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Perencanaan dan Evaluasi User Interface untuk Aplikasi Tunanetra Berbasis Mobile Menggunakan Metode User Center Design dan QUIM Evaluation Frobenius, Arvin Claudy
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 9, No 2 (2021)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v9i2.43040

Abstract

Blind people are identified as someone who has limited vision. Difficulty in navigation is one of the problems faced by blind people when doing daily activities, one of which is the use of smartphones. In the development of the current technological era, the use of smartphones is very important where smartphones have the benefit of being able to be used and carried easily anytime and anywhere. However, not all applications are easy to use both in appearance and experience for blind people, because of the limitations that blind people have, this is because they have not paid attention to the user interface and user experience of blind users. One of them is the Gablind mobile application, which is an Internet of Thing (IoT) based application that is integrated with special glasses for visually impaired persons, which are used by blind people to navigate when doing activities outside. At the development stage of the Gablind application, planning requires both the user interface and the user experience, so that the features in the application can be used properly by blind people. This research focuses on the user, namely applying the user-centred design (UCD) method and the method of identifying usability using the QUIM factor. Based on the evaluation analysis of this study, the overall average value of the QUIM factor is 81.3%, so it is categorized as good. The factors that score <= 80% and above are usefulness, universality, accessibility, trustfulness, and learnability. Meanwhile, there are also factors that need to be improved because the value is less than 70%, namely productivity and satisfaction.
Kombinasi Analytical Hierarchy Process dengan Weighted Product untuk Penerima Beasiswa Prestasi Sistem Pendukung Keputusan Fathony, Zamzam; Saputra, Eko Rachmat Slamet .H; Frobenius, Arvin Claudy
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.v21i2.6815

Abstract

Scholarships are an appreciation given by universities in the form of educational assistance, one of which is for prospective students who have achievements in non-academic fields. Mercu Buana University Jakarta provides as many as 20 quotas per year for merit scholarships. The decision-making process for merit scholarship recipients is still focused on manual calculation using the average value method process. Based on these problems, a study was conducted to design a decision support system using analytical hierarchy process and weighted product methods. Variables used in achievement weighting, level, test scores. The process of weighting the AHP method produces an achievement priority value of 0.260, a level of 0.633, and a test score of 0.106 and the results on the consistency criteria matrix are 0.033. The results of the WP ranking are the scores on the achievement criteria, namely -0.260, the level is 0.633 and the test score is 0.106. The results on the user acceptance test are 84.4%, it can be concluded, functionality can be accepted by users
PENGEMBANGAN APLIKASI BERBASIS WEB UNTUK PENGELOLAAN KEGIATAN ASSESSMENT DAN INTERVIEW DI PT. GAIA SOLUTIONS Frobenius, Arvin Claudy; Untoro, F.X. Wisnu Yudo; Hakim, Muhammad Irvan
Melek IT : Information Technology Journal Vol. 10 No. 1 (2024): Melek IT: Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/melekitjournal.v10i1.272

Abstract

Sistem informasi telah berkembang secara signifikan seiring dengan kemajuan teknologi informasi. Perkembangan ini mendorong PT Gaia Solution untuk bertransformasi dari praktik bisnis konvensional ke sistem digital, khususnya dalam pengelolaan penilaian dan wawancara. Transformasi ini bertujuan untuk menciptakan aplikasi web yang didedikasikan untuk menangani operasi penilaian dan wawancara di PT Gaia Solution. Studi ini mengadopsi metodologi Software Development Life Cycle (SDLC) dengan menggunakan model waterfall, yang terdiri dari tahap analisis kebutuhan, desain sistem, implementasi, pengujian, dan evaluasi. Evaluasi aplikasi menunjukkan hasil yang memuaskan, dengan pengujian black box mencapai tingkat keberhasilan 100% dan kepuasan UI/UX yang tinggi di antara pengguna. Aplikasi ini selesai tepat waktu sesuai dengan tenggat yang ditetapkan dan menyediakan kecepatan serta kinerja yang memenuhi ekspektasi. Hasil akhirnya adalah situs web yang berfungsi penuh yang secara efektif memenuhi kebutuhan PT Gaia Solution dalam mengelola kegiatan penilaian dan wawancara. Dengan mengatasi keterbatasan sistem konvensional, transformasi ini meningkatkan efisiensi dan efektivitas proses perusahaan secara keseluruhan. Keberhasilan ini menunjukkan bahwa penerapan SDLC dengan pendekatan waterfall dapat menghasilkan aplikasi berbasis web yang efektif sebagai bentuk transformasi dari sistem konvensional ke sistem digital di PT Gaia Solution, khususnya untuk kegiatan penilaian dan wawancara. Transformasi ini dapat segera diimplementasikan dan memberikan manfaat signifikan bagi perusahaan, termasuk peningkatan kinerja operasional, akurasi data, dan fleksibilitas.
ANALISIS USABILITY SISTEM MANAJEMEN PEMBELAJARAN DI WASKITA UNIVERSITAS AMIKOM: PENDEKATAN DENGAN SYSTEM USABILITY SCALE Frobenius, Arvin Claudy; Pramuji, Oktario Ronny; Hutabriandari, Oktaviana Wulan; Majid, Ammar Waly; Wibowo, Danang Saputro; D, Yayang Akbar; Untoro, F.X. Wisnu Yudo
Melek IT : Information Technology Journal Vol. 9 No. 2 (2023): Melek IT: Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/melekitjournal.v9i2.289

