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Eksplorasi Teori Gratifikasi untuk Layanan Jejaring Sosial: Studi Kasus Sikap Pengguna terhadap Instagram di Indonesia Tri Lathif Mardi Suryanto; Hidayatul Aini Puteri; Arista Pratama
Indonesian Journal of Information Systems Vol. 1 No. 2 (2019): Februari 2019
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v1i2.1922

Abstract

Instagram merupakan Social Network Service (SNS) yang populer di kalangan pengguna smartphone. Fakta ini didukung oleh hasil survei dalam laporan yang berjudul “Digital In 2018 In Southeast Asia” yang dihimpun oleh We Are Social, perusahaan media asal Inggris yang bekerja sama dengan Hootsuite. Hasil survei tersebut menyebutkan bahwa Instagram menempati peringkat ketiga aplikasi yang paling banyak diunduh pada tahun 2018. Menyoroti respon pengguna smartphone yang begitu besar terhadap Instagram, maka dalam penelitian ini dilakukan eksplorasi faktor penerimaan sikap pengguna terhadap Instagram di Indonesia dengan menggunakan Teori Uses And Gratification (UGT). Pemenuhan penerimaan Instagram dibagi menjadi Cognitive, Hedonic, Integrative, dan Social Integrative. Dalam penelitian ini dikumpulkan tanggapan dari 400 pengguna Instagram di Indonesia. Data yang diperoleh diolah dan dianalisis dengan menggunakan Metode Structural Equation Modelling (SEM) dan perangkat lunak WarpPLS 6.0. Dari penelitian ini diperoleh dua temuan. Pertama, sikap pemuasan pengguna terhadap Instagram dipengaruhi oleh Cognitive, Hedonic, dan Social Interactive. Kedua, Sosial Interactive Gratification merupakan faktor yang dapat meningkatkan Cognitive Gratification, Hedonic Gratification, dan Integrative Gratification.
Analisis Maturity Level Layanan dan Produktivitas Sumber Daya Manusia berdasarkan Business Goal 15 COBIT 4.1 (Studi Kasus : Dinas Komunikasi dan Informatika Provinsi Jawa Timur) Cyndya Nandhany; Siti Mukaromah; Arista Pratama
Jurnal Repositor Vol 2 No 5 (2020): Mei 2020
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/repositor.v2i5.887

Abstract

Dinas Komunikasi dan Informatika (Diskominfo) Provinsi Jawa Timur merupakan salah satu instansi pemerintah di Provinsi Jawa Timur yang berperan membantu Gubernur Provinsi Jawa Timur dalam menyiapkan bahan yang diperlukan dalam pemerintahan pada bidang komunikasi dan informasi dalam lingkup provinsi Jawa Timur. Penyebarluasan informasi dan pelayanan publik melalui Teknologi Informasi dan Komunikasi (TIK) di Jawa Timur merupakan tugas utama Diskominfo Provinsi Jawa Timur. Berdasarkan data struktural, hasil observasi, dan penelitian terdahulu diperoleh bahwa mayoritas jumlah staf merupakan Aparatur Sipil Negara (ASN) yang berasal dari instansi pemerintah lain sehingga terbatasnya pemahaman terhadap urgensi dan perkembangan TI, sistem informasi belum sepenuhnya terintegrasi karena minim pemberdayaan sumber daya manusia dan pengembangan sistem membutuhkan pihak ketiga, serta pembagian tugas pokok pegawai belum dibagi secara merata, maka diperlukan analisis maturity level. Penelitian ini bertujuan untuk menganalisis maturity level layanan dan produktivitas sumber daya manusia pada Diskominfo Procinsi Jawa Timur. Pelitian dilaksanakan dengan melakukan observasi, studi literatur, penentuan business goal, pengumpulan data bukti melalui wawancara, penentuan dan analisis maturity level, serta penentuan hasil temuan beserta rekomendasi. Layanan dan produktivitas sumber daya manusia berkaitan erat dengan Business Goal 15 pada perspektif internal COBIT 4.1 tentang meningkatkan dan menjaga produktivitas operasional dan staf. Hasil pengukuran maturity level menunjukan bahwa layanan dan produktivitas sumber daya manusia pada Diskominfo Provinsi Jawa Timur sebesar 3,005477646 yaitu pada level 3 (defined), yang berarti telah didefinisikan kebijakan dan pelaksanaan standarisasi terhadap proses-proses penting seperti arsitektur informasi, infrastruktur TI, pelatihan dan pendidikan pengguna, serta manajemen layanan/insiden, meski belum bersifat formal dan menyeluruh.
Pelatihan Penerapan Sanitasi Proses Produksi dengan Mitra Dekaka Shop dan UMKM di Kabupaten Malang Erwan Adi Saputro; Andre Yusuf Trisna Putra; Arista Pratama; Masykuri Latief; Iqbal Mahendra
Dharma: Jurnal Pengabdian Masyarakat Vol 3, No 2 (2022): November
Publisher : Universitas Pembangunan Nasional "Veteran" Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (347.195 KB) | DOI: 10.31315/dlppm.v3i2.7728

