p-Index From 2020 - 2025
7.691
P-Index
This Author published in this journals
All Journal Jurnal Dedikasi Techno.Com: Jurnal Teknologi Informasi TELKOMNIKA (Telecommunication Computing Electronics and Control) Bulletin of Electrical Engineering and Informatics Jurnal Informatika JUTI: Jurnal Ilmiah Teknologi Informasi Journal of Telematics and Informatics Jurnal Edukasi dan Penelitian Informatika (JEPIN) Jurnal Sistem dan Informatika Jurnal Edik Informatika : Penelitian Bidang Komputer Sains dan Pendidikan Informatika Proceeding of the Electrical Engineering Computer Science and Informatics JOIN (Jurnal Online Informatika) Fountain of Informatics Journal Sistemasi: Jurnal Sistem Informasi JOIV : International Journal on Informatics Visualization Teknika: Engineering and Sains Journal Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control SINTECH (Science and Information Technology) Journal Jurnal Informatika Universitas Pamulang Jurnal ULTIMATICS PeTeKa MIND (Multimedia Artificial Intelligent Networking Database) Journal Technologia: Jurnal Ilmiah Jurnal Repositor Jurnal Infortech Infotek : Jurnal Informatika dan Teknologi jurnal syntax admiration Budapest International Research and Critics Institute-Journal (BIRCI-Journal): Humanities and Social Sciences INSERT: Information System and Emerging Technology Journal Jurnal Sosial dan Teknologi JUSTIN (Jurnal Sistem dan Teknologi Informasi) Jurnal Nasional Teknik Elektro dan Teknologi Informasi J-Icon : Jurnal Komputer dan Informatika Equivalent: Jurnal Ilmiah Sosial Teknik
Claim Missing Document
Check
Articles

Teknik Iterasi User Persona dalam Penggalian Kebutuhan Perangkat Lunak Sistem Pembelajaran Jarak Jauh Eko Felix Nur Noftianto; Wahyu Andhyka Kusuma
Jurnal Sosial Teknologi Vol. 1 No. 7 (2021): Jurnal Sosial dan Teknologi
Publisher : CV. Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jurnalsostech.v1i7.134

Abstract

Analisa kebutuhan adalah cabang yang mengurusi aspek yang berhubungan dengan tujuan dan fungsi perangkat lunak. Dengan mengetahui kebutuhan pengguna maka perangkat lunak yang dibuat dapat memenuhi ekspektasi pengguna. Tujuan penelitian ini adalah untuk menyelesaikan permasalahan dalam alur fitur penugasan pada platform LMS yang dimiliki oleh Universitas Muhammadiyah Malang, dengan menggunakan beberapa metode, seperti storyboard, interview dan storytelling yang akan dijadikan sebuah user personal. Hasil penetian menujukan bahwa materi dan tugas letaknya tidak saling terhubung sehingga dapat mengakibatkan adanya tugas saja tanpa disertai penjelasan materi. Dari penelitian yang telah dilakukan, disimpulkan bahwa identifikasi kebutuhan pengembangan perangkat lunak yang sesuai dengan keinginan pengguna dapat didapatkan melalui teknik user persona. Dengan teknik tersebut, para pengembang dapat melakukan evaluasi dan peningkatan kualitas perangkat lunak dengan kategori user friendly.
Implementasi Wireless Sensor Network Untuk Otomatisasi Suhu Ruang Dan Kelembaban Tanah Pada Greenhouse Berbasis Web Server Yogha Arieka Adnantha; Wahyu Andhyka Kusuma
JOIN (Jurnal Online Informatika) Vol 3 No 1 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i1.169