Abstract

Penelitian ini dilakukan di Universitas Amikom Yogyakarta, sebuah perguruan tinggi yang merespons adaptif terhadap pandemi dengan mengembangkan Learning Management System (LMS) Waskita. LMS Waskita berfungsi sebagai platform pendukung untuk kegiatan pengajaran dan pembelajaran, memfasilitasi pertukaran materi kuliah, pengumpulan tugas, dan kuis antara dosen dan mahasiswa. Analisis usabilitas dilakukan menggunakan metode System Usability Scale (SUS), sebuah metode pengujian pengguna yang sederhana dan dapat diandalkan. Hasil analisis menunjukkan bahwa LMS Waskita mendapatkan rata-rata skor SUS sebesar 54,2, masuk dalam kategori Not Acceptable, menunjukkan kebutuhan akan perbaikan. Selain perhitungan SUS, analisis saran-saran responden juga dilakukan untuk memperkuat hasil evaluasi. Penelitian ini memberikan wawasan berharga bagi pengembangan dan peningkatan kualitas LMS Waskita guna meningkatkan pengalaman pengguna dan usabilitas.
PENGEMBANGAN GAME EDUKASI BERBASIS ANDROID UNTUK PENGENALAN TOKOH PAHLAWAN NASIONAL INDONESIA Khamzah , Khaerul; Kuswanto, Jeki; Aziza, Rifda Faticha Alfa; Frobenius, Arvin Claudy
Journal of Information System Management (JOISM) Vol. 6 No. 2 (2025): Januari
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/joism.2025v6i2.1942

Abstract

Perkembangan teknologi yang pesat membuat pelajar lebih tertarik bermain game daripada belajar. Hal ini berdampak pada rendahnya minat siswa terhadap pelajaran sejarah, khususnya pengenalan tokoh pahlawan nasional. Penelitian ini bertujuan untuk mengembangkan game edukasi berbasis Android berjudul "Perjuangan Pahlawanku" sebagai media pembelajaran interaktif untuk siswa kelas 4 SD. Metode yang digunakan adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari tahap konsepsi, perancangan, pengumpulan bahan, perakitan, pengujian, dan distribusi. Hasil penelitian menunjukkan aplikasi ini layak digunakan dengan indeks kelayakan 61,6%, berdasarkan pengujian Alpha, Beta, dan analisis kuisioner terhadap siswa. Game ini berhasil meningkatkan motivasi belajar siswa dengan menampilkan materi, kuis interaktif, dan animasi tokoh pahlawan nasional seperti Ir. Soekarno, Mohammad Hatta, R.A. Kartini, dan Ki Hajar Dewantara. Dengan fitur yang menarik, aplikasi ini diharapkan dapat menjadi media inovatif untuk mendukung pembelajaran sejarah.
Improving the Usability of the Sumber Alam Express Ticket Booking Application using the Heuristic Evaluation Method Kurniawan, Rizki Candra; Frobenius, Arvin Claudy
Sistemasi: Jurnal Sistem Informasi Vol 14, No 4 (2025): 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.v14i4.5221

Abstract

This study aims to evaluate improvements in the usability quality of the Sumber Alam Express application prototype using the Heuristic Evaluation method. The test results show that out of the ten heuristic evaluation factors, nine received high/agree ratings, while one factor received a moderate/neutral rating. There was a significant improvement across all factors compared to the previous study. Notably, "help users recognize, diagnose, and recover from errors" increased by 43.7%, and "help and documentation" improved by 42.5%. The only factor that remained at a neutral level was "flexibility and efficiency of use," which was due to the absence of shortcut features in the prototype—despite the application's flow remaining clear and easy to understand. The validity test indicated that one questionnaire item was invalid, mainly due to the limited number of respondents. This study involved 10 purposively selected respondents with diverse backgrounds, including employees and students who are active users, users of similar applications, and a frontend developer. Although the number of respondents was smaller than in the previous study, the diversity and depth of their experience ensured a comparable level of data representativeness. This research acknowledges its limitations, particularly the small sample size and partial instrument validity, both of which were constrained by time and resource limitations during the data collection process.
User Interface Evaluation of the Sumber Alam Ekspres Application Using the Heuristic Evaluation Method Frobenius, Arvin Claudy; Kurniawan, Rizki Candra
Journal of Applied Informatics and Computing Vol. 9 No. 3 (2025): June 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i3.9285

