Implementation of Usability Testing in Measuring the Effectiveness
and Efficiency of Mobile Application
Ni Kadek Dessy Hariyanti
1 a
, IGP Fajar Pranadi Sudhana
2
, I Gusti Ngurah Sanjaya
1
and Ketut Vini Elfarosa
1
1
Department of Business Administration, Politeknik Negeri Bali, Jalan Kampus Bukit Jimbaran, Badung Bali, Indonesia
2
Department of Tourism, Politeknik Negeri Bali, Jalan Kampus Bukit Jimbaran, Badung Bali, Indonesia
Keywords: Usability Evaluation, Usability Testing, Effectiveness, Efficiency, Mobile Application.
Abstract: The KPN PNB has developed a mobile-based application for its members who handle transactions in
cooperatives. The mobile application released since 2021 is targeting 520 members. The KPN PNB Mobile
application is currently in the acceptance test stage so it is necessary to evaluate usability to ensure the
application has been able to meet user needs. Usability evaluation will be carried out using the usability testing
method to find out how effective and efficient the application is. Usability testing was carried out by 10
respondents by completing 4 tasks. Usability testing on the aspect of effectiveness, obtained a success rate of
83.75 percent with a very effective level of achievement category. Usability testing user on the efficiency
aspect is shown by the average Time-based efficiency of 0.0181 goals per second. When compared with the
TBE expert's time of 0.0466 goals per second, the respondent takes 0.38 times longer to complete the task
compared to the expert. The results of this usability test indicate that the application already has a good level
of usability effectiveness in its use, and respondents are able to complete tasks efficiently in using the
application.
1 INTRODUCTION
Indonesian Digital Report 2022 (hootsuite We are
Social, 2022) states that the use of mobile phones
increased by 3.6 percent during the period January-
December 2021. The use of mobile phones to support
various activities is increasingly popular in all circles.
By using a mobile phone everyone can communicate
with anyone and anywhere very quickly. They can
complete homework, school, to the office using only
one device. Even now mobile phone not only serves
as a communication tool but also used as a medium to
develop a business. The data shows 94.1 percent of
the total internet users in Indonesia. access the
internet via a mobile phone. Various needs are met
from internet access via mobile phones including
accessing information, using social media,
conducting online learning, to running business
activities. The increase in the use of mobile phones
has triggered many emerging mobile-based
applications that are designed to meet the needs of its
users. There is an increase of 16 percent in
a
https://orcid.org/0000-0002-3116-2366
downloading mobile-based applications throughout
2021. This shows that mobile applications are getting
special attention and experiencing rapid growth.
Business people are forced to keep up with current
mobile-based technology developments, as
evidenced by the many emerging mobile applications
that provide solutions for various needs. In its
implementation, mobile applications must be
designed attractively so that they will be effective,
efficient, and satisfying when used by users (Hashim,
Abubakar, & Hussain, 2019). However, there are still
many mobile applications on the market that are
difficult to use and learn due to low usability (Ali,
Ouda, & Capretz, 2020).
Technological developments require all parties to
digitally transform their business processes
(Hariyanti, Sanjaya, , Sutawinaya, & Sudhana, 2021).
The Bali State Polytechnic Civil Servant Cooperative
organization (KPN PNB) whose members consist of
employees in the PNB agency environment, have
utilized information technology to support their
business processes. The Bali State Polytechnic Civil
836
Hariyanti, N., Sudhana, I., Sanjaya, I. and Elfarosa, K.
Implementation of Usability Testing in Measuring the Effectiveness and Efficiency of Mobile Application.
DOI: 10.5220/0011892900003575
In Proceedings of the 5th International Conference on Applied Science and Technology on Engineering Science (iCAST-ES 2022), pages 836-842
ISBN: 978-989-758-619-4; ISSN: 2975-8246
Copyright © 2023 by SCITEPRESS – Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
Servant Cooperative has developed the Mobile
Application with the aim of responding to various
digital transformation challenges that are currently
developing. The Mobile application is an application
developed by the Bali State Polytechnic KPN in
collaboration with Bank BPD Bali, to make it easier
for members to get various services from KPN PNB.
