuk mengetahui respon dari pengguna SITA yang berkaitan dengan pengalaman, kepuasan, dan efektivitas saat menggunakan SITA. Pengambilan data pada analisis ini dengan penyebaran kuesioner, dan perhitungannya menggunakan metode kuantitatif. Metode pengumpulan data dengan menyebarkan google form kuesioner yang dibagikan kepada mahasiswa aktif FTI UKSW angkatan 2020 dan 2021 yang sedang melakukan tugas akhir dan menggunakan <em>SITA</em>, sedangkan untuk analisis data dengan menggunakan alat analisis data yaitu <em>data analysis tools</em>. Hasil dari analisis ini menunjukkan bahwa dari pengalaman pengguna Aplikasi Sistem Tugas Akhir (SITA) ini bisa dikatakan memiliki pengaruh yang baik terhadap ‘kepuasan pengguna atau kepuasan mahasiswa saat menggunakan SITA yang dapat dilihat dari hasil pengolahan data yang sudah dilakukan. Dengan kehadiran SITA memiliki efektivitas yaitu dapat membantu mahasiswa dalam setiap proses menyusun tugas akhir.</p><p> </p>