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Evaluasi User Experience Pada Aplikasi Linkaja Menggunakan Metode User Experience Questionnaire (UEQ) Reggy Ayunda Agustina; Muhamad Azrino Gustalika
Bulletin of Information Technology (BIT) Vol 3 No 4: Desember 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v3i4.401

Abstract

Rapid technological developments, increasingly complete with the presence of fintech. One of the developing fintech in Indonesia is E-Wallet. Several supporting applications for using E-Wallet include OVO, DANA, LinkAja, ShopeePay and GoPay. According to the results of research by the Daily Social, LinkAja is an E-Wallet that still has few users and has a low rating on the Google Play Store when compared to other E-Wallets. LinkAja users have submitted various complaints in the Google Play Store comments column. Apart from that, LinkAja users also felt other complaints, such as failed upgrades, inappropriate service, deducted balances, and so on. The complaints mentioned point to the quality of the system and services provided by LinkAja, while the high quality of the services provided affects the high level of user satisfaction. With various kinds of problems and complaints about LinkAja, it is necessary to evaluate the user experience so that LinkAja can improve the user experience. One model method for measuring user experience and will be used in this study is the User Experience Questionnaire (UEQ). This study succeeded in evaluating the LinkAja application using the User Experience Questionnaire (UEQ). This study resulted in measurements of each aspect such as Attractiveness (1.552), Perspicuity (1.667), Efficiency (1.225), Dependability (1.233), Stimulation (0.958) obtained a positive evaluation value while Novelty (0.125) obtained a neutral evaluation value, and the benchmark results showed aspects of Attractiveness, Perspicuity, Efficiency, Dependability get the "Above Average" category, Stimulation gets the "Below Average" category, while the Novelty aspect gets the "Bad" category. It is necessary to make improvements in the aspects of Novelty and Stimulation
Sosialisasi Literasi Digital dan Pelatihan Google Form Bagi Guru SDN Kertaharja 02 untuk Meningkatkan Wawasan Teknologi Digital Novian Adi Prasetyo; Muhammad Azrino Gustalika
Indonesian Journal of Community Service and Innovation (IJCOSIN) Vol 3 No 1 (2023): Januari 2023
Publisher : LPPM IT Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/ijcosin.v3i1.609

Abstract

Perkembangan teknologi saat ini banyak memberikan efek positif bagi segala aspek kehidupan, namun teknologi juga dapat memberikan efek negatif jika implementasi tidak sesuai kebutuhan. Pendidikan merupakan salah satu aspek penting untuk mewujudkan dan mengarahkan manusia berpikir kritis dan idealis. Pendidikan bisa juga disebut mata rantai dalam kehidupan. SDN Kertaharja 02 yang berada di kecamatan Pagerbarang kota Tegal, berada jauh dari pusat perkotaan. Kemampuan guru menggunakan teknologi di SDN Kertaharja 02 terbatas, tidak ada laptop, komputer dan peralatan yang mendukung pemanfaatan teknologi yang baik. Guru terbatas hanya menggunakan smartphone pribadi masing-masing. Sehingga perlu dilakukan pengenalan tentang literasi digital untuk para guru agar terhindar dari efek negatif teknologi dan dilakukan pengenalan platform google form untuk mempermudah kegiatan yang dilakukan di area lingkungan sekolah. Bersarkan hasil survei kepuasan yang dilakukan setelah kegiatan ini selesai data tersebut menunjukan dampak pengabdian masyarakat yang dilakukan bahwa para guru merasa puas dan memberikan komentar positif kegiatan pengabdian masyarakat yang telah dilakukan oleh dosen Institut Teknologi Telkom Purwokerto bersama mahasiswa kampus mengajar 3
AUGMENTED REALITY BASED IMAGE TRACKING FOR INTRODUCE PUPPET SHADOW TRADITIONAL MUSICAL INSTRUMENT Krisna Subarkah; Muhamad Azrino Gustalika; Pradana Ananda Raharja
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 1 (2023): JUTIF Volume 4, Number 1, February 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.1.376

Abstract

With the development of science and technology, traditional musical instruments are starting to be abandoned, one of the factors is the ease of playing modern musical instruments, and traditional musical instruments are also rarely found in everyday life. With the progress of today's era, AR (Augmented Reality) technology was born. The way Augmented Reality works is by scanning a sign or marker. This research aims to build an application with augmented reality technology to introduce traditional shadow puppets musical instruments. This research was designed using the MDLC (Multimedia Development Life Cycle) method. They were testing the application using blackbox testing on two smartphones with different specifications, with the result that both smartphones could run the application properly. Then for testing the use of the application using the heuristic evaluation method carried out by an expert with the highest severity rating value on the visibility of system status with a value of 0.625. The result of this research is the application of traditional shadow puppets musical instruments based on augmented reality, which is expected to be used to introduce traditional shadow puppets musical instruments.
ANALISIS USABILITY PADA APLIKASI ALINGKA MENGGUNAKAN METODE COGNITIVE WALKTHROUGH Ajeng Fadila Aprilina; Muhamad Azrino Gustalika
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/jif.v11i01.7158

