Claim Missing Document
Check
Articles

Found 11 Documents
Search

PERANCANGAN UI/UX APLIKASI “DENGERIN” BERBASIS MOBILE MENGGUNAKAN METODE DESIGN THINKING Mazaya, Nila Nazilatul; Suliswaningsih, Suliswaningsih
Komputa : Jurnal Ilmiah Komputer dan Informatika Vol 12 No 2 (2023): Komputa : Jurnal Ilmiah Komputer dan Informatika
Publisher : Program Studi Teknik Informatika - Universitas Komputer Indonesia (UNIKOM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/komputa.v12i2.10157

Abstract

Changes in people's lifestyles are caused by the ease of use of technology, especially in the entertainment sector. In the field of entertainment, music is certainly no stranger to society, from children to parents. With digital advances and internet technology, music can be heard by millions of music lovers from all over the world. Music applications can increase interest and attract user attention to continue using them or diminish because they are bored using them. Problems that often occur when listening to music include not being user friendly, prices are quite expensive especially for students or students and also the services provided are less attractive. This study aims to find out how to increase user interest and keep it interesting using a music application. Therefore, the author tries to design a music application, namely the Dengerin Application. This design uses the Design Thinking method because it can produce creative solutions. In testing using a usability testing system with a score of 77,5. The result of this research is the design of mobile-based “Dengerin” application interface ehich was designed using figma.
UI/UX Design Modeling on Chatting and Forum Applications Using Design Thinking Anantya, Arya Rezza; Wijaya, Anugerah Bagus; Suliswaningsih, Suliswaningsih
Journal of Multimedia Trend and Technology Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i2.68

Abstract

Informatics is one of the study programs at the private university of Amikom University Purwokerto which prioritizes learning on the development of Information Technology, but the problems faced vary such as the absence of a campus facility for discussion and community, difficulty in conveying the problems they face, especially related to assignments and materials presented by lecturers. The purpose of this study is to design a visual concept of user interface design and prototype flow design for the Chatting and Forum Discussion Forum application using the Design Thinking method. The method used involves iterative steps to understand user needs, build prototypes, and test the resulting solutions. In addition, the usability testing method is used to test the prototype results of the interface that has been created, with a focus on user experience. The final result of this study is a user interface and prototyping that have passed the testing stage according to usability testing standards, task completion testing using the SEQ (Single Ease Question) method on each task has an average task completion above 6. And the results of the SUS (System Usability Scale) method have a value of 88.3 meeting the SUS acceptable scoring aspect with a grade scale B which shows that the project created is easy to use. Successfully designed a visual design concept through user interface and user experience design of online discussion forum platform media using the Design Thinking method through the stages of Empathize, Define, Ideate, Prototype, and Testing.
REDESIGN GOLEK BIS APPLICATION USING UCD (USER CENTERED DESIGN) APPROACH Prasetya, Dhika Adi Prasetya; Purwati, Yuli; Suliswaningsih, Suliswaningsih
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 11, No 1 (2024): Desember 2024
Publisher : Universitas Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v11i1.3231

