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Showing 490 articles found for "Experience"

ANALYSIS OF USER EXPERIENCE OF THE M-TIX APPLICATION IN MANOKWARI REGENCY USING THE UEQ AND TAM METHODS

Ikawanti, Fellisia ayu, Leonardo Sumendap, Andreas, Juita, Ratna
Abstract: Abstract: Digital technology has expanded the usage of mobile apps like M-Tix for movie ticket booking. The success of an app depends on its features, user experience, and technical acceptability. The User Experience Questionnaire&#8230; stionnaire (UEQ) and Technology acceptability Model (TAM) will be used to examine how user experience affects technology acceptability and M-Tix application usage in Manokwari Regency. Quantitative methods were used with 149 respondents. SmartPLS 4 was used to analyse data using PLS-SEM. Researchers found that Hedonic Quality positively impacts Perceived Usefulness (β=0.288; p=0.005). Pragmatic Quality significantly impacts Perceived Ease of Use (β=0.651; p<0.001) and Usefulness (β=0.372; p=0.002). Additionally, Perceived Ease of Use (β=0.180; p=0.043) and Usefulness (β=0.453; p<0.001) favourably impact Behavioural Intention. However, Perceived Ease of Use does not substantially impact Perceived Usefulness (β=0.105; p=0.265). These data show that user experience is crucial to technological adoption and M-Tix application usage.   Keywords: m-tix; PLS-SEM; technology acceptance model (TAM); user experience; user experience questionnaire (UEQ).   Abstrak: Teknologi digital telah memperluas penggunaan aplikasi seluler seperti M-Tix untuk pemesanan tiket film. Keberhasilan suatu aplikasi bergantung pada fitur-fiturnya, pengalaman pengguna, dan penerimaan teknis. Kuesioner Pengalaman Pengguna (UEQ) dan Model Penerimaan Teknologi (TAM) akan digunakan untuk meneliti bagaimana pengalaman pengguna memengaruhi penerimaan teknologi dan penggunaan aplikasi M-Tix di Kabupaten Manokwari. Metode kuantitatif digunakan dengan 149 responden. SmartPLS 4 digunakan untuk menganalisis data menggunakan PLS-SEM. Peneliti menemukan bahwa Kualitas Hedonik berdampak positif pada Kegunaan yang Dirasakan (β=0,288; p=0,005). Kualitas Pragmatis berdampak signifikan pada Kemudahan Penggunaan yang Dirasakan (β=0,651; p<0,001) dan Kegunaan (β=0,372; p=0,002). Selain itu, Kemudahan Penggunaan yang Dirasakan (β=0,180; p=0,043) dan Kegunaan (β=0,453; p<0,001) berdampak positif terhadap Niat Perilaku. Namun, Kemudahan Penggunaan yang Dirasakan tidak berdampak signifikan terhadap Kegunaan yang Dirasakan (β=0,105; p=0,265). Data ini menunjukkan bahwa pengalaman pengguna sangat penting untuk adopsi teknologi dan penggunaan aplikasi M-Tix.   Kata kunci: m-tix; PLS-SEM; technology acceptance model (TAM); user experience; user experience questionnaire (UEQ).

