Evaluating Perceived Usability and Gamification Perception in a Lean UX Hotel Booking Prototype
Abstract
This single-group prototype evaluation examines the association between two self-reported post-use perceptions: perceived usability and gamification perception in an early-stage hotel-booking prototype. It does not test whether gamification improves booking performance. A high-fidelity prototype was developed through two Lean User Experience iterations. After the formative first iteration, 150 adults with prior hotel-booking-app experience completed the same ordered scenario remotely through Maze and then answered the System Usability Scale (SUS) and a study-specific ten-item Gamification Perception Questionnaire (GPQ). Objective task-success, completion-time, error, misclick, and abandonment metrics were not retained for analysis. Mean SUS was 89.85 (SD = 11.37; 95% CI [88.02, 91.68]) and the GPQ descriptive mean was 4.67/5 (SD = 0.38; 95% CI [4.61, 4.73]). The two self-reported measures were positively associated (r = 0.66, 95% CI [0.56, 0.74], p < 0.001). Exploratory gender and age contrasts yielded small effects. The high SUS score represents perceived usability in this sample and does not establish task success or behavioral effectiveness. The contribution is empirical and design-oriented: it documents a Lean UX prototype evaluation in a transactional hospitality context. Interpretation is limited by the single-group design, possible novelty and ceiling effects, self-selection, remote testing, common-method bias, and the status of the GPQ as a study-specific descriptive index that still requires full psychometric validation.
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BibTeX
@article{prasetyaningrum2026evaluating,
title = {{Evaluating Perceived Usability and Gamification Perception in a Lean UX Hotel Booking Prototype}},
author = {Putri Taqwa Prasetyaningrum and Norshahila Ibrahim},
journal = {Journal of Information Systems and Informatics},
year = {2026},
month = oct,
doi = {10.63158/journalisi.v8i5.1843},
url = {https://doi.org/10.63158/journalisi.v8i5.1843},
note = {CC BY},
}
RIS
TY - JOUR
TI - Evaluating Perceived Usability and Gamification Perception in a Lean UX Hotel Booking Prototype
AU - Putri Taqwa Prasetyaningrum
AU - Norshahila Ibrahim
PY - 2026
DA - 2026/10/24
JO - Journal of Information Systems and Informatics
DO - 10.63158/journalisi.v8i5.1843
UR - https://doi.org/10.63158/journalisi.v8i5.1843
AB - This single-group prototype evaluation examines the association between two self-reported post-use perceptions: perceived usability and gamification perception in an early-stage hotel-booking prototype. It does not test whether gamification improves booking performance. A high-fidelity prototype was developed through two Lean User Experience iterations. After the formative first iteration, 150 adults with prior hotel-booking-app experience completed the same ordered scenario remotely through Maze and then answered the System Usability Scale (SUS) and a study-specific ten-item Gamification Perception Questionnaire (GPQ). Objective task-success, completion-time, error, misclick, and abandonment metrics were not retained for analysis. Mean SUS was 89.85 (SD = 11.37; 95% CI [88.02, 91.68]) and the GPQ descriptive mean was 4.67/5 (SD = 0.38; 95% CI [4.61, 4.73]). The two self-reported measures were positively associated (r = 0.66, 95% CI [0.56, 0.74], p < 0.001). Exploratory gender and age contrasts yielded small effects. The high SUS score represents perceived usability in this sample and does not establish task success or behavioral effectiveness. The contribution is empirical and design-oriented: it documents a Lean UX prototype evaluation in a transactional hospitality context. Interpretation is limited by the single-group design, possible novelty and ceiling effects, self-selection, remote testing, common-method bias, and the status of the GPQ as a study-specific descriptive index that still requires full psychometric validation.
SN - 2656-5935
SN - 2656-4882
ER -