Abstract

Abstract: In the current digital era, transportation booking applications have become an integral part of people's daily lives. One of the preferred applications is the Suroboyo Bus Booking Application (GOBIS). GOBIS is a platform dedicated specifically to accessing Suroboyo Bus transportation services. However, with the advancement of technology and changing user needs, the GOBIS application also needs to be adjusted to remain relevant and meet expectations. Many users have complained about the application's ambiguous interface, unclear colors, and other issues. Therefore, a redesign of this application is necessary. This study employs the User-Centered Design (UCD) method and SUS testing to obtain a new design that can be implemented. The results show a significant improvement in application usability, with the average SUS score from users after the redesign process reaching 82.25, rated as "good" with a "B" grade. Comparing it to the usability score of the previous version, which only reached 57.25 with a "poor" rating and a "D" grade, indicates a substantial improvement. Thus, the new design demonstrates a significant improvement in usability compared to the previous version.            Keywords: redesign; GOBIS aplication; user interface; UCD; system usability scale Abstrak: Dalam era digital saat ini, aplikasi pemesanan transportasi telah menjadi bagian tak terpisahkan dari kehidupan sehari-hari masyarakat. Salah satu pilihan utama yang sering digunakan adalah Aplikasi Golek Bis (GOBIS) Suroboyo Bus. GOBIS dirancang khusus sebagai platform untuk mengakses moda transportasi Suroboyo Bus. Namun, sejalan dengan kemajuan teknologi dan evolusi kebutuhan pengguna, perlu penyesuaian agar aplikasi Golek Bis tetap relevan dan memuaskan pengguna. Banyak pengguna mengeluhkan tentang antarmuka aplikasi yang kurang jelas, warna yang ambigu, dan masalah lainnya. Oleh karena itu, perlu dilakukan redesain aplikasi ini. Penelitian ini menerapkan metode UCD dan mengujikan SUS untuk mendapatkan desain baru yang lebih baik. Hasilnya menunjukkan peningkatan yang signifikan dalam kegunaan aplikasi, dengan nilai rata-rata skor SUS pengguna setelah proses redesain mencapai 82.25, dinilai sebagai "good" dengan peringkat "B". Perbandingannya dengan nilai kegunaan versi sebelumnya yang hanya mencapai 57.25 dengan penilaian "poor" dan peringkat "D" menunjukkan peningkatan yang signifikan. Oleh karena itu, desain baru menunjukkan perbaikan yang berarti dalam hal kegunaan dibandingkan dengan versi sebelumnya. Kata kunci: redesign; aplikasi GOBIS; user interface; UCD; system usability scale
Adaptasi Teknologi Sebagai Penguatan Program PIK Remaja Bagi Kader Pembantu Pembina Keluarga Berencana Desa Ketenger (PPKBD) Suliswaningsih, Suliswaningsih; Oktaviana, Luzi Dwi; Khafid, Anas Nur; Furqoni, Wiqor
Community Engagement and Emergence Journal (CEEJ) Vol. 5 No. 3 (2024): Community Engagement & Emergence Journal (CEEJ)
Publisher : Yayasan Riset dan Pengembangan Intelektual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/ceej.v5i3.6496

Abstract

Desa Ketenger merupakan salah satu desa di Kecamatan Baturraden yang mendapat predikat Kampung KB, memiliki Kader Pembantu Pembina Keluarga Berencana Desa (PPKBD). Salah satu program kerja PPKBD Ketenger yaitu peningkatan SDM PIK Remaja. Salah satu tujuan PIK Remaja adalah Keterampilan Hidup (Life Skill), dimanan remaja dipersiapkan untuk dapat memiliki keterampilan sebelum mereka terjun ke kehidupan perkawinan/bermasyarakat. Selain itu, program tersebut sangat bermanfaat bagi remaja karena remaja adalah usia produktif dan usia perkembangan/pencarian jati diri. Sehingga perlu diarahkan dengan benar. Usia remaja merupakan usia sekolah, masih adanya indikasi siswa yang memiliki self control belajar yang lemah, padahal mereka berada pada era revolusi industri 4,0 yang mengharuskan seseorang memiliki self control belajar yang baik. Jika ini tidak dilakukan tindakan preventif maka akan mengganggu proses belajar siswa di sekolah. Tujuan pengabdian ini adalah memberikan pelatihan adaptasi teknologi berupa membuat desain grafis menggunakan Adobe Illustrator. Kegiatan pengabdian akan direkam dan diunggah ke platform Youtube, sehingga dapat diakses secara online.
Gamification Effect of Team Games Tournament in Game-Based Learning on Student Motivation Wijaya, Anugerah Bagus; Nida, Faridatun; Zettira, Salsa Billa Zulmi; Suliswaningsih, Suliswaningsih; Afiana, Fiby Nur; Rifai, Zanuar
Journal of Applied Data Sciences Vol 6, No 1: JANUARY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i1.450