Abstract

Toko Dekaka merupakan usaha lokal yang dipelopori oleh Bapak Kasmadi pada tahun 2015 yang beralamat di Jalan Jatikerto 292, Bedali, Kromengan, Rezim Malang. Kendala yang terlihat oleh UMKM Toko Dekaka adalah tidak adanya informasi tentang proses sanitasi dalam siklus produksi kepada UMKM dan membuat kualitas barang menjadi tidak bisa dibilang ideal. Dengan demikian, melalui aksi Matching Asset, dilakukan persiapan terhadap pemanfaatan proses produksi dengan sanitasi kepada UMKM. Dalam pelaksanaan program pembinaan dan gerakan inovasi ini, akan mengkonsolidasikan hipotesis dan praktik dengan kegiatan yang dipadukan dalam jaringan dan luar jaringan. Melalui gerakan persiapan ini dapat lebih mengembangkan kualitas barang yang sebesar-besarnya bagi UMKM Toko Dekaka dan selanjutnya UMKM lainnya di Malang.
Behavior Analysis on PLN Mobile Users Using UTAUT Method Amanda Paramita Salsabila; Arista Pratama; Anita Wulansari
Jurnal Riset Informatika Vol 5 No 1 (2022): Priode of December 2022
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v5i1.486

Abstract

The advancement of information technology is currently accelerating in all aspects of life. The presence of information technology, which is constantly evolving, makes it easier for users to use information systems. Technological advancements show that information technology is not currently required for businesses or organizations. PT. PLN (Persero) is a State-Owned Enterprise (BUMN) in the electricity sector that controls, supplies, and serves the community's electricity needs. PT. PLN (Persero) is committed to improving electricity services for all customers. PT. PLN (Persero) provides innovation in the form of the PLN Mobile Application to improve electrical services. The PLN Mobile Application provides users with up-to-date information on electricity services, allows them to register independently based on their needs, and calculates costs. This research aimed to identify the behavioral factors influencing users' acceptance of the PLN Mobile Application. The UTAUT model was used for the research, and it was modified with seven variables: performance expectation, effort expectation, social influence, facilitating conditions, trust, information quality, and behavioral Intention. Sampling using the Probability Sampling Technique, with Random Sampling as the sampling type. The sample size was 400 respondents from Surabaya City who have used the PLN Mobile Application. SEM-PLS and SmartPls 3 software were used to analyze research data. According to the research finding, the factors influencing Behavioral Intention or user behavior on the PLN Mobile Application were Performance Expectancy, Effort Expectancy, Facilitating Conditions, and Social Influence (p-value 0, 05). In contrast, Trust and Information Quality had no positive and insignificant effect on Behavioral Intention.
Analisis User Experience Terhadap Website E-Learning Disty (DILAN) Menggunakkan HEART Metrics Dimas Febri Armanda; Arista Pratama; Tri Lathif Mardi Suryanto
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 12, No 1: April 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v12i1.1176

Abstract

PT Disty Teknologi Indonesia applies learning media during the kampus merdeka program called DILAN (Disty Learning). The purpose of this research is to evaluate the user experience of DILAN (Disty Learning) using the HEART metrics method, which focuses on the variables of happiness, engagement, adoption, retention, and task success. In terms of the level of usability, the targets set for the five assessment variables are very high. Respondents from this test were Batch 1 and 2 Certified Internship and Independent Study (MSIB) students at PT Disty Teknologi Indonesia. The test results show that the average value of the reliability criterion is 0.74, indicating that the level of usability has not reached a very high level. In other word what has been achieved has not been able to reach the set target. The researcher recommends increasing the Task Success subvariable, which includes apprentices' effectiveness, efficiency, and error rate when using DILAN (Disty Learning). This research can be used by the DILAN (Disty Learning) development team to help them improve the system.Keywords: HEART Metrics; User Experience; Kampus Merdeka AbstrakPT Disty Teknologi Indonesia menerapkan media pembelajaran saat program kampus merdeka berlangsung yang disebut dengan DILAN (Disty Learning). Penelitian ini berfokus pada pengujian user experience dari DILAN (Disty Learning) menggunakkan metode HEART metrics yang berfokus di variabel happiness, engagement, adoption, retention, dan task success. Dari sisi level of usability, target yang ditetapkan untuk kelima variabel penilaian tersebut adalah sangat tinggi. Responden dari pengujian ini merupakkan siswa Magang dan Studi Independen Bersertifikat (MSIB) batch 1 dan 2 di PT Disty teknologi Indonesia. Hasil pengujian diperoleh nilai rata-rata kriteria keandalan adalah 0,74 yang menunjukkan bahwa tingkat level of usability belum mencapai tingkat yang sangat tinggi. Sehingga apa yang dicapai belum dapat mencapai target yang ditetapkan. Peneliti menyarankan untuk meningkatkan sub variabel Task Success yang mencakup efektifitas, efesiensi, dan tingkat kesalahan peserta magang dari penggunaan DILAN (Disty Learning). Penelitian ini dapat menjadi acuan bagi tim pengembang DILAN (Disty Learning) untuk memperbaiki sistem tersebut.
Analisis Penerimaan Teknologi Virtualisasi Museum Pada Platform SIMVONI Menggunakan UTAUT Achmad Bias Firmansyah; Tri Lathif Mardi Suryanto; Arista Pratama
JURIKOM (Jurnal Riset Komputer) Vol 10, No 2 (2023): April 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i2.5818

