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Reservacation: Aplikasi Berbasis Mobile Untuk Pengembangan Ekowisata Kampung Blekok Desa Klatakan Kendit Kabupaten Situbondo Menuju National Destination Tourism Yeni Puspita; fahrobby Adnan; Herman Cahyo Diartho; Rebecha Prananta; Edy Santoso
Majalah Ilmiah "PELITA ILMU" Vol 5, No 2 (2022): PELITA ILMU (DESEMBER 2022)
Publisher : STIA Pembangunan Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37849/mipi.v5i2.303

Abstract

Kampung Blekok terletak di Desa Klatakan, Kecamatan Kendit, Kabupaten Situbondo, Jawa Timur. Peraturan Bupati Situbondo No. 13 Tahun 2017 kawasan ini ditetapkan sebagai kawasan ekowisata mangrove dan burung air, bahkan dikategorikan 6 Desa Wisata Terbaik di Jawa Timur, Berdasarkan data Dinas Pariwisata Kabupaten Situbondo pada bulan Juni 2019, jumlah pengunjung Kampung Blekok sebesar 9.767 orang. Tingginya animo wisatawan sejauh ini belum diimbangi dengan layanan promosi dan reservasi yang optimal, sehingga mereka butuh sebuah media promosi berupa Website yang didalamnya memuat fitur pemesanan tiket (reservasi) sebelum wisatawan berkunjung ke Kampung Blekok. Pengabdian ini bertujuan untuk memfasilitasi pihak pengelola di Kampung Blekok dalam memberikan fasilitas informasi dan promosi terkait cara pemesanan untuk berkunjung dan menginap di homestay di Kampung Blekok. Rencana solusi permasalahan yang ditawarkan adalah dengan membangun aplikasi berupa Website yang memberikan gambaran kepada calon pengunjung tentang wisata kampung Blekok yang di dalamnya terdapat fitur reservasi. Metode pelaksanaan pengabdian yang dilakukan adalah dengan metode pengembangan perangkat lunak dan metode Focus Group Discussion (FGD), metode pembimbingan dan pendampingan oleh tim pelaksana pengabdian dengan pihak Pokdarwis Kampung Blekok, Website dapat diakses melaluihttps://wisatakampungblekok.com/ Luaran yang ditargetkan adalah pengembangan Kampung Blekok menuju salah satu national destination.
Perancangan UI/UX pada Aplikasi Taspen Otentikasi Berbasis Mobile Dengan Menggunakan Metode Design Thinking Arif Febrian; Fahrobby Adnan; Januar Adi Putra
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 4 No 4 (2023): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v4i4.259

Abstract

Along with the development of today's technology, the role of information system services becomes very important in overcoming various kinds of community problems effectively and efficiently. Taspen Authentication is an example of an information system service aimed at retired civil servants (PNS). However, there are still problems with the taspen authentication application that make it difficult for some users to run it. The majority of users of this application are the elderly group aged ≥ 60 years and have limited physical function and cognitive function. Based on the results of initial observations and interviews of researchers involving Taspen and several users in the elderly category, it was found that there were problems that caused the lack of efficiency in using the taspen authentication application in terms of UI/UX. The purpose of this research is to design a UI/UX that suits the needs of users, especially the elderly, using the design thinking method. In addition to using the design thinking method, researchers also use User Experience Questionnaire (UEQ) at the testing stage to determine the feasibility of the application prototype that has been designed and get feedback from the target user. The results of the study show that the new interface design provides a very good user experience as evidenced by the results of the 6 UEQ scales which are of excellent value. So the researcher concludes that the UI/UX design on the taspen authentication application that uses the design thinking method is able to provide a description of user needs, especially for the elderly.
Pengembangan Marketplace Preng sebagai Platform Digital Penjualan Produk UMKM di Desa Karangmelok Kecamatan Tamanan Kabupaten Bondowoso Januar Adi Putra; Fahrobby Adnan; Panca Oktawirani; Yeni Puspita
JPM: Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Oktober 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v3i2.426

