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Moh.Eri Ramadhan Ghifari; Fathoni Mahardika; Dani Indra Junaedi; Asep Saeppani

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Usability evaluation plays a crucial role in ensuring the quality of digital systems, particularly in terms of comfort, effectiveness, and ease of use. Instruments such as the System Usability Scale (SUS), User Experience Questionnaire (UEQ), and Heuristic Evaluation (HE) are widely used in modern usability studies. This research conducts a Systematic Literature Review (SLR) to identify patterns and trends in the use of these instruments. A total of 27 initial studies were collected, and 16 were selected through the PRISMA screening procedure. The findings show that UEQ is the most frequently used instrument, especially in Learning Management Systems (LMS) and academic platforms, while SUS is commonly applied to mobile applications and digital libraries for rapid usability assessment. HE is effective in revealing fundamental interface issues such as non-intuitive navigation and layout inconsistencies. Overall, digital systems perform well in Efficiency and Perspicuity, but consistently show low scores in Novelty. This study provides an integrative knowledge map that highlights cross-instrument insights and supports the development of more intuitive, innovative, and user-centered digital systems

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

David Sam Limbong; Hermawan Setiawan; Satria Tegar Bimantara; Reza Ardiansyah Yudhanegara

Saturnus: Jurnal Teknologi dan Sistem Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Although cryptographic security is often the main concern in e-voting system development, practical implementation failures are frequently associated with poor user interfaces that increase cognitive load and voting errors. This study evaluates the effectiveness of User-Centered Design (UCD) interventions in improving usability and voter confidence in an e-voting system. A one-group pretest-posttest design was applied to 36 respondents representing novice voters. Usability was measured using the System Usability Scale (SUS) before and after the interface redesign. The intervention focused on visual hierarchy, navigation consistency, status visibility, and error prevention. The results show a statistically significant improvement, with the mean SUS score increasing from 69.10 in the marginal category to 95.76 in the excellent category. The paired sample t-test produced t(35) = -7.3441 with p < 0.0001, while Cohen's d reached 1.2130, indicating a large practical effect. The standard deviation also decreased from 21.98 to 3.09, demonstrating a more consistent user experience. These findings indicate that interface optimization is essential for strengthening accessibility, voting accuracy, and user trust in digital democracy systems.

Suci Wahyunia; Herti Yani; Beny Beny; Xaverius Sika; Ahmad Husein

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Conventional management of sports services often leads to inefficiency and limited public access to experts and facilities. Reliance on manual systems poses a high risk of scheduling conflicts or human error. This study aims to develop the User Interface (UI) and User Experience (UX) design for the Movement and Athletic Talent Hub (MATCH) application as an integrative digital solution. The approach employed is the Design Thinking method, encompassing the stages of empathize, define, ideate, prototype, and testing. The design process resulted in an interactive prototype featuring key functions such as facility booking, trainer search, and a digital payment system. Evaluation was conducted using the System Usability Scale (SUS) method involving target users. The test results yielded an average score of 79.5, categorizing the MATCH application within the Good rating and Acceptable status. These findings indicate that the design is effective in meeting user needs and is viable for further development as a digital sports ecosystem.

Efansa, Chika; Chika Efansa; Pradita Eko Prasetyo Utomo; Muhammad Razi A

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

PAMTIRTA Tempino is an institution that provides clean water services in the Tempino area. The process of recording water use and monitoring water turbidity is still done manually, making it prone to recording errors and making it difficult to monitor the water quality distributed to the community. This study aims to design a website-based water turbidity recording and monitoring system by focusing on User Interface (UI) and User Experience (UX) aspects using the Design Thinking method. The research follows five stages of Design Thinking: empathize, define, ideate, prototype, and test. Data collection involves observation and in-depth interviews with PAMTIRTA officers. The results include a design with key features such as digital water meter recording, turbidity monitoring dashboards, and complaint services. The prototype was tested using Maze and the System Usability Scale (SUS), achieving a score of 80.1 and falling into the "Good" category (grade B). These results demonstrate that the UI/UX design effectively provides an easy-to-understand, operationally suitable, and efficient solution for PAMTIRTA Tempino's water recording and turbidity monitoring needs. This design offers a ready-to-implement solution to improve the efficiency, accuracy, and quality of clean water services in the Tempino area.

