Claim Missing Document
Check
Articles

Usability Level Evaluation of Village Innovation Applications Using System Usability Scale Wardhana, Ariq Cahya; Kartiko, Condro; Saputra, Wahyu Andi
Operations Research: International Conference Series Vol. 3 No. 1 (2022): Operations Research International Conference Series (ORICS), March 2022
Publisher : Indonesian Operations Research Association (IORA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47194/orics.v3i1.125

Abstract

Usability is one of the important factors in an application. Village  Innovation Application is a  Knowledge Management System  (KMS)  that provides services to help village managers share innovation management knowledge with other villages.   To that end, the study proposes evaluating the level of useability of applications using the System Usability Scale to see the feasibility of the applications provided for use. The usability scale system has ten statements as an evaluation instrument and three assessment indicators, namely acceptability, grade scale, and adjective rating. Each statement becomes an indicator to see the level of usefulness of the application.  Evaluation of usability Application Innovation village using the System Usability Scale method can be drawn to the conclusion that the village Innovation application is categorized as meeting usability standards evidenced by the value of usability to aspects of acceptability, grade scale, and adjective rating with a final value of 68.3 meaning that the application can already be used directly by village devices
Dimension-Expanding MLP in Transformer: Inappropriate Sentences and Paragraph Digital Content Filtering Wardhana, Ariq Cahya; Yunus, Andi Prademon; Adhitama, Rifki; Latief, Muhammad Abdul; Sofia, Martryatus
Journal of Applied Data Sciences Vol 6, No 2: MAY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i2.627

Abstract

The creation of digital content is now a pivotal element of today’s digital environment, driven by the need for both individuals and organizations to engage audiences effectively. As digital platforms grow in scope and impact, ensuring the security, professionalism, and appropriateness of user-generated content has become crucial. This study introduces a new approach for filtering inappropriate digital content by integrating dimension-expanding multi-layer perceptions (MLPs) into transformer architectures. The dimension-expanding MLP processed more high-dimensional features in the Transformers network, giving the ability to understand more specific contexts. Experimental findings reveal that the proposed model outperforms Long Short-Term Memory (LSTM) and Gated Recurrent Unit (GRU), Transformer (Baseline) in accuracy, computational efficiency, and scalability. The research highlights the model’s practical applications in areas like social media content moderation, legal document compliance monitoring, and filtering harmful content in e-learning and gaming platforms with 0.744 accuracy.
PENGEMBANGAN MODUL SURVEI PENDUDUK DESA SOKAWERA PADA OPEN SID MENGGUNAKAN METODE RAD Al Fikri, Mufid; Dwi Prasetyo, Yogo; Cahya Wardhana, Ariq
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 3 (2025): JATI Vol. 9 No. 3
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i3.13702

Abstract

Perkembangan sistem informasi saat ini banyak dimanfaatkan dalam aspek kehidupan. Salah satu contohnya yaitu dalam proses pencatatan data penduduk di Desa Sokawera. Saat ini proses pencatatan penduduk di Desa Sokawera masih dilakukan secara manual menggunakan formulir kertas dan proses pengolahan datanya juga masih secara manual. Untuk itu penelitian ini memberikan solusi dengan mengembangkan modul survei penduduk pada Open Sistem Informasi Desa. Bahasa pemrograman yang digunakan untuk mengembangkan sistem ini yaitu Hypertext Preprocessor (PHP) dengan menggunakan framework Code Igniter. Dalam penelitian ini, metode pengembangan sistem yang digunakan adalah metode Rapid Application Development (RAD). Metode RAD merupakan salah satu metode perancangan sistem dengan tingkat kedinamisan yang tinggi, serta memiliki siklus pengembangan yang relatif singkat. Tujuan dari penelitian ini yaitu untuk mengembangkan modul survey penduduk pada Open Sistem Informasi Desa (Open SID) yang dapat digunakan sebagai alat untuk proses pendataan penduduk di Desa Sokawera. Kemudian manfaat dari penelitian ini yaitu peneliti berharap sistem pencatatan data penduduk ini pemerintah Desa Sokawera dapat melakukan proses pencatatan dengan lebih cepat. Tidak hanya itu, diharapkan sistem ini dapat mempermudah dan meningkatkan efisiensi dalam pencarian data penduduk dengan lebih cepat.
Design Development of the JekNyong Application Using the Design Thinking Method Pambudi, Wendri Tri; Wardhana, Ariq Cahya
JURIKOM (Jurnal Riset Komputer) Vol 12, No 3 (2025): Juni 2025
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v12i3.8539

