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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>IdBookstore : An Innovation Digital Book Design Using User Experience With Ubiquity Smart Reader</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Electronic-Electrical Engineering Department of Universitas Negeri Malang</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Indonesia Language Linguistic Department of Universitas Negeri Malang</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Information Technology - Electrical Engineering Department of Universitas Negeri Malang</institution>
        </aff>
      </contrib-group>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>Idbookstore apps as a user experience design for autonomy learning resources interactive digital book (cyberbook) based on user ubiquity smart readers. The product will use for students and teachers at the State University of Malang. Through innovative design mixed by a component of creativity, technology, and business. Also, this service to access the application consist of e-book software and Book Market Place. Furthermore, Evaluation technical apply based on the general ebook, a teacher (or lectures) assign the user I and the students (pupils) assign the user II. The result of evaluation based on 3 criteria that is the first is layout and design, the second is content and functionalities, and finally is device, format, and distribution. The results of idbookstore have the potential to be a viable digital book with service capability for comfortable smart reader users by a rate of user validation average 92% of good criteria.</p>
      </abstract>
      <kwd-group>
        <kwd>Digital Book</kwd>
        <kwd>Innovation Learning</kwd>
        <kwd>User Experience</kwd>
        <kwd>Multimedia Content</kwd>
        <kwd>Ubiquity Smart Reader</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        Innovation design for digital book by multiple access resources need requires the
creativity and technology of digital media to be interactive, easy to understand with
natural language, time and cost effective. Many digital books have been created freely
accessible, but not least the book has the interaction that educates and does not
ambiguous understanding for readers. Also a display of books just using a PDF style
only. In recenly, using e-pub apps for increasing motivation to read book on
smartphone [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. But packaged in the form of an application that allows readers for
access has not been contained in the context of user friendly. Observing that the
advancement of digital technology has the capability of services through the
performance and display of digital books. It is providing an interesting interaction
Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons
between readers and multimedia content digital such as 3D animation, augmented
reality, holograms and audio video [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>
        Iindicators of reading engagement included motivation for independent reading
and comprehension as measured by standardized tests on the print book and both
ebooks [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. And the development of digital book through SIGIL application in
cookies and candys lessons was motivated by the lack of the interactive learning
media for students [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
      </p>
      <p>The use of natural language with the NLP (Natural Language Processing) program
added to digital books certainly has a positive impact on the character building of
readers both in ethics and interpersonal attitudes. For example, applying the correct
language usage. In terms of optimizing the use of interactive digital books that are
more natural in standard language, the resulting books have a function as learning
media for the 21st century.</p>
      <p>
        The importance of using digital books as the right solution for readers in the digital
age through the latest digital book media and applications. With features that provide
personalized services for readers' wants or needs based on ubiquity smart reader
technology in measuring the emotional level and level of understanding of the reader's
content according [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>In particular the implementation of digital book with a smart features and easy to
access will consider to using user experience design and innovation. In this case, we
should be integrated an infrastucture IT technology and a new curriculum which
have develop on site State Univeristy of Malang,</p>
      <p>In addition, the innovation digital books targetting is improving learning
performance more efficient for accessing resources in real-time condition. This
challenge of media connections to help reader activities. Not only the application
provide a service of digital book easy to access, but also using ubiquity smart reader
will be find a good user respons to increase a quality of book and the duration reader
shortly to understanding of one book. As a performace evaluation of digital book will
try to find a satisfaction of user who read a book online by a good services.
Furthermore, the intercation on digital book will be increase a quality of digital book
when appear on market place digital book.</p>
      <sec id="sec-1-1">
        <title>1.1 The Goal</title>
        <p>(1). Provides a digital book with innovation user experience design; (2). Developing
interactive and interaction user on the digital book products based on ubiquity smart
reader ; (3). Evalution criteria user experience design especially for validation design,
functionality and access distribution for smart readers</p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2 The Contribution</title>
        <p>The development of autonomy learning resources with interactive digital book has the
advantage of providing an outsourcing of digital based means through multiple
resource sharing on smart education environment. Opportunities to develop an
innovation excellent learning product using multimedia digital content. The services
focus for improving capabilities of students and lecturers at State University of Malang.
This product hope to available and support a life-based learning project. Also the
main contribution is a driven the multi-disciplinary research on site to provide an
interactive digital book product by other department includes information sain, design
and art, language, and also smart devices system.</p>
      </sec>
      <sec id="sec-1-3">
        <title>1.3 Related Work</title>
        <p>
          Development of smart education concept as the foundation of digital book making as
independent learning source monitored with smart ubiquitous activity. According to
the concept developed [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. The essence of smart education is to create an intelligent
environment using smart system and technology devices. Also smart pedagogy can be
facilitated to provide personalized learning services and empower learners, and thus
the talent of wisdom who have better value orientation, higher quality of thinking, and
stronger behavior and ability can be nurtured. Based on this concept, the proposed
digital book development has a research framework (Fig. 1). This framework
illustrates three important elements of smart education: smart environment, smart
pedagogy, and smart learners.