Siti Farah Fakhirah

Saturnus: Jurnal Teknologi dan Sistem Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advancements in modern information technology continuously require companies to present complex data more effectively, especially within the scope of sales management and business decision-making. Dashboards are essential, interactive tools that enable professionals and managers to make strategic decisions quickly, confidently, and based on accurate data visualization. This study focuses on designing an intuitive and user-centered Sales Monitoring Dashboard UI/UX for One Direction at PT. XYZ by applying the five iterative stages of the Design Thinking method, namely empathize, define, ideate, prototype, and test. Key user needs identified include real-time performance summaries, streamlined navigation flow, informative visual hierarchy, and visuals that remain consistent with corporate identity and brand values. The System Usability Scale (SUS) test involving 19 respondents resulted in an excellent average score of 80.92. These findings demonstrate that the Design Thinking approach effectively produces a user-friendly, consistent, and data-driven dashboard interface that supports timely, accurate, and informed business decisions.

Putie Maharani Basa; Putie Maharani Basa; Nurullah Sururi Afif; Sita Deliana; Salwa Gunawan +3 more

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

The advancement of information technology has had a profound impact on education, including at the Universitas Bina Sarana Informatika (UBSI), where My Best, an elearning application, was created. With this program, users may participate in a variety of academic tasks, including online attendance, discussions, assessments, assignments, and course materials. But pupils continue to face usability difficulties. The System Usability Scale (SUS) technique is used in this study to assess the usability of the My Best program. The approach included 35 current UBSI students who have been using the My Best software for more than seven semesters. According to the assessment, the average SUS score was 70, which is considered to be rather high but still needs work in terms of interface usability and user-friendliness. As a result, although the My Best app is thought to be helpful in fostering learning, improvements are needed to enhance the whole user experience.

Idil Arfandi; Hendra Mesra

Jurnal Publikasi Ekonomi dan Akuntansi 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

This study aims to analyze and compare the quality of user experience between two popular e-wallet platforms in Indonesia, OVO and DANA, using the UX Honeycomb method and the System Usability Scale (SUS). The UX Honeycomb method evaluates six key aspects of user experience: useful, usable, desirable, findable, accessible, and credible. Meanwhile, the SUS method measures system usability from the users’ perspective. The respondents in this study were students of Hasanuddin University who actively use both platforms. The results indicate that both OVO and DANA exhibit good usability levels based on SUS scores. However, differences were found in several UX Honeycomb dimensions. DANA scored higher in credibility and findability, while OVO performed better in usability and desirability. These findings provide valuable insights for app developers to enhance user experience quality and serve as a reference for users in choosing an e-wallet platform that suits their preferences.  

Nurhayati Nurhayati; Eni Nur Rahmawati; Imanuel Dwi Anand Sinar Putra; Dimas Rizky Maulana

International Journal of Health and Medicine 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

This study discusses the analysis of parental assessment and the usefulness of expert systems in detecting child behavioral disorders using the system usability method scales (SUS). This system is designed to help parents identify behavioral disorders in children efficiently and accurately. The research method includes compiling a questionnaire, collecting data, processing SUS scores, interpreting results, and recommending improvements. The results of this study indicate that this system gets an average SUS score of 82.84, which is included in the Grade A category. This shows a high level of acceptance and good user experience, where users do not experience difficulty in operating the system. In addition, this system managed to maintain its search performance, but improvements are needed in some of its services according to suggestions from respondents.

Feishal Azriel Arya Putra; Bibit Waluyo; Risqi Faturohman; Wahyu Dwi Purwoprasetyo; Ito Setiawan

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research aims to evaluate the level of usability and user satisfaction with the Amikom University Purwokerto student affairs website using the System Usability Scale (SUS) method. This method was chosen because of its simplicity in providing reliable and fast results through a survey based on 10 statements with a Likert scale. The research respondents were active students at Amikom University, Purwokerto, who were selected using a sampling method based on the Slovin formula with a total sample of 97 respondents. Data is collected through an online questionnaire that measures aspects of convenience, satisfaction and system reliability. The analysis results show an average SUS value of 58.85, which is classified in the Marginal Low category based on the interpretation of the SUS scale. These findings indicate that the website has not fully met user expectations in terms of usability, even though it provides relevant features and services. Therefore, improvements are needed in user interface elements, navigation, and design consistency to improve user experience. This research makes an important contribution to the development of information systems in higher education by identifying weaknesses that can be improved to achieve better efficiency and satisfaction.

