Evaluation of User Experience of Yamaha R15 AR Tutorial Application Using User Experience Questionnaire (UEQ)

##plugins.themes.bootstrap3.article.main##

Setiabudi Sakaria Subari Subari Evy Poerbanintyas

Abstract

This study aims to evaluate the user experience (UX) of an Augmented Reality (AR) application designed as a tutorial medium for introducing components of the Yamaha R15 VVA motorcycle. The evaluation was conducted using the User Experience Questionnaire (UEQ) method, covering six aspects: attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The research sample consisted of 30 students who have taken or are currently taking the Human-Computer Interaction course at Universitas Bhineka Nusantara. The analysis results showed that the pragmatic quality had an average value of -0.092 and the hedonic quality 0.108, with an overall score of 0.008, categorized as neutral. The average standard deviation of 0.666 indicates a high level of agreement among respondents. Although the application met some visual and interactive aspects, weaknesses were found in navigation features, usage guidance, and audiovisual support. Reliability testing showed that the UEQ instrument is appropriate for use, with a Cronbach’s alpha value of 0.88 (pragmatic) and 0.77 (hedonic). These results recommend further development in usability aspects and supporting features to enhance the effectiveness of the AR-based technical learning application.

##plugins.themes.bootstrap3.article.details##

Section
Articles
References
[1] A. Hermawan and S. Hadi, “Realitas Pengaruh Penggunaan Teknologi Augmented Reality dalam Pembelajaran terhadap Pemahaman Konsep Siswa,” Jurnal Simki Pedagogia, vol. 7, no. 1, pp. 328–340, 2024, [Online]. Available: https://jiped.org/index.php/JSP
[2] Dendodi, N. Simarona, A. Elpin, and Y. Bahari, “Analisis Penerapan Augmented Reality dalam Meningkatkan Efektifitas Pembelajaran Sains di Era Digital,” Alacrity : Journal Of Education, vol. 4, no. 3, pp. 2775–4138, Oct. 2024.
[3] C. Renuga Devi, “Augmented Reality and Teaching: Alternative Pedagogy for Modern Learners,” Proceedings of 4th International Conference on Mathematical Modeling and Computational, pp. 468–476, 2025, doi: 10.1007/978-3-031-91008-1_41.
[4] S. Sakaria and A. W. Kurniawan, “Augmented Reality for Topeng Malangan Face Recognition as a Media for Cultural Education,” JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING, vol. 5, no. 2, pp. 423–432, Jan. 2022, doi: 10.31289/jite.v5i2.6218.
[5] S. Graser, S. Böhm, F. Kirschenlohr, and S. Bö, “User Experience Evaluation of Augmented Reality: A Systematic Literature Review,” Proceedings of the Seventeenth International Conference on Advances in Human-oriented and Personalized Mechanisms, doi: 10.48550/arXiv.2411.12777.
[6] M. Kiourexidou, A. Kanavos, M. Klouvidaki, and N. Antonopoulos, “Exploring the Role of User Experience and Interface Design Communication in Augmented Reality for Education,” Multimodal Technologies and Interaction, vol. 8, no. 6, Jun. 2024, doi: 10.3390/mti8060043.
[7] E. Anjamilen Bailaen et al., “Sistemasi: Jurnal Sistem Informasi Evaluasi User Experience Aplikasi Mobile Ticketing Menggunakan User Experience Questionnaire Evaluating the User Experience of a Mobile Ticketing Application using the User Experience Questionnaire (UEQ),” Sistemasi: Jurnal Sistem Informasi, vol. 14, no. 3, pp. 1460–1470, 2025, [Online]. Available: http://sistemasi.ftik.unisi.ac.id
[8] H. Hermawan, R. Waluyo, and M. Ichsan, “Pengembangan Media Pembelajaran Mesin Menggunakan Teknologi Augmented Reality,” Journal of Innovation Information Technology and Application (JINITA), vol. 1, no. 01, pp. 1–7, Dec. 2019, doi: 10.35970/jinita.v1i01.88.
[9] G. Trinanda and S. L. Rahayu, “APLIKASI AUGMENTED REALITY PENGENALAN KOMPONEN SEPEDA MOTOR BERBASIS ANDROID,” Jurnal Teknologi Informasi, vol. 4, no. 1, 2023, doi: 10.46576/djtechno.
[10] B. Laugwitz, T. Held, and M. Schrepp, “Laugwitz2008 - Construction and evaluation of a user experience questionnaire,” 2008, Accessed: Jul. 11, 2025. [Online]. Available: http://dx.doi.org/10.1007/978-3-540-89350-9_6
[11] T. D. Ermawan and Subari, “Perancangan Augmented Reality Bidang Otomotif Untuk Siswa SMK Jurusan Teknik Sepeda Motor,” Teknika, vol. 11, no. 2, pp. 129–137, Jun. 2022, doi: 10.34148/teknika.v11i2.479.
[12] E. Anjamilen Bailaen and D. Hosanna Bangkalang, “Sistemasi: Jurnal Sistem Informasi Evaluasi User Experience Aplikasi Mobile Ticketing Menggunakan User Experience Questionnaire Evaluating the User Experience of a Mobile Ticketing Application using the User Experience Questionnaire (UEQ),” Sistemasi: Jurnal Sistem Informasi, vol. 14, no. 3, pp. 2540–9719, 2025, [Online]. Available: http://sistemasi.ftik.unisi.ac.id
[13] W. Ilmberger, M. Schrepp, and T. Held, “Cognitive processes causing the relationship between aesthetics and usability,” in Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), Springer Verlag, 2008, pp. 43–54. doi: 10.1007/978-3-540-89350-9_4.
[14] M. Schrepp, “User Experience Questionnaire Handbook,” Sep. 2023. [Online]. Available: www.ueq-online.org
[15] Y. Sachin Renuse, “Understanding the Significance of Pilot Testing in Research and Development Article in,” International Journal of Multidisciplinary Research & Reviews, no. 04, pp. 8–13, 2024, doi: 10.56815/IJMRR.V314.2024/8-13.
[16] M. Schrepp and J. Thomaschewski, “Design and Validation of a Framework for the Creation of User Experience Questionnaires,” International Journal of Interactive Multimedia and Artificial Intelligence, vol. 5, no. 7, pp. 88–95, 2019, doi: 10.9781/ijimai.2019.06.006.