Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method
Main Article Content
Abstract
The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.
Plum Analytics
Article Details
This work is licensed under a Creative Commons Attribution 4.0 International License.
The author(s) assign to JGGAG licence to use this document for personal use and in courses of instruction provided that the article is used in full and this copyright statement is reproduced. The authors also grant a non-exclusive licence to JGGAG to publish this document in full on the World Wide Web within the JGGAG website. Any other usage is prohibited without the express permission of the author(s).
References
G. Allanwood and P. B. Beare, “User Experience Design: Creating Design Users Really Love,” London: Bedford Square, 2014.
A. Nugroho, “Pentingnya User Experience untuk Menarik Banyak Konsumen,” 2020, [Retrieved on: March 13, 2021, source: https://qwords.com/blog/user-experience-adalah/].
R. T. Azuma, “A Survey of Augmented Reality,” In Presence: Teleoperators and Virtual Environments, 1997, pp. 355-385.
H. Kato and M. Billinghurst, “Marker Tracking and HMD Calibration for a Video-Based Augmented Reality Conferencing System,” in Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR), 1999, pp. 1-10.
A. A. Syahidi, H. Tolle, A. A. Supianto, and K. Arai, “BandoAR: Real-Time Text Based Detection System Using Augmented Reality for Media Translator Banjar Language to Indonesian with Smartphone,” in Proceedings of the 5th IEEE International Conference on Engineering Technologies and Applied Sciences (ICETAS), 2018, pp. 1-6.
Subandi, A. A. Syahidi, Joniriadi, and A. Mohamed, “Mobile Augmented Reality Application with Multi-Interaction for Learning Solutions on the Topic of Computer Network Devices (Effectiveness, Interface, and Experience Design),” in Proceedings of the 3rd International Conference on Vocational Education and Electrical Engineering (ICVEE), 2020, pp. 1-6.
U. M. Arief, H. Wibawanto, and A. L. Nastiti, “Membuat Game Augmented Reality (AR) dengan Unity 3D,” Yogyakarta: Andi Publisher, 2019.
F. Mohammad, J. Anarase, M. Shingote, and P. Ghanwat, “Optical Character Recognition Implementation Using Pattern Matching,” International Journal of Computer Science and Information Technologies, vol. 5, no. 2, 2014, pp. 2088-2090.
J. Memon, M. Sami, R. A. Khan, and M. Uddin, “Handwritten Optical Character Recognition (OCR): A Comprehensive Systematic Literature Review (SLR),” IEEE Access, vol. 8, 2020, pp. 142642-142668.
S. Irshad and D. R. A. Rambli, “Advances in Mobile Augmented Reality from User Experience Perspective: A Review of Studies,” in Proceedings of the International Visual Informatics Conference - SpringerLink, vol. 10645, 2017, pp. 466-477.
X. Sun and A. May, “A Comparison of Field-Based and Lab-Based Experiments to Evaluate User Experience of Personalised Mobile Devices,” Advances in Human-Computer Interaction, vol. 2013, no. 2, 2013, pp. 1-9.
A. A. Syahidi, Subandi, and A. Mohamed, “AUTOC-AR: A Car Design and Specification as a Work Safety Guide Based on Augmented Reality Technology,” Journal of Technological and Vocational Education, vol. 26, no. 1, 2020, pp. 1-8.
A. A. Syahidi, A. A. Supianto, and H. Tolle, “Design and Implementation of Bekantan Educational Game (BEG) as a Banjar Language Learning Media,” International Journal of Interactive Mobile Technologies (iJIM), vol. 13, no. 03, 2019, pp. 108-124.
M. F. Yasin, “Asal-Usul Bahasa Banjar (Tinjauan Historis Komparatif),” Banjarmasin: ULM Repository, 2017.
Tim Balai Bahasa Banjar, “Kamus Bahasa Banjar Dialek Hulu-Indonesia Edisi Pertama,” Jakarta: Departemen Pendidikan Nasional - Pusat Bahasa, 2008.
E. Macpherson, “The UX Honeycomb: Seven Essential Considerations for Developers,” 2019, [Retrieved on: March 13, 2021, source: https://medium.com/mytake/the-ux-honeycomb-seven-essential-considerations-for-developers-accc372a398c].
E. Rizkiyana, “Penggunaan Bahasa Banjar Terkikis, Budayawan Kalsel Merasa Miris,” 2020, [Retrieved on: March 13, 2021, source: https://www.sonora.id/read/422396209/penggunaan-bahasa-banjar-terkikis-budayawan-kalsel-merasa-miris].