Abstract

Current developments the mission to achieve innovation through the use of technology. This technology makes interactions between government and citizens more accessible. Technological life forced Baubau City to create ALINGKA software that can help people in emergency situations. The success of your software can be determined by usability testing. Though, this application has not been tested. Usability testing is to find out how far the ALINGKA application can run properly. The goal is to find the results of applying ALINGKA with the cognitive walkthrough method, and provide recommendations for improvement. Respondent data was collected by questionnaire. Respondents in this study were the people of Wolio District, Baubau City who were obtained according to the Taro Yamane formula, then filtered using purposive sampling according to predetermined criteria so that 15 specific respondents were obtained. Obtained by calculating the success rate of 84% which is the average success rate of the respondent's work situation. Respondents spent time working on task scenarios which were calculated using the time to complete the task at a rate of 0.118 goals/second. Calculations from this study show that from a usability point of view the ALINGKA application there are still many application menus that need to be updated.
PERANCANGAN SISTEM INFORMASI TPQ AISYAH MAULIDA HASANAH BERBASIS WEBSITE Afif Amirudin; Muhamad Azrino Gustalika
JURNAL ILMIAH INFORMATIKA Vol 11 No 01 (2023): Jurnal Ilmiah Informatika (JIF)
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/jif.v11i01.7159

Abstract

The development of the increasingly advanced digital world makes the speed of information also faster and more complex. However, with all the facilities available, the use of information technology is still a little applied in local communities. The learning documentation process at TPQ Aisyah Maulidah Hasanah still uses the conventional method, where students and parents of students can only see learning outcomes through paper media. The recording of monthly contribution payments also still uses a notebook which has the potential to lose data if a lost book is replaced or a book is lost. Information technology can be used to help TPQ Aisyah Maulidah Hasanah and parents of students so that data recording is safer through a website-based information system which is expected to facilitate the processing and receipt of information by TPQ managers and parents of students regarding recording the development of student achievements and payment of dues. Using the waterfall method and the Laravel framework, this website-based information system is expected to streamline the process of recording information related to the development of students' achievements and to minimize the potential for data loss
Aplikasi Augmented Reality dengan Marker Based dan Markerless Tracking sebagai Pengenalan Budaya Candi Mendut Yudi Abdurrahman; Muhamad Azrino Gustalika
REMIK: Riset dan E-Jurnal Manajemen Informatika Komputer Vol. 7 No. 2 (2023): Volume 7 Nomor 2 April 2023
Publisher : Politeknik Ganesha Medan

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

Abstract

Budaya menjadi suatu cara hidup yang terus tumbuh didalam sekumpulan orang dan diwariskan dari generasi ke generasi sehingga terbentuk komponen – komponen seperti sistem agama, adat istiadat, bahasa, busana, karya seni hingga bangunan. Penyebaran virus saat ini akibat perjalanan dan ketidakmampuan pihak berwenang untuk tidak menutup wisata tertentu atau membatasi jumlah pengunjung, serta mengabaikan peraturan kesehatan, jarak sosial, dan tinggal di rumah sebab berdampak terhadap kehidupan yang lebih luas. Teknologi Augmented Reality ini memakai metode marked based tracking dan markerless based tracking sebagai metode yang diterapkan bahkan kedua metode ini memiliki keunggulan dan kelemahannya. Pada metode marked based tracking memiliki kelebihan yakni keberhasilannya sangat besar sebab dipengaruhi oleh cahaya yang redup dan jarak pada saat scan untuk menampilkan objek 3 dimensi (3D) tersebut sementara itu kelebihan dari metode markerless based tracking yakni tidak harus menggunakan sebuah marker untuk menampilkan objek digital sehingga kedua marker diatas akan dipakai pada penelitian ini sebab didasari dengan berbagai macam penelitian yang didalamnya terdapat metode marker yang sangat baik dipakai untuk media pengenalan budaya candi ini yang menampilkan sebuah objek 3D berupa Candi Mendut dan jika ditekan akan muncul sebuah informasi tentang Candi tersebut. Hasil penelitian ini didapatkan kriteria usability yang baik dengan hasil 79,28%. Aplikasi ini dapat meningkatkan wawasan, adaptasi teknologi dan mobilitas bagi pengguna terhadap Budaya Candi Mendut ketika pandemik maupun new normal bahkan sampai keadaan normal sekaligus dalam penggunaan teknologi Augmented reality.
Extreme Programming Method for Integrated Service System Website Development in Rejosari Village Eka Supriyati; Muhamad Azrino Gustalika
Jurnal Riset Informatika Vol 5 No 3 (2023): Priode of June 2023
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v5i3.527

