Instagram User Experience in Learning Graphic Design

Mohammad Salehudin, Abdulloh Hamid, Zuhkhriyan Zakaria, Widdy H.F Rorimpandey, Muhammad Yunus

Abstract


Mobile phone technology offers new opportunities to integrate face-to-face learning also other models of learning. Instagram is mostly only used for business and public figure exposure. But we see a tendency to use Instagram that students use in learning graphic design as a way to access content, publish work and learning outcomes using mobile phone. The purpose of this study is to find out the comparison of the average value of In-diagram assisted creative learning and measure the user experience (UX) of Instagram in learning graphic design. This study uses a quantitative approach with a pseudo experiment of non equivalent control group de-sign to find a comparison of the average value of student learning outcomes in the Statistical Test with MANOVA and to find out the average value of UX with UEQ Instagram benchmarks for learning graphic design. The results of the study there are significant differences (real) the average value between the experimental class group and the control class group. UX test results are on four scales that are categorized as ex-excellent, namely the scale of Attractiveness, efficiency, dependability, stimulation. One perspicuity scale is above average and the novelty scale is good, the mean range is 1.33-2.00 according to the UEQ benchmark interval. The implication of this research is that Instagram through mobile phone technology is effectively used for the creative learning of graphic design lessons and needs to be developed as a medium for the development of teaching materials on all subject matter.

Keywords


user experience, Instagram, graphic design

Full Text:

PDF



International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923
Creative Commons License
Indexing:
Scopus logo IET Inspec logo DBLP logo EBSCO logo Ulrich's logo MAS logo