Articles published on Usability heuristics
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- Research Article
- 10.17507/tpls.1511.27
- Nov 3, 2025
- Theory and Practice in Language Studies
- Nasri Rifin + 8 more
This study presents the development of a structured linguistic procedure known as the Common Name Modifier Arrangement Template Extraction Procedure. The objective is to provide a systematic method for identifying and extracting modifier arrangement templates in common names, particularly those rich in cultural and ecological knowledge. The procedure was developed using the ADDIE model, which consists of five sequential phases: Analysis, Design, Development, Implementation, and Evaluation. In the Analysis phase, the research team examined the necessity and focus areas for the procedure's development through an extensive literature review using databases such as ScienceDirect, JSTOR, Semantic Scholar, and Google Scholar. In the Design phase, the procedure was designed based on the adapted Structured Design principles of Yourdon and Constantine. The Development phase involved constructing the full procedure, integrating insights and design structures formulated in the previous stages. During the Implementation phase, the developed procedure was applied to actual linguistic data comprising Malay bird common names from the MyBIS 2024 database. In the Evaluation phase, the procedure's usability and effectiveness were assessed by six subject-matter experts. Each expert was provided with a structured open-ended questionnaire guided by Nielsen’s 10 Usability Heuristics. Findings suggest that the procedure is practical, usable, and adaptable for linguistic, educational, and documentation purposes.
- Research Article
- 10.34190/ecgbl.19.1.3976
- Sep 26, 2025
- European Conference on Games Based Learning
- Fredrik Breien + 1 more
This paper presents the application and refinement of the eLuna Framework. The framework includes a two-phase collaborative method for designing and specifying narrative game-based learning (GBL) systems using a visual language. Researchers tested the framework through a real-world project that developed the Super Climate Model Game, a mobile game that explores learning objectives in climate science. Participatory action research and heuristic usability inspection methods were used to evaluate the eLuna Visual Language. The goal was to determine whether it could create unambiguous and expressively complete blueprints for narrative GBL development, and subsequently to rectify uncovered ambiguities and expressive shortcomings to enable future AI agent collaboration and code automation in development of narrative GBL using eLuna. Confirming previous research, the eLuna co-design phase was found to be highly usable. It effectively structured narrative GBL elements, supported collaboration between educators and developers, and ensured compliance with characteristics enforcing positive learning outcomes. However, the visual language lacked the expressive completeness and unambiguity required for AI agent collaboration and automated code generation. Seven modifications were proposed to address these issues while preserving the framework’s empowering co-design properties alongside its originally targeted characteristics that are associated with positive effects on engagement, motivation, and learning. These seven changes improve human readability and computational parsing. They also bring the visual language closer to supporting automated coding processes. The Super Climate Model Game was developed using a hybrid approach that combined eLuna and SCRUM. This approach was necessary due to real-world constraints. The project demonstrated the flexibility of the eLuna Method and its relevance in practical development scenarios. This research moves the eLuna Visual Language closer to enabling multiagent human-AI collaboration and automated code generation. Future work will focus on creating an online visual editor for collaboration between human and AI agents. A semantic parser will also be developed to translate eLuna blueprints into structured data formats for automated code generation. These advancements will support scalable and effective narrative GBL development, delivering positive learning outcomes to diverse learner demographics.
- Research Article
- 10.1038/s41598-025-07271-4
- Jul 1, 2025
- Scientific Reports
- Amandeep Kaur + 2 more
In the digital age, hospital websites are essential for providing healthcare information and services. This research introduces an automated tool, WUAHP, created in Python utilizing BeautifulSoup for HTML parsing. This facilitates the extraction of structural and content-based components essential for usability assessment. It assesses websites based on five principal criteria: Navigational efficiency, operational efficiency, accessibility, responsiveness & compatibility, and security—each subdivided into many sub-criteria. Each measure is evaluated on a scale from 0 (least desirable) to 1 (most ideal) utilizing normalized modules. The entropy weighting method is utilized to impartially allocate weights according to data variability. Usability scores are subsequently confirmed via user feedback and aligned with Nielsen’s heuristic usability standards. The tool was utilized on fifty healthcare websites. The results indicated significant variability, with HW9 attaining the greatest usability score of 97% and HW39 the lowest at 12%. The ultimate usability scores varied from 12 to 97%, underscoring disparities in design efficacy. WUAHP provides web developers and healthcare providers with an effective method to assess and enhance website usability. The technology establishes a basis for future applications in training machine learning models for automated, large-scale website assessment.