With this application, members can make transfers
between members, transfer to and from various other
national banks, apply for loans, find out the history of
savings and loans, open deposits, pay various bills,
top up e-money and view member voucher balances.
For security, this application has been equipped with
biometric technology with fingerprint login. The
Mobile application, which was launched in August
2021, can not only be used by 520 PNB KPN
members, but also targets all students of Bali State
Polytechnic. Through this application, the entire PNB
family is expected to be able to use the cooperative's
services to get a variety of very up-to-date features,
and make it easier for them to make various payment
transactions on campus. The Mobile application is
relatively new to use in the campus environment.
Figure 1: V Model Software development life cycle.
Seeing the lack of use of the mobile application,
because KPN members do not understand the use of
the application, the level of trust in the reliability of
the application, and there are still some errors that
occur so it is necessary to carry out an evaluation.
Based on Figure 1 (Kharchenko, Kovalenko, Siora, &
Andra, 2018) where the final stage of development is
to carry out acceptance testing to find out whether the
application meets the needs of its users. The Mobile
application is at the acceptance testing stage to find
out whether the application is able to meet user needs
and can be accepted for use in supporting transaction
activities in cooperatives. In an effort to increase
application use and future development, measuring
the usability aspect of mobile applications is
important and essential in order to capture the
efficiency, effectiveness and accuracy of the interface
(Hashim & Adamu, 2017). Likewise, with the Mobile
application, because this is related to providing trust
and satisfaction to cooperative members with the
service facilities provided. Usability evaluation on
mobile applications, especially in applications related
to financial transactions, needs to be carried out with
the appropriate criteria dimensions, so that it is known
whether the application can be used effectively,
efficiently and fulfils the satisfaction and trust of its
users (Liao & Ho , 2021). In addition, the lack of
usability can be a major barrier in the process of
adopting mobile application technology (Islam,
Islam, & Mazumder, 2019). In this study, usability
evaluation of the mobile application will be carried
out using the usability testing method to determine
how effective and efficient the use of the Mobile
application is.
2 LITERATURE REVIEW
2.1 Usability Evaluation
Evaluation is a planning process, obtaining
measurement values resulting from a series of work
that has been done in an effort to provide information
that is used for other options. the information can be
used as a guide in making better decisions. Usefulness
comes from the word usable which means good use.
A good application can minimize failure and can
provide satisfaction and benefits for its users.
Usability evaluation is an evaluation conducted to
find out about the ease of using something that
describes how effectively users interact with a
product.
According to (Maguire, 2011) usability is the
main key that determines the success of an
application system. Usability is also a characteristic
of product quality where the sub-characteristics
consist of the ability for appropriate recognizability,
ease of learning (learnability), ease of operation
(operability), protection against user error (user error
protection), the beauty of the interface (user interface
aesthetics), and accessibility (ISO/IEC 25010, 2011).
A system that is not well designed and not easy to use
will make it difficult for users to learn and operate.
This will result in the system being used infrequently
or incorrectly so that the costs that must be borne by
the system user organization become high. it also
threatens the reputation of the company that
developed the system (Maguire, 2011) The
importance of usability shows that usability
evaluation is an important process in the development
stage to produce a good system. Inspection methods
involve usability experts to find usability problems by
following clues, heuristics, or tracing. Meanwhile,
Implementation of Usability Testing in Measuring the Effectiveness and Efficiency of Mobile Application
837
through the testing method, usability problems are
found by observing users when using the product or
system (Neilsen, 1993).
According to (Dumas & Redish, 1999) usability
is a measurement method for user experience when
using system products (software, websites, and
mobile phones). Usability can refer to how users
experience when using a product and their level of
satisfaction with the product. According to (Neilsen,
1993), usability is the experience of interacting with
the application so that users can use the application
quickly even though the user is still in the new user
category. The usability of the system can be identified
by the ease with which users perform their tasks.