Abstract

Karangmelok Village, Tamanan District, Bondowoso Regency has many excellent bamboo handicraft products that can be developed to boost the economy of its inhabitants, but this is not being utilized properly. The lack of utilization of technological developments is one of the main causes of the lack of recognition of the potential products of Karangmelok Village, Tamanan District, Bondowoso Regency. With the less effective use of technology, marketing is not optimal and results in small income received. The Community Service Team has conducted an analysis of the partner situation where it was found that the main problems mentioned occurred in the majority of MSMEs in Karangmelok Village, Tamanan District. Based on the problems above, it is proposed that community service activities utilize technology that can accommodate all Karangmelok Village SMEs, so that they can realize the village's dream of becoming an INDEPENDENT CREATIVE VILLAGE, besides that Karangmelok Village SMEs are also expected to increase competitiveness to realize UMKM Go Online which was initiated by the Ministry of Cooperatives and SMEs and the Ministry of Communication and Information of the Republic of Indonesia. The solution that will be offered is the development of a Marketplace system under the name Preng as a Digital Platform for Sales and Forecasting of MSMEs Product Trends in Karangmelok Village, Tamanan District, Bondowoso Regency to Realize MSMEs Go Online.
Perancangan Desain User Interface dan User Experience Media Pembelajaran Aksara Jawa Untuk Siswa Sekolah Dasar dengan Metode Design Thinking Januar Adi Putra; Muhammad Yusuf Auliya; Fahrobby Adnan
Bulletin of Computer Science Research Vol. 3 No. 2 (2023): Februari 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v3i2.228

Abstract

Learning media plays a role in supporting the learning process to create variation and not boring. SDIT Bina Insani presents learning media as a means as well as a learning support. The learning media used is Javanese script card. The Javanese script card is considered sufficient to create variations in the learning experience, but it is not enough to attract students’ interest in learning and is limited to interaction with the teacher. To improve this, learning media is needed that has a user interface design and interactive user experience and able to help students make learning more fun. Design Thinking is a UI and UX design development method that focuses on extracting information and building creative ideas for solutions to encountered problems. Design thinking has five stages of the development process: Empathize, Define, Ideate, Prototype, and Test. The design of the learning media is expected to be able to provide interaction for students to understand Javanese script interactively and without being limited to learning time at school.
EVALUATION OF USER ACCEPTANCE OF THE SAHAJA ONLINE APPLICATION USING THE TAM Beny Prasetyo; Siti Nurdiana; Fahrobby Adnan
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 9, No 2 (2023): Maret 2023
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v9i2.1870

Abstract

Abstract: One example of the application of the use of information technology in public services is the use of SAHAJA ONLINE. SAHAJA ONLINE is a mobile-based application whose function is for the needs of Kediri Regency population document services with the aim of making it easier for the public to manage population documents and break down queues at the Kediri Regency Dispendukcapil office. There were several complaints that were felt by users, namely that there was information on the option selection feature in the moving certificate service which was difficult to understand and when resetting an account they were required to come directly to the Kediri Regency Dispendukcapil office. Despite these problems, people still use SAHAJA ONLINE in submitting population documents. With the conditions in the field, it certainly affects the acceptance of SAHAJA ONLINE. The purpose of this study was to find out what factors affect the acceptance of the SAHAJA ONLINE application at the Kediri Regency Civil and Civil Registration Office using the Technology Acceptance Model (TAM). The sample in this study were 365 SAHAJA ONLINE users. Data collected through questionnaires were analyzed using SmartPLS version 3.3.9. Based on the research results of the 10 hypotheses proposed, there are 9 accepted hypotheses. So that Information Quality, Complexity, Perceived Usefulness, Attitude Toward Using, Behavioral Intention to Use, and Actual Usage are acceptance factors of SAHAJA ONLINE.            Keywords: SAHAJA ONLINE; SmartPLS; TAM Abstrak: Salah satu contoh penerapan pemanfaatan teknologi informasi dalam pelayanan publik yaitu penggunaan SAHAJA ONLINE. SAHAJA ONLINE adalah aplikasi berbasis mobile yang fungsinya untuk kebutuhan layanan dokumen kependudukan Kabupaten Kediri dengan tujuan untuk mempermudah masyarakat dalam mengurus dokumen kependudukan dan mengurai antrian di kantor Dispendukcapil Kabupaten Kediri. Ditemukan beberapa keluhan yang dirasakan oleh para pengguna yaitu terdapat informasi pada fitur pemilihan opsi dalam layanan surat keterangan pindah yang sulit dimengerti dan saat melakukan reset akun yang diharuskan datang langsung ke kantor Dispendukcapil Kabupaten Kediri. Meskipun terdapat permasalahan tersebut, masyarakat masih tetap menggunakan SAHAJA ONLINE dalam melakukan pengajuan dokumen kependudukan. Dengan adanya kondisi dilapangan tersebut tentunya berpengaruh terhadap penerimaan SAHAJA ONLINE. Tujuan dari penelitian ini adalah untuk mengetahui faktor-faktor apa saja yang mempengaruhi penerimaan aplikasi SAHAJA ONLINE Dispendukcapil Kabupaten Kediri menggunakan Technology Acceptance Model (TAM). Sampel dalam penelitian ini adalah 365 pengguna SAHAJA ONLINE. Data yang dikumpulkan melalui penyebaran kuesioner dianalisis menggunakan SmartPLS versi 3.3.9. Berdasarkan hasil penelitian dari 10 hipotesis yang diajukan, terdapat 9 hipotesis diterima. Sehingga Information Quality, Complexity, Perceived Usefulness, Attitude Toward Using, Behavioral Intention to Use, dan Actual Usage merupakan faktor penerimaan dari SAHAJA ONLINE. Kata kunci: SAHAJA ONLINE; SmartPLS; TAM
Pengembangan Game Visual Novel Sebagai Media Pembelajaran Bahasa Inggris Menggunakan Metode ADDIE Geofany Galindra; Fahrobby Adnan; Januar Adi Putra
INFORMAL: Informatics Journal Vol 8 No 1 (2023): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v8i1.31540

