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Kansei Engineering Method Survey Paper In Designing And Implementing Market Needs Parman, Suhadi; Perdana, Dadan; Kurniawan, Sena; Juanda, Riski
Devotion : Journal of Community Service Vol. 3 No. 3 (2022): Devotion : Journal of Community Service
Publisher : Green Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/dev.v3i3.110

Abstract

The appearance and design of the application was originally developed on the basis of its function and usability, as the development of the appearance of an application began to involve many aspects, including from the side of the user's feelings. In the journal survey, this paper discusses the journals that underlie the research using the Kansei Engineering method. Kansei Engineering itself is a design method that uses user feelings in making product designs.  The method used in the research is literature study, where the existing data becomes information that is easy to understand and useful. The process of finding sources that are used as literature studies by browsing scientific books or articles from websites such as google scholar to get a journal index indexed by google scientists and the google.com search engine to get journal sources that are sometimes not indexed by google scholar Determination of an adequate number of respondents, complete analysis stages, recommendation metrics supported by the display of appropriate prototypes and specimens will produce optimal research results.  Based on the results of the study, it can be concluded that 1. All surveyed papers have similarities in the results of the research in the form of a recommendation matrix that can be applied in making website-based applications and the method used is Kansei Engineering Type I. In terms of analyzing the results of the questionnaire, there are 2 journals that use multivariate analysis with the stages of Coefficient Correlation Analysis (CCA), Principal Component Analysis (PCA), Factor Analysis (FA), and Partial Least Square (PLS). While the other 3 each use different stages. Based on the results of the survey on each paper, it can be concluded that each paper has its own advantages and disadvantages, so that no one is included in the ideal category, such as the number of respondents involved in the study, the number of which is significant with a complete analysis stage. It is also important to display the prototype design to ensure the research results are as expected. For specimens can be adjusted to the needs.
Sosialisasi dan Pendampingan Table Manner untuk Anak-Anak Difabel Lukita, Chandra; Akbari, Safitri; Gitama, Gytha Nurhana Dhea Praadha; Magdalena, Lena; Kusnadi, Kusnadi; Parman, Suhadi; Suwandi, Suwandi
Yumary: Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 3 (2024): Maret
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/yumary.v4i3.2627

Abstract

Purpose: This social activity aims to help children with disabilities build better selves by Improving Social Skills, Increasing Self-Confidence, Improving Quality of Life. Methodology: The method used in this community service activity is carried out in several stages: preparation, program planning, material development, activity implementation, evaluation and feedback, reporting, and documentation. Results: The results obtained from community service activities with the theme Table manner training for disabled children show that disabled children can experience improved social skills, such as the ability to communicate better, interact with other people, and understand the norms of social behavior. In addition, by gaining an understanding of eating etiquette and improving table manners skills, children with disabilities can feel more confident when dining at restaurants, formal meetings, and social events. Limitation: The limitation in this social activity is that the length of time for carrying out the table-manner activity is very limited, considering that this activity is carried out at a hotel in Cirebon City, and the time is limited according to the rental price of the place at the hotel. Contribution: Socialization activities and Table-manner assistance have an important contribution to efforts to build better selves for children with disabilities. Through Table manner assistance, children with disabilities can learn how to eat properly, arrange eating utensils, and behave politely while eating. This can increase their independence in daily life. Socialization activities and Table-manner assistance can also increase social awareness among UCIC Cirebon student lecturers. They can better understand the needs of children with disabilities and become advocates in the community.
PERANCANGAN USER INTERFACE APLIKASI PEMESANAN DAPOER MBAHH BERBASIS MOBILE DENGAN PENDEKATAN DESIGN THINKING UNTUK MENINGKATKAN EFISIENSI OPERASIONAL Roestamadji, Inne Fitriyani; Kusnadi, Kusnadi; Fahrudin, Rifqi; Parman, Suhadi
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 12, No 2 (2024): Jurnal TIKomSiN Vol 12, No. 2 Oktober 2024
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v12i2.854