- Research Article
- 10.46248/kidrs.2025.2.893
- Jun 30, 2025
- Korea Institute of Design Research Society
- Eun Ji Kim + 1 more
Self-check-in kiosks at airports have become essential infrastructure in the era of digital transformation. However, differences in UI structure and procedural flow among airlines within the same airport are causing confusion for users. Such inconsistencies pose a barrier particularly for users with low digital accessibility and negatively affect the equity of public services as well as the operational efficiency of airports. This study aims to compare and analyze the self-check-in kiosk UIs of six major domestic airlines installed at Incheon International Airport, in order to identify the impact of UI discrepancies on user experience and suggest possible improvements. The analysis was conducted based on user flow and examined from three perspectives: usability, brand identity, and accessibility. The identified issues were categorized using affinity mapping and interpreted through Jakob Nielsen’s usability heuristics, David Aaker’s brand identity theory, and the DEI(diversity, equity, inclusion) principles. The findings reveal that while the functional processes of each airline are similar, inconsistencies in UI layout, unclear visual information, and lack of emotional feedback contribute to user confusion and potential decline in brand trust. This study highlights the need for user-centered public interface design, and offers both theoretical and practical implications. It may serve as a foundational reference for establishing integrated design guidelines for self-check-in kiosks and improving equity in public digital systems.
- Research Article
- 10.52902/kjsc.2025.43.37
- Jun 30, 2025
- Forum of Public Safety and Culture
- Jae Min Lee + 1 more
The construction industry has one of the highest fatal accident rates, with many incidents caused by workers’ negligence and lack of hazard awareness. In response, immersive Virtual Reality (VR) education has emerged as a promising tool for construction safety training, offering simulated high-risk scenarios. However, most existing VR contents focus on legal compliance and lack systematic frameworks for assessing educational effectiveness and content quality. This study proposes a VR content evaluation model tailored to construction site safety training and conducts an exploratory validation of its applicability. The model is grounded in Kirkpatrick’s four-level training evaluation and incorporates elements from the Information Systems Success Model (ISSM), Technology Acceptance Model (TAM), and Nielsen’s usability heuristics. A comparative evaluation was conducted with 30 architectural engineering students using VR contents from two institutions. T-test results revealed a significant difference in learning effectiveness (p = 0.008), with Institution B’s content (M = 4.10) outperforming Institution A’s (M = 2.60). Influential factors included ease of operation, information quality, usefulness, and usability. These results support the proposed model as a valid tool for evaluating VR safety training content. While this study was limited to students, future research should include construction professionals across roles and age groups to enhance generalizability. The model may guide both objective evaluation and practical enhancement of VR-based training programs tailored to specific field conditions.
- Research Article
- 10.38010/deskomvis.v6i1.91
- Jun 30, 2025
- Deskomvis: Jurnal Ilmiah Desain Komunikasi Visual, Seni Rupa dan Media
- M Alif Wicaksono + 6 more
According to data from the Coordinating Ministry for Human Development and Culture, an estimated 7.2 million tons of waste remained unmanaged in 2023, with the figure projected to rise to 11 million tons by 2024. Furthermore, the National Waste Management Information System (SIPSN) under the Ministry of Environment and Forestry (KLHK) reported that as of July 24, 2024, the cumulative volume of national waste had reached 31.9 million tons, based on input from 290 regencies and municipalities across Indonesia. Among the most prevalent waste types are plastic and food waste. Despite the growing volume, public awareness regarding proper waste management practices remains insufficient. In response to this issue, the present study proposes the design of an integrated waste management application, developed using the design thinking methodology. Evaluation of the application through the System Usability Scale (SUS) revealed a high usability score of 91.5 out of 100, as assessed by 19 respondents. The application, named Zero Left, is grounded in Jakob Nielsen’s Usability Heuristics for User Interface Design and includes features such as recycling services, waste transportation, landfill navigation, and a points-and-rewards system. It is expected that Zero Left will encourage greater public participation in fostering a cleaner and healthier environment.
