I Ketut Veda Suputra
Universitas Pendidikan Ganesha

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Perancangan Basis Data Untuk Pengelolaan Produk Inovasi Mahasiswa Menggunakan Pendekatan DBSDLC Putu Melianti Eka Maharani; I Ketut Veda Suputra; Putu Nadia Prameswari; Ammulia Rizqie Ramadhana Pujiyanto; Gede Surya Mahendra
Explore: Jurnal Sistem Informasi dan Telematika (Telekomunikasi, Multimedia dan Informatika) Vol 17, No 1 (2026): Juni
Publisher : Universitas Bandar Lampung (UBL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36448/jsit.v17i1.4844

Abstract

Perguruan tinggi memiliki peran strategis dalam menghasilkan berbagai produk inovasi yang berasal dari aktivitas akademik maupun non-akademik mahasiswa. Namun berdasarkan hasil observasi, pengelolaan data produk inovasi mahasiswa di program studi sistem informasi masih dilakukan dalam bentuk tabel tunggal dengan struktur informasi terbatas. Oleh karena itu struktur tabel saat ini belum mampu untuk memenuhi kebutuhan program studi dalam mengelola data produk inovasi mahasiswa. Sehingga penelitian ini bertujuan untuk merancang model basis data yang mampu mengelola data produk inovasi secara terintegrasi dan terstruktur sesuai kebutuhan program studi sistem informasi. Metode yang digunakan adalah Database System Development Life Cycle (DBSDLC) yang meliputi tahap analisis kebutuhan, desain konseptual menggunakan Entity Relationship Diagram (ERD), desain logikal, serta desain fisikal yang dinormalisasi hingga Third Normal Form (3NF). Hasil penelitian menunjukkan bahwa model basis data yang dihasilkan mampu merepresentasikan kebutuhan sistem, menjaga integritas data melalui penerapan relasi dan constraint, serta mengurangi redundansi, sehingga dapat menjadi fondasi dalam pengembangan sistem pengelolaan inovasi yang lebih efektif dan terintegrasi.
Usability Testing of the National Digital Library of Theses and Dissertations Website Using Think Aloud and System Usability Scale (SUS) Ketut Dian Suryasih; Putu Yudia Pratiwi; I Ketut Veda Suputra; I Komang Apriyatama Sukarma Putra
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 15 No. 1 (2026): Karmapati Vol 15 No 1 Tahun 2026
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v15i1.110392

Abstract

The National Digital Library of Thesis and Dissertations is a website under the Taiwanese government that provides access to theses and dissertations from various universities in Taiwan. However, the current interface causes users to encounter difficulties in navigating and searching for information. This study aims to evaluate the website using think aloud method to identify problems experienced by users and System Usability Scale (SUS) to measure the level of usability. This study further aims to provide recommendations for improvement in the form of interface recommendation. Evaluation results show various obstacles, such as difficulty finding information, confusing navigation, and an unintuitive menu structure. The results show the Time-Based Efficiency (TBE) value obtained is 0.0129 goals/sec. The think aloud method found many usability problems on the website, ranging from navigation errors, action errors, and design errors. Meanwhile, the results of the System Usability Scale (SUS) analysis showed a score of 20. This means that the website falls into the poor category with an F grade. The results of the problem identification were then used as a reference in redesigning the website interface.
Evaluating and Enhancing Usability and Gamification in an SNBT Learning Application Based on ISO 9241-11: A Design Thinking Approach with Usability Testing and GAMEX I Ketut Veda Suputra; Putu Yudia Pratiwi; I Made Ardwi Pradnyana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 15 No. 2 (2026): Karmapati Vol 15 No 2 Tahun 2026
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v15i2.120816

Abstract

This study evaluates and enhances the usability and gamification of Skuling, an Indonesian learning application built for SNBT preparation with gamified features, through a Design Thinking approach grounded in ISO 9241-11. Baseline usability testing was carried out with 16 participants through Performance Measurement, Retrospective Think-Aloud (RTA), and the GAMEX questionnaire across eight task scenarios, producing an average success rate of 69.92% and an error rate of 5.07%; while 6 tasks were considered Effective Enough, 2 were considered Ineffective. Thematic analysis of RTA data uncovered six recurring usability problems, the most severe being related to the Daily Missions and the friend-based search features. Findings were synthesized through the Empathize and Define stages, which were then translated into design solutions throughout the Ideate phase with the Eisenhower Matrix and Shneiderman’s Eight Golden Rules. Solutions were built into low-fidelity wireframes, an interactive Figma prototype, and a HTML/CSS & JavaScript front-end interface. Post-redesign testing with 6 of the initial 16 participants raised the average success rate to 93.75% and lowered the error rate to 1.11%, placing the redesign in the Highly Effective category. 4 out of 6 GAMEX dimensions reached the High category, with the lowest scoring dimension throughout both stages being Absorption, suggesting the construct may not suit high-stakes examination preparation contexts where users are meant to remain aware of time.