        </p>
        <p>Smart education emphasizes ideology to pursue a better education and is therefore
better credited as a smarter education, which meets the need for smart pedagogy as a
learning environment and technological modern, and advances educational goals to
grow and find smart learners. The smart environment can be strongly influenced by
intelligent pedagogy. Smart pedagogy and smart environment support student
development.</p>
        <p>
          While research developed [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] which used monitoring system of e-book reader
concentration in the classroom with artificial intelligent sensor. They have monitors
various physiological signals when students read learning materials. Digital learning
materials can provide reading concentration information to help tutors understand the
learners' learning status in providing appropriate teaching strategies based on the level
of concentration of digital reading. The assisted teaching features to fit the concept of
tools in the smart classroom. Of course, facilities and infrastructure multi-access of
digital books can not be separated from the conditions of use of digital divide in
education. Refers to [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] campuses and communities where access to Internet devices
and connectivity is unavailable or unreachable. One good reference is the
modernization of the E-rate program available to provide high-speed wireless access
in schools across the country. But new digital differences and differences between
students who use technology to create, design, build, explore, and collaborate and
those who use technology to passively consume media. By itself, access to
connectivity and devices does not guarantee access to quality educational or
educational experience. Without careful intervention and attention to the way
technology is used for learning, the sharing of digital usage can grow and even
increase access to technology in schools/colleges.
2
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <p>
        This research uses Design Thinking is a design methodology that provides a
solutionbased approach to solving problems [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The five stages of Design Thinking, are as
follows: Empathise, Define (the problem), Ideate, Prototype, and Test as Fig. 2 below.
▪
▪
▪
▪
▪
The first stage of the Design Thinking process is to gain an empathic
understanding of the problem you are trying to solve. Empathy allows design
thinkers to set aside his or her own assumptions about the world in order to
gain insight into users and their needs.
      </p>
      <p>The Define stage will help the designers in your team gather great ideas to
establish features, functions, and any other elements that will allow them to
solve the problems or, at the very least, allow users to resolve issues
themselves with the minimum of difficulty.</p>
      <p>Ideation techniques such as Brainstorm, idea sessions are typically used to
stimulate free thinking and to expand the problem space. It is important to
get as many ideas or problem solutions as possible at the beginning of the
Ideation phase.</p>
      <p>Prototypes may be shared and tested within the team itself, in other
departments, or on a small group of people outside the design team. This is
an experimental phase, and the aim is to identify the best possible solution
for each of the problems identified during the first three stages.</p>
      <p>The results generated during the testing phase are often used to redefine one
or more problems and inform the understanding of the users, the conditions
of use, how people think, behave, and feel, and to empathise.</p>
      <sec id="sec-2-1">
        <title>2.1 Overview Research Development</title>
        <p>Development of independent learning resources within the state univeristy of malang.
An environment testing based user experience design to creating an autonomous
learning system as show Fig. 3. So to find an user conditions show smart activity by a
smart multimedia content to improve focus for smart readers. The materials or digital
book products have learning standards and materials suitable for use in Life Based
Learning programs.
3 Result and Discussion</p>
        <p>Fig. 4. User Experience Design Idbookstore</p>
        <p>We introduce the result design and features based on user experience design as
show on the diagram of application display with numbering from 1 to 9. Follow the
describe of functionality of idbookstore application will be arrange such as table 1 dan
Fig. 4.</p>
        <p>In addition, we show a sample of Multimedia Content based AR media for
interaction and interactive smart reader. We apply a regulary picture to understanding
content of book using AR vizualization. As show in figure 5. The red circle indicate
how object (man) do sport such as run exercise. The user can interact as direction
speed control from low to high level. And then automatically object to be run more
faster. This intercation can use the reader to understanding regulary sport for health
activity by time duration related short time than no interaction AR on the content
book manually or other digital book display.</p>
        <p>AR run regulary (slow) Speed Interaction (low level)</p>
        <p>Speed Interaction (high Level)
Fig. 5. Interactive and Interaction Reader with a Idbookstore Application
AR run regulary (fast)
3.1</p>
      </sec>
      <sec id="sec-2-2">
        <title>Evaluation criteria</title>
        <p>
          In accordance with the characteristics idbookstore evaluated in accordance with the
design for authors, electronic publishers, and developers of hardware and software.
The evaluation criterion uses a review concept [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ],[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] with HyperTextBook project.