- Research Article
- 10.46248/kidrs.2025.2.337
- Jun 30, 2025
- Korea Institute of Design Research Society
- Seo Hyun Kim + 1 more
This study aims to propose interface improvement strategies for financial applications tailored to the New Silver Generation, a group that tends to be relatively marginalized in digital environments. To achieve this, Jakob Nielsen’s 10 usability heuristics were used as the theoretical framework, and the GUI components of the Toss and KakaoBank apps were comparatively analyzed. The study involved 71 New Silver Generation users with experience using financial services via smartphones, and usability was assessed through a GUI-focused questionnaire. The analysis revealed that both apps scored relatively high in areas such as “accessibility of frequently used functions,” “clarity of information,” and “ease of undoing operations.” However, both apps received lower evaluations for “clarity of error resolution guidance” and “access to help information.” KakaoBank demonstrated strengths in visually simple and clear information structures, while Toss was noted for consistent menu layouts and fluid navigation flows. Additionally, 12 participants who gave relatively low scores in usability were selected for in-depth interviews. Based on the findings, this study proposes GUI design improvements suitable for the New Silver Generation, including visual repetition and grouping of information structures, high-contrast color schemes with readable typography, intuitive feedback systems, and emotionally supportive language use. This research provides practical standards for designing digital financial interfaces for older users and can serve as foundational data for developing inclusive financial services in the future.
- Research Article
- 10.56357/jt.v21i1.413
- Jun 25, 2025
- TRANSFORMASI
- Hendarman Lubis + 3 more
The development of digital technology has encouraged the emergence of various mobile application-based services to facilitate daily activities. The Service In application is present as a digital start-up solution that provides online technician booking services via mobile devices. The development method used in this study is the Design Thinking Method which consists of the stages of Empathize, Define, Ideate, Prototype and Test. The GSTALT principle consisting of; Proximity, Similarity, Common-region, Focal point, Continuity, Closure and Figure/ground is used in designing the user interface of the "Service In" mobile application. In this study, the UI design testing process uses the Usability Heuristic indicator to be able to observe user activity. The testing results obtained a value of 79% which indicates that the Service.in start-up falls into the user friendly criteria.Keywords: Start Up, Design Thinking, GSTALT, Service In, Usability Heuristic
- Research Article
- 10.14210/cotb.v16.p446-453
- May 27, 2025
- Anais do Computer on the Beach
- João Victor Domingos E Souza + 4 more
ABSTRACTIn recent years, technological advancements have markedly intensifiedthe collection, processing, and storage of personal data, makingit essential for current systems to conform to Brazil’s General DataProtection Law (Lei Geral de Proteção de Dados — LGPD) to ensurelegal compliance and effectively safeguard user privacy. This paperexplores the practical application of Nielsen’s usability heuristics inevaluating the Adequa 2.0 system, a tool developed to identify softwareproducts’ non-compliance with the LGPD. Adequa 2.0 seeksto automate the assessment process through a dynamic questionnairethat fosters effective and intuitive user interaction. Usabilitywas measured using Nielsen’s 10 heuristics. Tests were carried outwith students in the technical Informatics program at the FederalCenter for Technological Education of Minas Gerais (CEFET-MG),Leopoldina campus, who used the tool to evaluate their projects’compliance with the LGPD. The findings underscore the importanceof uniting regulatory requirements with best practices in interfacedesign to ensure LGPD conformity without compromising userexperience.
- Research Article
- 10.3233/shti250341
- May 15, 2025
- Studies in health technology and informatics
- Bethany A Van Dort + 4 more
Explainable Artificial Intelligence (XAI) is crucial for enhancing transparency, interpretability and actionability of AI systems, particularly in healthcare. The SAD XAI Dashboard, a clinical decision support (CDS) tool for sepsis-associated delirium (SAD), assists physicians in understanding AI-driven predictions for SAD. Our study aimed to evaluate the XAI dashboard's compliance with an XAI usability heuristics checklist. Three experts (human factors and health informatics) applied the heuristics checklist to the dashboard. The evaluation identified several usability issues, including unclear sequences of actions, non-standard icons, and inconsistent labelling. Key trust and transparency heuristics were also absent from the dashboard. This evaluation highlighted key usability gaps relevant for developers and implementers to be aware of in XAI dashboard design. Future research should focus on understanding the impact of usability heuristics on end-user adoption, particularly those relating to trust and transparency.