Abstract

This research aims to assist Dapoer Mbahh, a cafe and restaurant in Cirebon, in improving their current ordering system, which still relies on manual methods. With the increasing number of customers and the large area of the restaurant, the manual system has become inefficient. Therefore, a mobile-based ordering application has been designed to replace the manual system. The author will design the UI/UX of this ordering application to streamline the ordering process for customers and enhance the restaurant's operational efficiency. The research method used is Design Thinking, known as a comprehensive approach focused on creating solutions by deeply understanding user needs. This method involves five stages: Empathize, Define, Ideate, Prototype, and Testing.Keywords: Design Thinking, User Interface, Ordering system, Dapoer Mbahh.
PEMBUATAN 3D KARAKTER DESAIN MENGGUNAKAN TEKNIK LOD UNTUK OPTIMASI PADA GAME MOBILE Arianto, Achmad Rizki; Kusnadi, Kusnadi; Parman, Suhadi
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 12, No 2 (2024): Jurnal TIKomSiN Vol 12, No. 2 Oktober 2024
Publisher : STMIK Sinar Nusantara

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

Abstract

Games are interactive simulations that entertain while enhancing problem-solving and comprehension skills. The rapid advancement in gaming technology has transitioned games from 2D to 3D, providing a more immersive visual experience. However, mobile games face significant challenges due to the limitations of processors, GPUs, and memory, which affect the performance of 3D models. This study case applies the Level of Detail (LOD) technique to address these issues. The LOD technique reduces the complexity of 3D models based on viewing distance, thus optimizing device resource usage. In creating 3D character designs, the author employs a design thinking methodology for user data collection. This research aims to develop and implement the LOD technique for 3D character modeling in mobile games, to improve game efficiency and performance while maintaining visual quality. The conclusion of this study shows that the application of Level of Detail techniques and good 3D modeling can help game developers to maintain optimal use of device resources.
PERANCANGAN USER INTERFACE WEBSITE SEBAGAI SARANA PERNJUALAN PADA KYZER PRINTING Parman, Suhadi; Rachmawati, Ine; Rosyid, Dzulfiqar Fickri; Solihah, Yuni Awalaturrohmah; Kartika, Viar Dwi; Khodijah, Tiara; Bangun, Farid Asrosamba
Jurnal Digit : Digital of Information Technology Vol 14, No 2 (2024)
Publisher : Universitas Catur Insan Cendekia (CIC) Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51920/jd.v14i2.408

Abstract

Kyzer Printing merupakan sebuah percetakan rumahan milik perorangan yang berlokasi di Jalan Hos Cokroaminoto, Rt.19/Rw.6, Dusun 3, Desa Lemahabang, Kecamatan Lemahabang, Kabupaten Cirebon, Jawa Barat 45183, dan sudah berjalan selama 2 tahun. Kyzer printing menawarkan beberapa produknya mulai dari undangan pernikahan cetak, undangan pernikahan digital, kartu nama, undangan khitanan dan sebagainya, akan tetapi Kyzer Printing berfokus pada produk Undangan Pernikahan cetak. Selama ini, media informasi produk kyzer printing hanya menggunakan media sosial seperti Facebook dan Whatsapp untuk informasi produknya. Hal tersebut membuat calon konsumen tidak leluasa untuk mengakses informasi produk undangan pernikahan yang disedikan Kyzer Printing dikarenakan informasi produk tidak lengkap, dan konsumen harus menghubungi penjual secara langsung untuk mendapatkan informasi lebih lanjut dari produk yang kyzer printing sediakan. Dari analisis permasalahan yang dimiliki oleh Kyzer Printing yaitu membutuhkan sebuah desain User Interface website untuk sarana penjualan dan media pengembangan baru untuk informasi produk menggunakan website, dan juga memudahkan calon konsumen memilih produk dan mengakses informasi terkait produk yang ditawarkan oleh Kyzer Printing tanpa harus menghubungi owner untuk mendapatkan informasi produk lebih lanjut dari produk undangan pernikahan. Metode yang akan dipakai penulis untuk merancangan sebuah desain User Interface website yaitu menggunakan sebuah metode Design Thinking, yang merupakan sebuah metode yang menyediakan pendekatan berbasis solusi untuk memecahkan masalah (Dam, 2024). Metode Design Thinking memiliki 5 tahap yaitu, Empati (empathize), Pendefinisian (Define), Ide (Ideate), Purwarupa (Prototype), Pengujian (Test). Metode ini di gunakan agar desain User Interface yang akan dirancang sesuai dengan kebutuhan pengguna. Kata Kunci: Percetakan Digital, Desain Web, User Interface, Website, Design Thinking
PENERAPAN ARTIFICIAL INTELLIGENCE PADA MEDIA DESAIN GRAFIS MENGGUNAKAN ANALISIS INTERPRETASI EDMUND FELDMAN Rachmawati, Ine; Rosyid, Dzulfiqar Fickri; Parman, Suhadi; Solihah, Yuni Awalaturrohmah; Putra, Galih Mandala
Jurnal Digit : Digital of Information Technology Vol 14, No 1 (2024)
Publisher : Universitas Catur Insan Cendekia (CIC) Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51920/jd.v14i1.372

