Journal of Games, Game Art and Gamification Vol. 07, No. 02, 2022 17 User Interface Usability of Mamat Adventure The Study of Usability User Interface of Mamat Adventure Edugame Based on Heuristic Evaluation Apong Suryani Faculty of Art and Design Institut Teknologi Bandung Bandung, Indonesia 27121113@mahasiswa.itb.ac.id Alvanov Z Mansoor Faculty of Art and Design Institut Teknologi Bandung Bandung, Indonesia alvanov.mansoor@itb.ac.id Abstract—Game is a form entertainment determined by a rule and conflict resolution by the player. A good game is able to display attractive visual, make the player get engaged and feel the needing pleasure. Visual is a medium that only concerns the sense of sight while the other senses like sense of hearing (sound) cannot be included in the visual use Visual in a game is a part of the user interfaces. User interface is a medium between a system and the user. The Ministry of Education and Culture of the Republic of Indonesia has released various free website-based edugames that can be accessed and played by the Indonesia especially elementary school students. Mamat Adventure is one of the edugames provided by the Indonesian Ministry of Education and Culture. This theoretical exploration has been begun with a discussion about the visual appearance related to the user interface in the edugame of Mamat Adventure. This analysis uses the Heuristic Evaluation method initiated by Jakob Nielsen and Rolf Molich to measure the effectiveness of the user interface in the game of Mamat Adventure Keywords—edugame, game, heuristic evaluation, user interface I. INTRODUCTION Game is a software application that is built with certain rules that must be followed by players. The purpose of a game is to entertain the user, players are required to be able to complete missions in the form of in-game conflicts [1]. A game can be referred to as a system that includes artificial conflicts where a player must be involved in it, the system must be determined by definite rules and can provide measurable results. additive, fun, disjointed, erratic, unproductive, governed by a set of rules, and make-believe are the main characteristics of a game [2]. An attractive visual appearance can make players feel involved in a game and can provide the pleasure that needed by the players, these are the hallmarks of a good game. Visual can be interpreted as images, whether moving (videos) or not. visual use only involves the sense of sight (eyes), other senses such as hearing (ears) will not be involved [3]. Visual in a game is a part of the user interface. The user interface is a medium between the system and the user [4]. The user interface is an important factor in running a good game. The successfully designed interactions between the game and the user can improve the user experience in excitement, gameplay, and better user engagement. In this digital era, The Ministry of Education and Culture of the Republic of Indonesia has released various free website-based games that can be accessed and played by the public in Indonesia especially elementary school students. Games that have been released are edugames type, the content contains some school and extracurricular subject matter such as math, vocabulary, and scouting material. Mamat Adventure is one of the edugames provided by the Ministry of Education and Culture of the Republic of Indonesia and is generally proposed to educate elementary school students about the understanding of Scouts in the Siaga edition. Mamat Adventure became one of the guides of Scouts for students in Indonesia, so the analysis may influence the way they learn in Indonesia. This theoretical exploration has been begun with a discussion about the visual appearance related to the user interface in the edugame of Mamat Adventure. This analysis uses the Heuristic Evaluation method initiated by Jakob Nielsen and Rolf Molich to measure the effectiveness of the user interface in the game of Mamat Adventure whether it is already good or not. There are 10 principles in Heuristic Evaluation: Visibility of system status (feedback), Match between system and the real world (metaphor), Use control and freedom (navigation), Consistency and standard (consistency), Aesthetic and minimalist design (design), Help users recognize, dialogue, and recoveries from errors (recovery), Help and documentation (help). II. RESEARCH METHODOLOGY This study uses Heuristic Evaluation method a method developed by Jakob Nielsen and Rolf Molich. Heuristic evaluation is a usability inspection method widely used to find structural and/or heuristic problems from the interface review, taking into account aspects of the user [5]. This method refers to a number of methods in which a person is trained in a media user interface, e.g. an application, website, or game. According to Nielsen and Molich, there are 10 principles of the Heuristic Evaluation method, starting with Visibility of system status (feedback), a system should always keep user informed about the current state of system with understandable status and clear visual on screen. The next principle is Match between system and the real world (metaphor), the system should speak the user’s language with concepts familiar to the user in the real world. Making information appears in a logical order and meeting the user expectations from the real-world conventions. The next one is Use control and freedom (navigation), where the system provides a space of freedom if the user performs action by mistake and needs the options to return, exit, or cancel to leave those unwanted states previously performed without having to go though an extended process. The next principle is Consistency and standard (consistency), where user should not have to wonder whether different words, situations, actions and different graphic elements mean the same thing or