KNOWLEDGE MANAGEMENT SYSTEM USING KNOWLEDGE SHARING FOR SUSTAINABLE BATAM TOURISM

Noviardi, Refli, Mahmudah Burhan, Rifa’atul, Dwiakila Ramadhan, Achiles, Adias Fahli, Ryadi, Raynold, Raynold
Abstract: Abstract: The development of sustainable tourism in Batam City faces several challenges. Knowledge and information related to tourism remain scattered among various stakeholders, resulting in suboptimal coordination. Knowledge&#8230; wledge sharing and collaboration among stakeholders remain limited, so best practices and experiences have not been fully leveraged. A Knowledge Management System (KMS) based on knowledge sharing is needed to support information exchange and the development of sustainable tourism. The methodology used in this study is the Knowledge Management System Life Cycle (KMSLC) approach combined with Design Thinking. The research steps included an evaluation of the existing infrastructure, the formation of a knowledge management team, knowledge collection, the design of a KMS prototype, and the development of that prototype. The results of the study indicate that a knowledge-sharing-based Knowledge Management System (KMS) prototype was successfully developed to meet the needs of tourists and tourism stakeholders in Batam City. The system built is capable of facilitating the management, storage, and exchange of knowledge among stakeholders in a more integrated manner. The implementation of the KMS also enhances collaboration and supports the decision-making process in the development of tourism products and services. These findings indicate that a KMS can serve as an effective solution in supporting sustainable tourism development in Batam City.             Keywords: tourism, KMLC, Batam City, design thinking, knowledge management.   Abstrak: Pengembangan pariwisata berkelanjutan di Kota Batam menghadapi beberapa tantangan. Pengetahuan dan informasi terkait pariwisata masih tersebar di berbagai pemangku kepentingan sehingga koordinasi belum berjalan secara optimal. Berbagi pengetahuan dan kolaborasi antar pemangku kepentingan masih terbatas, sehingga pengalaman dan praktik terbaik belum dimanfaatkan secara maksimal. Diperlukan Sistem Manajemen Pengetahuan (KMS) berbasis knowledge sharing untuk mendukung pertukaran informasi dan pengembangan pariwisata berkelanjutan. Metodologi yang digunakan dalam penelitian ini adalah pendekatan Siklus Hidup Sistem Manajemen Pengetahuan (KMSLC) yang dikombinasikan dengan Design Thinking. Langkah-langkah penelitian mencakup evaluasi infrastruktur yang sudah ada, pembentukan tim manajemen pengetahuan, pengumpulan pengetahuan, perancangan prototipe KMS, serta pengembangan prototipe KMS tersebut. Hasil penelitian menunjukkan bahwa prototipe Knowledge Management System (KMS) berbasis knowledge sharing berhasil dikembangkan sesuai dengan kebutuhan wisatawan dan pemangku kepentingan pariwisata di Kota Batam. Sistem yang dibangun mampu memfasilitasi pengelolaan, penyimpanan, dan pertukaran pengetahuan antar pemangku kepentingan secara lebih terintegrasi. Implementasi KMS juga meningkatkan kolaborasi dan mendukung proses pengambilan keputusan dalam pengembangan produk dan layanan pariwisata. Temuan ini menunjukkan bahwa KMS dapat menjadi solusi yang efektif dalam mendukung pengembangan pariwisata yang berkelanjutan di Kota Batam.   Kata kunci: pariwisata,  KMLC,  Kota Batam, desain thinking, manajemen pengetahuan.

DEVELOPMENT OF AN AUGMENTED REALITY APPLICATION FOR LEARNING THE VOLUME AND SURFACE AREA OF THREE-DIMENSIONAL SHAPES

Sapta, Andy, Pakpahan, Sondang Purnamasari
Abstract: This study focuses on the development of an Augmented Reality (AR)–based learning application designed to assist students in understanding the mathematical concepts of volume and surface area of three-dimensional geometric&#8230; tric shapes. The development process adopted the Multimedia Development Life Cycle (MDLC) model, which consists of six systematic stages: concept, design, material collecting, assembly, testing, and distribution. The research concentrated on the development and expert validation stages. Validation results from content and media experts indicate that the application meets pedagogical and technical feasibility standards. The content expert confirmed that the materials align with the national mathematics curriculum and are presented in a clear, contextual, and accurate manner, while the media expert highlighted the user-friendly interface, interactive features, and visual appeal of the application. Theoretically, this AR-based medium bridges the gap between abstract mathematical concepts and concrete visualization by enabling students to interact directly with virtual 3D objects. Practically, the application enhances learning motivation and engagement by providing dynamic, interactive experiences. Overall, this research contributes to the advancement of educational technology by offering a systematic model for developing AR-based learning media that support active and meaningful learning in the digital era.

