Analyzing the Usability of an E-Learning Application Using the Heuristics Evaluation Method
The rise of <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$E$</tex>-Learning, especially during the COVID-19 pandemic, has highlighted the importance of evaluating its usability to improve the user experience and interface design of educational platforms. This study focuses on GreatNusa, an E-Learning platform by Bina Nusantara University. It uses heuristic evaluation principles to identify and address usability issues in its mobile application. The study adopts a quantitative-descriptive approach with data obtained from an online questionnaire completed by 473 respondents, predominantly undergraduate and diploma students. The analysis is based on 33 indicators obtained from previous research and aligned with the 10 heuristic evaluation principles, focusing on usability components such as Learnability, Efficiency, Memorability, Errors, and Satisfaction. The data is analyzed using SMARTPLS with SEM PLS for structural modeling. Results indicate that the variables; Efficiency, Memorability, and Satisfaction significantly affect usability while Learnability and Error do not show a significant impact. Overall, despite minor usability issues identified through this study, the design of GreatNusa's application is well-received, suggesting that it meets established usability standards and offers a satisfactory user experience. The findings provide actionable insights for enhancing the application's UI/UX, to ensure an even more user-friendly experience.
Authors
- Stephanie Surja
- Sarinthar Julius Then
Institutions
- Binus University (ID)
Publication Details
- Published
- 2024-08-29
- DOI
- https://doi.org/10.1109/icitacee62763.2024.10762770
- Primary Topic
- Varied Academic Research Topics
- Type
- article
- Field-Weighted Citation Impact
- 0.00