Abstrak
Situbondo Tera’ merupakan aplikasi portal Pemerintahan Kabupaten Situbondo yang bisa diakses oleh
masyarakat. Berdasarkan percobaan peneliti dan wawancara kepada pengembang, aplikasi belum
berjalan optimal dan diketahui bahwa aplikasi belum pernah dilakukan evaluasi usability. Penelitian
ini menggunakan 3 metode yaitu Usability Testing, Cognitive Walkthrough, dan Heuristic Evaluation
untuk menemukan permasalahan usability dan melihat perbandingan masalah yang didapat dari setiap
metode. Penelitian menggunakan responden berjumlah 10 orang pada Usability Testing, 10 orang pada
Cognitive Walkthrough, dan 3 expert pada Heuristic Evaluation. Hasil analisis ditemukan total 41
permasalahan. Metode Usability Testing menemukan 27% dari total permasalahan dengan rata-rata
temuan 2,4 masalah per responden. Metode Cognitive Walkthrough menemukan 29% dari total
permasalahan dengan rata-rata temuan 3,7 masalah per responden. Metode Heuristic Evaluation
menemukan 44% dari total permasalahan dengan rata-rata temuan 8 masalah per evaluator. Ditemukan
8 permasalahan yang sama dan hampir semuanya muncul pada 3 metode sekaligus sehingga perlu
mendapatkan perhatian khusus. Metode Usability Testing mendapatkan nilai rata-rata effectiveness
95%, efficiency 88,32%, dan satisfaction 5,76 dari skala 7. Pada metode Cognitive Walkthrough
permasalahan yang sering muncul bersifat ringan dan terbanyak berasal dari jenis masalah Text and
Icon (T) dan User (U). Metode Heuristic Evaluation menemukan permasalahan yang tersebar pada
seluruh 9 prinsip heuristik.
Kata kunci: Usability, Usability Testing, Cognitive Walkthrough, Heuristic Evaluation
Abstract
Situbondo Tera' is a portal application of the Situbondo Regency Government that can be accessed by
the public. Based on the researcher's experiment and interviews with the developer the application is
still not running optimally and has never been evaluated. This study uses 3 methods, those are
Usability Testing, Cognitive Walkthrough, and Heuristic Evaluation to find usability problems and see
the comparison of the problems obtained from each method. The study used 10 respondents on
Usability Testing, 10 respondents on Cognitive Walkthrough, and 3 experts on the Heuristic
Evaluation method. From the analysis it is known that total of 41 problems were found. The Usability
Testing method found 27% of the total problems with an average of 2.4 problems per respondent. The
Cognitive Walkthrough method found 29% of the total problems with an average finding of 3.7
problems per respondent. Meanwhile, the Heuristic Evaluation method found 44% of the total
problems with an average finding of 8 problems per evaluator. There were 8 similar problems found
and almost all of them appeared in 3 methods at once so that it needed special attention. The results of
the Usability Testing method got an average value of 95% effectiveness, 88.32% efficiency, and the
satisfaction gets 5.76 from scale 1 to 7. In the Cognitive Walkthrough method, it was known that the
problems that often arise were minor and most types of the problems come from Text and Icon (T) and
User (U). The Heuristic Evaluation method found problems that were spread across all 9 heuristic
principles.
Keywords: Usability, Usability Testing, Cognitive Walkthrough, Heuristic Evaluation
Gambar 3. Persebaran permasalahan pada Heuristic 5.3 Perbandingan Temuan Masalah Setiap
Evaluation Responden
Persebaran permasalahan yang ditemukan
dapat dilihat pada gambar 3 yang menunjukkan
permasalahan berdasarkan prinsip heuristik
yang dilanggar. Dapat dilihat bahwa masalah
yang paling banyak ditemukan pada prinsip
heuristik MA07.
5. Perbandingan Metode
problems/> [Diakses 7 Maret 2020]. Rubin, J. & Chisnell, D., 2008. Handbook of
Nielsen, J., 2012. Usability 101: Introduction to Usability Testing: How to Plan,
Usability. [Online] Tersedia di: Design, and Conduct Effective Tests.
<https://www.nngroup.com/articles/usa 2nd ed. Indianapolis: Wiley Publishing,
bility-101-introduction-to-usability/> Inc.
Peraturan Bupati Situbondo, 2017. Pedoman Sauro, J., 2010. If You Could Only Ask One
Pemanfaatan Teknologi Informasi Dan Question, Use This One. [Online]
Komunikasi Dalam Penyelenggaraan Tersedia di:
Situbondo Smart Society, Situbondo: <https://measuringu.com/single-
Pemerintah Kabupaten Situbondo. question/> [Diakses 20 Oktober 2020].
Perbup Situbondo No. 54, 2016. Kedudukan, Sauro, J. & Kindlund, E., 2005. Making Sense
Susunan Organisasi, Uraian Tugas dan of Usability Metrics: Usability and Six
Fungsi, Serta Tata Kerja Dinas Sigma. UPA Conference 2005, pp. 1-
Komunikasi Informatika dan 10.
Persandian Kabupaten Situbondo, Six, J. M. & Macefield, R., 2016. How to
Situbondo: Kabupaten Situbondo. Determine the Right Number of
Perpres, 2018. Sistem Pemerintahan Berbasis Participants for Usability Studies.
Teknologi. Jakarta, s.n. [Online] Tersedia di:
<https://www.uxmatters.com/mt/archiv
Rosenbaum, S., 2000. Not Just a Hammer:
es/2016/01/how-to-determine-the-right-
When and How to Employ Multiple
number-of-participants-for-usability-
Methods in Usability Programs.
studies.php> [Diakses 22 Maret 2020].
Usability Professionalsí Association,
pp. 1-6.