IMPLEMENTATION OF XGBOOST FOR PREDICTING STUDENT GRADUATION USING SIMULATED DATASET

Anggraeni, Dewi, Sri Rezki Maulina Azmi
Abstract: Abstract: Student graduation is an urgent matter that is an indicator of the success of a university in producing its learning output. Several factors influence student graduation such as GPA, attendance, late taking credits,&#8230; dits, and lack of student involvement in academic activities. The urgency of this research, universities need a method that is able to predict student graduation early so that it can provide academic intervention to students who have the potential to experience delays or fail to graduate. However, limited access to real academic data is often an obstacle in the development of predictive models, Therefore, this study aims to implement the XGBoost algorithm to predict student graduation based on several academic variables, namely the Cumulative Grade Point Average (GPA), the number of credits taken, the percentage of attendance, and the average grade of students. Model training using the XGBoost algorithm using a simulation dataset of 500 students who are labeled as graduating into two classes, namely passed and failed. The results of the study showed that the classification performance was very good with an accuracy value of 99.6%, Precision 99.7%, recall 99.4%.      Keywords: xgboost algorithm; data mining; student graduation     Abstrak: Kelulusan mahasiswa merupakan hal urgensi yang menjadi indikator keberhasilan sebuah perguruan tinggi dalam menghasilkan output pembelajarannya. Beberapa Faktor yang mempengaruhi kelulusan mahasiswa seperti IPK, kehadiran, keterlambatan pengambilan SKS, serta kurangnya keterlibatan mahasiswa dalam aktifitas akademik. Yang menjadi urgensi penelitian ini, Perguruan tinggi memerlukan suatu metode yang mampu memprediksi kelulusan mahasiswa secara dini sehingga dapat memberikan intervensi akademik kepada mahasiswa yang berpotensi mengalami keterlambatan atau tidak lulus. Namun, keterbatasan akses terhadap data akademik riil sering menjadi kendala dalam pengembangan model prediksi, Oleh karena itu, penelitian ini bertujuan mengimplementasikan algoritma XGBoost untuk memprediksi kelulusan mahasiswa berdasarkan beberapa variabel akademik, yaitu Indeks Prestasi Kumulatif (IPK), jumlah SKS yang ditempuh, persentase kehadiran, dan nilai rata-rata mahasiswa. Pelatihan model menggunakan algoritma XGBoost dengan menggunakan dataset simulasi 500 mahasiswa yang diberi label kelulusan menjadi dua kelas yaitu lulus dan tidak lulus. Hasil penelitian menunjukan bahwa performance klasifikasi yang sangat baik dengan nilai accurasi sebesar 99,6%, Precision 99,7%, recall 99,4%. Kata kunci: algoritma xgbosst; kelulusan mahasiswa; penambangan data

A COMPARATIVE ANALYSIS OF MACHINE LEARNING ALGORITHMS AND USER EXPERIENCE FOR ACADEMIC PERFORMANCE PREDICTION

Tasril, Virdyra, Prayudani, Santi, Prayoga, J., Mayang Sari, Rahayu
Abstract: This study aimed to compare the performance of machine learning algorithms and user experience in predicting students’ academic achievement. The research is motivated by the need for prediction systems that are not only&#8230; y highly accurate but also easily interpretable by users. The proposed methodology involved the implementation of two algorithms, namely Decision Tree and Random Forest, using an academic dataset that included grade point average, attendance, and assessment scores. Model performance was evaluated using accuracy, precision, recall, and F1-score, while user experience was assessed through the System Usability Scale (SUS) based on a simple user interface. The findings revealed that Random Forest achieved higher predictive accuracy, whereas Decision Tree provided better interpretability and ease of understanding for users. These results indicated a trade-off between model performance and user experience, suggesting that algorithm selection should consider both aspects in order to develop an effective and user-friendly academic prediction system