- Research Article
- 10.2196/59477
- Apr 23, 2025
- JMIR formative research
- Heather Hollman + 3 more
Mobile health apps have high potential to address the widespread deficit in physical activity (PA); however, they have demonstrated greater impact on short-term PA compared to long-term PA. The multi-process action control (M-PAC) framework promotes sustained PA behavior by combining reflective (eg, attitudes) and regulatory (eg, planning and emotion regulation) constructs with reflexive (eg, habits and identity) constructs. Usability testing is important to determine the integrity of a mobile health app's intrinsic properties and suggestions for improvement before feasibility and efficacy testing. This study aimed to gather usability feedback from end users on a first and a second version of an M-PAC app prototype. First, 3 workshops and focus groups, with 5 adult participants per group, were conducted to obtain first impressions of the M-PAC app interface and the first 3 lessons. The findings informed several modifications to the app program (eg, added cards with reduced content) and its interface (eg, created a link placeholder image and added a forgot password feature). Subsequently, a single-group pilot usability study was conducted with 14 adults who were not meeting 150 minutes per week of moderate-to-vigorous PA. They used the updated M-PAC app for 2 weeks, participated in semistructured interviews, and completed the Mobile App Usability Questionnaire (MAUQ) to provide usability and acceptability feedback. The focus groups and interviews were recorded, transcribed, and analyzed with content analysis informed by usability heuristics. The MAUQ scores were analyzed descriptively. Participants from the workshops and focus groups (mean age 30.40, SD9.49 years) expressed overall satisfaction with the app layout and content. The language was deemed appropriate; however, some terms (eg, self-efficacy) and acronyms (eg, frequency, intensity, time, and type) needed definitions. Participants provided several recommendations for the visual design (eg, more cards with less text). They experienced challenges in accessing and using the help module and viewing some images, and were unsure how to create or reset the password. Findings from the usability pilot study (mean age 41.38, SD12.92 years; mean moderate-to-vigorous PA 66.07, SD57.92 min/week) revealed overall satisfaction with the app layout (13/13, 100%), content (10/13, 77%), and language (7/11, 64%). Suggestions included more enticing titles and additional and variable forms of content (eg, visual aids and videos). The app was easy to navigate (9/13, 69%); however, some errors were identified, such as PA monitoring connection problems, broken links, and difficulties entering and modifying data. The mean MAUQ total and subscale scores were as follows: total=5.06 (SD1.20), usefulness=4.17 (SD1.31), ease of use=5.36 (SD1.27), and interface and satisfaction=5.52 (SD1.42). Overall, the M-PAC app was deemed usable and acceptable. The findings will inform the development of the minimum viable product, which will undergo subsequent feasibility testing.
- Research Article
- 10.1080/10447318.2025.2467455
- Mar 11, 2025
- International Journal of Human–Computer Interaction
- Zhiping Liu + 1 more
In information visualization, rapidly expanding data volumes and increasingly complex user interactions highlight the urgent need for systematic usability evaluations. This research introduces and validates an innovative framework that integrates Nielsen’s Ten Usability Principles with the Analytic Hierarchy Process (AHP), transforming qualitative usability heuristics into quantifiable and reproducible metrics. The two-stage evaluation first engaged 30 experts in pairwise comparisons to derive AHP-based weights, which were applied to assess five electrocardiogram (ECG) visualization systems. Subsequent surveys of 200 general users validated the framework, revealing a strong correlation between expert-weighted scores and user evaluations. Results confirm the framework’s efficacy in reducing evaluator bias, enhancing reproducibility, and prioritizing critical design elements. Merging qualitative and quantitative analyses ensures rigorous, objective insights for iterative interface refinement. The methodology provides actionable guidance for designers and researchers addressing data-intensive visualization challenges, demonstrating its potential to advance usability evaluation practices in healthcare analytics and beyond.
- Research Article
- 10.31893/multirev.2025188
- Mar 7, 2025
- Multidisciplinary Reviews
- Sumithra Thaggikuppe Venkatasrinivasaiah + 4 more
Understanding how culture, society and economy influence our thoughts and viewpoints is crucial for creating cultural interactions. Developing awareness, empathy, flexibility and sensitivity helps individuals navigate perspectives and foster better global connections. To understand how social and emotional features of a software application influence people from different backgrounds we conducted usability tests on a university website of the United States with users based in India. This paper evaluates the website using the FULE methodology (Functionality, Usability, Look and feel and Evaluation) and usability heuristics to improve website usability. FULE takes a view by considering functionality, usability, aesthetics and ongoing evaluation. Usability heuristics rely on established principles. Usability Heuristics quickly identifies common pitfalls and proposes immediate improvements. Combining both methodologies in the redesign process yields a website addressing immediate issues while providing a deeper, engaging user experience. This blended approach offers a dynamic framework for continual improvement, ensuring websites remain resilient amid evolving user expectations and technological advancements. The study is focused on offering information, for web designers and usability experts connecting concepts and user perception, with real world application. By combining these perspectives a flexible structure is introduced to evaluate and support webpage enhancements proving that websites need to adapt to changing user demands in different locations. The inquiry acts as a roadmap for web developers to balance between user centered design and enhance the efficiency of the website by guaranteeing a user friendly website application for users coming from different backgrounds, culture and geographical locations. The work aims to provide insights for website designers and usability professionals, bridging theory and practical implementation.
