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Usability Testing on Student Mobile Application in University using Cognitive Walkthrough Method

Published: 11 June 2024 Publication History

Abstract

Nowadays information technology has become increasingly useful due to the influence of globalization. The era of globalization has profoundly altered people's perceptions of technology's use and its everyday implications, offering instant, rapid, and sophisticated solutions through the convergence of digital technology and the internet, including in education area. Student mobile applications now is commonly used in universities. Therefore, feedback is needed in the user experience to be able to manage the use of technology well, such as conducting Usability Testing. The initial phase of commencing Usability Testing on the mobile-based application through the Cognitive Walkthrough method begins with a sequence of steps. These steps involve conducting literature reviews, gaining familiarity with the system or application, and crafting scenario-based questions based on the system's functionality. Subsequently, respondents are presented with these scenario questions to solve. The data collected from these scenarios encompasses successful task completion, errors encountered during task completion, and the time taken to finish each scenario. Following this, an interview phase is conducted with the respondents, focusing on the scenarios they have worked through. Both the scenario data and interview feedback are then analyzed to assess the effectiveness and efficiency of this application. After the analysis phase, users are given a System Usability Scale (SUS) questionnaire to complete via Google Form, using a Likert scale. The responses from the questionnaire are subject to SUS calculations, ultimately leading to the generation of suggestions and conclusions pertaining to the user's learning ability aspect. Upon completing the usability testing of the Student Mobile Application application using the Cognitive Walkthrough and SUS methods, the results obtained are as follows: an effectiveness rating of 94%, efficiency of 0.12 seconds, and a learning ability level of 75.5.

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    ICISE '23: Proceedings of the 2023 8th International Conference on Information Systems Engineering
    December 2023
    201 pages
    ISBN:9798400709173
    DOI:10.1145/3641032
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Published: 11 June 2024

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    1. Student Mobile Application

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