According to (Neilsen, 1993) in measuring the
usability level, there are five main measures, namely:
Learnability is defined as the speed at which
the user can use the system and the ease of use
in the performance of a function and the desire
of the user.
Efficiency can be interpreted as a resource
instrument that has a function to achieve better
goals.
Memorability is defined as user testing to
remember using the application for a certain
period of time.
Errors and security can be defined how many
problems are caused by users, errors that
contain inconsistencies with what users expect
from the system.
Satisfaction can be defined as freedom of
expression in using the application as well as
user comfort in using the application as well as
a subjective measure of the user's view of the
system.
Usability according to ISO 9241 is a measure of
the extent to which a product can be used correctly by
certain users to achieve certain goals with
effectiveness, efficiency, and satisfaction. Usability
measurement needs to consider several things,
namely as follows:
Optimum, is considering the advantages and
disadvantages of the current analysis.
Effective, which relates to the ease and speed
of users in completing the tasks given by the
researcher properly and correctly.
Satisfaction, is freedom of expression on the
application or product that is being used.
In this study, we will conduct tests to determine
the success of the KPN PNB Mobile application for
users by focusing on the effectiveness and efficiency
of its use
2.2 Usability Testing
Usability testing is a method used to evaluate the user
experience of a product, whether on a website or
application. Usability testing is one way to find out
whether the user can easily use the application, how
efficiently and effectively an application can help the
user achieve its goals and whether the user is satisfied
with the application used. Usability testing is divided
into three methods, the first is expert-based testing,
which is a test that requires expert system and
interface developers who have been involved since
planning the application by using a structured method
to look for deficiencies that exist in the application
being tested. The second is user-based testing, which
in this test involves application users to complete the
tasks given by the testers. While the third is
Automatic testing; automated testing can be carried
out with the software. On the device used apply
guidelines to an interface and then can be taken into
consideration as a comparison.
Usability testing method is done by testing a
product directly to its users. Usability Testing aims to
find out the experience from the user's point of view
in a real way by looking directly and directly into the
field of seeing the process when the user is using the
application being tested. Usability testing is task-
oriented, meaning that the user receives a set of pre-
defined tasks to work on (A, M, & Alomar, 2017).
Usability testing will carry out a more in-depth
analysis of the application or system by testing the
application used by the user. In the process, the user
will complete a predetermined series of jobs. Then
direct observations will be made to the user by seeing
whether the user can be successful in completing the
given task. The test will observe the time it takes the
user to complete the given task. In addition, the
examiner also asked questions about the opinions of
application users.
The steps needed to carry out usability testing
include:
Determination of Respondents. In data
collection, respondents are required to perform
usability testing. Determination of respondents
is done to determine which users will
participate in conducting the test. In this
research, 10 users of KPN PNB Mobile will be
selected as respondents in conducting usability
testing. The ten users consist of five new users
and five active users.
Determination of Task Scenario. A task
scenario is a set of tasks that are determined by
the examiner and must be carried out by the
usability testing respondent. This task covers
iCAST-ES 2022 - International Conference on Applied Science and Technology on Engineering Science
838
the usability and superior features of the KPN
PNB Mobile application. The task scenario
consists of four tasks as shown in the table.
Table 1: Task Scenario Usability Testing.
No
Task scenario
1
Login to the application
2
Do a mutation check on the savings
3
Make a transfer to your virtual account
4
Do a loan simulation
Implementation of Usability Testing. After the
respondent and task scenario are determined,
the next step is the implementation of usability
testing. Testing will be carried out one by one
to the respondents so that the examiners can
perform maximum analysis in finding usability
problems in KPN PNB Mobile. In the
implementation of usability testing, all
activities will be recorded including screen
recording on the respondent's mobile device.
Usability testing data processing. When
conducting usability testing, observation and
data recording are carried out to analyse the
effectiveness and efficiency aspects. The data
recorded is the success in completing the task
and the time required to complete the task. The
data will be analysed with Calculations and
data analysis.