Abstract

Along with the increasing population of Indonesia which is also followed by the increasing rate of urbanization in the industrial sector, certainly affects the reduced agricultural sector to increase food needs. Greenhouse can be one solution to solve this problem, by utilize greenhouse our enviroment can be controlled and also protect the plants from outside interference. During this condition is still done manually both to measure the temperature or watering the plants. In this study the author developed a system to monitor and automate room temperature and soil moisture in greenhouse by utilizing Wireless Sensor Network (WSN) technology. The system consists of 1 node temperature and humidity chamber and 1 node of greenhouse soil moisture where each node is composed of arduino uno as its microcontroller, ESP8266 as Wi-Fi module, sensor, and relay. The results of monitoring and automation data will be sent to the web server by wireless, to make it easier for greenhouse farmers and monitoring their greenhouse. The results of this study can be found that the system is able to monitor and perform automatic control of temperature decrease, when the temperature reaches more than 28C and able to increase soil moisture automatically when the soil moisture is less than 40%, in addition by using ESP8266 data monitoring and automation results can be sent to the web server but based on the test results obtained that the maximum range of data transmission is 50 meters from the node to the access point.
Pendekatan Metode Double Diamond untuk Meningkatkan Pengalaman Pengguna pada Antarmuka Aplikasi Pendeteksi Penyakit Tanaman Sayuran MAKNUN, NUR EVINA; KUSUMA, WAHYU ANDHYKA
MIND (Multimedia Artificial Intelligent Networking Database) Journal Vol 9, No 1 (2024): MIND Journal
Publisher : Institut Teknologi Nasional, Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26760/mindjournal.v9i1.64-77

Abstract

AbstrakDalam konteks pertumbuhan populasi global, pemenuhan kebutuhan pangan semakin penting. Namun, adanya penyakit tanaman menyebabkan penurunan hasil panen, kerugian ekonomi, bahkan krisis pangan. Penelitian sebelumnya berhasil menciptakan teknologi berupa aplikasi pendeteksi penyakit tanaman, namun belum memanfaatkan metode yang berorientasi pada UX. Oleh karena itu, penelitian ini akan fokus pada UX menggunakan metode Double Diamond yang mengeksplorasi masalah secara luas (divergen), diikuti pengambilan tindakan yang fokus (konvergen). Pengujian dilakukan pada prototype menggunakan metode System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). Hasil rata-rata pengujian SUS adalah 90,75 dan pengujian UEQ menunjukkan penilaian "Excellent" pada skala Attractiveness, Stimulation, Dependability, Efficiency, dan Novelty, sementara itu penilaian "Good" pada skala Perpicuity. Dengan demikian, prototype aplikasi berhasil memenuhi kebutuhan pengguna dan memberikan pengalaman pengguna yang memuaskan.Kata kunci: Pendeteksi Penyakit Tanaman, Double Diamond, SUS, UEQAbstractIn the context of global population growth, providing food needs becomes increasingly important. However, plant diseases pose a threat by reducing crop yields, causing economic losses, and potentially causing a food crisis. Previous research succeeded in developing plant disease detection applications, but did not focus enough on user experience (UX). This study uses the Double Diamond method to investigate a problem broadly (divergent) and then take focused action (convergent) to improve UX. Prototype testing carried out using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) gave promising results with an average SUS score of 90.75. The UEQ reflects "Excellent" ratings in Attractiveness, Stimulation, Dependability, Efficiency, and Novelty, and a "Good" rating in Perpicuity. As a result, the app prototype effectively meets user needs, providing a satisfying user experience.Keywords: Plant Disease Detection, Double Diamond, SUS, UEQ
Perancangan User Interface & User Experience Aplikasi TipsnTrip Menggunakan Metode Design Thinking Azisz, Ahmad Miftahul; Kusuma, Wahyu Andhyka
Jurnal Infortech Vol 5, No 2 (2023): Desember 2023
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/infortech.v5i2.20915

