scholarly journals USE OF GOOGLE MEET IN TEACHING AND LEARNING PROCESS IN DEPARTMENT OF INFORMATION & COMMUNICATION TECHNOLOGY, POLITEKNIK SULTAN MIZAN ZAINAL ABIDIN

2021 ◽  
Vol 3 (8) ◽  
pp. 104-113
Author(s):  
Mazidah Musa ◽  
Nor Aidawati Abdillah

The spread of the Covid19 pandemic in Malaysia has a profound impact on all sectors, including the education sector. Following the government's move to announce PKP throughout Malaysia, it has forced the PdP process to be implemented online either in schools or IPTs. In relation to that, most of the PdP process at JTMK, PSMZA is also conducted online. Various platforms are used and one of them is Google Meet. This study was conducted to identify three aspects, namely in terms of accessibility, user interface design, and Google Meet user-friendly level from the perspective of students. This study was conducted by distributing 1 set of questionnaires to respondents. The respondents of this study consisted of 80 students in semesters 3 and 4 taught by the researcher. The results showed that the respondents agreed that Google Meet is easy to achieve where the average value of the mean score is 3.94 in addition to having a simple and attractive user interface design with an average value of a mean score of 3.90. Respondents also agreed that Google Meet has a good and pleasant level of user-friendliness with an average mean score of 3.92. So, Google Meet is a great PdP process platform to use.

2018 ◽  
Vol 21 (1) ◽  
pp. 60-74 ◽  
Author(s):  
Victoria Simon

Seemingly trivial software does important cultural work, both reflecting hegemonic norms and providing opportunities for transforming them. Software applications for music production (music apps) within the iOS app store promise to broaden the potential for musical participation through simple, “fun,” user-friendly interface design. Yet, within the dominant user interface convention, “fun” is synonymous with the experience of instant success and effortless musical mastery. Drawing on semistructured interviews conducted with developers, and an analysis of shared user interface design conventions across three case studies of apps, ThumbJam, iMaschine 2, and Skram, I argue that normative conceptions of human perfectibility are assumed to be what generates an optimal user experience. Exploring theories of “queer fun,” and the importance of “failure” in studies of video gaming, I propose alternative conceptions of “fun,” and consider how, and with what effects, these might be implemented in the world of music apps.


Author(s):  
Hanna Poranen ◽  
Giancarlo Marafioti ◽  
Gorm Johansen ◽  
Eivind Sæter

User interface (UI) is a platform that enables interaction between a human and a machine, a visual part of an information device, such as a computer or software, which user interacts with. A good user interface design makes operating a machine efficient, safe and user friendly in a way that gives the desired result. This paper describes a set of guidelines defined for marine autonomous operations where many actors, devices and sensors are interacting. The UI should manage and present in a user-friendly manner a large amount of data, ensuring situation awareness for the operator/user. The design guidelines of the user interface consist of both a work process part and a content part, also called user experience design (UX). The work process consists of four sections: manage, plan, operate and evaluate, while the content part focuses on how to show the information. Both parts will be detailed and discussed and can be taken as a reference for designing user interfaces in particular for marine autonomous operations.


Author(s):  
Titilola T. Obilade

The development of a user-friendly online module depends on the inputs, the processes and the outcomes from the user interface design, the learner interface design and the instructional design. The online module includes the user interface design, the learner interface and the instructional design. This chapter would examine the theories behind these three designs. What guidelines can be garnered from the theories of these three designs? How can these guidelines be used to develop a user-friendly online module? In addition, it would examine their similarities and how they can be used to develop a user-friendly online module. Further, the chapter recommended an alignment of the garnered guidelines from the three designs to explore the plausible reasons for the high attrition rate in Massive Open Online Courses (MOOC).


Author(s):  
Namratha Birudaraju ◽  
Adiraju Prasanth Rao

There are many customers who shop online. Many of these users interact with the system using well-defined user interfaces only. So, there is a need to develop effective user interfaces that are more user friendly, minimize the keyboard operations, and maximize effective interaction with the system. This chapter focuses on designing effective user interfaces by considering human parameters for e-commerce applications.


Author(s):  
Namratha Birudaraju ◽  
Adiraju Prasanth Rao

There are many customers who shop online. Many of these users interact with the system using well-defined user interfaces only. So, there is a need to develop effective user interfaces that are more user friendly, minimize the keyboard operations, and maximize effective interaction with the system. This chapter focuses on designing effective user interfaces by considering human parameters for e-commerce applications.


Author(s):  
Titilola T. Obilade

The development of a user-friendly online module depends on the inputs, the processes and the outcomes from the user interface design, the learner interface design and the instructional design. The online module includes the user interface design, the learner interface and the instructional design. This chapter would examine the theories behind these three designs. What guidelines can be garnered from the theories of these three designs? How can these guidelines be used to develop a user-friendly online module? In addition, it would examine their similarities and how they can be used to develop a user-friendly online module. Further, the chapter recommended an alignment of the garnered guidelines from the three designs to explore the plausible reasons for the high attrition rate in Massive Open Online Courses (MOOC).


Author(s):  
Prasetya K. ◽  
Endah K. ◽  
Fredicia Fredicia

The lack of knowledge of investment products lead many people decided not to invest for their future. This can be overcome by utilizing the information and communication technology development by making a web application of Smart Investment Planner with the aim to recognize various types of investment product as well as the character investment and tips for users. This application uses a set of data as knowledge base which obtained from the literature, discussions with economic experts, database design, user interface design, as well as tests and evaluations by experts. The result of these applications concluded that this application collect the information as well as investment products that suit into their needs and also encourage them to start invest.


2020 ◽  
Vol 10 (02) ◽  
pp. 109-114
Author(s):  
Moh Ahsan ◽  
Wahyudi Arianto ◽  
Robbi Tri Murdani

Penduduk Indonesia mayoritas beragama islam, sehingga terdapat banyak masjid di Indonesia. Banyak masyarakat yang melakukan penggalangan dana secara langsung di jalan namun tak jarang pula kegiatan seperti ini malah menghambat mobilitas pengguna jalan seperti kemacetan dan kurangnya transparansi terhadap dana. Sebuah inovasi prototype aplikasi untuk sedekah yang mudah dan berdasarkan keinginan pengguna. Model pengembangan desain design thinking aplikasi Kuysedekah.id berbasis Mobile App. Prototype design UI (User Interface) dan UX (User Experience) bertujuan untuk menghasilkan hasil yang baik, serta dapat memenuhi kebutuhan pengguna smartphone (user friendly), design thinking, dan menguji prototype. Penilaian UX menggunakan design review dengan hasil penilaian nilai “very good”, pengujian usability menggunakan kuisoner SEQ (Single Ease Question) mendapatkan hasil “mudah digunakan” dan SUS (System Ussability Scale) mendapatkan hasil “accapteble” dengan 50 responden yang telah dilakukan.


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