Human-Computer Interaction and Beyond: Advances Towards Smart and Interconnected Environments Part II

Author(s): Nurul R. Nurwulan*, Rahmawati Rahmawati, Chesia D. Sara, Firmina Wenni and Gjergji Selamaj

DOI: 10.2174/9789815036398122010007

Usability Evaluation of Mobile Applications in Indonesia

Pp: 66-75 (10)

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Human-Computer Interaction and Beyond: Advances Towards Smart and Interconnected Environments Part II

Usability Evaluation of Mobile Applications in Indonesia

Author(s): Nurul R. Nurwulan*, Rahmawati Rahmawati, Chesia D. Sara, Firmina Wenni and Gjergji Selamaj

Pp: 66-75 (10)

DOI: 10.2174/9789815036398122010007

* (Excluding Mailing and Handling)

Abstract

Indonesia has one of the world's fastest-growing mobile applications
markets.Due to the increasing population of Indonesia and with the growing number of
mobile applications in Indonesia, a user-friendly interface is important to stay in the
competition . In this study, we evaluated three big mobile applications for various
purposes. We conducted a separate experiment for each application. The first
experiment evaluated DANA, one of the most-used e-wallet. There were seven subjects
recruited with ages ranging from 35 to 53 years for the first experiment. The second
experiment recruited eight subjects aged 20 to 50 years to evaluate GOJEK, the leading
taxi booking, delivery, and payment application. The third experiment evaluated Blibli,
one of the biggest e-commerce applications. A total of 7 subjects with ages ranging
from 53 to 63 years were recruited in the third experiment. Think aloud protocol and
system usability scale (SUS) questionnaire were used to evaluate the usability of the
applications. From the collected data, the SUS scores were found as 65.71%, 70.63%,
and 76.07% for DANA, GOJEK, and Blibli, respectively. The evaluation results
showed the mobile applications we tested to be acceptable. However, the applications
need to undergo further improvement in order to increase their acceptability.


Keywords: Acceptability, Blibli, DANA, Delivery, E-commerce, E-wallet, Gojek, Indonesia, Interface, Internet, Mobile market, Mobile application, Mobile device, Mobile phone, Payment application, SUS questionnaire, Taxi booking, Think-aloud, Usability, User-friendly.

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