Abstract

The Sumber Alam Ekspres mobile application is designed to facilitate users in booking bus tickets. Since its launch in December 2020, the app has garnered over 35,000 downloads, averaging 48 downloads per day. Currently, it holds a rating of 4.1 out of 5 on the Google Play Store. User reviews—207 in total—reveal various complaints, particularly regarding mismatched information, malfunctioning features, and unintuitive interface design. To investigate these issues, a usability evaluation was conducted using the Heuristic Evaluation Method with 20 respondents representing different user types and statuses. The evaluation revealed that only one usability principle—Visibility of System Status—achieved a high score (69%). Six heuristics received moderate ratings: Match Between System and the Real World (62.5%), User Control and Freedom (56.5%), Consistency and Standards (53.5%), Error Prevention (52.5%), Recognition Rather Than Recall (59.5%), and Aesthetic and Minimalist Design (63.5%). Meanwhile, three heuristics were rated low: Flexibility and Efficiency of Use (42%), Help Users Recognize, Diagnose, and Recover from Errors (37%), and Help and Documentation (38%). These findings highlight specific areas for improvement in the user interface, particularly in providing adequate guidance, improving efficiency, and ensuring a more intuitive user experience.
Analysis of User Experience (Ux) of Serif and Sans Serif Fonts in Dark Mode Website Display Satheno, Gabriel Christian Ilham; Frobenius, Arvin Claudy
Jurnal Sosial Teknologi Vol. 5 No. 8 (2025): Jurnal Sosial dan Teknologi
Publisher : CV. Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59188/jurnalsostech.v5i8.32363

Abstract

The main purpose of this study is to find out the perception of user experience of two types of fonts, namely serif and sans serif in dark mode display. The variables tested were visual comfort, eye comfort and visual preferences of the user himself. The research process involved forty participants who were determined based on criteria. The method used is qualitative which aims to analyze the results of the data in detail and in-depth and the evaluation method using Thematic Analysis which aims to identify recurring patterns, group answers based on themes that arise and interpret the meaning of these themes. After testing the data analysis using Thematic Analysis, the findings of this study stated that there are four main points, namely sans serif fonts are predominantly chosen because they provide higher visual comfort, serif fonts although considered aesthetically pleasing but considered disruptive in digital readability, especially in dark mode, most prefer dark mode but the effectiveness of its use is highly dependent on the contrast setting between the background and the color of the text, and simple, organized, and not visually redundant layouts and visual structures tend to increase reading duration and encourage user engagement. On the other hand, a dense or element-packed design distracts concentration and makes users leave the page faster.
EVALUASI USABILITY TESTING APLIKASI LMS WASKITA DENGAN METODE SYSTEM USABILITY SCALE (SUS) Kusumaningrum, Andi Sutra; Frobenius, Arvin Claudy; Shonta, Angga Arindra; Khoirunnisa, Nur Andini; Kharomadhona, Nurdini; Untoro, Wisnu Yudo
Melek IT : Information Technology Journal Vol. 9 No. 1 (2023): Melek IT: Information Technology Journal
Publisher : Informatics Department-Universitas Wijaya Kusuma Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30742/melekitjournal.v9i1.275

Abstract

Waskita adalah aplikasi LMS (Learning Management System) Universitas Amikom Yogyakarta yang disajikan kepada mahasiswa untuk memudahkan dalam mengakses materi pembelajaran. Waskita memiliki dua hak akses yaitu dosen dan mahasiswa, dimana pada penelitian ini berfokus pada hak akses mahasiswa. Alamat link url Waskita berada pada https://waskita.amikom.ac.id/ yang memiliki fitur upload tugas, unduh materi, cari mata kuliah, dan sebagainya. Penelitian ini menggambarkan nilai usability testing terhadap aplikasi LMS Waskita. Metode penelitianyang digunakan yaitu metode SUS dengan memberikan kuesioner yang terdiri dari 10 pertanyaan metode SUS dan 3 pertanyaan tambahan kepada 45 responden. Teknik dalam user research yang kami gunakan yaitu survei kepuasan pengguna untuk mendapatkan data kuantitatif menggunakan range dengan format angka dan kualitatif dengan format deskripsi dari responden. Hasil dalam penelitian ini menunjukan bahwa nilai usability testing website LMS Waskita sebesar 47 atau berada pada grade scale “F”, dimana beberapa responden menyatakan bahwa ada menu menuyang memiliki kegunaan yang sama, alur dalam pengoperasian yang membingungkan, informasi yang kurang jelas, dan tampilan yang kurang menarik. Sehingga dapat diambil kesimpulan, bahwa website LMS Waskita layak untuk dilakukan redesain.