| dc.contributor.advisor | Ardiansyah, Firman | |
| dc.contributor.author | Abimanyu, Adrian Muhammad | |
| dc.date.accessioned | 2026-08-07T00:43:23Z | |
| dc.date.available | 2026-08-07T00:43:23Z | |
| dc.date.issued | 2026 | |
| dc.identifier.uri | http://repository.ipb.ac.id/handle/123456789/177491 | |
| dc.description.abstract | Aplikasi live streaming telah menjadi salah satu aktivitas di kalangan remaja
sebagai sarana hiburan dan interaksi sosial dengan dampak pengalaman
penggunanya yang perlu diukur secara objektif. Penelitian ini bertujuan
mengevaluasi perbandingan pengalaman pengguna siswa-siswi SMAN 7
Tangerang Selatan dalam menggunakan Youtube Live, Twitch Stream, dan TikTok
Live. Metode yang digunakan adalah User Experience Questionnaire Short (UEQ
Short) dengan pendekatan kuantitatif yang disebarkan ke-93 siswa-siswi kelas 11
melalui teknik purposive sampling. Hasil penelitian menunjukkan TikTok Live
memperoleh nilai pengalaman pengguna tertinggi berdasarkan pengalaman siswa
siswi kelas 11. Youtube Live mendapatkan nilai pengalaman pengguna di bawah
TikTok Live. Twitch Stream mendapatkan nilai pengalaman pengguna yang
terendah karena rendahnya yang menggunakan aplikasi tersebut. Konten gaming
merupakan kunci daya tarik yang mendominasi pengalaman pengguna siswa-siswi
di seluruh aplikasi. Kesimpulan penelitian ini menunjukkan bahwa efisiensi
antarmuka dan variasi konten memengaruhi preferensi remaja dalam menggunakan
aplikasi live streaming. | |
| dc.description.abstract | Live streaming applications have become one of the activities among
teenagers as a means of entertainment and social interaction, with the impact of user
experience that needs to be measured objectively. This study aims to evaluate the
comparison of user experiences of students at SMAN 7 Tangerang Selatan in using
YouTube Live, Twitch Stream, and TikTok Live. The method used was the User
Experience Questionnaire Short (UEQ-Short) with a quantitative approach, which
was distributed to 93 11th grade students through purposive sampling. The results
showed that TikTok Live received the highest user experience score based on the
experiences of 11th grade students. YouTube Live received a lower user experience
score than TikTok Live. Twitch Stream received the lowest user experience score
due to the low number of users of the application. Gaming content is the key
attraction that dominates the user experience of students across all applications. The
conclusion of this study indicates that interface efficiency and content variety
influence teenagers' preferences in using live streaming applications. | |
| dc.description.sponsorship | | |
| dc.language.iso | id | |
| dc.publisher | IPB University | id |
| dc.title | Analisis Pengalaman Pengguna Aplikasi Streaming melalui User Experience Questionnaire di SMAN 7 Tangerang Selatan | id |
| dc.title.alternative | User Experience Analysis of Streaming Application through User Experience Questionnaire in SMAN 7 South Tangerang | |
| dc.type | Skripsi | |
| dc.subject.keyword | live streaming | id |
| dc.subject.keyword | pengalaman pengguna | id |
| dc.subject.keyword | SMAN 7 Tangerang Selatan | id |
| dc.subject.keyword | UEQ-Short | id |
| dc.subtype | Undergraduate Theses | |