Nur Adiya, Az Zahra Dwi; Anindya Fidela; Dea Lili Anggraeni; Ito Setiawan

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to analyze user satisfaction with the Universitas Amikom Purwokerto repository website using the System Usability Scale (SUS) method. In the digital era, online repositories play a crucial role as a platform for storing, managing, and distributing academic work, supporting academic activities and knowledge exchange. However, observations indicate that the repository website faces challenges in accessibility, including unintuitive navigation, difficult-to-understand menus, and limited language options, as it is only available in English. Through a SUS survey involving 100 respondents, an average SUS score of 46 was obtained, falling into the "Not Acceptable" category with a grade of "F" and an adjective rating of "Poor." This result indicates that the website’s usability is insufficient and requires improvement. Recommendations include enhancing navigation, ensuring interface consistency, providing a dual-language option (Indonesian and English), improving website speed, and conducting regular user satisfaction evaluations. These improvements aim to optimize the Universitas Amikom Purwokerto repository website, thereby providing a better user experience and effectively supporting academic activities and the dissemination of academic work.  

Halimatus Sadiah; M.Agus Sunandar; Meriska Defrriani

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Pengelolaan inventaris yang efektif dan efisien merupakan salah satu faktor kunci keberhasilan operasional pasar plastik BIMIU. Namun berbagai permasalahan sering terjadi, antara lain kesalahan pencatatan persediaan, data persediaan yang tidak akurat, dan ketidakmampuan melacak umur barang persediaan.Oleh karena itu, tujuan dari penelitian ini adalah  merancang dan membangun sistem informasi manajemen gudang dengan metode FIFO (First In First Out) untuk mengatasi permasalahan tersebut.Metode FIFO dipilih karena  paling cocok untuk toko plastik BIMIU, kami juga mengirimkan produk yang tiba lebih dulu, sehingga meminimalkan risiko kerusakan produk akibat penyimpanan jangka panjang. Sistem ini dibuat menggunakan perangkat lunak berbasis web dengan menggunakan bahasa pemrograman PHP dan database MySQL.Hasil penelitian menunjukkan bahwa sistem informasi manajemen gudang yang dirancang dapat meningkatkan akurasi pencatatan persediaan, mempermudah proses pelacakan produk, dan mengoptimalkan pengelolaan gudang. Pengenalan sistem ini diharapkan dapat meningkatkan efisiensi operasional dan layanan pelanggan  Toko Plastik BIMIU.

Nadya Destiyana; Meriska Defriani; Minarto, Minarto

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

User Interface (UI) dan User Experience (UX) memainkan peran integral dalam membantu aplikasi agar lebih menonjol. Oleh karena itu harus memiliki UI/UX yang terintegritas dalam aplikasi seluler tidak hanya membantu bisnis untuk menarik lebih banyak pengguna tetapi juga meningkatkan kepuasan pelanggan. Toko Kue Global adalah salah satu toko yang masih mengguanakan metode manual hanya melalui whatsapp dan instagram saja mempromosikan penjualan toko ini, untuk memajukan bisnisnya membutuhkan desain aplikasi penjualan untuk membantu pelanggan dalam melakukan proses pemesanan. Dengan pembuatan aplikasi tersebut akan dilakukan UI dan UI terlebih dahulu dengan menggunakan metode User Journey Map (UJM). Hasil perancangan  ini akan dilakukan  dengan menggunakan metode pengujian System Usability Scale (SUS). Berdasarkan metode perancangan dan metode pengujian pada penelitian ini didapatkan nilai rata-rata 85 dengan grade A (Excellent) melalui kuisioner yang dilakukan pada 20 responden. Berdasarkan hasil tersebut membuktikan bahwa hasil perancangan UI dan UX aplikasi penjualan ini dapat diterima dan sesuai dengan kebutuhan pengguna.

Ricky Setiawan; Meriska Defriani; Lise Sri Andar Muni

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Layanan sistem informasi siswa di sekolah merupakan sebuah layanan terpadu yang berperan untuk membekali siswa dengan pengetahuan tentang bagaimana informasi yang dibutuhkan. Upaya agar layanan informasi sekolah lebih praktis dan memudahkah pengguna seperti staf sekolah, guru, dan siswa yang ingin melihat layanan informasi siswa jarak jauh maka dari itu di perlukan media mobile. Pada saat ini permasalahan yang ada pada kali ini Smk Purnawarman masih menerapkan layanan sistem informasi dengan manual yaitu melalui Tata Usaha dan informasi melalui grup whatsapp yang di sampaikan oleh guru. Website Smk Purnawarman pada saat ini belum berkembang dan tampilan user interface yang kurang diminati oleh sebagian siswa, sehingga website hanya sebagai Profile SMK Purnawarman. Maka SMK Purnawarman berencana kedepannya ingin membuat aplikasi PN Mobile menggunakan metode Keep It Simple Stupid (KISS). Metode Perancangan UI/UX dengan prinsip Keep It Simple Stupid (KISS) mengedepankan kesederhanaan dalam merancang antarmuka pengguna. Prinsip ini menekankan bahwa desain yang sederhana dan mudah dipahami cenderung lebih efektif dan menghasilkan pengalaman yang lebih baik bagi pengguna. Dari pengujian menggunakan system usability scale (SUS) yang menunjukan Hasil SUS Score adalah 71 yang berada pada kategori (Baik) bahwa prototype yang dibuat peneliti telah diterima dan digunakan oleh responden.