Both focus on developing a recommendation system on book design that visualizes
aspects of electronic book making electronically. While the evaluation criteria also
consider the process of delivery of digital book to user by [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. The limitations of
learning media features cause visual communication to be difficult, so that the
explanation of the material is less easy to understand, especially in relation to
illustrations, sketches, diagram, and modeling. Therefore, a flexible learning media
solution that can be used together is needed [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>The following evaluation results are illustrated in table 1-3 with criteria on 3
aspects namely; (1). Layout and Design, (2), Content and Functionalities, (3). Device,
Format, and Distribution. The evaluation was performed in accordance with the
average user idlocked checklist with user 1 and 2. User 1 is a number of lecturers and
teachers (25 people) and User 2 is a number of students and pupils (50 people).</p>
        <p>Does the layout of the idbookstore mimic the paper book
or is it a cyberbook publication?
Does the idboostrore contain an informative cover, 25
featuring the name of author, the title, the date of
publication, and the publisher's details
Does it have a clearly defined or user-friendly layout 22
(sections, chapters)?
Is it accompanied by a table of contents which provides 23
an introduction to the content as well as the layout?
Is the content laid out on pages or within scrollable 24
areas?
Are particular sections of the content (e.g. pages) 22
labelled clearly through page numbering or any other
system?
Does the interface feature other navigation clues which 22
make particular elements of content accessible?
Are colour schemes used to aid searching? 24
Are the fonts visible? 23
Is the content indexed, so that necessary details, e.g. 21
names or terminology, can be easily accessed?
Is the content delivered in manageable chunks, given the
format of the idbookstore and the functionalities of the
e-reading device?
Are related elements of the content hyperlinked?
Are multimedia/hypermedia part of the idbookstore
Do the multimedia/hypermedia enhance the content and
constitute added value?
Is the idbookstore equipped with an advanced search
tool which permits the reader to take a variety of search
0
3
2
1
3
3
1
2
4
2
1
1
2
User I</p>
        <p>User II
Yes
23</p>
        <p>No
2</p>
        <p>Yes
47</p>
        <p>No
3
User I</p>
        <p>User II
Yes
25</p>
        <p>No
0</p>
        <p>Yes
48</p>
        <p>No
2
49
45
46
47
48
47
48
47
46
47
49
48
47
1
5
4
3
2
3
routes and use a range of search queries?
Can the reader customise elements of the idbookstore to
his own liking/needs?
Are bookmarking and annotation tools available to the
reader?
Is the content supplemented with extra online materials,
e.g. multimedia or companion websites?
Does the idbookstore feature usage data mining
functionalities?
Can the idbookstore function as: a database, a narrative,
a set of learning objects, a package of viewable
resources or as imagery?
21
25
18
23
4
0
7
2
45
50
44
48
5
0
6
2
Number Criteria
1 Does the idbookstore require an e-reader which is</p>
        <p>relatively cheap and available?
2 Is the idbookstore file format open, i.e. will it be read by 24 1 48 2
multiple brands of reading devices or a desktop
computer?
3 Are reading rights restricted in any way, e.g. through a 19 6 43 7
digital rights management (DRM) system?
4 Is the retail distribution of the format restricted in any 22 3 46 4
way?
5 Is provide an interaction AR multimedia content ? 25 0 50 0
6 Is available micro video and streaming access? 24 1 48 2
Evaluation criteria are not all complete. Selectively selecting books with the
language that best matches the material situation. The quality of content may appear
a good presentation. For the thoughts of certain evaluators, a good criteria book does
not necessarily meet all these criteria and the relevance of each should be assessed
subjectively before the final list is compiled. Digital book evaluation should not be
limited to content and software, but it should also embrace the hardware, e-readers,
and the various digital formats available, which can also influence the efficacy of
language-strengthened book instructions. The compilation results of the criteria show
92% of idbookstore qualify as a digital book repository that is eligible to display from
data compilation table 2-4.</p>
        <p>User I
Yes No
22 3</p>
        <p>User II
Yes No
47 3
4</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Conclusion</title>
      <p>Evaluation of the use of digital books designed with the UI / UX concept on the
website platform features interaction between readers and books with a variety of
multimedia content to facilitate understanding of the subject being read. The content
is arranged in accordance with the e-pub application by adjusting the visualization
process such as images, videos, animation, auto-read, and illustrations. Added
interaction features with Augmented Reality media to facilitate additional book
explanations and give readers interest in understanding the content visually. The
design of making digital books that are included in the website platform is made to
evaluate the experience of book readers that are embedded in the database system in
an application called "idbookstore". The development of this digital book platform
has been equipped with book category features, book recommendations, popular
books, and digital book types. The results of book testing with the health category
show the interest and ease of use of digital books through 3 test criteria, namely
layout design, content and functionality, and the average distribution of the results of
the usability platform evaluation is above 85 percent. In the future, the development
of a recommendation system with a deep learning method will be used to find out
which books readers need in the future according to the categories and preferences of
books by readers. In addition, the text summarization process still needs to be
developed to facilitate the synopsis of books that will be read by users.</p>
    </sec>
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