Abstract

The JekNyong application is a platform that allows the people of Banyumas Regency to sell household waste for recycling. However, the application’s user adoption rate remains low, with only 3.33% of families using it and a rating of 3.4 on the Google Play Store. This is due to an unintuitive interface design and limited feature accessibility. An initial usability test showed a task success rate of 75%, a time-based efficiency of 0.0206 goals/second, and a System Usability Scale (SUS) score of 63. The design development process followed the Design Thinking methodology through the stages of empathy, problem definition, ideation, prototyping, and testing. Several improvements were made to navigation, feature accessibility, and app layout. The second round of testing revealed significant improvements: the task success rate increased to 95.83%, time-based efficiency rose to 0.0382 goals/second, and the SUS score jumped to 86. These results indicate that the design improvements successfully enhanced the application's effectiveness and efficiency in accessing features.
Perancangan Sistem Informasi Penjualan Seragam Sekolah Berbasis Website Menggunakan Metode Website Design Method (WSDM) Hadi, Rizki; Cahya Wardhana, Ariq
eProceedings of Engineering Vol. 12 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Engineering

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

Abstract

Transformasi digital mendorong pelaku Usaha Kecildan Menengah (UKM) untuk mengadopsi teknologi informasidalam operasional bisnis. Namun, banyak pelaku usaha,termasuk toko seragam sekolah, masih mengandalkan sistemmanual yang rentan terhadap kesalahan pencatatan dankehilangan data. Penelitian ini bertujuan untuk merancangsistem informasi penjualan seragam sekolah berbasis websitedengan pendekatan Website Design Method (WSDM) padaToko RR di Kota Tangerang. Sistem ini dirancang agar mampumengelola data pelanggan, produk, transaksi, dan pelaporanpenjualan secara otomatis dan real-time. Proses perancanganmengikuti tahapan WSDM: mission statement, audiencemodeling, conceptual design, implementation design, danimplementation. Hasil implementasi menunjukkan peningkatanefisiensi operasional, akurasi data, dan kualitas layanan. Sistemini juga diproyeksikan dapat mengurangi kerugian transaksidari 40% menjadi 1,25%, serta meningkatkan keuntunganhingga 60%. Dengan demikian, sistem informasi ini dapatmenjadi solusi strategis dalam mendukung digitalisasi UKM disektor ritel pendidikan.Kata kunci — Sistem informasi, penjualan online, seragamsekolah, website, WSDM
Implementation of Random Forest Classification and Support Vector Machine Algorithms for Phishing Link Detection Tampinongkol, Felliks Feiters; Kamila, Ahya Radiatul; Wardhana, Ariq Cahya; Kusuma, Adi Wahyu Candra; Revaldo, Danny
Journal of INISTA Vol 7 No 1 (2024): November 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i1.1588

Abstract

This research compares two machine learning methods, Support Vector Machine (SVM) and Random Forest Classification (RFC), in detecting phishing links. Phishing is an attempt to obtain sensitive information by masquerading as a trustworthy entity in electronic communications. Detecting phishing links is crucial in protecting users from this cyber threat. In this study, we used a dataset consisting of features extracted from URLs, such as URL length, the use of special characters, and domain information. The dataset was then split into training and testing data with an 80:20 ratio. We trained the SVM and RFC models using the training data and evaluated their performance based on the testing data. The results show that both methods have their respective advantages. SVM, known for handling high-dimensional data well and providing optimal solutions for classification problems, demonstrated a high accuracy rate in detecting phishing links. However, SVM requires a longer training time compared to RFC. On the other hand, RFC, an ensemble method known for its resilience to overfitting, showed performance nearly comparable to SVM in terms of accuracy but with faster training time and better interpretability. This comparison indicates that RFC is more suitable for scenarios requiring quick results and easy interpretation, while SVM is more appropriate for situations where accuracy is critical, and computational resources are sufficient. In conclusion, the choice of phishing link detection method should be tailored to specific needs and available resource constraints. This research provides valuable insights for developing more effective, efficient, and relevant phishing detection systems.
Knowledge Management System Berbasis Web tentang Budidaya Hidroponik untuk Mendukung Smart Society Wardhana, Ariq Cahya; Nurhadryani, Yani; Wahjuni, Sri
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 3: Juni 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020732200

