Evaluating and Enhancing Usability and Gamification in Skuling Based on ISO 9241-11: A Design Thinking Approach with Usability Testing and GAMEX

Suputra, I Ketut Veda (2026) Evaluating and Enhancing Usability and Gamification in Skuling Based on ISO 9241-11: A Design Thinking Approach with Usability Testing and GAMEX. Undergraduate thesis, Universitas Pendidikan Ganesha.

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Abstract

This study evaluates and improves the usability and gamification of Skuling, an Indonesian gamified learning application for SNBT exam preparation, using a Design Thinking approach grounded in ISO 9241-11. Baseline usability testing was conducted with 16 participants using the Retrospective Think-Aloud (RTA) protocol, Performance Measurement, and the GAMEX questionnaire across eight task scenarios, yielding an average success rate of 69.92%, with claiming daily missions (53.12%) and initiating a chat (59.38%) falling into the "ineffective" range. Thematic analysis identified six recurring usability problems, most critically the failure of 15 of 16 participants to locate the Daily Missions menu and a misleading friend-based search behaviour that produced unexplained blank results for 14 of 16 participants. These findings were synthesized through the Empathize and Define stages and addressed in Ideate using the Eisenhower Matrix and Shneiderman's Eight Golden Rules. Prioritized solutions were developed into low-fidelity wireframes, an interactive Figma prototype, and a coded front-end implementation using HTML, CSS, and JavaScript. Post-redesign testing was conducted with 6 of the previous 16 participants, where the redesigned system achieved an average success rate of 93.75% and an error rate of 1.11%, placing it in the "highly effective" category. The mean time on task was found to be 1 minute 44 seconds, with four of six GAMEX dimensions reaching the high category, and Dominance having risen from moderate to high. Thematic analysis of the post-redesign transcripts found four of the six baseline usability themes fully resolved and two partially resolved. The study additionally finds that the Absorption dimension of GAMEX scored lowest in both phases, with participants across both consistently describing Skuling as a study application rather than a game, suggesting that the dimension may be ill-suited to high-stakes examination preparation contexts.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: usability, gamification, ISO 9241-11, Design Thinking, Retrospective Think-Aloud, GAMEX, SNBT learning applications
Subjects: T Technology > T Technology (General)
Divisions: Fakultas Teknik dan Kejuruan > Jurusan Teknik Informatika > Program Studi Sistem Informasi (S1)
Depositing User: I Ketut Veda Suputra
Date Deposited: 10 Aug 2026 04:06
Last Modified: 10 Aug 2026 04:06
URI: http://repo.undiksha.ac.id/id/eprint/32374

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