Claim Missing Document
Check
Articles

Found 30 Documents
Search

Analysis of the Level of Satisfaction with the Quality of Clinical Services Using the Servqual Method Ibrahim, Ali; Fitriani, Lesa; Ruskan, Endang Lestari; Sevtiyuni, Putri Eka; Suarli, Pacu Putra
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 7 No. 2 (2024): Vol. 7 No. 2 (2024): Issues January 2024
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v7i2.11171

Abstract

The influence of the globalization era has increased the use of health facilities in society. This increase requires agencies to provide the best possible service to customers. UPT. The Sriwijaya University Health Clinic as one of the providers of health facilities has also experienced the impact of this increase, therefore this agency continues to provide the best service and makes improvements in the services provided so that service users can feel satisfied. The aim of this research is to determine the level of student satisfaction with services at UPT. Sriwijaya University Health Clinic and which dimensions of service quality have a dominant influence on student satisfaction levels. This research involved 117 respondents from all students and was distributed via Google form with a quantitative research type and survey approach. Data analysis techniques were carried out using SPSS 26 and calculations were carried out using the servqual method. The research results show that from the total, the level of student satisfaction is at a percentage of 87% in the very satisfied category and the quality dimension that has a dominant influence is the reliability dimension with a Gap value of -1.17. With Cartesian diagram analysis, the question instruments included in quadrant I and quadrant II have the opportunity to be improved and maintained in quality so that they can get better responses in the future. With this research, it can be taken into consideration by UPT. Sriwijaya University Health Clinic to improve the quality of services provided in every dimension, especially those included in the important category and maintain the quality of services that previously received a good response
Penerapan Metode Technology Acceptance Model Untuk Mengetahui Tingkat Penerimaan Pengguna Aplikasi Vidio Ramadhan, Kumara Aditya; Meiriza, Allsela; Oktadini, Nabila Rizky; Putra, Pacu; Sevtiyuni, Putri Eka
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 2 (2024): April 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i2.1319

Abstract

Vidio is a Subscription video-on-demand (SVOD) platform offering video streaming services. Based on reviews of the Vidio application, it is known that many negative and low reviews related to the services provided have reduced in satisfaction and user acceptance. The aim of this study is to ascertain the extent of user acceptance by measuring the correlation between several variables. The approach to be utilized is Technology Acceptance Model by measuring the variables of perceived ease of use, perceived usefulness, behavioral intention to use, attitude towards using, and actual use with hypothesis test. The research was conducted on 100 Palembang city residents. Based on this research, there is a very strong positive correlation relationship between attitude towards using and behavioural intention to use. In addition, there is a strong positive correlation between the perceived usefulness variable and other variables except actual use. Overall from the results obtained, in the acceptance of users of the Vidio application, variable exhibits a notable and positive impact on this research.
REKOMENDASI USER INTERFACE WEBSITE PDAM TIRTA MUSI PALEMBANG UNTUK STRATEGI PEMASARAN MENGGUNAKAN METODE SOSTAC Amanda, Bella Rizkia; Putra, Pacu; Meiriza, Allsela; Oktadini, Nabila Rizky; Sevtiyuni, Putri Eka
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 7 No 2 (2023)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v7i2.3548

Abstract

PDAM Tirta Musi Palembang merupakan perusahaan yang bergerak pada bidang jasa penyedia layanan air bersih di Kota Palembang. PDAM Tirta Musi Palembang dalam melaksanakan tugas pokoknya, memiliki fungsi dalam peningkatan outcome berupa pendapatan guna keberlangsungan perusahaan dan pembangunan daerah. Untuk itu, PDAM Tirta Musi Palembang membutuhkan sebuah strategi pemasaran yang sesuai dengan produk dan layanan yang ditawarkan agar mampu bersaing dan bertahan mengikuti perkembangan zaman. Digital marketing sudah menjadi alat yang sangat diperlukan perusahaan untuk bertahan di persaingan pasar saat ini. Penelitian ini bertujuan untuk merancang strategis pemasaran berupa rekomendasi user interface website PDAM Tirta Musi yang mampu memberikan peluang bisnis yang baru dalam melakukan pemasaran produk berupa layanan pemasangan dengan menerapkan metode SOSTAC. Metode yang digunakan dalam peneltian ini adalah SOSTAC yang terdiri dari 6 tahapan yaitu Situation Analysis, Objective, Strategy, Tactics, Action, and Control. Hasil penelitian berupa hasil rekomendasi strategi digital marketing yang diimplementasikan kedalam sebuah tampilan User Interface Website PDAM Tirta Musi Palembang dengan persentase rata – rata tingkat keberhasilan dan efektifitas rekomendasi sebesar 96,6%.
Analisis Kepuasan Pengguna Aplikasi Steam Mobile Menggunakan Metode Customer Satisfaction Index (CSI) Wahyudi, Muhammad Iqbal; Meiriza, Allsela; Oktadini, Nabila Rizky; Putra, Pacu; Sevtiyuni, Putri Eka
Jurnal Ilmiah Media Sisfo Vol 18 No 1 (2024): Jurnal Ilmiah Media Sisfo
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/mediasisfo.2024.18.1.1645