Abstract

The methods and media that are used in the teaching and learning process are crucial to its success. With the use of suitable learning resources, teachers and students can overcome barriers to learning, enabling students to quickly access and comprehend course material. The survey was conducted in SD Negeri 1 Rogojampi, and the findings revealed that teachers only verbally communicated knowledge to the students while they were learning. With the use of an Android-based Visual Novel Game and the ADDIE method, the researcher hoped to innovate in the development of English learning media. Sixth-grade elementary school students who were randomly selected as respondents during the implementation stage were divided into groups that used learning media and groups that did not. According to the expert validation results, learning media are practicable to use and test on respondents. There were no problems in the learning media during the small group test, allowing it to be continued to the implementation stage or the big group test on research respondents. The respondents are put into two groups for comparison purposes: the group that received learning media and the group that did not. The average comparison value between the groups using learning media and the groups not using learning media differs by 2.9, showing that visual novel learning media is both useful and effective as a learning medium.
Perancangan User Interface dan User Experience Aplikasi E-Commerce Kain Batik pada UMKM Rezti’s Batik Menggunakan Pendekatan Design Thinking Ganda Kurniawan; Fahrobby Adnan; Januar Adi Putra
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 10 No 3: Juni 2023
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.20231036733

Abstract

Rezti’s Batik merupakan UMKM yang bergerak pada produksi dan penjualan kain batik serta sebagai tempat edukasi batik yang berada di Kecamatan Ambulu, Kabupaten Jember yang melakukan secara konvensional dan melakukan penjualan online melalui media sosial instagram dan whatsapp. Namun, penjualan yang dilakukan secara online dirasa masih kurang berjalan secara efektif dan efisien. Sehingga dibutuhkan solusi untuk mengatasi permasalahan yang dialami yaitu aplikasi penjualan kain batik. Dalam merancang aplikasi, diperlukan penerapan User Interface (UI) dan User Experience (UX) yang terstruktur agar sesuai dengan kebutuhan dari pengguna dan memberikan kenyamanan bagi pengguna. Pendekatan design thinking digunakan dalam merancang UI/UX aplikasi penjualan karena mempunyai proses yang berkesinambungan untuk dapat menciptakan solusi yang sesuai dengan kebutuhan pengguna. Dari perancangan dan solusi yang telah dihasilkan, akan dievaluasi dan validasi menggunakan penilaian dari ketentuan ISO 9241-11 dengan menerapkan pengujian usability System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). Berdasarkan hasil pengujian yang telah didapatkan, dapat diketahui bahwa aplikasi penjualan kain batik yang dirancang mempunyai tingkat usability yang tinggi dan baik dari masing-masing nilai aspek User Experience (UX) Attribute. AbstractRezti's Batik is an MSME engaged in the production and fabric sale of batik as well as a place for batik education located in Ambulu District, Jember Regency, which conducts conventional sales and sells online through Instagram and WhatsApp social media. However, online sales are currently not effective and efficient. A solution is needed to solve the problems experienced by batik fabric sales applications. When designing applications, it is necessary to implement a structured User Interface (UI) and User Experience (UX) to suit the needs of the user and provide comfort for the user. The design thinking approach is used in designing UI/UX sales applications because it has an irrational process to be able to create solutions that suit user needs. The designs and solutions that have been produced, will be evaluated and validated using an assessment of the provisions of ISO 9241-11 by implementing the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) usability tests. Based on the test results that have been obtained, it can be seen that the designed batik cloth sales application has a high and good level of usability from each aspect of the User Experience (UX) Attribute value.
Assistance in Restaurant Business Financial Management through the SIRESTO Application: Pendampingan Pengelolaan Keuangan Usaha Restoran melalui Aplikasi SIRESTO Galih Wicaksono; Edy Wahyudi; Fahrobby Adnan; Yeni Puspita; Venantya Asmandani; Deviana Safitri
Mattawang: Jurnal Pengabdian Masyarakat Vol. 4 No. 4 (2023)
Publisher : Yayasan Ahmar Cendekia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.mattawang2241

