Judul: Design and Usability Testing to enhance Mobile Application User Interface
Abstrak: Mobile phone is one of ICT (information and communication technology) which is growing rapidly even at child genres so that increases the mobile application development for child genres. The application that developed is mobile learning application and entertainment (game) application. Mobile breakfast nutrition is a mobile recommendation system which has function as a breakfast information media for elementary student. There are many mobile applications that difficult to use and learn because of their minor usability values. The usability factor is a success key in application development. An application called usable if the application functions are running effectively, efficiently and satisfactorily. The M-breakfast nutrition application is developed appropriate based on user. For that reason, the student ICT literacy assesment level is needed. The usability testing used for assesses the application feasibility and performance. The usability testing has performed using observation and questionaire method. The ICT literacy assesment for elementary student has been done for evaluating the ICT pattern uses of handphone, tablet and computer in elementary student and seven ICT literacy ability such as define, access, manage, evaluate, integrate, create and communication. The ICT literacy assessment had performed using survey technique with questionaire. The usability testing for M- Breakfast Nutrition performed for evaluating the three components i.e effectivity, effieciency and satisfaction. The effectivity and efficeiency measured based on user‟s success rate in running the M- Breakfast Nutrition application. The satisfatory level of responden has measured by Likert 5 (five) scale. The measuring tools for measuring the effectivity, efficiency and satisfaction are scenarios, observation sheet, and post task questionaire. The ICT literacy assessment shows that elementary student who act as a research responden more often using a handphone than using tablet or computer. The responden in this research has been an ICT literate ability for define, access, manage, evaluate and create components, but not for integrate and communication component. The usability testing has done twice. The usability results show that there is an increasing usability value from 78.4% at 1st evaluation to 91.1% at 2nd evaluation. The analysis result shows that the usability testing could increase the application performance and feasibility so that could be accepted by user.
Keyword: usability design, M-Breakfast Nutrition, usability testing

Judul: Pengembangan Guidelines Evaluasi Usability Permainan Mobile Edukasi Indonesia
Abstrak: Mobile games dan permainan komputer saat ini telah menjadi salah satu unsur yang mempengaruhi cara berpikir anak. Permainan edukasi mobile menjadi salah satu media pembelajaran bagi anak karena mempunyai unsur-unsur pendidikan yang dapat meningkatkan kreativitas serta mendukung pengembangan berpikir kritis pada anak. Sebagian besar pemain games lebih memilih memainkan permainan yang hanya bersifat sebagai sarana hiburan saja. Membuat sebuah permainan edukasi dibutuhkan sebuah acuan atau model sebagai tolok ukur dalam menentukan fungsi-fungsi utama dalam sebuah permainan. Penelitian ini melakukan pengembangan guidelines evaluasi usability untuk permainan edukasi berbasis playability heuristic dan mobile game based learning (mGBL) yang selanjutnya dievaluasikan pada 9 permainan edukasi terpilih. Dari hasil penelitian, teridentifikasi poin-poin evaluasi dari penguji terpilih yang memiliki persentase game usability heuristic sebesar 67%, mobility heuristic sebesar 81%, gameplay heuristic sebesar 41%, dan learning content sebesar 92%. Hasil evaluasi user memiliki persentase game usability heuristic sebesar 80%, mobility heuristic sebesar 81%, gameplay heuristic sebesar 53%, dan learning content sebesar 94%. Perbedaan poin-poin evaluasi yang didapat dipengaruhi oleh perbedaan usia dari kedua kelompok evaluator.
Keyword: evaluasi usability, pengembangan guidelines, permainan edukasi, permainan mobile

Judul: Infeksi Virus Parainfluenza Pada Anjing
Abstrak: Virus parainfluenza anjing termasuk famili Paramyxoviridae, berbentuk pleomorf dengan ukuran bervariasi (bergaris tengah antara 100-500 nm), berpembungkus peka ether, berisi genom RNA dan secara serologis mempunyai kesamaan dengan virus SV-5 kera; dikenak sebagai salah satu kausa penting dari sindrom "kennel cough". Infeksinya dapat mengenai anjing semua umur yang belum pernah terinfeksi atau mendapatkan vaksinasi mengakibatkan gejala klinis ringan yang terbatas pada traktus respirasi atu infeksi yang secara klinis tidak memperlihatkan gejala nyata. Gejala klinis yang nampak setelah masa inkubasi (1-5 hari) terlewati berupa batuk yang tidak berat selama beberapa hari, berbagai tingkat tonsilitis dan pharyngitis dan kadang-kadang ditemukan kenaikan temperatur rektal antara 1-2 derajat C dari temperatur normal rat-rata. Anjing terinfeksi mengandung virus pada traktus respirasi bagian atas dan bawah serta limfonoduli sampai hari ke 9 setelah infeksi. Penyebaran virus antar anjing terjadi secara aerogen.
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