2.2.1 Effectiveness
The level of effectiveness will be analyzed based on
the level of user success in completing each task
given in usability testing. In this study, the calculation
of success rate is used to measure the usability testing
component. The success rate is used to determine the
user's understanding of the user interface and the
success of the user in completing operations based on
previously prepared tasks. In the calculation of the
success rate using the abbreviation S indicates the
abbreviation of success is given for each time the
respondent can complete the task. When the
respondent makes a mistake while doing the assigned
task, it will be given a PS statement or the
abbreviation for partial success.
  


(1)
Where SR = Success Rate; S = Success (Task
Successfully Done); PS = Partial Success; T =
Number of Tasks
After obtaining the results from the SR
calculation, then the results will be interpreted into
the level of effectiveness with range Very Ineffective
(less than 40 percent) to Very effective (more than 80
percent).
2.2.2 Efficiency
The efficiency level will be analysed based on the
completion time of each task in usability testing. And
here are the parameters used to analyse:






(2)
3 IMPLEMENTATIONS
The evaluation of the Mobile application testing
implemented the usability testing method which was
carried out by 10 respondents as application users.
Respondents were 10 people consisting of 5 active
users and 5 inactive users. Determining respondents
based on transaction data made by application users,
taken the top 5 and bottom 5 from 40 data users,
sorted by the number of activities taken from the
application system database. Usability testing was
tested on 10 respondents to get user experience data
when accessing application features. The feature
being tested is the daily transaction feature that users
make on the mobile banking application. Based on the
results of scenario testing for the four tasks, an
effectiveness analysis will be carried out based on the
user's level of success in completing the given task to
obtain a success rate calculation. While the efficiency
analysis is obtained by calculating time-based
efficiency. The results of these two components are
used as an analysis to determine the usability level of
the Mobile application.
3.1 Effectiveness
The respondent data obtained, which has been
described in Table 1 is the result of all respondents
having completed the assigned tasks as many as four
tasks that must be done.
Based on the measurement results using equation
(1), the success rate is 83.75 percent with the level of
achievement being very effective. This shows that the
mobile application has been effective in terms of its
use and has a good usability effectiveness level.
When testing is carried out, users can indeed perform
the tasks that have been prepared, although there are
several obstacles, including adjustments to the
application interface, especially for users who rarely
Implementation of Usability Testing in Measuring the Effectiveness and Efficiency of Mobile Application
839
use it. However, the user has sufficient time to get to
know the interface and complete the given task.
Table 2: Data success rate.
No
Name
Task2
Task3
Task4
1
PM1
S
PS
PS
2
PM2
S
S
S
3
PM3
S
PS
PS
4
PM4
S
PS
S
5
PM5
S
S
S
6
DM1
S
PS
PS
7
DM2
S
S
S
8
DM3
S
PS
PS
9
DM4
S
PS
PS
10
DM5
S
PS
PS
When tested, the user was able to perform the
specified task although there were some obstacles
which were mostly due to adjustments to the
application interface. However, the user has sufficient
time to get to know the interface and complete the
given task (Lazar, Feng, & Hochheiser, 2017) From
the Usability Survey it was found that most of the
participants found problems on tasks 3 and 4 which
were marked by partial success. Task 3 is to make a
transfer to the BPD account virtual account. In task 3,
the difficulty they faced was forgetting the virtual
account number from the BPD bank. They were
forced to fail the task because they had to look for
information from other menus. As for task 4 in the
form of doing credit simulations, they block the credit
time limit. Users do not understand that there are
KPN rules, the longest loan limit is when the
employee retires.
3.2 Efficiency
The efficiency level will be analyzed based on the
completion time of each task in usability testing. The
parameter used to analyze the efficiency is Time-
based efficiency, which is the testing phase used to
obtain how much time is used and the success of the
respondents in completing the tasks that have been
given. The success value obtained from the successful
completion of the task is worth one. For respondents
who can only complete several tasks, a success value
of 0.5 is given and for those who cannot complete the
task at all, a score of zero is given. The processing
time is obtained from scenario testing on respondents.