- Research Article
- 10.31603/itej.12808
- Feb 18, 2025
- Innovation, Technology, and Entrepreneurship Journal
- Muhammad Lutfi Mahasinul Akhlak + 3 more
This study aims to create a digital startup with an e-commerce platform named VeggieFresh that provides fresh vegetables directly from farmers to consumers. This startup has effectively answered user needs by making it easier for customers to buy fresh and quality vegetables without having to leave home. The VeggieFresh startup also helps farmers market their agricultural products more effectively and efficiently. The method used is Design Thinking, which focuses on a deep understanding of user needs and creating innovative solutions. Design Thinking stages such as Empathize, Define, Ideate, Prototype, and Test are applied to identify challenges customers and farmers face, formulate appropriate solutions, and test the prototypes created. The analysis used is SWOT analysis and TELOS feasibility analysis. The user interface design uses the GSTALT principle to make the appearance more elegant and responsive. The prototype developed got a positive response from users with the results of the Usability Heuristic test of 82%. This shows that this startup has met user needs with an intuitive and user-friendly interface. Thus, VeggieFresh has great potential to become an effective e-commerce solution that connects farmers and consumers and increases efficiency and convenience in shopping for fresh vegetables.
- Research Article
- 10.2196/66132
- Jan 30, 2025
- JMIR formative research
- Nancy Puttkammer + 10 more
Assisted partner services (APSs; sometimes called index testing) are now being brought to scale as a high-yield HIV testing strategy in many nations. However, the success of APSs is often hampered by low levels of partner elicitation. The Computer-Assisted Self-Interview (CASI)-Plus study sought to develop and test a mobile health (mHealth) tool to increase the elicitation of sexual and needle-sharing partners among persons with newly diagnosed HIV. CASI-Plus provides client-facing information on APS methods and uses a standardized, self-guided questionnaire with nonjudgmental language for clients to list partners who would benefit from HIV testing. The tool also enables health care workers (HCWs) to see summarized data to facilitate partner tracking. The formative research phase of the CASI-Plus study aimed to gather client and HCW input on the design of the CASI-Plus tool to ensure its acceptability, feasibility, and usability. This study gathered input to prioritize features and tested the usability of CASI-Plus with HCWs and clients receiving HIV services in public health clinics in wartime Ukraine. The CASI-Plus study's formative phase, carried out from May 2023 to July 2024, adapted human-centered design (HCD) methods grounded in principles of empathy, iteration, and creative ideation. The study involved 3 steps: formative HCD, including in-depth individual interviews with clients, such as men who have sex with men and people who inject drugs, and internet-based design workshops with HCWs from rural and urban HIV clinics in Chernihiv and Dnipro; software platform assessment and heuristic evaluation, including assessment of open-source mHealth platforms against CASI-Plus requirements, prototype development, and testing of the REDCap (Research Electronic Data Capture) prototype based on usability heuristics; and usability walk-throughs, including simulated cases with HCWs and clients. The formative phase of the CASI-Plus study included in-depth individual interviews with 10 clients and 3 workshops with 22 HCWs. This study demonstrated how simplified HCD methods, adapted to the wartime context, gathered rich input on prioritized features and tool design. The CASI-Plus design reflected features that are both culturally sensitive and in alignment with the constraints of Ukraine's wartime setting. Prioritized features included information about the benefits of HIV index testing; a nonjudgmental, self-guided questionnaire to report partners; client stories; and bright images to accompany the text. Two-way SMS text messaging between clients and HCWs was deemed impractical based on risks of privacy breaches, national patient privacy regulations, and HCW workload. It was feasible to conduct HCD research in Ukraine in a wartime setting. The CASI-Plus mHealth tool was acceptable to both HCWs and clients. The next step for this research is a randomized clinical trial of the effect of the REDCap-based CASI-Plus tool on the number of partners named and the rate of partners completing HIV testing.