Abstract

Sasaran dari penelitian ini adalah untuk menilai seberapa puas pengguna terhadap kualitas dari layanan yang disediakan oleh aplikasi Steam mobile. Steam mobile adalah aplikasi yang dikembangkan oleh Valve Corporation yang diluncurkan pada tahun 2012, Perusahaan dibalik platform distribusi digital popular untuk video game, Steam. Aplikasi ini dirancang untuk memungkinkan pengguna mengakses berbagai fitur Steam melalu perangkat seluler mereka. Beberapa masalah yang dihadapi oleh aplikasi ini ialah kinerja yang lambat, bug atau masalah teknis, antarmuka yang terlalu kompleks, masalah keamanan pada aplikasi, dan lain sebagainya. Sampel yang diterapkan ialah sebanyak 100 responden dalam penelitian ini dengan menyebarkan kuesioner ke masyarakat Indonesia. Dimensi yang dipakai ialah dari SERVQUAL (service quality) terdiri dari 5 kategori yaitu Tangible, Reliability, Responsiveness, Assurance, dan Empathy. Guna mengukur tingkat kepuasan harapan pengguna aplikasi steam mobile, dilakukan evaluasi dengan menggunakan metode Customer Satisfaction Index (CSI). Hasil evaluasi menunjukan CSI yang dicapai ialah sebesar 80.04% dalam jangkauan skala 66% sampai 80.99%. Bisa dikatakan tingkat kepuasan pengguna berada pada kategori “puas”.
ANALISIS KUALITAS LAYANAN TERHADAP TINGKAT KEPUASAN PENGGUNA INDRIVE DI KOTA PALEMBANG Idpal, Idpal; Meiriza, Allsela; Oktadini, Nabila Rizky; Putra, Pacu; Sevtiyuni, Putri Eka
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 8 No. 1 (2024): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol8No1.pp57-64

Abstract

User satisfaction will encourage them to use InDrive services, the results of the exploration with users reveal several problems such as server down and the application map display is not as intended to cause customer dissatisfaction with InDrive services. From this, it is hoped that this research will be a solution to the problem. To analyze the InDrive application, two kinds of methods are used, the ServQual and EUCS methods. The total number of respondents distributed was 100 people. The results of the analysis of the service quality level of the InDrive application in Palembang are Positive (+), with the results of the gap test between user perceptions and user expectations as a whole showing a value of 1.310, indicating that the InDrive application in Palembang has met user expectations. In the EUCS method, the results of the analysis of the Content Variable 4.08, Accuracy 4, Format 4.04, Ease of Use 3.96, and Timeliness 3.99 obtained the results of the analysis at the "Satisfied" satisfaction level. In hypothesis testing h0 and h1, h0 is concluded to have no effect on user satisfaction and h1 is concluded to have no effect on service quality.
Perancangan Virtual Reality dalam Pengenalan Sejarah Perang 5 Hari 5 Malam Padlefi, Muhamad Riza; Putra, Pacu; Susanti, Helen; Oktadini, Nabila Rizky; Meiriza, Allsela; Sevtiyuni, Putri Eka
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 9 No. 01 (2023): March 2023
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v9i01.7583