TOPSIS-BASED SYSTEM FOR THE SELECTION OF TRAINING PARTICIPANT CANDIDATES AT THE ASAHAN MANPOWER OFFICE

Maha Putra, Guntur, Wan Mariatul Kifti, Putri Amanda Nurhayati
Abstract: Abstract: Job training is one of the government’s efforts to improve the quality of human resources so that they possess competencies that meet labor market demands. The process of selecting training participants at the&#8230; e Department of Manpower of Asahan Regency is still carried out manually, which can lead to subjectivity and inefficiency in determining the most eligible candidates. This study aims to develop a decision support system using the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method to assist the selection process objectively and systematically. The study applies four evaluation criteria, namely education level, age, work experience, and interview, with a dataset consisting of 31 training candidates. The system is developed as a web-based application using PHP programming language and MySQL database. The TOPSIS method is applied through decision matrix normalization, weighting, determination of positive and negative ideal solutions, and preference value calculation to produce a ranking of candidates. The results show that the proposed system can provide objective recommendations for selecting training participants, improve the efficiency of the selection process, and support decision makers in producing more accurate and reliable decisions. Keywords: decision support system; selection; training; TOPSIS.   Abstrak: Pelatihan tenaga kerja merupakan salah satu upaya pemerintah dalam meningkatkan kualitas sumber daya manusia agar memiliki kompetensi yang sesuai dengan kebutuhan dunia kerja. Proses pemilihan calon peserta pelatihan di Dinas Tenaga Kerja Kabupaten Asahan selama ini masih dilakukan secara manual sehingga berpotensi menimbulkan subjektivitas dan kurang efektif dalam menentukan peserta yang paling layak. Penelitian ini bertujuan untuk membangun sistem pendukung keputusan menggunakan metode Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) untuk membantu proses seleksi peserta pelatihan secara objektif dan sistematis. Penelitian ini menggunakan empat kriteria penilaian yaitu pendidikan, usia, pengalaman kerja, dan wawancara dengan jumlah data sebanyak 31 calon peserta pelatihan. Sistem dikembangkan berbasis web menggunakan bahasa pemrograman PHP dan database MySQL. Metode TOPSIS digunakan untuk melakukan normalisasi matriks keputusan, pembobotan, penentuan solusi ideal positif dan negatif, serta perhitungan nilai preferensi untuk menghasilkan perankingan peserta pelatihan. Hasil penelitian menunjukkan bahwa sistem yang dibangun mampu memberikan rekomendasi peserta pelatihan secara objektif, meningkatkan efisiensi proses seleksi, serta membantu pihak dinas dalam pengambilan keputusan yang lebih akurat. Kata kunci: pelatihan; seleksi; sistem pendukung keputusan; TOPSIS.