Abstract

The Rejosari Village Hall provides a manual letter submission service which is sometimes problematic, including when residents are about to submit an application letter, they have to come directly to the village hall office while the residents are still out of town. Apart from that, there was no media information which resulted when they were going to submit the requirements for the letters they brought were not in accordance, then from the data collection, and the letters were still in the books. Therefore we need a service system for the submission of letters. This integrated service system for residents of Rejosari Village is a web-based information system, the use of technology in the form of a website makes it easier to receive all forms of existing information. The Extreme Programming (XP) method is applied in developing this system, a software engineering process that refers to an object-oriented approach. The stages of this method start from the planning, design, coding and testing stages using black box testing with descriptive analysis techniques, which produce tests in the form of a proportion value of 96.42% and have a possible interpretation. In addition, this system can have an impact on progress in the field of informatics in the form of information media as well as learning materials
ANALISIS KUALITAS WEBSITE AKADEMIK MENGGUNAKAN METODE WEBQUAL 4.0 DAN IMPORTANCE-PERFORMANCE ANALYSIS (IPA) (Studi Kasus: STIKOM YOS SUDARSO Alfonsus Simbolon; Muhamad Azrino Gustalika; Yohani Setiya Rafika Nur
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1227

Abstract

Websites have an important role in academic management and enhance the reputation of a company or institution. Website service quality is an important factor in education. On university web ranking sites such as webometrics, Indonesia's ranking is relatively low, including universities in Central Java which are ranked in the 1000's. Therefore, this study aims to find the causative factors and analyze the current quality of academic websites. The Webqual 4.0 method was used in this study to evaluate the quality of websites based on indicators of usability, reliability, novelty and user satisfaction. Importance-Performance Analysis (IPA) is also used to determine indicators that need to be repaired, updated, and maintained based on user perceptions and expectations. This research involved 144 respondents, namely students and staff at STIKOM Yos Sudarso. The results of the study show several indicators that need to be improved on the STIKOM Yos Sudarso website, especially in terms of appearance and quality of information such as novelty and clarity of content. Recommendations from this study include improving the appearance by developing designs and simplifying features. In addition, it is necessary to improve the quality of information by updating information in a timely, accurate and regular manner. Interaction with users also needs to be improved by adding a live chat feature and improving all indicators to build a good website reputation
Utilizing appropriate technology for enhancing production and digital marketing of traditional food through a website Muhamad Azrino Gustalika; Aditya Wijayanto; Riri Irma Suryani
Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang Vol 8, No 3 (2023): August 2023
Publisher : University of Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/abdimas.v8i3.11031

Abstract

Serayu Larangan Village in Purbalingga has MSMEs in the form of typical food, namely Jenang and Wajik "Jati Rasa". This MSME was founded during the Covid 19 pandemic. This MSME had problems in production and marketing. So far they have only used manual methods both in Jenang production and in sales. This service aims to help these MSMEs in increasing Jenang production and product marketing. The method used is a prototype for making tools to increase Jenang production and digital marketing to find out how important digital marketing is using a website for MSMEs to increase product marketing. The results achieved in this service are that participants can use automatic Jenang processing machines and coconut presses well and the electricity used is only 1 PS or the equivalent of 735 watts, and by using digital marketing with a website they can increase marketing globally and can be accessed anywhere and make sales effective and efficient from manual to automatic.
Extreme Programming Method for Integrated Service System Website Development in Rejosari Village Eka Supriyati; Muhamad Azrino Gustalika
Jurnal Riset Informatika Vol. 5 No. 3 (2023): June 2023
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1052.752 KB) | DOI: 10.34288/jri.v5i3.202

Abstract

The Rejosari Village Hall provides a manual letter submission service which is sometimes problematic, including when residents are about to submit an application letter, they have to come directly to the village hall office while the residents are still out of town. Apart from that, there was no media information which resulted when they were going to submit the requirements for the letters they brought were not in accordance, then from the data collection, and the letters were still in the books. Therefore we need a service system for the submission of letters. This integrated service system for residents of Rejosari Village is a web-based information system, the use of technology in the form of a website makes it easier to receive all forms of existing information. The Extreme Programming (XP) method is applied in developing this system, a software engineering process that refers to an object-oriented approach. The stages of this method start from the planning, design, coding and testing stages using black box testing with descriptive analysis techniques, which produce tests in the form of a proportion value of 96.42% and have a possible interpretation. In addition, this system can impact progress in the field of informatics in the form of information media as well as learning materials.