Abstract

This study examines the impact of gamification elements, specifically the duration of use and level of collaboration, on student motivation in online learning environments. Using the Team Games Tournament model, which combines elements of both competition and collaboration, a web-based Game-Based Learning application was developed to enhance student motivation. The study employed a motivation survey based on the model Attention, Relevance, Confidence, Satisfaction, which was administered to participants before and after using the application. In addition to the survey, interaction data, such as the duration of application use, frequency of participation, points earned, and the level of collaboration, were collected to assess the relationship between these factors and student motivation. The study involved 20 fifth-semester students (12 male, 8 female) enrolled in a digital games course, many of whom had prior gaming experience, which could influence their response to the gamified learning experience. The data collected was analyzed using Decision Tree algorithms, Pearson correlation, and simple linear regression to understand the impact of various gamification elements on motivation. The results showed that both the duration of application use and the level of collaboration were significant factors in increasing student motivation. Specifically, motivation increased by an average of 0.72 points for every 10 minutes of application use, as measured by the difference between pre-test and post-test survey scores. These findings underscore the importance of balancing competitive and collaborative elements within game-based learning environments. By incorporating features that promote collaboration and encouraging sustained application use, educators can significantly enhance student engagement and motivation. The study provides valuable insights for the development of future game-based learning applications, highlighting the need for optimal design in terms of collaboration and duration to create an effective and engaging digital learning experience.
PERANCANGAN GAME EDUKASI " SPACE MATHEMATICS " MENGGUNAKAN PENDEKATAN DESIGN GAME BASED LEARNING: DESIGN OF EDUCATIONAL GAME "SPACE MATHEMATICS" USING GAME-BASED LEARNING DESIGN APPROACH Suliswaningsih, Suliswaningsih; Ardawan, Punto Putra; Wijaya, Anugerah Bagus
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 1 (2025): Maret 2025
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

SD Negeri Sidanegara 08 Cilacap masih menggunakan metode pembelajaran ceramah yang monoton yang membuat siswa jenuh yang berakibat kurang fokus dan hilangnya minat belajar siswa. Oleh sebab itu diperlukannya media pembelajaran yang dapat membuat siswa tidak jenuh saat proses pembelajaran dan membantu memahami pembelajaran materi bilangan pecahan. Tujuan penelitian ini adalah merancang dan membangun game edukasi petualangan matematika pengenalan bilangan pecahan sebagai media pembelajaran bilangan pecahan dengan menggunakan metode DGBL-ID (Design Base Learning - Istruktional  Design). Hasil dari penelitian ini adalah game edukasi petualangan matematika pengenalan bilangan menggunakan pendekatan DGBL-ID terdiri dari 5 tahapan yaitu Analysis, Design, Development, Quality Assurance, dan Implementation and Evaluation. Game distribusikan melalui website itch.io. Metode black box testing menunjukan hasil pengujian bahwa game secara fungsional dapat berjalan sesuai dengan game design document yang telah dibuat pada tahap desain.
Expo Kewirausahaan: Pembentukan Jiwa Entrepreneur Sejak Dini Pada Siswa Siswi Di SDN Blubuk 03 Kabupaten Tegal Desvita, Amanda Fitria; Suliswaningsih, Suliswaningsih
Jurnal Pengabdian Masyarakat Indonesia Vol 4 No 2 (2024): JPMI - April 2024
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpmi.2252

Abstract

Peningkatan jumlah penduduk dan tingkat pengangguran yang signifikan di Indonesia menimbulkan permasalahan sosial, termasuk kurangnya lapangan pekerjaan. Untuk mengatasi hal ini, penting untuk meningkatkan potensi kewirausahaan masyarakat, terutama di kalangan generasi muda. Salah satu upaya yang dilakukan adalah melalui program expo kewirausahaan di sekolah dasar. Penelitian ini menggunakan pendekatan kualitatif dengan fokus pada peningkatan potensi entrepreneur pada peserta didik Sekolah Dasar Negeri Blubuk 03, Kecamatan Dukuhwaru, Kabupaten Tegal melalui kegiatan expo kewirausahaan. Data diperoleh melalui observasi lapangan dan pengumpulan dokumen terkait kegiatan expo. Hasil analisis menunjukkan bahwa pendidikan kewirausahaan memiliki dampak positif terhadap kecenderungan siswa untuk menjadi wirausaha, serta peran guru dalam memfasilitasi kegiatannini sangat penting. Melalui kegiatan expo, siswa-siswi dilatih untuk memiliki ide kreatif, inovatif, dan kemandirian dalam mengelola produk serta mempromosikannya. Kuesioner yang diberikan kepada peserta menunjukkan bahwa sebagian besar siswa menyukai kegiatan expo kewirausahaan, dan banyak dari mereka berminat untuk menjadi wirausaha di masa depan. Kesimpulannya, kegiatan expo kewirausahaan efektif dalam mengembangkan potensi kewirausahaan peserta didik sekolah dasar, serta membentuk karakter kemandirian dan inovasi sejak dini. Diharapkan program ini dapat menjadi model pembelajaran efektif dalam mengembangkan kewirausahaan di sekolah dan berkontribusi pada pembangunan ekonomi Indonesia melalui generasi muda yang siap berwirausaha.
Animasi “Keluarga Aman” Sebagai Media Sosialisasi Pencegahan Penularan COVID-19 Suliswaningsih, Suliswaningsih; Achmad Masruri; Ganang Eko Saputro; Anugerah Bagus Wijaya; Chyntia Raras Ajeng Widiawati
Infotekmesin Vol 14 No 1 (2023): Infotekmesin: Januari, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i1.1484