Abstract

Meningkatnya jumlah populasi penduduk di Indonesia berdampak pada terbatasnya luas wilayah pertanian di Kota Bogor yang mengakibatkan ancaman produksi pertanian karena konversi lahan persawahan sebesar 88,12% menjadi perumahan dan kebun. Solusi sistem produksi pertanian dengan terbatasnya lahan salah satunya adalah hidroponik. Untuk meningkatkan pengetahuan budidaya hidroponik dan memudahkan akses fasilitas belajar digital sebagai bagian penting dari rencana pemerintah Kota Bogor yaitu smart society diperlukan dukungan teknologi informasi. Penelitian ini bertujuan mengembangkan Knowledge Management System (KMS) budidaya hidroponik dengan mengadopsi metode Knowledge Management Life Cycle melalui identifikasi pengetahuan tacit maupun explicit dari komunitas hidroponik. Proses menangkap pengetahuan berorientasi pada seluruh proses budidaya sayuran hidroponik dengan menggunakan bibit yang siap tanam. Knowledge map digunakan untuk kodifikasi pengetahuan menghasilkan 34 pengetahuan explicit berupa media interaktif video maupun dokumen yang dapat digunakan oleh pengguna. Implementasi sistem menggunakan aplikasi berbasis Web dengan pendekatan object oriented yang sudah diuji oleh pakar dan semua fungsi berjalan dengan baik. Sistem ini memiliki fitur klasifikasi KMS yaitu knowledge capture, knowledge sharing, serta knowledge discovery. AbstractThe increasing number of populations in Indonesia has an impact on the limited area in Bogor, which has resulted in the threat of agricultural production because of the conversion of 88.12% of paddy fields to housing and gardens. A solution to agricultural production systems with limited land, one of which is hydroponics. Facilitate access to digital learning facilities as an essential part of the plan of the Bogor City government, namely smart society, information technology support is needed as a means of sharing hydroponic cultivation knowledge. Based on this, we developed a knowledge management system (KMS) adopting the Knowledge Management Life Cycle method by identifying tacit and explicit knowledge from the hydroponic community. The process of capturing knowledge is oriented to the whole process of hydroponic vegetable cultivation by using seeds that are ready for planting. Knowledge map is used for codification of knowledge that produces 34 explicit knowledge in the form of interactive media in the form of videos and documents that can be used by user. The output generated from this study is KMS was implemented using Web-based applications with an object-oriented approach that has been tested by experts with system functions is working and has KMS classification features, namely knowledge capture, knowledge sharing, and knowledge discovery.
Pengembangan Aplikasi Web Perancangan Agenda Perjalanan Wisata Menggunakan Metode User Experience Lifecycle Wardhana, Ariq Cahya; Anggraini, Nenny; Rozy, Nurul Faizah
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8 No 2: April 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021822548

Abstract

Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang itinerary. Itinerary merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi itinerary perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan itinerary sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk itinerary berbasis web. Metode User Experience (UX) Lifecycle berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner online dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, storyboard, skenario dan wireframe. Hasil desain diimplementasikan dalam bentuk prototipe high fidelity berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan dalam merencanakan perjalannnya. AbstractTraveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey. 
Usability Testing pada M-Commerce Menggunakan Kuisioner USE (Usefulness, Satisfaction, and Ease of Use) dan Performance Test (Studi Kasus: Tokopedia) Hasan, Thowaf Fuad; Wahyuningrum, Tenia; Wardhana, Ariq Cahya
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 4: Agustus 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2022934753