Salsabila, Salsabila; Dede Irmayanti; Irsan Jaelani

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Aplikasi Purwakarta adalah aplikasi yang dapat memberi kemudahan bagi wisatawan yang berkunjung ke Kabupaten Purwakarta. Berdasarkan observasi terhadap fitur yang ada pada aplikasi Wisata Purwakarta dan pada ulasan di Play Store dan wawancara terhadap 5 orang pengguna aplikasi Wisata Purwakarta, ditemukan bahwa terdapat masalah di aspek UI dan UX pada aplikasi mobile Wisata Purwakarta. UI pada aplikasi Wisata Purwakarta memiliki masalah seperti penggunaan layout, typography, dan icon yang kurang cocok dengan konten yang disuguhkan. Penelitian ini menerapkan metode user centered design ini dikenal sebagai suatu proses berpikir komprehensif yang berkonsentrasi untuk menciptakan solusi yang diawali dengan proses understand context of use terhadap suatu kebutuhan tertentu yang berpusat pada manusia (user centered) menuju suatu inovasi berkelanjutan berdasarkan kebutuhan penggunanya. Metode ini memiliki 4 tahapan yaitu Understand Context of Use, Specify User Requirements, Design Solutions dan Evaluate Against Requirements Untuk melakukan pengujian atau test peneliti melakukan pengujian system usability scale. Hasil dari penelitian itu menghasilkan prototype aplikasi Wisata Purwakarta yang sudah di redesign. Berdasarkan pengujian prototype menggunakan metode System Usability Scale (SUS), rata rata nilai sus yang didapatkan sebesar 80,1. Dapat disimpulkan redesign aplikasi Wisata Purwakarta sudah dapat diterima karena memenuhi kategori acceptable.

Mutiara Nurdarmayani; Dede Irmayanti; Irsan Jaelani

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

E-Puskesmas adalah wujud dari penerapan sistem informasi manajemen puskesmas yang mampu memberikan kontribusi besar dalam pelayanan prima kepada pasien. Serta merupakan aplikasi yang digunakan dalam pelayanan kesehatan dasar kepada masyarakat pada tiap puskesmas. Berdasarkan observasi terhadap fitur yang ada pada aplikasi e-Puskesmas dan wawancara kepada 5 pengguna aplikasi e-Puskesmas yaitu admin ditemukan bahwa terdapat masalah pada aspek UI/UX pada aplikasi e-Puskesmas memiliki masalah seperti kurangnya tampilan menu edit, tambah, dan hapus dalam fitur rekam medis pasien, data pendaftaran, terdapat teks dengan ukuran yamg kecil sehingga user harus melihat lebih teliti,  teks yang kurang jelas, tidak rapih,  dan membingungkan pengguna, tampilan aplikasi, warna, dan gambar yang  kurang menarik, saat pengguna menggunakan aplikasi tersebut masih kurang nyaman dan membosankan karena terkait permasalahan dalam aspek UI tersebut dan lain sebagainya. Penelitian ini menerapkan metode Design Thinking metode ini memberikan solusi yang lebih tepat dan berguna dibandingkan dengan metode lain karena pada metode ini solusi yang diberikan selalu berfokus pada kebutuhan pengguna.Metode ini memiliki 5 tahapan yaitu  Empathize, Define, Ideate, Prototype, dan Test. Untuk melakukan pengujian atau test peneliti melakukan pengujian System Usability Scale (SUS). Hasil dari penelitian ini menghasilkan prototype aplikasi e-Puskesmas yang sudah di redesign. Berdasarkan pengujian prototype menggunakan metode System Usability Scale (SUS). Rata-Rata nilai yang didapatkan sebesar 80,5 Dapat disimpulkan bahwa redesign aplikasi e-Puskesmas sudah dapat diterima karena memenuhi kategori acceptable.