- Research Article
- 10.15359/rb.43-1.1
- Jan 7, 2025
- Bibliotecas
- Cristian Valenzuela + 4 more
In this article, a detailed review of the research that works on usability heuristics to examine the web spaces of university libraries is proposed. The objective is to detect the usability heuristics necessary to evaluate the websites of university libraries, according to scientific literature, between 2012 and 2022. The research was developed using the systematic review methodology, specifically the scoping review modality, applied to six bibliographic databases. Among the results, it is established that there are three categories of heuristics: matching, non-matching and those that have been expressly designed for university libraries. It is concluded that the development of heuristics for university libraries is incipient and that the analysis of a space as complex as this requires a layered heuristic evaluation and the application of different evaluation instruments depending on the purpose of the service and the content of the website.
- Research Article
- 10.1111/tgis.13297
- Jan 2, 2025
- Transactions in GIS
- Priscila De Lima E Silva + 2 more
ABSTRACTThis paper presents a systematic literature review and proposes a method, called HEUA‐SDI, to evaluate the usability of spatial data infrastructures (SDI). This new approach jointly considers the subjectivity of users' opinions, assessing satisfaction, and usability heuristics, and assessing effectiveness and efficiency. The analysis is performed remotely, where, through tasks, the users themselves analyze the adequacy of the infrastructure to the usability heuristics. This enables the calculation of quantitative metrics and the qualitative identification of problems and solutions. This differs from traditional methods, generally based only on users' opinions or quantitative metrics obtained by evaluations from the perspective of system developers. The application of pilot questionnaires in 16 Brazilian SDIs demonstrated the effectiveness of HEUA‐SDI, evidencing that the proposed method is comprehensive and can be applied to evaluate the usability of SDIs of various formats and purposes.
- Research Article
- 10.29103/game.v2i1.19957
- Jan 1, 2025
- Gameology and Multimedia Expert
- M Garry Saputra + 1 more
There are several factors that can make a game worth playing to achieve an achievement and popularity. One of these factors is the User Interface. The interface in the game plays a very important role in showing the quality of a game. The interface in the game is an important bridge that connects players with the game mechanics, story, and overall experience. HSR is one of the Turn-Based RPG themed games that has been quite popular since the game was first released. The HSR game interface is the focus of the analysis that will be carried out in this study. This aims to understand and prove that the User Interface plays a very important role in making games with good quality. The analysis will be carried out using the Usabilty Heuritics Principle of UI method by Jakob Nelseen where the analysis is carried out based on the points in the principle in detail so that it can produce research results that can be used as references and guidelines for interface designers in the process of creating game interfaces in the future.
- Research Article
1
- 10.1080/10447318.2024.2353959
- Dec 27, 2024
- International Journal of Human–Computer Interaction
- Aatish Shrestha + 6 more
Digital payment platforms offer practicality and convenience; however, issues related to their reliability and usability have impeded their widespread adoption in Nepal. To investigate the matter, a survey involving 101 respondents was administered to gain insights into its perception and potential areas of improvement. The results unveiled an extensive list of mild to critical issues-rooted in sub-optimal network infrastructure, convoluted user interface (UI) elements, and inconsistent behavior of platforms that collectively deter users from digital payment platforms. Subsequently, a proof-of-concept (POC) application was designed, incorporating survey feedback along with the theory of Progressive Disclosure and Nielsen’s Usability Heuristics. The prototype was evaluated by a group of individuals well-versed in the field of human–computer Interaction, along with a few layman respondents, to gather an impartial view of the platform. The study contributes to the existing literature, provides insights into the specific issues faced by users of digital payment platforms in Nepal, and proposes strategies to overcome these challenges.
- Research Article
- 10.24843/jtrti.2024.v05.i03.p03
- Dec 12, 2024
- JITTER : Jurnal Ilmiah Teknologi dan Komputer
- Riski Yuniar Pratama + 6 more
The effective implementation of User Interface (UI) components is a crucial aspect in determining the success of mobile applications, including Gojek. This research aims to evaluate the implementation of UI components in the location search feature for pickup and destination within the GoRide menu of the Gojek application using the Heuristic Usability method. This method consists of ten heuristic principles proposed by Jakob Nielsen, which are used to identify usability issues that may potentially affect the user experience. The research was conducted using a qualitative approach, where a series of evaluations were carried out by UI experts on the user interface of the location search feature in GoRide. The results of the study indicate several areas for improvement related to design consistency, visibility of system status, clarity of error messages, and efficiency of use in the location search feature, which impact user efficiency and satisfaction. The implications of these findings can serve as guidelines for developers in enhancing the quality of the location search interface in GoRide to improve the overall user experience. This study also contributes to the development of UI analysis methodologies and heuristic-based usability evaluation of applications in Indonesia.