Abstract

M-commerce adalah kegiatan membeli dan menjual produk atau layanan menggunakan perangkat seluler. Tokopedia adalah salah satu e-commerce yang saat ini menempati peringkat 3 versi Playstore pada perangkat berbasis android dan peringkat 2 versi Appstore pada perangkat berbasis IOS. Tokopedia mempunyai fitur lain seperti pembelian pulsa, pembayaran tagihan, pemesanan tiket transportasi, angsuran kredit, investasi dan asuransi dan lain-lain. Tingginya peringkat dan banyaknya fitur pastinya diimbangi dengan baiknya usability yang dirasakan pengguna pada aplikasi tersebut. Untuk mengetahui usability sebuah aplikasi perlu dilakukan Usability Testing pada aplikasi tersebut. Dilakukan usability testing kepada 20 participant dengan proportional random sampling pada populasi mahasiswa dengan sistem operasi android dan IOS. Penelitian ini diperoleh nilai usability aplikasi Tokopedia sebesar 4, 14 yang berarti usability aplikasi Tokopedia bisa dikatakan baik dan nyaman digunakan oleh user. Pengalaman antara pengguna android dan IOS juga sama-sama menghasilkan nilai yang baik dibuktikan dengan hasil Independent Sample T-Test sebesar 0, 292 sedangkan pengalaman pengguna laki-laki dan perempuan juga sama-sama mendapatkan pengalaman baik dengan hasil Independent Sample T-Test sebesar 0, 756. Persentase aspek pada kuesioner USE didapatkan sebesar 84% untuk aspek system, 83% untuk aspek user dan 82% untuk aspek interaction. Penelitian juga memperoleh hasil waktu yang dibutuhkan, jumlah error, tingkat keberhasilan, efisiensi waktu dan efisiensi relatif keseluruhan sebagai data pendukung. AbstractM-commerce is the activity of buying and selling products or services using mobile devices. Tokopedia is one of the e-commerce that currently ranks 3rd version of Playstore on android-based devices and 2nd in Appstore version on IOS-based devices. Tokopedia has other features such as credit purchases, bill payments, transportation ticket reservations, credit installments, investments and insurance and others. The high ranking and the number of features are certainly offset by the good usability that users feel on the app. To know the usability of an application needs to be done Usability Testing on the application so that it can be an evaluation material to improve the features and convenience of the application. On the User Interface and User Experience (UI/UX) factors, usability is also one of the important aspects for developers for app development or upcoming updates. This study conducted usability testing with proportional random sampling in the student population with android and IOS operating systems. This study obtained a usability value of Tokopedia application of 4.14 which means the usability of Tokopedia application can be said to be good and comfortable to use by users. The experience between android and iOS users also produced good value as evidenced by the Results of Independent Sample T-Test of 0.292 while the experience of male and female users also both gained good experience with independent sample T-Test results of 0.756. The percentage of aspects in the USE questionnaire was obtained by 84% for the system aspect, 83% for the user aspect and 82% for the interaction aspect. The study also obtained the results of the time required, the number of errors, success rate, time efficiency and overall relative efficiency as supporting data.
Pengembangan Knowledge Management System Ukiran Kayu Khas Bali Berbasis Artificial Intelligence Restu Indrawan Prabawa, I Putu; Wardhana, Ariq Cahya
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 10 No 6: Desember 2023
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2023107576

