Azhar Ahmad Smaragdina, Gres Dyah Kusuma Ningrum, Ahmad Mursyidun Nidhom, Nur Sita Yunia Rahmawati, Muhammad Rizal Rusdiansyah, Andika Bagus Nur Rahma Putra
This study aims to analyze the user experience of computer graphics educational comics (GRAFMIC) based on markerless augmented reality to ensure the sustainability of the product. The main product consists of educational comics that are integrated with markerless AR which can display learning details, where users can interact directly with the animation shown. The ADDIE model was used to develop the product that consists of 5 steps, namely Analysis, Design, Development, Implementation and Evaluation. When GRAFMIC and the AR application were developed, 4 experts and 4 lecturers engaged to validate the products to ensure that the product is ready to be implemented in the learning activity. Having been validated by the experts and lecturers, the product was implemented in the learning process by engaging 40 undergraduate students of Informatics Education. In the evaluation stage, the students asked to investigate and evaluate the user experience (UX) of this learning innovation product by answering several questions provided in the questionnaire. User Experience Questionnaire (UEQ) is used to analyze and also benchmark the product. The results of the UX analysis and the benchmark confirm that the attractiveness and the pragmatic quality of the product are good. On the other hand, the results also gave us valuable information for enhancing the hedonic quality of the product. © 2019 IEEE.
Universitas Negeri Malang, Electrical Engineering Department, Malang, Indonesia