Abstract

Pertumbuhan jumlah objek wisata di Indonesia yang semakin tinggi dapat mempengaruhi nilai kepuasan dari para wisatawan. Fakta terkait hal tersebut menunjukkan bahwa semakin banyak pilihan objek wisata membuat wisatawan merasa bingung akan pilihan destinasi wisatanya. Salah satu strategi yang seringkali digunakan untuk mengatasi hal tersebut adalah membuat catatan/daftar objek wisata sebelum pergi berwisata. Terlepas dari manfaat strategi tersebut, wisatawan mengeluhkan tingkat kesulitan dalam membuat daftar objek wisata yang dilengkapi dengan durasi waktu tempuh dan rencana biaya. Terlebih apabila wisatawan belum pernah mengunjungi wilayah yang akan dituju. Oleh karena itu, penelitian ini bertujuan untuk a) mengkaji suatu permasalahan, melawan asumsi, dan memahami kebutuhan pengguna terkait permasalahan yang terjadi b) mengimplementasikan solusi kreatif melalui pengembangan sebuah aplikasi dalam pembuatan catatan/daftar objek wisata secara otomatis yang kemudian diberi nama “TipsnTrip”. Pada penelitian ini menggunakan pendekatan Design Thinking, dimana untuk mengembangkan sebuah aplikasi perlu adanya UI/UX yang runtut agar nilai kenyamanan pengguna dapat diwujudkan. Hasil penelitian ini adalah prototype mobile yang telah dievaluasi menggunakan SUS dan UEQ. Evaluasi SUS mengungkapkan bahwa praktik penerapan pada rancangan UI/UX aplikasi TipsnTrip memperoleh tingkat kepuasan yang baik dengan skor sebesar 84,67 serta memperoleh hasil dengan kategori Good pada 4 aspek dari total keseluruhan aspek pengujian UEQ.
Emotion Card dalam User Persona untuk Meningkatkan Persepsi Pengguna dalam Penggalian Kebutuhan Perangkat Lunak Kusuma, Wahyu Andhyka; Gifary, Maulana Alan; Prasetya, Rendy Wiranto; Syahbana, Ahmad Fauzan Ali
INSERT : Information System and Emerging Technology Journal Vol. 1 No. 1 (2020)
Publisher : Prodi Sistem Informasi, FTK, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/insert.v1i1.25875

Abstract

Untuk meningkatkan sebuah system atau perangkat lunak (PL) yang dapat difungsikan dengan baik, maka perlu juga untuk menguasai dan memahami karateristik user yang akan berinteraksi dengan system atau PL ini. HCI disini adalah proses interaksi antara user dengan computer. Persona adalah teknik Human Computer Interaction (HCI) yang menggabungkan sebuah informasi tentang user untuk memahami karakteristik daripada user tersebut. Persoalan yang sering terjadi dalam interaksi user dengan komputer yaitu sering terjadinya salah pengertian dari user persona terhadap PL yang ada, sehingga bukan efektivitas dan efisiensi kerja yang diperoleh, akan tetapi justru menyebabkan pekerjaan tidak efisien dan efektiv, user sering mengalami kesulitan menggunakan PL tersebut karena tidak familiar dengan PL, PL juga terlalu rumit sehingga sulit dipelajari, PL tidak sesuai dengan kebutuhan pengguna dan tidak atau belum mengakomodasi kebutuhan yang penting bagi pengguna. Tujuan penelitian dilakukan untuk mendapatkan berbagai perspektif penggunaan PL sesuai dengan karakteristik pengguna, sehingga rancangan kebutuhan PL diharapkan dapat mewakili dari berbagai macam tipe pengguna.
Holistic personas to increase the novice developer productivity Kusuma, Wahyu Andhyka; Jantan, Azrul Hazri; Admodisastro, Novia Indriaty; Norowi, Noris
Bulletin of Electrical Engineering and Informatics Vol 13, No 3: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v13i3.6936

Abstract

A deeper understanding and integration with system users' thoughts and emotional experiences are required for user-engaged development. User experience (UX) journey integrates user requirements and problem-solving approaches. The integration of data-driven techniques and user-centric approaches in software development is investigated in this study. It focuses on using the Markov chain model to predict developer productivity based on data gathered while creating personas across three projects. Organizations can gain valuable insights into user needs and requirements by conducting purposeful activities such as strength, weaknesses, opportunities, and threats (SWOT) analysis, competitor analysis, hypothesis formulation, identification of behavioral variables, mapping interviews, and defining characteristics and objectives. The model has predictive capabilities that allow for more informed decision-making, more efficient resource allocation, and better project planning. The goal of the activity and the model ensure the development of software products that effectively meet the needs of users, resulting in a higher success rate for software development initiatives. This study emphasizes the importance of integrating quantitative and qualitative analysis to drive successful software development projects and increase productivity while meeting user needs. According to the findings of the research conducted from the three projects completed, the proposed methods have similarities, and predictions using the Markov chain can determine the success of novice developers.
Toward Adoption User Experience Variables for Solo Software Development in Academic and Industry Kusuma, Wahyu Andhyka; Jantan, Azrul Hazri; Admodisastro, Novia Indriaty; binti Mohd Norowi, Noris
JOIV : International Journal on Informatics Visualization Vol 8, No 4 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.2.2172