Abstract

Financial recording is very important for restaurant business people, namely to know income, expenses, profits and losses. This activity aims to enable restaurant entrepreneurs to record their business through the SIRESTO application, so that they can know the development of the restaurant business they are running. SIRESTO is a mobile phone financial recording application designed based on the needs of restaurant business actors, so that they can know their income, expenses, profits and business losses. Methods for carrying out activities are in the form of interviews, focus group discussions (FGD), socialization, and mentoring. The results of the activity show that most restaurant business operators in Banyuwangi Regency have recorded either manually or through a system, although there are still many who do not record. SIRESTO is an Android-based financial recording media for restaurant businesses, has complete features, is easy to access and use. With the various series of activities that have been carried out, restaurant business people can use SIRESTO, making it easier to record finances and find out the progress of the business.Keywords: Restaurant Business, Recording, SIRESTO AbstrakPencatatan keuangan sangat penting bagi pelaku usaha restoran, yaitu untuk mengetahui pemasukan, pengeluaran, laba, dan rugi. Kegiatan ini bertujuan agar pelaku usaha restoran dapat melakukan pencatatan usaha melalui aplikasi SIRESTO, sehingga dapat diketahui perkembangan usaha restoran yang dijalankan. SIRESTO merupakan aplikasi pencatatan keuangan yang bersifat mobile phone yang didesain berdasarkan kebutuhan pelaku usaha restoran, sehingga dapat diketahui pendapatan, pengeluaran, laba, dan rugi usaha. Metode pelaksanaan kegiatan dalam bentuk wawancara, focus group discussion (FGD), sosialisasi, dan pendampingan. Hasil kegiatan menunjukkan bahwa pelaku usaha restoran di Kabupaten Banyuwangi sebagian besar telah melakukan pencatatan baik secara manual maupun melalui sistem, meskipun masih banyak juga yang tidak melakukan pencatatan. SIRESTO merupakan salah satu media pencatatan keuangan untuk pelaku usaha restoran yang berbasis android, memiliki fitur yang lengkap, mudah diakses dan digunakan. Dengan berbagai rangkaian kegiatan yang telah dilakukan, pelaku usaha restoran dapat menggunakan SIRESTO, sehingga mempermudah dalam pencatatan keuangan serta mengetahui jalannya perkembangan usaha.
KZ-PROFESI: DEVELOPMENT OF PROFESSION ZAKAT CALCULATING APPLICATION FEATURES AND SERVICES Hidayah, Eni Zulfa; Rozikin, Zainur; Agustiningsih, Maulida Dwi; Adnan, Fahrobby
Aplikasia: Jurnal Aplikasi Ilmu-ilmu Agama Vol. 24 No. 1 (2024):
Publisher : UIN Sunan Kalijaga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/aplikasia.v24i1.3616