PREDICTING TEA HARVEST PRODUCTION AT BAH BUTONG USING RANDOM FOREST AND HISTORICAL DATA

Prayoga, Hafizd, Ramadhan Nasution, Yusuf
Abstract: Abstract: Accurate forecasts of tea harvest production are important for workforce planning, factory operations, and marketing decisions, yet conventional estimation in plantations often relies on field experience and can&#8230; n be biased and less adaptive to changing conditions. This study aims to develop a Random Forest Regression model to predict tea harvest production at the Bah Butong tea plantation using historical operational and climate-related data. The dataset consists of 60 monthly records (2020–2024) with six predictor variables: rainfall (mm), number of rainy days, pest level, weed level, number of harvested trees and land area. Data were split into 80% training (48 samples) and 20% testing (12 samples). Model hyperparameters were optimized using RandomizedSearchCV with RepeatedKFold cross-validation (5 folds, 3 repeats). The tuned model achieved MSE of 668,980,524.45, RMSE of 25,864.66 kg, MAE of 19,838.69 kg, and MAPE of 7.59% on the test set. The results indicate that the model can provide practical production estimates, with errors averaging about 7–8% of the actual production. Feature importance analysis shows that the number of harvested tea bushes and cultivated area contribute most to predictions. Future work should extend the historical period and incorporate time-based features (seasonality/lag) for improved forecasting.             Keywords: hyperparameter tuning; production prediction; random forest; regression; tea harvest   Abstrak: Perkiraan akurat produksi panen teh sangat penting untuk perencanaan tenaga kerja, operasional pabrik, dan keputusan pemasaran, namun estimasi konvensional di perkebunan seringkali bergantung pada pengalaman lapangan dan dapat bias serta kurang adaptif terhadap perubahan kondisi. Studi ini bertujuan untuk mengembangkan model Regresi Random Forest untuk memprediksi produksi panen teh di perkebunan teh Bah Butong menggunakan data operasional dan data terkait iklim historis. Dataset terdiri dari 60 catatan bulanan (2020–2024) dengan enam variabel prediktor: curah hujan (mm), jumlah hari hujan, tingkat hama, tingkat gulma, jumlah pokok panen, dan luas lahan. Data dibagi menjadi 80% data pelatihan (48 sampel) dan 20% data pengujian (12 sampel). Parameter model dioptimalkan menggunakan RandomizedSearchCV dengan validasi silang RepeatedKFold (5 lipatan, 3 pengulangan). Model yang telah disempurnakan mencapai MSE sebesar 668.980.524,45, RMSE sebesar 25.864,66 kg, MAE sebesar 19.838,69 kg, dan MAPE sebesar 7,59% pada set data uji. Hasil tersebut menunjukkan bahwa model dapat memberikan estimasi produksi yang praktis, dengan kesalahan rata-rata sekitar 7–8% dari produksi aktual. Analisis kepentingan fitur menunjukkan bahwa jumlah semak teh yang dipanen dan luas lahan budidaya paling berkontribusi pada prediksi. Pekerjaan selanjutnya harus memperpanjang periode historis dan menggabungkan fitur berbasis waktu (musiman/lag) untuk peramalan yang lebih baik.   Kata kunci: panen teh; prediksi produksi; random forest; regresi; tuning parameter

OPTIMIZATION OF FAST-MOVING DRUG INVENTORY USING THE WEIGHTED PRODUCT METHOD AT ANNISA DRUGSTORE

Dayanti, Rafika, Mulyani, Neni, Muhazir, Ahmad
Abstract: Abstract: Managing fast-moving drug inventory requires accurate supplier selection to ensure product availability and minimize the risk of overstock and out-of-stock conditions. At Annisa Pharmacy, the supplier selection&#8230; process has traditionally relied on experience and subjective judgment, which may lead to less optimal decisions. This study aims to design and implement a Decision Support System (DSS) for selecting fast-moving drug suppliers using the Weighted Product (WP) method. The WP method is applied because it is capable of processing multiple criteria simultaneously through structured weighting, including demand frequency, delivery lead time, remaining shelf life, purchase price, and profit margin. The system is developed as a web-based application using PHP and MySQL. The results show that the implementation of the Weighted Product method successfully produces preference values and accurate supplier rankings, enabling the system to correctly determine the most optimal fast-moving drug supplier based on the defined criteria. Therefore, the developed system can assist the owner of Annisa Pharmacy in making more precise, objective, and structured inventory procurement decisions. Keywords: decision support system; drug inventory; supplier selection; weighted product.   Abstrak: Pengelolaan stok obat fast moving di Toko Obat Annisa memerlukan ketepatan dalam menentukan supplier agar ketersediaan obat tetap terjaga dan risiko overstock maupun out of stock dapat diminimalkan. Selama ini, proses pemilihan supplier masih dilakukan secara konvensional berdasarkan pengalaman, sehingga berpotensi menghasilkan keputusan yang kurang optimal. Penelitian ini bertujuan untuk merancang dan mengimplementasikan Sistem Pendukung Keputusan (SPK) pemilihan supplier obat fast moving menggunakan metode Weighted Product (WP). Metode WP digunakan karena mampu mengolah beberapa kriteria secara simultan melalui pembobotan yang terstruktur, meliputi frekuensi permintaan, lead time, sisa masa kedaluwarsa, harga beli, dan margin keuntungan. Sistem dikembangkan berbasis web menggunakan bahasa pemrograman PHP dan basis data MySQL. Hasil penelitian menunjukkan bahwa penerapan metode Weighted Product mampu menghasilkan nilai preferensi dan perankingan supplier secara objektif, sehingga sistem berhasil menentukan supplier obat fast moving yang paling optimal sesuai dengan kriteria yang telah ditetapkan. Dengan demikian, sistem yang dibangun dapat membantu pemilik Toko Obat Annisa dalam mengambil keputusan pengadaan stok obat secara lebih tepat, objektif, dan terstruktur. Kata kunci: sistem pendukung keputusan; toko obat; pemilihan pemasok; weighted product