Initial testing will be carried out by experts who
are responsible for the creation and management of
the application. The testing time of the expert is used
as a basic benchmark for the normal time of the
respondent to do the tasks given by the author. The
time of the test results carried out by the expert is
obtained by running a timer when the expert starts
doing the task and stops the timer when the expert
finishes doing the task. The test carried out by the
expert gets a success score of one because it can
complete all the tasks that have been prepared in the
usability scenario. The next test scenario will be
tested on the ten respondents The results of the data
testing shown in Figure 2.
Figure 2: Data testing.
Based on equation (1) the results of TBE expert
are 0.0466 goals per second. TBE expert will be the
reference, where the maximum time by the user to
complete the task is (Shneiderman & Plaisant, 2017)
three times the expert time that has been obtained.
After getting the calculation of the average results of
the TBE expert, calculation also done for data
respondents. Based on the data test, then time-based
efficiency is calculated along with the average for the
respondents. The results of the time-based efficiency
calculated using equation (2) for the usability
scenario test of the expert and respondents are listed
in Figure 3.
Figure 3: Time-based Efficiency.
Based on calculation using equation (2), the time-
based efficiency values expert is task 1 of 0.0625
goals per second, task 2 of 0.0769 goals per second,
task 3 of 0.0278 goals per second, task 4 of 0.0192
goals per second. TBE users for the four tasks are
generated, namely for task 1 of 0.0101 goals per
second, for task 2 of 0.0128 goals per second, for task
3 of 0.0051 goals per second and for task 4 of 0.0046
goals per second. From the four TBE calculations,
iCAST-ES 2022 - International Conference on Applied Science and Technology on Engineering Science
840
the average user TBE is 0.0181 goals per second. And
the expert's time of 0.0467 goals per second.
When tested, the user's speed in using the
application and focusing on the features of the
existing application is still said to be normal and the
error rate made is also in the reasonable category
(Hussain, Mkpojiogu, Jamaludin, & Somia, 2017)
The results obtained are normal and the user gets
enough time to understand the location and function
of the features contained in the KPN PNB Mobile
application so that it does not take too long when
completing the given task. When compared to the
user's time, the number is 0.38 times longer than the
respondent in completing the task compared to the
expert, which is still in the reasonable category
(Hashim & Adamu, 2017).
4 CONCLUSIONS
Usability testing on the effectiveness analysis of the
success rate of using the KPN PNB Mobile
application, obtained a success rate of 83.75% with
the category of the level of achievement being very
effective, which indicates that the KPN PNB Mobile
application already has a good usability effectiveness
level in its use.
Usability testing on efficiency analysis of the
level of task completion in using the KPN PNB
Mobile application obtained time-based efficiency
for task 1 of 0.0101 goals per second, for task 2 of
0.0128 goals per second, for task 3 of 0.0051 goals
per second and for task 4 of 0.0046 goals per second.
the average TBE of users is 0.0181 goals per second.
When compared with the TBE expert time of 0.0466,
it is obtained that the number is 0.38 times longer for
the respondents in completing the task compared to
the expert. This means that respondents are quite fast
and able to complete tasks in using the KPN PNB
Mobile application.
From the research conducted, it can be concluded
that the usability level of the application is quite good.
Based on data from task scenarios, many application
users encounter difficulties when making inter-bank
transfers and credit simulations. Suggestions that can
be given are the need for additional transaction
facilities, for example in the form of a QRIS facility,
so that users can make transactions more easily. Users
also have not been able to optimize the use of mobile
applications outside of the tasks given, especially for
new users. This can be overcome by continuing to
provide socialization to users which can be done
regularly and also providing access to user manual
documents for new users. Meanwhile, the user's
speed in using the application and access to existing
application features is still normal and the error rate
made is also in the reasonable category. To expand
the use of the application, it is necessary to develop
the IOS version so that it can reach more users.
ACKNOWLEDGEMENTS
The authors would like to thank to Politeknik Negeri
Bali for the financing of this research and the
Research Centre and Community Services for the
assistance.
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