Abstract

User experience (UX) is frequently mentioned as a rapidly expanding profession. It generates prospects in almost every industry for individuals with expertise in applying design principles and techniques centered around user needs. Many universities specializing in informatics and computer science have acknowledged this demand by integrating more coursework focused on UX into their educational programs. However, the widespread adoption of agile software development and efficient product design has prompted businesses to seek experienced candidates for UX positions, even at entry level. Consequently, individuals aspiring to work in this position need UX experience before acquiring it. Materials: We conducted a pilot study on 235 respondents who voluntarily participated in the research to examine the effect of UX on students' ability to identify a problem in software requirements. Method: This article evaluates the endeavors of a particular institution to bridge this experience gap. The article offers insights and recommended practices for effectively integrating. This research involved industries from two developed countries and one developing country, as well as implementing these aspects on students at one of the institutions with a General Self Efficacy (GSE) scale. Results: The results show the dominant user experience quality aspects. In addition, we provide recommendations for applying to several courses and competencies to enhance student self-efficacy. Implication for Further Research: In this paper, we used a combination of developing a conceptual framework and identifying the industry. With these two methods, we solve the UX gap between industry and academia from the perspective of the UX attribute. Some standards are commonly used in academics to construct the curriculum for their student.
ELICITIATION OF INFORMATICS ENGINEERING INFOTECH WEBSITE NEEDS USING A USER PERSONA APPROACH Saleh, Abd.; Kusuma, Wahyu Andhyka
JUTI: Jurnal Ilmiah Teknologi Informasi Vol. 21, No. 2, July 2023
Publisher : Department of Informatics, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j24068535.v21i2.a1128

Abstract

Requirements elicitation is the most important activity in the software development process, because it has a direct impact on the success of the development process. The success of a software is determined from the involvement of a user persona at the design stage. The involvement of user personas in software design is critical in the requirements engineering process, because if the process is done incorrectly, the resulting software will also have poor quality. This study focuses on using the approach of the user persona in collecting information related to the needs of the informatics engineering infotech website at the University of Muhammadiyah Malang, so that the results obtained can be in accordance with the needs of the user. The final result that is expected in this research is a design of the plagiarism check feature for the practitioner's program automatically on the infotech website which is implemented in the form of use cases and prototypes. This feature will later make it easier for assistants in assessing program results collected by practitioners, so that the time needed to correct the program can be done faster.
Mapping The Relationship Between Virtual Reality and Bullying Prevention: An Analysis Of Bibliographic Coupling Maryaeni, Maryaeni; Nastiti, Vinna Rahmayanti Setyaning; Oktaviani, Chintya Tria Diana; Reikisyifa, Clarissa Sanindita; Kenanga, Larynt Sawfa; Kusuma, Wahyu Andhyka; Wahyuni, Evi Dwi
JOIV : International Journal on Informatics Visualization Vol 9, No 2 (2025)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.9.2.2183