Muhamad Dipa Maulana; Meriska Defriani; Muhamad Rafi Muttaqin

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Perancangan UI/UX sebelum memulai pengembangan aplikasi adalah langkah strategis yang krusial. UI/UX yang baik tidak hanya meningkatkan kepuasan dan retensi pengguna tetapi juga mengurangi biaya dan waktu pengembangan, serta membantu membangun brand yang kuat. Pada pembuatan aplikasi mobile perlu dibuatkannya UI/UX, UI/UX merupakan salah satu hal utama dalam pembuatan sebuah aplikasi yang menjadi faktor penentu dalam menaikan traffic penjualan. Activity Centered Design (ACD) merupakan pendekatan yang berpusat pada aktivitas yang menganggap aktivitas sebagai tujuan tingkat tertinggi dan memandang motivasi untuk berpartisipasi dalam suatu aktivitas dan hasil yang diinginkan dari berpartisipasi dalam aktivitas itu adalah sama. Proses ACD memiliki empat tahapan yaitu requirement, desain, implementasi dan evaluasi. Salah satu metode yang digunakan dalam perancangan antarmuka yaitu metode Activity Centered Design, metode ini dikenal sebagai suatu metode yang fokus pada aktivitas pengguna produk Setelah dilakukan hasil pengujian SUS dari 15 responden maka diperoleh dari nilai rata-rata atau SUS Score sebanyak 84,16. Penelitian ini menghasilkan rancangan interface prototype aplikasi mobile penjualan alat bulutangkis GOR Siti Sofiah dengan menggunakan metode Activity Centered Design dengam fitur yang telah disesuaikan dengan kebutuhan pengguna dan telah dilakukan pengujian menggunakan metode System Usability Scale (SUS). Berdasarkan pengujian usability dengan perhitungan System Usability Scale (SUS) diperoleh nilai rata-rata SUS sebesar 84,16 Berdasarkan hasil perhitungan tersebut menunjukkan bahwa rancangan prototype yang dibuat sudah memenuhi kebutuhan pengguna.

Slamet Riyanto; Yohanes Suhari

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

Sistem Informasi Rencana Umum Pengadaan (SIRUP) Lokal is a web-based application utilized by the Government of Central Java Province for procurement planning of goods and services. Of course, evaluation is needed to measure the usability level of the SIRUP Lokal and as input for future development purposes. The respondents of this research are active users of SIRUP Lokal, totaling 100 people. This research is quantitative in nature with descriptive analysis. Data collection is done through questionnaires. Data processing and analysis utilize statistical tools, namely SPSS. The results of this research indicate that SIRUP Lokal is perceived to be highly beneficial for users, especially 1) The system’s performance is considered superior, excelent, and well-received by users 2) Users tend to recommend the system to others. 

Amanda Zulfi Kurnia Tsani

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Utilizing the System Usability Scale (SUS) method, the goal of this study is to understand the challenges faced by eduSMart users. Edusmart is an online learning platform. A survey consisting of several questions is conducted using the SUS method to improve the quality of work, efficiency, and ease of use. This study indicates that the user's SUS score indicates the use of tinggi. In the end, the platform needs to be improved to increase its capacity. The study's findings indicate how users should use the Edusmart platform and provide helpful advice for improving users' efficiency and enjoyment. The research findings can be used as a reference for future studies that assess the value of digital learning systems.

Takariyanto, Aditya Darmawan; Ocsa, Pratyaksa

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2024 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Abstrak –  Penggunaan website sebagai identitas dari suatu perusahaan saat ini sudah umum dilakukan suatu organisasi atau lembaga. Klinik Pratama Dr Jo adalah salah satu perusahaan yang menggunakan website untuk memperjelas identitas perusahaan, disamping fungsi lainnya seperti fungsi pendaftaran online. Namun dari hasil analisa awal, tampilan website tidak memenuhi standard beberapa aturan desain yang ada, mulai dari pengambilan warna yang kurang menegaskan identitas, serta tidak terdapatnya kontras pada warna sehingga beberapa aktivitas juga menjadi sulit untuk dimengerti pengguna. Pengambilan data dari pengguna dengan metode System Usability Scale (SUS) diperoleh skor website 41,83 dengan grade F, rating poor, dan memiliki tingkat penerimaan not acceptable. Untuk itulah penelitian ini melakukan perancangan ulang desain aplikasi menggunakan metode User Centered Design, yaitu perancangan dengan mengutamakan pengguna sebagai pusat dari penelitian. Setelah dilakukan perancangan ulang, pengambilan data dengan metode SUS menghasilkan skor 88,16 dengan grade A dan rating excellent yang berarti bahwa aplikasi memiliki tingkat penerimaan yang baik atau acceptable.