Abstract

AbstrakVirtual reality merupakan teknologi imersif yang memungkinkan penyampaian informasi menjadi lebih mudah dimengerti dan dapat diingat dengan baik. Hal ini cocok untuk diterapkan dalam mengatasi permasalahan pembelajaran sejarah seperti bahan ajar yang terlalu teoritis dan media pembelajaran yang kurang variatif. Berdasarkan hasil survei yang dilakukan peneliti sebelumnya, pengetahuan masyarakat Palembang tentang Sejarah Perang 5 Hari 5 Malam masih minim. Selaras dengan permasalahan tersebut, penelitian ini bertujuan untuk mengembangkan sistem multimedia interaktif berbasis teknologi virtual reality mengenai pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang. Metode pengembangan sistem yang digunakan adalah Multimedia Development Life Cycle. Hasil penelitian ini berupa suatu sistem virtual reality yang dapat digunakan sesuai dengan tujuan yaitu mengembangkan multimedia pengenalan Sejarah Perang 5 Hari 5 Malam di Palembang berbasis teknologi virtual reality. Berdasarkan hasil pengujian sistem menggunakan metode black box, dapat disimpulkan bahwa sistem ini telah berfungsi dengan baik. Kata Kunci: virtual reality, multimedia, perang 5 hari 5 malam  AbstractVirtual reality is an immersive technology that able to make information transfer easier to understand and better to remember. This is suitable to be applied in overcoming history learning problem such as too theoretical learning material and less variative learning media. Based on survey, citizens of Palembang have less knowledge about the history of Perang 5 Hari 5 Malam. In line with the problem, this research aims to develop virtual reality based interactive multimedia system to introduce the history of Perang 5 Hari 5 Malam in Palembang. The m­­ethod of system development used is Multimedia Development Life Cycle. This research has resulted in a ready-to-use virtual reality system as its purpose to develop multimedia-based virtual reality technology as an introduction to the history of Perang 5 Hari 5 Malam in Palembang. According to the result of system testing with black box method, it can be concluded that this system is functioning properly. Keywords: virtual reality, multimedia, perang 5 hari 5 malam 
Penerapan metode task centered system design pada perancangan user interface sistem pelelangan rumah dinas perusahaan Meiriza, Viola; Putra, Pacu; Oktadini, Nabila Rizky; Meiriza, Allsela; Sevtiyuni, Putri Eka
Jurnal Penelitian Saintek Vol 29, No 2 (2024)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jps.v1i2.77699

Abstract

Perkembangan teknologi telah mengubah cara kita berinteraksi dengan perangkat digital, termasuk dalam perancangan antarmuka pengguna (User Interface). PT Kilang Pertamina Internasional memanfaatkan teknologi informasi untuk mendukung operasional, termasuk pelelangan rumah dinas pegawai. Namun, sistem yang ada belum optimal, terutama dalam hal UI, yang mengakibatkan ketidaknyamanan dan menurunkan efisiensi. Penelitian ini bertujuan menganalisis dan merancang ulang Sistem Pelelangan Rumah Dinas menggunakan metode Task Centered System Design (TCSD), yang berfokus pada identifikasi kebutuhan pengguna dan pengembangan desain berbasis tugas. Penelitian ini melibatkan observasi dan wawancara dengan pegawai PT Kilang Pertamina Internasional RU III Plaju. Hasil rancangan dievaluasi menggunakan platform Maze, dengan skor akhir 84, menunjukkan bahwa rancangan UI layak digunakan. Hasil ini diharapkan meningkatkan efisiensi dan transparansi dalam proses pelelangan.Kata kunci: user interface, task centered system design (TCSD), usability testingApplication of task centered system design method in user interface design of company official house auction Abstract: Technological developments have changed the way we interact with digital devices, including in the design of user interfaces (UI). PT Kilang Pertamina Internasional utilizes information technology to support operations, including customer service housing for employees. However, the existing system is not optimal, especially in terms of UI, which causes inconvenience and reduces efficiency. This study aims to redesign the Official Housing Auction System using the Task Centered System Design (TCSD) method, which focuses on identifying user needs and developing task-based designs. This study involved observation and interviews with employees of PT Kilang Pertamina Internasional RU III Plaju. The design results were evaluated using the Maze platform, with a final score of 84, indicating that the UI plan was feasible to use. These results are expected to increase efficiency and transparency in the customer process.Keywords: user interface, task centered system design (TCSD), usability test
Pengukuran Kesiapan Adopsi Teknologi Informasi Pada Poktan Hidup Baru Dengan Metode Digital Literacy Index Oktadini, Nabila Rizky; Sevtiyuni, Putri Eka; Marjusalinah, Anna Dwi; Akbaroka, Leo; Az Zahra, Cindy Putri
Jurnal Ilmu Komputer dan Agri-Informatika Vol. 11 No. 2 (2024)
Publisher : Sekolah Sains Data, Matematika, dan Informatika. Institut Pertanian Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29244/jika.11.2.143-155

