Usability evaluation of an augmented reality application for ship design learning: Evidence from Nielsen’s Attributes of Usability

Authors

DOI:

https://doi.org/10.21831/jpv.v15i2.77223

Keywords:

augmented reality, double Diamond, Nielsen usability model, ship design, vocational education

Abstract

The rapid shift toward digital and immersive learning environments has encouraged the use of Augmented Reality (AR) as an instructional medium capable of visualizing complex objects. However, studies examining AR in maritime vocational contexts — particularly ship design — remain limited, and usability-driven development approaches are rarely documented. This study aims to design and evaluate the usability of the EV. Hadapera AR application for ship design learning, focusing on students’ user experience when interacting with immersive 3D learning content. The research adopted a Research and Development approach in combination with the Double Diamond design framework, while usability was assessed using Nielsen’s Attributes of Usability (NAU). A total of 30 students from the Ship Construction Engineering Technology program participated and completed a usability questionnaire following hands-on application use. Data were analyzed using validity and reliability testing, followed by descriptive calculations of usability scores. Results indicate excellent usability performance across learnability (87.6%), satisfaction (85.2%), efficiency (83%), and memorability (82.6%), with the error dimension rated good (79%), producing an overall usability level of 83.48%. These findings demonstrate that the application is intuitive, engaging, and supportive of interactive exploration of ship structures through mobile-based AR. This study contributes empirical evidence on usability-oriented AR design in maritime vocational education and highlights the relevance of NAU as an evaluation framework for immersive learning tools. Future research should expand to larger samples, include multi-device testing, and integrate learning-outcome measurements to complement usability results.

References

Alfitriani, N., Maula, W. A., & Hadiapurwa, A. (2021). Penggunaan Media Augmented Reality dalam Pembelajaran Mengenal Bentuk Rupa Bumi. In JPP (Vol. 38, Issue 1).

Azhar, T. R. (2023). Media Pembelajaran Paling Efektif untuk Gen Z, Guru Wajib Simak! - Guruinovatif.id: Platform Online Learning Bersertifikat untuk Guru. https://guruinovatif.id/artikel/media-pembelajaran-paling-efektif-untuk-gen-z-guru-wajib-simak?username=thoriqrizqiazhar

Boonbrahm, P., Kaewrat, C., & Boonbrahm, S. (2020). Effective collaborative design of large virtual 3D model using multiple AR markers. Procedia Manufacturing, 42, 387–392. https://doi.org/10.1016/j.promfg.2020.02.058

Challenor, J., & Ma, M. (2019). A review of augmented reality applications for history education and heritage visualisation. In Multimodal Technologies and Interaction (Vol. 3, Issue 2). MDPI AG. https://doi.org/10.3390/mti3020039

DOUBLE DIAMOND – Innovation and entrepreneurship in education. (n.d.). Retrieved February 5, 2024, from https://innovationenglish.sites.ku.dk/model/double-diamond-2/

Enzai, N. I. M., Ahmad, N., Ghani, M. A. H. A., Rais, S. S., & Mohamed, S. (2020). Development of Augmented Reality (AR) for Innovative Teaching and Learning in Engineering Education. Asian Journal of University Education, 16(4), 99–108. https://doi.org/10.24191/ajue.v16i4.11954

Fadilah Amin, N., Garancang, S., & Abunawas, K. (2023). Konsep umum populasi dan sampel dalam peneltian.

Farhan, M., & Sujarwo, A. (2022). Perancangan Prototipe Aplikasi Antrean Berbasis Mobile Menggunakan Metode Double Diamond. Jurnal Ilmiah Teknologi Informasi Dan Robotika, 4.

Hastini, L. Y., Fahmi, R., Lukito, H., Program, M., Ilmu, D., & Unand, M. (2020). Apakah Pembelajaran Menggunakan Teknologi dapat Meningkatkan Literasi Manusia pada Generasi Z di Indonesia? Jurnal Manajemen Informatika (JAMIKA). https://doi.org/10.34010/jamika.v10i1

Hulukati, W., & Djibran, Moh. R. (2018). ANALISIS TUGAS PERKEMBANGAN MAHASISWA FAKULTAS ILMU PENDIDIKAN UNIVERSITAS NEGERI GORONTALO.

Ketut, N., Andriani, K., Made, P. I., Widhi Kusuma, W., Kadek, N., Sarwani, A., Desi, P., Hikmaharyanti, A., & Hum, M. (2022). Peran Generasi Z Dalam Pemanfaatan Teknologi Pada Era Society 5.0.