SENTIMENT ANALYSIS OF CUSTOMER REVIEWS ON E-COMMERCE APPLICATIONS: LAZADA, TOKOPEDIA, AND BLIBLI

Ihza, Andika, Arifin, Muhammad, Setiawan, Arif
Abstract: Abstract: The rapid growth of e-commerce in Indonesia has increased consumer interactions with digital platforms, particularly Lazada, Tokopedia, and Blibli, resulting in a large volume of customer reviews that reflect consumer&#8230; onsumer experiences and perceptions but have not been optimally utilized in business decision-making. The main issue addressed in this study is how to process customer review data to generate meaningful information regarding consumer opinions. This research aims to apply web scraping techniques to collect customer review data and conduct sentiment analysis to identify trends in consumer opinions across the three e-commerce platforms. The dataset consists of 3,000 customer reviews, with 1,000 reviews collected from each platform, covering aspects such as shopping experience, service quality, delivery process, and customer satisfaction. The research methodology includes data collection through web scraping, text preprocessing for data cleaning and normalization, sentiment analysis using machine learning approaches, and visualization of sentiment results. The findings indicate differences in the distribution of positive, negative, and neutral sentiments across platforms, reflecting variations in consumer experiences and service strategies. These results demonstrate that sentiment analysis based on customer reviews can serve as strategic input to improve service quality, business performance, and marketing strategies in Indonesia’s e-commerce sector.   Keywords: customer reviews; digital services; e-commerce; sentiment analysis; web scarping Abstrak: Pertumbuhan pesat e-commerce di Indonesia meningkatkan interaksi konsumen dengan platform digital, khususnya Lazada, Tokopedia, dan Blibli, yang menghasilkan ulasan pelanggan dalam jumlah besar sebagai cerminan pengalaman dan persepsi konsumen, namun belum dimanfaatkan secara optimal dalam pengambilan keputusan bisnis. Permasalahan utama penelitian ini adalah bagaimana mengolah data ulasan tersebut agar dapat memberikan informasi yang bermakna mengenai opini konsumen. Penelitian ini bertujuan menerapkan web scraping untuk mengumpulkan data ulasan pelanggan serta melakukan analisis sentimen guna mengidentifikasi tren opini konsumen pada ketiga platform e-commerce tersebut. Data yang digunakan berjumlah 3.000 ulasan pelanggan, dengan masing-masing platform diwakili oleh 1.000 ulasan yang mencakup pengalaman berbelanja, kualitas layanan, proses pengiriman, dan tingkat kepuasan pelanggan. Metode penelitian meliputi pengambilan data menggunakan web scraping, pra-pemrosesan teks untuk pembersihan dan normalisasi data, analisis sentimen dengan pendekatan pembelajaran mesin, serta visualisasi hasil sentimen. Hasil penelitian menunjukkan adanya perbedaan distribusi sentimen positif, negatif, dan netral pada setiap platform, yang mencerminkan variasi pengalaman konsumen dan strategi layanan. Temuan ini menunjukkan bahwa analisis sentimen berbasis ulasan pelanggan dapat menjadi masukan strategis untuk meningkatkan kualitas layanan, kinerja bisnis, dan strategi pemasaran e-commerce di Indonesia.   Kata kunci: customer reviews; digital services;e-commerce;sentiment analysis;web scarping