Abstract

Although advances in digital technology offer great opportunities to improve efficiency and productivity in agricultural sector, its application has been uneven. Adoption of information technology still faces challenges, especially among farmers. This study aims to measure the readiness of information technology adoption in the Kelompok Tani (Poktan) Hidup Baru, Cempaka District, OKU Timur, using the Digital Literacy Index (DLI) which includes four main pillars such as Digital Skill, Digital Ethics, Digital Safety, and Digital Culture. The results show that farmers' digital literacy index has an average of 2.91, lower than the national average of 3.54. The biggest gap is in the digital skills pillar (2.20), signaling difficulties in operating devices. Meanwhile, digital ethics awareness is quite good (2.87). Education level (r = 0.79) and frequency of internet use (r = 0.97) have positive correlations with digital skills. However, the correlation between digital skills and digital safety was weak (r = 0.14), indicating a lack of understanding of cybersecurity. These findings emphasize the need to improve digital literacy to support technology adoption.
UI/UX Design of Web-based Software License Management System using User-Centered Design and System Usability Scale Faizah, Ovie Nur; Oktadini, Nabila Rizky; Putra, Bayu Wijaya; Sevtiyuni, Putri Eka; Putra, Pacu; Meiriza, Allsela
Jurnal Nasional Teknologi dan Sistem Informasi Vol 9 No 3 (2023): Desember 2023
Publisher : Departemen Sistem Informasi, Fakultas Teknologi Informasi, Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/TEKNOSI.v9i3.2023.255-263

Abstract

PT Bukit Asam Tbk (PTBA), a state-owned coal mining company, must comply with government regulations regarding software licenses. They face difficulties monitoring and managing licenses that could lead to violations. To solve this problem, we try to design a website-based UI/UX for Software License Management System. This research aims to provide an intuitive interface and a comfortable user experience employing the User-Centered Design (UCD) approach, which consists of three main stages: Needs Analysis, Design and Prototyping, and Evaluation. Evaluation is carried out through usability testing using the System Usability Scale (SUS). Test results indicate that UCD is effective in designing a system responsive to user needs with a high level of usability. With an effectiveness of 99%, efficiency of 96.67%, and an SUS score of 88.25, this system design receives an 'Acceptable' rating, a (B) grade, and falls into the 'Excellent' category. The designed system is deemed suitable for further development towards the implementation phase.
Penerapan Metode Eye Tracking dalam Evaluasi Pengalaman Pengguna pada Website Traveloka Putri, Nyayu Dwi Tarisa; Putra, Pacu; Oktadini, Nabila Rizky; Meiriza, Allsela; Sevtiyuni, Putri Eka
Jurnal Algoritma Vol 21 No 2 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-2.2098

Abstract

Traveloka sebagai salah satu agen perjalanan digital yang telah menyediakan fitur Rental Mobil sejak 2018. Namun, penelitian ini menunjukkan bahwa sebagian orang masih mengalami kesulitan dalam menggunakan fitur Rental Mobil pada website Traveloka. Penelitian ini bertujuan untuk mengevaluasi pengalaman pengguna pada fitur Rental Mobil website Traveloka, menggunakan metode Eye Tracking dengan melibatkan lima partisipan yang menyelesaikan tiga task scenario. Hasil penelitian ini menunjukkan bahwa rata-rata E-T data integrity adalah 84,2% dan gaze on screen sebesar 95,3% yang menghasilkan kualitas data yang baik. Namun, dari hasil analisis heatmaps menunjukkan bahwa sebagian besar partisipan cenderung mengalami kesulitan saat menyelesaikan task screnario terutama pada task 1 dan task 2. Rata-rata tingkat perhatian partisipan adalah -0,02 dengan emosi surprise yang mendominasi yang berarti bahwa sebagian besar partisipan mengalami kebingungan saat menyelesaikan task. Hasil penelitian ini menunjukkan adanya area yang perlu diperbaiki untuk meningkatkan kualitas pengalaman pengguna agar lebih intuitif dan meminimalisir kebingungan pengguna saat menggunakan website Traveloka khususnya fitur Rental Mobil.