Abstract

Adaptation to new habits (new normal) must be implemented considering that people must continue their activities amidst the outbreak of Covid-19 transmission cases. Apart from the government and community organizations, awareness of prevention must be carried out by each individual even though they have been vaccinated. The purpose of this research is to create a 2D animation to socialize the application of the 5M health protocol used to prevent widespread transmission of Covid-19. The process of creating a 2D animation titled "Safe Family" is carried out in three stages. First, the pre-production stage includes defining ideas and concepts, writing scripts, storyboards, and audio recording. The production stage includes character creation, moving animation, inputting sound, and initial rendering (alpha test). The third step is the post-production stage, namely the final rendering. and evaluation (beta test). The results of the alpha test show the suitability of the idea, storyboard, and final rendering results. In addition, the results of beta testing show that on average 93.4% of respondents considered the 2D animation titled "Safe Families" to be appropriate for use as social media to prevent Covid-19 communication.
Perancangan Sistem Presensi Siswa Dengan RFID Berbasis IoT Menggunakan NodeMCU ESP8266 Suliswaningsih, Suliswaningsih; Dwitama, Nugie; Bagus Wijaya, Anugerah
Infotekmesin Vol 15 No 1 (2024): Infotekmesin: Januari, 2024
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v15i1.2053

Abstract

Dewantara Sumbang Vocational School has 4 majors, namely Business and Motorcycle Engineering, Multimedia, Graphic Design, and Sharia Banking and the current number of students is quite large, namely 537. The teacher keeps track of attendance for each topic in each class. The student attendance process is carried out manually, namely recording in the attendance book. Attendance book documents are susceptible to damage such as tearing, getting wet, and being lost. So it will cause difficulties during the recording process at the end of the semester and it requires many attendance book documents. Apart from that, it requires storage space for attendance documents. Using RFID in the design of an automatic attendance system to track students' attendance in class and Internet of Things (IoT) infrastructure is the solution to this issue. The study employs a Waterfall method approach, with steps starting with requirements analysis, and moving on to system design, testing, implementation, and maintenance. The research results are the design of an automated student attendance system based on IoT and RFID. The attendance system for 28 students in 1 class takes 16 minutes, 4 minutes faster than the manual attendance system, which is 20 minutes. Teachers can see the results of the attendance data recap through the website interface which includes information on subjects, classes, majors, academic year, semester, names of students present, KBM date, entry time, and class exit time.
Rancang Bangun Website Pembelajaran dengan Model Team Games Tournament Wardana, Aditia; Kuncoro, Adam Prayogo; Suliswaningsih, Suliswaningsih; Wijaya, Anugerah Bagus
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.40847

Abstract

Since the advent of modern communication and information technologies, the field of education and learning has seen profound transformations. Websites that can access different kinds of data online are one example of this. Some schools still haven't figured out how to make the most of the internet, despite the fact that it has revolutionized many parts of life, including education. Colleges and universities must adapt to the changing times by implementing new methods of learning that raise the bar for student achievement. Unfortunately, many teachers still rely on the ineffective lecture format, which results for dull and unengaging classroom discussions. Hence, new approaches to education are required. Learning using the TGT (Team Games Tournament) concept is something to think about. By combining aspects of teamwork and competition, this approach creates engaging and motivating games that promote the application of learning principles. Technology, particularly websites, plays an important role in implementing the TGT paradigm in learning. Applications that facilitate the use of the TGT learning paradigm are the focus of this study. We used the waterfall approach for this study. This allows for the implementation of innovative learning strategies, which in turn boost student engagement and the quality of their learning. By using information technology, this TGT model-based application aims to improve the learning process and address the drawbacks of conventional learning approaches.