Abstract

The COVID-19 pandemic has paralyzed various sectors both domestically and abroad. The rapid spread of the virus has led the government to issue restrictions on public activities and the closure of various public places, including museums which are part of the tourism sector. This has disrupted museum activities, requiring alternative ways for the public to enjoy museum collections. Therefore, the adoption of virtual tour technology can be implemented to solve this problem and an evaluation is needed to see the acceptance of this technology by the public. This research was conducted to explore the factors that influence the acceptance of a web-based virtual tour called SIMVONI using the Unified Theory of Acceptance and Use of Technology (UTAUT) method and to recommend improvements to the SIMVONI developers based on the research results. The data obtained will be analyzed using SEM-PLS) The results of this research are that the significantly influential factors are social influence and intention to use, and some other factors that are not significantly influential are performance expectancy, effort expectancy, facilitating condition, and interaction.The impact of this acceptance is that users tend to share their experiences using the new technology with people around them and it can increase their desire to visit the museum in person after experiencing the virtual tour service. This can be utilized by SIMVONI developers as a promotional strategy with User Generated Content (UGC) techniques such as asking users to share their experiences or testimonials in the form of photos, videos, or writing
User Experience Questionnaire (UEQ) Sebagai Metode Pengukuran Evaluasi Pengalaman Pengguna Virtual Campus Tour Universitas Pembangunan Nasional (UPN) Kevin Khanza Pangestu; Tri Lathif Mardi Suryanto; Arista Pratama
JISAMAR (Journal of Information System, Applied, Management, Accounting and Research) Vol 7 No 2 (2023): JISAMAR : May 2023
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v7i2.718

Abstract

Implementasi teknologi oleh sebuah perguruan tinggi dapat meningkatkan kualitas dan daya tarik perguruan tinggi tersebut. Seperti teknologi virtual campus tour yang memungkinkan penggunanya untuk mengetahui dan mengenal lingkungan kampus secara virtual tanpa harus langsung datang kesana. UPN VCT (Virtual Campus Tour) milik UPN “Veteran” Jawa Timur merupakan simulasi beberapa lokasi yang ada di lingkungan kampus tersebut. Sebagai sarana pengenal dan branding kampus bagi calon mahasiswa kampus ini dan masyarakat lainnya, UPN VCT seharusnya memberikan pengalaman pengguna yang baik dan berkesan. Namun berdasarkan wawancara yang dilakukan kepada beberapa siswa SMAN 1 Batuan, Sumenep, ditemukan beberapa kendala yang dialami pengguna seperti tidak adanya informasi cara penggunaan UPN VCT, tidak adanya informasi terhadap fitur yang tersedia, hingga adanya fitur tautan menuju website fakultas atau jurusan yang saat itu sedang dituju pengguna kurang terlihat oleh pengguna. Permasalahan tersebut menyebabkan kurang baiknya pengalaman pengguna sehingga turut mengurangi rasa percaya pengguna dalam menggunakan UPN VCT sebagai pengenal kampus digital. Penelitian ini akan mengevaluasi pengalaman pengguna di SMAN 1 Batuan terhadap UPN VCT menggunakan metode User Experience Questionnaire (UEQ). Berdasarkan hasil pengukuran yang diperoleh, nilai rata-rata pada skala Daya Tarik bernilai 1.73, skala Kejelasan bernilai 1.65, skala Efisiensi bernilai 1.64, skala Ketepatan bernilai 1.52, skala Stimulai bernilai 1.74, dan skala Kebaruan bernilai 1.41. Pada uji korelasi data ditemukan bahwa keenam skala bernilai >0.70, yang berarti seluruh skala yang digunakan tergolong reliabel.
Analisis User Experience Pada Aplikasi J&T EXPRESS Menggunakan Metode Heart Matrics Muhammad Adiarsyah Syainal; Arista Pratama; Anindo Saka Fitri
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 12, No 1: April 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v12i1.1228