Abstract

Bullying prevention has become a significant topic in contemporary society. The bibliographic analysis method employed is bibliographic coupling, which allows for identifying relationships among relevant scientific articles to understand the role of technology in combating bullying. The research methodology involves identifying previous publications on virtual reality and bullying prevention from Scopus. Bibliographic analysis quantifies relationships between publications based on shared references. The bibliographic data collected focuses on VR-related literature and bullying prevention from various academic sources. This article discusses the interconnections among the reviewed articles regarding the impact of these findings, such as the development of VR applications that can enhance social skills and empathy, which are crucial factors in preventing bullying. Research results indicate a significant correlation between virtual reality and bullying prevention. Relevant prior studies include topics such as using virtual reality to avoid bullying through bystanders and victims, as well as simulating bullying to enhance bystander empathy. These studies provide information on the role of virtual reality technology in effectively combating bullying. Research findings are presented as descriptive and visual analyses using VOS viewer software. Additionally, the article underscores the importance of interdisciplinary collaboration in integrating VR into effective bullying prevention strategies, making us all part of a larger community working towards a common goal. Hopefully, this article will provide a foundation for future research and the development of technology applications with the potential to combat bullying.
Co-Authors Abi Maulana Aditya Nugroho Admodisastro, Novia Indriaty Ageng Widjaya Saputra Agung Tri Adi Wicaksono Agus Eko Minarno Ahmad Alif Asy’ari Syukur Ahmad Hamdani Ahmad Raihan Djamarullah Akbi, Denar Regata Aldyth Sugiharto Wijaya Amalia Pradya Paramita Andika Surya Listya Yudhana Anggreani Tyas Sari Ani Tri Wahyuningsih Ari Firmanto Arif Rahman Hidayatullah Arindra Kurniawan Hadisurya Augie Winanda Favourite Azisz, Ahmad Miftahul AZMI, AZMI Azrul Hazri bin Jantan Bimo Gempar Buono binti Mohd Norowi, Noris Chandra Sebastian Dandung Satrio Wulang Jiwo Dani Harmanto Dara Sucia Decya Holygina Benita Decya Holygina Benita Diah Ayu Fitriani Eko Felix Nur Noftianto Evi Dwi Wahyuni Fachrunnisa Firdausi Fahmi BN Fuad Alamudi Fajar Maulideo Anthaqo Fauzan, Fauzan Fitriani, Diah Ayu Gifary, Maulana Alan Gita Indah Martasari Gita Indah Martasari, Gita Gita Indah Marthasari Haidar Rais Abdillah Halimi, Imam Hardianto Wibowo Haris Diyaul Fata Hariyady Hariyady Helda Yuliani Sari Helmi Ramadhan Hendra Wijaya Heni Pujiastuti Ikhlassul Fauziah Amma Istiqomah, Istiqomah Jantan, Azrul Hazri Kenanga, Larynt Sawfa Kharisma Muzaki Ghufron Kresna Wahyu Ramadhani Lathifi, Andi Syahrial Luqman Hakim Mahar Faiqurahman MAKNUN, NUR EVINA Maryaeni Maryaeni Maulana F Aksan Mochamad Arifin Mochammad Inzaghi Hafizh Ikhsan Moh Ridwan Muchammad Romadhoni Muhammad Einggi Gusti Pratama Muhammad Shohib, Muhammad Muhammad Zulfan Faizal Nabillah Annisa Rahmayanti Naser Jawas, Naser Nia Dwi Nurul Safitri Norhabibah, Siti Noris binti Mohd Norowi Norowi, Noris Novia Indriaty Admodisastro Novia Komala Sari Noviasari, Vebrian Nur Ihsan, Abdul Jabbar Nuraini Saputri Oktaviani, Chintya Tria Diana Ovan Septian Prasetya, Rendy Wiranto Priyatna Budianto Rafiatul Husna Reikisyifa, Clarissa Sanindita Rellanti Diana Kristy rellanti diana kristy Restu Pranansha Anugerah Rizalwan Ardi Ramandita Roy Inzaqhi Saputra Rusli bin Abdullah S, Vinna Rahmayanti Sabrina Nurul Ubay Saleh, Abd. Salma Auliannisa Sari, Anggreani Tyas Sari, Zamah Sarlita Rizka Anggraeni Selma Osa Rohimah Siti Alfiyatun Ni’mah Siti Norhabibah Supriyanto Supriyanto Supriyanto Syahbana, Ahmad Fauzan Ali Syaifuddin Syaifuddin Syauqi Hidayatul Hakim Tuti Karen Tia Ubay, Sabrina Nurul Vebrian Noviasari Widya Rizka Ulul Fadilah Wildan Suharso Yasina Tisha Karina Yoga Anggi Kurniawan Yogha Arieka Adnantha Yuda Munarko Zamah Sari