Leo Arsyad Suheri, A. (2023). Analisis Penerimaan Terhadap Augmented Reality Dalam Desain Kapal Menggunakan Technology Acceptance Model (TAM). In Journal of Applied Multimedia and Networking (JAMN) (Vol. 7, Issue 1). http://jurnal.polibatam.ac.id/index.php/JAMN

Matasia, & Jaya, H. (2016). PENGEMBANGAN TEKNOLOGI AUGMENTED REALITY SEBAGAI PENGUATAN DAN PENUNJANG METODE PEMBELAJARAN DI SMK UNTUK IMPLEMENTASI KURIKULUM 2013. Jurnal Pendidikan Vokasi, 6(3).

Michelle Andriana. (2021). Double Diamond Design Thinking – School of Information Systems. https://sis.binus.ac.id/2021/10/08/double-diamond-design-thinking/

Miftahul Janna, N., & Herianto. (2021). KONSEP UJI VALIDITAS DAN RELIABILITAS DENGAN MENGGUNAKAN SPSS.

Novianto, A. R., & Rani, S. (2022). Pengembangan Desain UI/UX Aplikasi Learning Management System dengan Pendekatan User Centered Design. Jurnal Sains, Nalar, Dan Aplikasi Teknologi Informasi, 2(1). https://doi.org/10.20885/snati.v2i1.16

Nurazizah, K., & Mildawani, I. (2022). PERSEPSI DAN PREFERENSI MASYARAKAT TERHADAP IMPLEMENTASI CITRA ARSITEKTUR PECINAN DI JALAN KISAMAUN TANGERANG. UG Journal.

Nurdiansyah, D., & Riyadi, A. (2023). Pembuatan Aplikasi Augmented Reality Terkait Bisnis Pelayanan Infrastruktur PT. PLN Batam. In Journal of Applied Multimedia and Networking (JAMN) (Vol. 7, Issue 2). http://jurnal.polibatam.ac.id/index.php/JAMN

Nurrisma, N., Munadi, R., Syahrial, S., & Meutia, E. D. (2021). Perancangan Augmented Reality dengan Metode Marker Card Detection dalam Pengenalan Karakter Korea. Informatika Mulawarman : Jurnal Ilmiah Ilmu Komputer, 16(1), 34. https://doi.org/10.30872/jim.v16i1.5152

Nurul Hidayah, A., Ferine, M., & Wicaksono, R. B. (2022). Karakteristik Kesiapan Belajar Mandiri Mahasiswa. Jurnal Pendidikan Dan Teknologi Indonesia, 2(8). https://doi.org/10.52436/1.jpti.209

Pradipta, D. A. (2023). DESKOVI : Art and Design Journal IMPLEMENTASI FILTER INSTAGRAM BERBASIS AUGMENTED REALITY PADA AKUN @dkvuisi SEBAGAI SARANA MARKETING TOOLS DAN UPAYA MENINGKATKAN BRAND IMAGE PROGRAM STUDI DKV UISI (Vol. 6, Issue 1). www.datareportal.com,

Rahayu, C. (2022). TINJAUAN MINAT BELAJAR KIMIA MAHASISWA TEKNIK TERHADAP PENGGUNAAN GOOGLE CLASSROOM SEBAGAI MEDIA PEMBELAJARAN DARING Overview of Chemical Engineering Students' Interest in Using Google Classroom as an Online Learning Media. In Jurnal Pendidikan Kimia dan Ilmu Kimia (Vol. 5, Issue 1). https://classroom.google.com

Riskiono, S. D., Susanto, T., & Kristianto, K. (2020). Augmented reality sebagai Media Pembelajaran Hewan Purbakala. Krea-TIF, 8(1), 8. https://doi.org/10.32832/kreatif.v8i1.3369

Riwinoto, R., & Nugroho, A. (2024, February 12). 3D Optimization Analysis in Augmented Reality Application. https://doi.org/10.4108/eai.7-11-2023.2342933

Silva, M., Bermúdez, K., & Caro, K. (2023). Effect of an augmented reality app on academic achievement, motivation, and technology acceptance of university students of a chemistry course. Computers & Education: X Reality, 2, 100022. https://doi.org/10.1016/j.cexr.2023.100022

Susanto, N., Prastawa, H., Mahachandra, M., & Rakhmawati, D. A. (2019). Evaluation of Usability on Bionic Anthropomorphic (BIMO) Hand for Disability Hand Patient. Jurnal Ilmiah Teknik Industri, 18(2), 124–133. https://doi.org/10.23917/jiti.v18i2.8133

Published

2025-11-20

How to Cite

Khairi, M. I., & Mu’minin, A. (2025). Usability evaluation of an augmented reality application for ship design learning: Evidence from Nielsen’s Attributes of Usability. Jurnal Pendidikan Vokasi, 15(2). https://doi.org/10.21831/jpv.v15i2.77223

Issue

Section

Articles

Citation Check

Similar Articles

<< < 9 10 11 12 13 14 15 16 17 18 > >> 

You may also start an advanced similarity search for this article.