Abstract

Indonesia has a huge potential for zakat, given that the majority of its population is Muslim. This potential comes from various types of zakat, such as zakat fitrah, zakat maal, professional zakat, and infaq and sadaqah. This research aims to develop professional zakat application features and services that can help people understand and calculate the amount of professional zakat. The research uses the 4D approach: Define, Design, Develop, and Disseminate. The user needs definition phase is carried out through a literature review. Before the application development, design is conducted using Use Case diagrams and Flow screen diagrams. The application is developed using Kodular and implemented on Android smartphones. Testing is performed using black box testing for functional and System Usability Scale (SUS) testing for non-functional requirements. The functional testing results show that the application's primary function successfully calculates professional zakat. The results of the non-functional testing using SUS indicate that the application is categorized as good. =============================================== Indonesia memiliki potensi zakat yang sangat besar, mengingat mayoritas penduduknya beragama Islam. Potensi ini berasal dari berbagai jenis zakat, seperti zakat fitrah, zakat maal, zakat profesi, serta infaq dan sedekah. Penelitian ini bertujuan untuk mengembangkan fitur dan layanan aplikasi zakat profesi yang dapat membantu masyarakat dalam memahami dan menghitung besaran zakat profesi. Penelitian menggunakan pendekatan 4D: Define, Design, Develop, dan Disseminate. Tahap pendefinisian kebutuhan pengguna dilakukan dengan studi literatur. Sebelum pembuatan aplikasi, dilakukan desain menggunakan diagram Usecase dan Flowscreen. Pengembangan aplikasi menggunakan Kodular dan diimplementasikan pada smartphone Android. Pengujian dilakukan dengan menggunakan pengujian black box untuk kebutuhan fungsional dan pengujian System Usability Scale (SUS) untuk kebutuhan non fungsional. Hasil pengujian fungsional menunjukkan bahwa fungsi utama aplikasi telah berhasil menghitung zakat profesi. Hasil pengujian non fungsional menggunakan SUS menunjukkan bahwa aplikasi termasuk dalam kategori baik.
PENINGKATAN PELAYANAN PANGKAS RAMBUT DAN MANAJEMEN PEMASARAN MELALUI PENGEMBANGAN SISTEM INFORMASI DI ERA NEW NORMAL: Upaya meningkatkan Kemandirian Ekonomi Pesantren, dan Alumni Terdampak Pandemi Haryono, Akhmad; Sofianti, Septarina; Adnan, Fahrobby
Jurnal ABDI: Media Pengabdian Kepada Masyarakat Vol. 9 No. 2 (2024): JURNAL ABDI : Media Pengabdian Kepada masyarakat
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/abdi.v9i2.28118

Abstract

Berdasarkan hasil riset dan pengabdian sebelumnya, diketahui bahwa semenjak covid 19 melanda, terjadi penurunan jumlah konsumen. Penurunan tersebut juga dipengaruhi pengelolaan/manajemen yang kurang memadai. PKM ini secara khusus bertujuan untuk meningkatkan pelayanan dan manajemen pemasarannya dengan mengintegrasikan teknologi informasi serta pengayaan model sehingga akan meningkatkan kembali konsumen pangkas rambut yang juga dapat berdampak pada produktivitas kewirausahaan pangkas rambut dipesantren dan para alumninya untuk memenuhi kebutuhan dan kesejahteraan hidupnya menuju kemandirian.  Menyadari bahwa komitmen Tim Pengabdian Universitas Jember untuk mengembangkan kemandirian santri, maka rangkaian kegiatan pengabdian dilakukan untuk santri PPMU dan kapster alumni santri PPMU. Metode pelaksanaan mencakup: a)  Survei  Lokasi;  b)  FGD  (Focus  Group  Discussion);  c)  Pendampingan  dan Pelatihan; dan d) Monitoring dan Evaluasi. Hasil pengabdian menunjukkan bahwa: 1) Santri memahami reservasi system informasi potong rambut; 2) santri dan alumni mendapatkan penyegaran ilmu mengenai kewirausahaan, marketing digital dan pengelolaan keuangan; 3) santri dan alumni memiliki keterampilan dalam memotong rambut dengan model kekinian, sehingga kelak bisa menginisiasi/mengekskalasi usaha potong rambut setelah lulus dan kembali ke kampung halamannya4;  Hasil evaluasi sementara menghasilkan rekomendasi bahwa system reservasi online perlu dikembangkan dan ditingkatkan lagi fiturnya. Kata Kunci: kemandirian santri, system reservasi online, kewirausahaan