ANALYZING STUDENTS’ EXPERIENCE IN LMS SPOT UPI USING THE UEQ

Azhari, Fairuz Azka, Asep Nuryadin, Muhammad Dzikri Ar Ridlo
Abstract: Abstract: The rapid expansion of digital learning environments has increased students’ reliance on Learning Management Systems (LMS), including SPOT UPI. However, limited studies have examined the platform’s overall user&#8230; user experience across all User Experience Questionnaire (UEQ) dimensions. This study aims to evaluate the user experience (UX) of SPOT UPI, identify its strengths and weaknesses, and provide recommendations for system improvement. A quantitative-dominant mixed-method design was applied, involving 81 student respondents for the UEQ survey and two participants for follow-up semi-structured interviews selected through purposive sampling. The UEQ data were analyzed to generate mean scores for six UX dimensions, while interview data were thematically analyzed to support the interpretation of quantitative findings. The results indicate that Perspicuity (1.05) and Efficiency (0.78) achieved the highest scores, reflecting adequate clarity and functionality. In Contrast, Stimulation (0.50) and Novelty (-0.15) were the lowest, indicating limited engagement and innovation. Overall, pragmatic quality (0.84) outperformed hedonic quality (0.17), suggesting that users value functionality more than enjoyment. In conclusion, SPOT UPI is generally usable but lacks aesthetic appeal, emotional engagement, and innovative features, highlighting the need for interface redesign and performance optimization to enhance the overall learning experience.             Keywords: learning management system; user experience; user experience questionnaire     Abstrak: Perkembangan pembelajaran digital membuat mahasiswa semakin bergantung pada Learning Management System (LMS), termasuk SPOT UPI. Meski digunakan secara luas, evaluasi pengalaman pengguna secara komprehensif berdasarkan seluruh dimensi User Experience Questionnaire (UEQ) masih belum banyak dilakukan. Penelitian ini bertujuan untuk mengevaluasi user experience (UX) pada SPOT UPI, mengidentifikasi keunggulan dan kelemahannya, serta memberikan rekomendasi perbaikan sistem. Penelitian menggunakan desain penelitian mixed-method dominan kuantitatif, melibatkan 81 responden pada survei UEQ dan dua partisipan pada wawancara semi-terstruktur yang dipilih melalui purposive sampling. Data UEQ dianalisis untuk memperoleh nilai rata-rata pada enam dimensi UX, sedangkan data wawancara dianalisis secara tematik untuk memperkaya interpretasi temuan kuantitatif. Hasil menunjukkan bahwa Perspicuity (1,05) dan Efficiency (0,78) menjadi dimensi dengan skor tertinggi, mencerminkan bahwa SPOT UPI mudah dipahami dan cukup membantu dalam menyelesaikan tugas. Sebaliknya, Stimulation (0,50) dan Novelty (-0,15) memperoleh skor terendah, menandakan rendahnya tingkat keterlibatan dan inovasi yang dirasakan pengguna. Secara keseluruhan, pragmatic quality (0,84) lebih tinggi dibandingkan hedonic quality (0,17), menunjukkan bahwa pengguna lebih mengutamakan aspek fungsional daripada kenyamanan emosional. Temuan tersebut mengindikasikan bahwa SPOT UPI sudah layak digunakan secara fungsional, tetapi masih memerlukan peningkatan pada interface, pengalaman visual, dan fitur inovatif agar dapat memberikan pengalaman belajar digital yang lebih menarik dan optimal.   Kata kunci: learning management system; pengalaman pengguna; user experience questionnaire