Abstract

Seiring perkembangan zaman, teknologi terus berkembang secara masif dan semakin terintegrasi dalam kehidupan masyarakat. Salah satu teknologi terkini yang semakin populer adalah kecerdasan buatan atau artificial intelligence (AI). AI merupakan cabang ilmu komputer yang berfokus pada pengembangan sistem komputer yang mampu menjalankan tugas-tugas yang biasanya memerlukan kecerdasan manusia. Dalam lingkup desain komunikasi visual, AI tidak hanya berurusan dengan unsur-unsur grafis, tetapi juga menuntut desainer untuk lebih kreatif dalam menarik perhatian audiens. Namun, penerapan AI dalam desain komunikasi visual beberapa tahun terakhir ini telah menimbulkan pro dan kontra. Di satu sisi, AI mempermudah pekerjaan desainer melalui berbagai tools yang tersedia. Di sisi lain, ada kekhawatiran bahwa AI akan menggantikan peran desainer manusia. Hal ini dikarenakan teknologi AI bekerja dengan mengumpulkan gambar dari internet, dan mengolahnya menjadi database untuk menciptakan karya berdasarkan deskripsi yang dibuat. Hal ini menimbulkan masalah terkait orisinalitas karya, karena AI dianggap hanya memodifikasi gambar yang sudah ada. Berbeda dengan desainer manusia yang melalui proses kreatif yang panjang dan mendalam. Penelitian ini bertujuan untuk menganalisis penerapan AI dalam media desain grafis melalui pendekatan analisis interpretasi Edmund Feldman. Pendekatan ini melibatkan empat langkah utama: deskripsi, analisis formal, interpretasi, dan evaluasi. Melalui pendekatan ini, penelitian ini akan mengevaluasi sejauh mana karya yang dihasilkan oleh AI dapat dianggap orisinal dan seberapa jauh AI dapat menggantikan peran desainer manusia dalam proses kreatif. Hasil penelitian diharapkan dapat memberikan pemahaman yang lebih mendalam tentang dampak penerapan AI dalam desain grafis dan menawarkan perspektif yang seimbang mengenai masa depan kolaborasi antara AI dan desainer manusia. Kata kunci: Analisis, AI, desainer, Edmund Feldman, Interpretasi, orisinalitas
PENINGKATAN KINERJA MITRA USAHA S3SHOP MELALUI DIGITALISASI SISTEM PERSEDIAAN BARANG DAN OPTIMALISASI PEMASARAN E-COMMERCE PRODUK BRAND LOKAL Supriyadi, Agung; Fahrudin, Rifqi; Parman, Suhadi; Anugrah, Safani; Hasyim, Faris; Arrahman, Ade Oktaviano
Jurnal Abdi Insani Vol 12 No 3 (2025): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v12i3.2375