Abstract

Seni ukir kayu Bali adalah hasil karya dari para seniman ukir kayu asli Bali yang memiliki bakat luar biasa dalam beberapa dekade. Mereka bekerja dengan konsisten dan penuh dedikasi untuk menciptakan karya yang terbaik dan berkualitas tinggi. Selain itu, mereka selalu menyertakan filosofi spiritual yang mendalam dalam hasil karyanya. Begeh Ukir adalah UKM yang bergerak dalam industri seni ukiran Bali yang telah berdiri sejak tahun 2000. Produk utama yang disediakan adalah sanggah, yang secara harfiah berarti tempat ibadah. Kepercayaan Hindu percaya bahwa roh nenek moyang keluarga mendiami sanggah, di mana mereka ditempatkan di dalam sudut sakral atau di area kosong rumah. Dalam memfasilitasi dan meningkatkan pemahaman manajemen sumber daya manusia yang tergabung  ke  dalam UKM Begeh Ukir melalui KMS yang bertujuan agar pengetahuan bisa dapat berlanjut pada generasi penerusnya. Pengetahuan yang disimpan pada KMS berhasil dipetakan dalam bentuk Knowledge Mapping yang terdiri dari sanggah, bale, bahan dan filosofi. Metode KMSLC diterapkan pada pengembangan KMS berhasil mengembangkan chatbot AI berbasis NLP dengan presentase kebenaran knowledge yang dihasillkan sebesar 75%.   Kata kunci: Artificial Intelligence, Knowledge Management System, Website, Ukiran Bali   Abstract Balinese wood carving art is the work of original Balinese wood carving artists who have extraordinary talent in decades. They work with full consistency and dedication to create the best and highest quality work. In addition, they always include a deep spiritual philosophy in their work. Begeh Ukir is an UKM engaged in the Balinese carving art industry which has been established since 2000. The main product provided is sanggah, which literally means a place of worship. Hindu beliefs believe that the spirits of the family's ancestors inhabit sanggah, where they are placed in sacred corners or in empty areas of the house. In facilitating and increasing understanding of human resource management who are members of the Begeh Carving UKM through KMS which aims so that knowledge can continue in the next generation. The knowledge stored in the KMS has been successfully mapped in the form of Knowledge Mapping which consists of objections, bale, materials and philosophy. The KMSLC method applied to the development of KMS succeeded in developing an NLP-based AI chatbot with a percentage of truth of the knowledge generated by 75%.
Co-Authors Ade Yanyan Ramdhani Aditya Abi Riestianto Aditya Pratomo Sutrisno Afzal Ziqri Agustyn, Zulfa Basmallah Aiza Yudha Pratama Ajeng Dyah Kurniawati Akhmad Jayadi Al Fikri, Mufid Alhakim, Rahmat Alon Jala Tirta Segara Ananda Rifkiy Hasan Andhika Prasetyo Utomo Andi Prademon Yunus Anggraini, Nenny Arif Riyandi Aufa Rizka Azzumi Aulia Hanafi, Alya Auliya Burhanuddin Bagus Aryandra, Brahmasta Bintang Ahmada Farhan Adama Cepi Ramdani Cintiari Devi , Pramita Condro Kartiko Denny Saputra Deny Saputra Diovianto Putra Rakhmadani Fadlan Sani Mubarok Faisal Dharma Adhinata Fala Sifah Maharani Fauzan Romadlon Gracia Rizka Pasfica Hasan, Thowaf Fuad Hesa Abda Arrasyid I Anna Tul Munikhah Imam M Shofi Jilly Ayu Puspita Kahfi Del Vieri Kamila, Ahya Radiatul Kukuh Pramadito Raharjo Kusuma, Adi Wahyu Candra Latief, Muhammad Abdul Luh Kesuma Wardhani Maie Istighosah Melani Eka Rahayu Muhammad Amien Sidiq Muhammad Ridwan Muhammad Yusuf Nurpariz Nashrul Hakiem Nastiti Nur Indrayani Nenny Anggraini, Nenny Novian Adi Prasetya Novian Adi Prasetyo Nurul Adila Pambudi, Wendri Tri Puspa Diah Narendri, Azelia Restu Indrawan Prabawa, I Putu Revaldo, Danny Rifki Adhitama, Rifki Rini Adelina Siagian Rizki Hadi, Rizki Rosalina Alda Rozy, Nurul Faizah Siti Ummi Masruroh Sofia, Martryatus Sri Wahjuni Suparyo Suparyo Syifa' Septiana Dwi Inayah Tampinongkol, Felliks Feiters Teguh Rijanandi Teguh Rijanandi Tenia Wahyuningrum Teotino Gomes Soares Tio Fani Tio Fani Wahyu Andi Saputra Windi Septiani Yani Nurhadryani Yogo Dwi Prasetyo Yolanda Al Hidayah Pasaribu Yudha Islami Sulistya Yuliani, Asty