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Pengembangan UI/UX Sistem Pengelolaan Inventori Menggunakan Metode Design Thinking Widjaja, Stephanus; Wicaksono, Adityo Putro; Widayati, Yohana Tri; Nugroho, Mohamad Fajarianditya; Sandeas, Dhegih
JOINS (Journal of Information System) Vol. 9 No. 1 (2024): Edisi Mei 2024
Publisher : Fakultas Ilmu Komputer, Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/joins.v9i1.10311

Abstract

System development requires an interface design that suits the user, this is so that the system can be used fully without reducing or ignoring its main functions. Dwi Jaya Store which operates in the wholesale and retail product sales sector faces challenges such as managing suppliers which may be more than one supplier, managing product orders to suppliers based on inventory levels, managing product returns to suppliers if there are defects or damage, managing the traffic of goods from main warehouse to shops and report management. Dwi Jaya Store requires an inventory system that is easy to use but does not reduce the performance and function of the system. This research aims to produce a prototype inventory system that users use easily. This research uses the design thinking method, usability testing method, and Figma as a design tool. This research produced a prototype with a usability testing value of 78.4% which was included in the Good Application category.
Analysis of Cyber Infinity Game User Interface Design Widayati, Yohana Tri; Prakoso, Satrio Agung; Widjaja, Stephanus; Wicaksono, Adityo Putro; Risti, Endah Ambar
Jurnal Transformatika Vol 21, No 1 (2023): July 2023
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v21i2.6955

Abstract

The development of video games in Indonesia has grown rapidly since 2015, providing quite a large opportunity for the local game industry to compete in the video game market in Indonesia. Video games developed by local developers have not met players' expectations. Video game development needs to be done so that developers from abroad do not completely control the video game market in Indonesia. Game Cyber Infinity is one of the video games developed to answer the local market's needs. It was developed using the Design Thinking method with five stages: Empathize, Define, Ideate, Prototype, and Test. This research produced a Cyber Infinity game prototype with testing using the Black Box testing method.
Decision Tree Implementation in IT Job Recommendation System Widayati, Yohana Tri; Widjaja, Stephanus; Wicaksono, Adityo Putro; Gondohanindijo, Jutono; Putri, Christine Cecillia
Jurnal Transformatika Vol. 21 No. 2 (2024): Januari 2024
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v21i2.8328

Abstract

Employment is the primary activity that humans engage in to generate income. With the advancement of technology and research, there are many new job opportunities leading to confusion in choosing a job path. This leads to individual confusion in making job choices. Ignorance of one's own talents and personality, as well as ignorance of the various options available, can be the source of this ignorance. This research aims to develop a Decision Tree model to assist users in determining the appropriate IT field. The system uses AI Project Cycle and data processing tools such as Google Collaboratory, which is based on Python programming language. The results show that the Decision Tree algorithm can be applied to recommend jobs in the IT field to help users find suitable fields in the IT field.
Sistem Rekomendasi Pemilihan Smartphone Android Dengan Dana Terbatas Menggunakan Modified Simple Additive Weighting (M-SAW) Wicaksono, Adityo Putro
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1561

Abstract

With the development of communication technology today, the smartphone is one of the choices on communication tools that many users have now. Even now, smartphones have various types and prices that reach user needs, so that with limited funds, they can adjust it to their needs. By creating a smartphone selection recommendation systems, it can make it easier for people in determining smartphone purchases based on available funds, with features, brands, and advantages that are already sophisticated today. The recommendation system is made using a combined method called Modified Simple Additive Weighting (M-SAW), where Simple Additive Weighting (SAW) is used for weighting and normalization process, meanwhile Weighted Product (WP) is used for fixing the weight of criteria, determinating vector S, and ranking process. The result for best recommendation using this method is Oppo F5 Youth with score 0,444. With this recommendation results, makes the user make their decision for smartphone recommendation using this system.
Implementasi Metode Cerry Lalaland dalam Pembelajaran Jarak Jauh Heriyanto, Eko; Suratno, Bondan Eko; Wicaksono, Adityo Putro
Stilistika: Jurnal Pendidikan Bahasa dan Sastra Vol 15 No 1 (2022)
Publisher : Universitas Muhammadiyah Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30651/st.v15i1.9868

Abstract

Implementation of Cerry Lalaland Method in Distance Learning ABSTRAKPenelitian ini bertujuan untuk menjelaskan langkah-langkah implementasi Cerry Lalaland sebagai metode alternatif pembelajaran sastra anak dan mengetahui sikap responden terhadap metode tersebut. Metode yang digunakan dalam penelitian ini adalah deskriptif kualitatif dan kuantitatif. Pengumpulan data menggunakan kuesioner. Analisis data menggunakan skala likert. Hasil penelitian ini adalah Cerry Lalaland dilakukan dengan pengumpulan nursery rhymes dan lagu dolanan Jawa, menganalisis nilai moral, sejarahnya, pembuatan web, implementasi dalam pembelajaran dan pengisian kuesioner. Hasil uji menggunakan skala likert menunjukkan bahwa metode Cerry Lalaland ini berada dalam kategori “Baik” dengan indeks prosentase 68,6%. Dengan demikian, simpulannya adalah bahwa metode cerry lalaland ini baik untuk diimplementasikan pada  pembelajaran sastra anak dalam pembelajaran jarak jauh.  Kata kunci: Sastra anak, nursery rhymes, lagu dolanan jawaABSTRACTThis study aimed to describe the implementation stages of Cerry Lalaland as an alternative method of learning children’s literature and to find out the respondents’ agreement to the method. The method used in this research was descriptive qualitative and quantitative method. Questionnaire was used to collect data and analyze them through likert scale. The results were Cerry Lalaland was carried out by collecting nursery rhymes and lagu dolanan jawa, analyze moral and historical values, create web, implementate in learning and filling out questionnaires. The test results by using the likert scale showed that the Cerry Lalaland method was in the “good” category with a percentage index of 68.6%. The conclusion was cerry laland is a good method to be implemented in distance learning. Keyword: Children’s literature, nursery rhymes, lagu dolanan jawa
Elbow and Silhouette Methods for K Value Analysis of Ticket Sales Grouping on K-Means Wicaksono, Adityo Putro; Widjaja, Stephanus; Nugroho, Mohamad Fajarianditya; Putri, Christina Priscilla
Sistemasi: Jurnal Sistem Informasi Vol 13, No 1 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i1.2889

Abstract

Increasingly fierce business competition forces people to develop businesses to compete in selling by looking for leads to increase revenue from business sales. The development of the digital era affects the use of the internet for the process of searching for information and online purchases, such as purchasing tickets and digital products. Film is one of the industries in the entertainment world that brings a new atmosphere for people to watch films that can be watched anywhere and also online and offline. Ticket sales data that is being processed is clustered using K-Means. The clustering process and evaluation to determine the best K value in the clustering process uses the Elbow and Silhouette Score Methods. Grouping is obtained if the grouping results are not significantly different when the grouping process is carried out on the "ticket_sold" and "ticket_price" attributes. Based on the results of the Elbow Method, the result is that the value of k = 3 to the value of k = 5 is the optimal value for carrying out the data grouping process for the case of selling movie tickets. While the results of a good cluster distribution are at a value of k = 5 with a value of 0.60 using the Silhouette Score..