Abstract

UMKM menjadi salah satu pilar penting dalam perekonomian Indonesia, salah satunya adalah S3Shop yang berada di Sumedang. S3Shop memproduksi sandal dan sepatu dengan berbagai inovasi dan memberdayakan masyarakat setempat, namun masih menghadapi kendala dalam pengelolaan persediaan barang, pencatatan manual, serta pemasaran produk. Proses tradisional ini kerap menyebabkan ketidakakuratan data, tumpang tindih produksi, hingga kehilangan bahan baku, sementara pemasaran digital melalui Shopee Ads dan TikTok Ads belum dimanfaatkan secara optimal. Kegiatan ini bertujuan untuk meningkatkan efisiensi pengelolaan persediaan barang dan memaksimalkan jangkauan pemasaran produk dengan memanfaatkan teknologi digital. Metode kegiatan pengabdian ini meliputi empat tahap utama, yaitu perencanaan dan persiapan, pelaksanaan, evaluasi dan keberlanjutan program. Pada tahap pelaksanaan dimulai dari kegiatan awal program, analisis alur persediaan, pengumpulan data, uji coba sistem, pelatihan, penerapan teknologi hingga pendampingan program. Hasil kegiatan pengabdian ini adalah S3Shop berhasil meningkatkan efisiensi pencatatan stok barang, mengurangi kesalahan manajemen persediaan, serta memperluas jangkauan pasar melalui kampanye promosi di platform e-commerce seperti Shopee ads dan TikTok Shop. Keberhasilan pelatihan dan pendampingan tercapai 100%, yang terlihat dari kemampuan mitra dalam memanfaatkan aplikasi SIPS dan strategi digital marketing secara mandiri. Delivery penerapan produk teknologi dan inovasi ke UMKM S3Shop terlihat dari beberapa hal. Pertama, pengabdian masyarakat di UMKM S3Shop menghasilkan produk teknologi dan inovasi. Kedua, penerapan teknologi dan inovasi kepada masyarakat pada UMKM S3Shop dilakukan dengan pendekatan partisipatif. Ketiga, penerapan teknologi dan inovasi pada UMKM S3Shop membawa dampak yang bermanfaat serta peningkatan produktivitas usaha mitra S3Shop.
Kansei Engineering Method Survey Paper In Designing And Implementing Market Needs Parman, Suhadi; Perdana, Dadan; Kurniawan, Sena; Juanda, Riski
Devotion : Journal of Research and Community Service Vol. 3 No. 3 (2022): Devotion: Journal of Research and Community Service
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/dev.v3i3.110

Abstract

The appearance and design of the application was originally developed on the basis of its function and usability, as the development of the appearance of an application began to involve many aspects, including from the side of the user's feelings. In the journal survey, this paper discusses the journals that underlie the research using the Kansei Engineering method. Kansei Engineering itself is a design method that uses user feelings in making product designs.  The method used in the research is literature study, where the existing data becomes information that is easy to understand and useful. The process of finding sources that are used as literature studies by browsing scientific books or articles from websites such as google scholar to get a journal index indexed by google scientists and the google.com search engine to get journal sources that are sometimes not indexed by google scholar Determination of an adequate number of respondents, complete analysis stages, recommendation metrics supported by the display of appropriate prototypes and specimens will produce optimal research results.  Based on the results of the study, it can be concluded that 1. All surveyed papers have similarities in the results of the research in the form of a recommendation matrix that can be applied in making website-based applications and the method used is Kansei Engineering Type I. In terms of analyzing the results of the questionnaire, there are 2 journals that use multivariate analysis with the stages of Coefficient Correlation Analysis (CCA), Principal Component Analysis (PCA), Factor Analysis (FA), and Partial Least Square (PLS). While the other 3 each use different stages. Based on the results of the survey on each paper, it can be concluded that each paper has its own advantages and disadvantages, so that no one is included in the ideal category, such as the number of respondents involved in the study, the number of which is significant with a complete analysis stage. It is also important to display the prototype design to ensure the research results are as expected. For specimens can be adjusted to the needs.