Abstract

The J&T Express application is used to provide services and information for using Indonesian expedition services. This research focuses on testing the user experience with the J&T Express application, which will result in more user reviews indicating that they are happy and satisfied with the J&T Express application. The method used is HEART Metrics, which focuses on variables such as happiness, engagement, adoption, retention, and task success, which can measure all aspects of user experience and then calculate Importance Performance Analysis. According to the results of this user experience test, the average value of the reliability criterion is 0.79 which indicates that the level of usability has not reached a very high level. on the results of the Cartesian diagram there are three questions that must be prioritized to improve Quadrant I, namely E2 and R4 and Quadrant III H3. The researcher suggests increasing the happiness subvariable, including visual appeal, and fixing questions H3, E2, and R4.Keyword: HEART Metrics; User experience; Importance Performance Analysis; J&T Express. AbstrakAplikasi J&T Express digunakan untuk memberikan layanan dan informasi bagi menggunakan jasa ekspedisi Indonesia. Penelitian ini berfokus pada pengujian user experience dengan aplikasi J&T Express, yang akan menghasilkan lebih banyak ulasan pengguna yang menunjukkan bahwa mereka senang dan puas dengan aplikasi J&T Express. Metode yang digunakan adalah HEART Metrics, yang berfokus pada variabel seperti happiness, engagement, adoption, retention, dan task success, yang dapat mengukur semua aspek User experience dan kemudian menghitung analisis Importance Performance Analysis. Menurut hasil uji user experience ini, nilai rata-rata kriteria reliabilitas adalah 0,79 yang menunjukkan bahwa tingkat level of usability belum mencapai tingkat yang sangat tinggi. pada hasil diagram kartesius ada tiga pertanyaan harus diprioritaskan untuk memperbaiki Kuadran I, yaitu E2 dan R4 serta Kuadran III H3. Peneliti menyarankan untuk meningkatkan subvariabel happiness, termasuk daya tarik visual, dan memperbaiki pertanyaan H3, E2, dan R4
Design of Integrated School Learning Information System Using CodeIgniter Framework Arista Pratama; Asif Faroqi; Eka Prakarsa Mandyartha
Nusantara Science and Technology Proceedings 7st International Seminar of Research Month 2022
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2023.3326

Abstract

The development of Information and Communication Technology (ICT) requires schools to always improve the quality of learning by utilizing the use of ICT. The development of ICT in schools provides many new opportunities that can support the learning process. The use of ICT plays an important role in improving the quality of education by increasing the development of educational content, supporting administrative processes in schools, and increasing access to education for teachers and students through distance learning. Utilization of ICT in the school environment can also assist in evaluating and improving the abilities and knowledge of each student. This study aims to design an integrated school learning information system using the CodeIgniter framework. The design of the integrated school learning information system model uses the Unified Modeling Language (UML). The design of the integrated school learning information system uses the PHP programming language and MySQL as the database. Integrated school learning information system includes various features e-modules, e-daily tasks, question banks, e-tests, e-reports, and e-monitoring. Integrated school learning information system is expected to improve the quality of learning so that it can improve students' abilities and knowledge. Integrated school learning information system is also expected to make it easier to obtain information on the results of evaluating students' abilities and knowledge as well as being a medium that can improve student achievement and quality of graduation.
User Experience Pengguna Learning Management System Seal Menggunakan Metode Heart Metrics Krisya Khoiriyah; Arista Pratama; Asif Faroqi
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 6 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i6.914

Abstract

The SEAL Learning Management System (LMS SEAL) is an online learning platform owned by the SEAL independen study program which has the function of bridging communication between mentors and students during the independent study program. This Learning Management System was created and developed with the aim of making it easier for SEAL independent study students to view material provided by SEAL mentors so that they can be studied anytime and anywhere. The SEAL LMS has not been utilized properly and optimally by SEAL independent study participants during the program, therefore this research was conducted using the HEART Framework to measure user experience (UX) originating from SEAL independent study participants. In this study all HEART variables were used, namely Happiness, Engagement, Adoption, Retention, Task Success to find appropriate results for consideration in the development of LMS SEAL. The data collection process was carried out by distributing questionnaires in the form of g-forms which were distributed to independent study participants batch 1 and batch 2 with a total of 120 students. All results from the questionnaire obtained were tested for validity and reliability tests and confirmed that they met valid and reliable criteria for all items. This study has a Goal-Signal-Metric set that determines the success rate of all variables. User experience based on the HEART method obtained the results of the Happiness variable of 77.10%, Engagement of 77.60%, Adoption of 79.50%, Retention of 80.70%, and Task Success of 77.20%. The results showed that only one variable met the Goal-Signal-Metrics Set which meant that LMS SEALs had to be further developed to improve the quality of LMS SEAL