EVALUASI HEURISTIK ERGONOMI ANTARMUKA KIOSK LAYAR SENTUH RAKSASA BERBASIS LOCAL-FIRST UNTUK PELATIHAN INDUSTRI

Authors

  • Zahraan Dzakii Tsaqiif Program Studi Teknologi Rekayasa Multimedia, Teknologi Rekayasa Mekatronika, Fakultas Teknologi Sains dan Informasi, Universitas Boash
  • Khadijah Khadijah Program Studi Teknologi Rekayasa Multimedia, Teknologi Rekayasa Mekatronika, Fakultas Teknologi Sains dan Informasi, Universitas Boash
  • Amirin Amirin Program Studi Teknologi Rekayasa Multimedia, Teknologi Rekayasa Mekatronika, Fakultas Teknologi Sains dan Informasi, Universitas Boash
  • Charmiyanti Nurkencana Aju Program Studi Teknologi Rekayasa Multimedia, Teknologi Rekayasa Mekatronika, Fakultas Teknologi Sains dan Informasi, Universitas Boash
  • Mochamad Sanwasih Program Studi Teknologi Rekayasa Multimedia, Teknologi Rekayasa Mekatronika, Fakultas Teknologi Sains dan Informasi, Universitas Boash
  • Marastika Wicaksono Aji Bawono Program Studi Teknologi Rekayasa Multimedia, Teknologi Rekayasa Mekatronika, Fakultas Teknologi Sains dan Informasi, Universitas Boash
  • Nur Choiriyati Program Studi Teknologi Rekayasa Multimedia, Teknologi Rekayasa Mekatronika, Fakultas Teknologi Sains dan Informasi, Universitas Boash

DOI:

https://doi.org/10.51878/vocational.v6i4.15760

Keywords:

Kios Interaktif, Ergonomi Antarmuka, Evaluasi Heuristik, Layar Sentuh Raksasa, Pelatihan Industri

Abstract

The need for industrial training media in workshop environments requires presentation tools capable of centrally displaying Mechanical, Electrical, and Plumbing (MEP) and Heating, Ventilation, and Air Conditioning (HVAC) system simulations, eliminating the reliance on presentation files scattered across multiple instructor devices. This condition underlies the need for an interactive kiosk based on a 65-86 inch Interactive Flat Panel (IFP) as a centralized digital library in the training room. Standard presentation and web interfaces commonly used are designed for small screens, thus lacking consideration for the ergonomics of user reach on giant displays. This study aims to design and evaluate a local-first interactive kiosk interface that considers users' physical reach and multimedia rendering format trade-offs. The method used is Research and Development (R&D) with a prototyping approach, followed by a descriptive qualitative evaluation through heuristic inspection based on touchscreen design standards and touch emulation testing, given the limited availability of the final panel device for direct end-user testing. The test results prove that positioning the navigation menu (Dock Menu) at the bottom of the screen significantly assists users. Combined with a minimum button size of 48x48 pixels and a scalable virtual keyboard (0.7 to 1.15 scale), this design effectively minimizes the risks of fat-finger errors and fatigue caused by excessive arm reach. Additionally, this research identified technical constraints when rendering presentation files (.pptx) on an open-source offline system. There is a trade-off: using a PDF engine maintains clean visual layouts but sacrifices animation effects. Conversely, the OOXML engine runs animations but is prone to layout degradation. The study concludes that the large-screen ergonomic design was successfully implemented; however, its operational success still requires user literacy regarding the chosen presentation format trade-offs.

ABSTRAK

Kebutuhan media pelatihan industri di lingkungan bengkel kerja menuntut sarana presentasi yang mampu menampilkan simulasi sistem Mekanikal, Elektrikal, dan Plumbing (MEP) serta Heating, Ventilation, and Air Conditioning (HVAC) secara terpusat dan tidak lagi bergantung pada berkas presentasi yang tersebar di berbagai perangkat instruktur. Kondisi tersebut melatarbelakangi kebutuhan kios interaktif (interactive kiosk) berbasis Interactive Flat Panel (IFP) berukuran 65-86 inci sebagai pustaka digital terpusat di ruang pelatihan. Antarmuka presentasi maupun aplikasi web standar yang lazim digunakan selama ini dirancang untuk layar berukuran kecil sehingga kurang mempertimbangkan aspek ergonomi jangkauan tangan pengguna pada layar raksasa. Penelitian ini bertujuan merancang dan mengevaluasi antarmuka kios interaktif berbasis arsitektur local-first yang mempertimbangkan jangkauan fisik pengguna serta kompromi format rendering multimedia. Metode yang digunakan adalah Research and Development (R&D) dengan pendekatan prototyping, dilanjutkan evaluasi kualitatif deskriptif melalui evaluasi heuristik berdasarkan standar desain layar sentuh serta pengujian emulasi sentuh (touch emulation testing), mengingat keterbatasan ketersediaan perangkat panel akhir untuk pengujian langsung kepada pengguna. Dari hasil pengujian, terbukti bahwa memosisikan menu navigasi (Dock Menu) di bagian bawah layar sangat membantu pengguna. Dipadukan dengan ukuran tombol minimal 48x48 piksel dan keyboard virtual yang ukurannya bisa diubah-ubah (skala 0,7 hingga 1,15), desain ini secara signifikan mampu menekan risiko salah pencet maupun kelelahan akibat jangkauan tangan yang terlalu jauh. Selain itu, riset ini juga menemukan adanya kendala teknis saat merender file presentasi (.pptx) pada sistem offline berbasis open-source. Terdapat sebuah trade-off: penggunaan engine PDF memang menjaga tata letak visual tetap rapi, tetapi mengorbankan efek animasi. Sebaliknya, engine OOXML mampu menjalankan animasi, tetapi rawan membuat susunan tata letak menjadi berantakan. Simpulan penelitian menegaskan bahwa desain ergonomi layar besar berhasil diimplementasikan, tetapi keberhasilan operasionalnya tetap membutuhkan literasi pengguna terhadap kompromi format presentasi yang dipilih.

 

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Published

2026-10-06

How to Cite

Tsaqiif, Z. D., Khadijah, K., Amirin, A., Aju, C. N., Sanwasih, M., Bawono, M. W. A., & Choiriyati, N. (2026). EVALUASI HEURISTIK ERGONOMI ANTARMUKA KIOSK LAYAR SENTUH RAKSASA BERBASIS LOCAL-FIRST UNTUK PELATIHAN INDUSTRI. VOCATIONAL: Jurnal Inovasi Pendidikan Kejuruan , 6(4), 647–659. https://doi.org/10.51878/vocational.v6i4.15760

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