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Perancangan UI/UX Aplikasi Layanan Pengaduan Masyarakat Menggunakan Metode Design Thinking Sarfin, Vilasni; Andarwati, Mardiana
Digital Transformation Technology Vol. 4 No. 2 (2024): Periode September 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i2.5352

Abstract

Pengaduan masyarakat memiliki peran penting bagi pemerintah untuk menilai sejauh mana keberhasilan kerja yang dilakukan, memperbaiki kekurangan dan menerima masukan terkait pelaksanaan tugas yang dijalankan. Namun, pelayanan pengaduan masyarakat di Desa Terong masih belum optimal, yang mana proses penyampaian aduan masih menggunakan kotak saran. Sehingga, proses ini sangat mempersulit masyarakat dalam melakukan pengaduan. Penelitian ini bertujuan untuk merancang sebuah sistem layanan pengaduan berupa aplikasi yang memudahkan masyarakat dalam melakukan dan pihak desa dalam melakukan dan mengelola pengaduan. Metode yang digunakan dalam penelitian ini ialah pendekatan Design Thinking yang terdiri dari lima tahapan utama, yaitu empathize, define, ideate, prototype dan test. Pendekatan Design Thinking sangat berfokus kepada kebutuhan pengguna untuk memecahkan masalah dan menciptakan sebuah inovasi baru. Hasil penelitian ini yaitu prototype UI/UX aplikasi Layanan Pengaduan Masyarakat. Proses pengujian dilakukan menggunakan metode system usability scale (SUS) memperoleh hasil dengan nilai rata-rata sebesar 83,5 termasuk dalam kategori excellent. Dengan hasil tersebut tingkat acceptability dari sistem ini berada dalam kategori acceptable
User Motivation Level Analysis of SME Collaboration Gamification Marisa, Fitri; Uda, Tonich; Maukar, Anastasia Lidya; Andarwati, Mardiana; Wardhani, Arie Restu; Handini, Mia
JOIV : International Journal on Informatics Visualization Vol 6, No 3 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.3.791

Abstract

One of the problems of SME is the low motivation to collaborate; the lack of research on exploring the motivation to collaborate is an issue that needs to be focused on solving. Objectives. This research aims to explore the level and type of motivation that influences SME's interest in collaborating to provide new insights for SME managers to apply appropriate treatment in developing collaborative activities. This study analyses six octalysis core drives that affect user interest in the use of SME collaboration gamification applications involving 293 SME respondents in the East Java Province. The research method is descriptive and quantitative, using Smart PLS, with a path analysis and analysis model. This study formulates six hypotheses to determine the effect of six core drives on using the collaborative gamification system. The results showed that the four constructs had a p-value less than 0.05 and a T-Statistic value greater than 1.96, while the other two constructs produced the opposite value. This finding reveals that four core drives (Epic Meaning, Development, Social Influence, and Avoidance) affect user interest in using collaborative gamification applications. In contrast, two core drives (Ownership and Unpredictable) do not affect it. The implication of this study is a recommendation for developers of collaboration-gamification systems to consider the results of this hypothesis, especially the role of core-drive catalysis as a reference in revising or developing collaborative gamification systems. Future work could apply the TAM model to analyze the technology acceptance rate of this system.
Desain Sistem Raport Online SMP Berbasis Website ASP.NET C# Dengan Pendekatan Konsep MVC mardiana andarwati; Bima Sakti Putra; Kukuh Yudhistira
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 9 No 01 (2019): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v9i01.200

Abstract

The development of IT in over time was very important for every circle, from individual person until for organization. Furthermore, to make the function of IT more optimalized in education system, the writer did the research about the using of raport online application base on website which was responsive with gadget to make easily the students and the foster parents monitored the students score without came into the school. Beside that, the teacher and the employee’s school will be help on collected the students score without used of computer or laptop. There were two research question to be investigated on this study, how is the system design of the raport online base on website which used on SMPN 2 Tanjunganom? Then, how is the result of the raport online base on website in SMPN 2 Tanjunganom?. This study used of application with built on MVC ASP.NET method (Visual Studio 2014), C#, Sql Server 2014 and with free hosting. In the collecting the data, the writer used of observation and interview techniques. The result of this study showed that the using of raport online application in SMPN 2 Tanjunganom which was used C# method MVC ASP.NET can be concluded that the application was efficient because the application was facilitate for the teacher and employee’s school on collecting the students score. Beside that, the students and the foster parents can be easily to use the application to monitored the result of students score. The writer suggested to the school’s side to more optimalized the IT facility in the school, this condition was very important to confronted the globalisation era with the technology do evolve over time.
EVALUATION OF UI/UX IN THE myXL AND myIM3 APPLICATIONS USING THE UEQ+ METHOD (Case Study: Users in Malang) Dara Denanta, Regita Ceza; Andarwati, Mardiana
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.747

Abstract

Perkembangan aplikasi layanan telekomunikasi digital telah mendorong penyedia layanan untuk memastikan kualitas Antarmuka Pengguna (UI) dan Pengalaman Pengguna (UX) yang optimal guna memenuhi kebutuhan dan harapan pengguna. Meskipun terdapat banyak pengguna aplikasi layanan telekomunikasi myXL dan myIM3 di Indonesia, masih banyak masalah terkait tampilan antarmuka dan pengalaman pengguna. Studi ini menggunakan pendekatan User Experience Questionnaire Plus (UEQ+) untuk menilai kualitas UI/UX aplikasi myXL dan myIM3 berdasarkan persepsi pengguna di Kota Malang. Sepuluh parameter pengalaman pengguna, yaitu Daya Tarik, Kejelasan, Efisiensi, Keandalan, Stimulasi, Kebaruan, Nilai, Kejernihan, Estetika Visual, dan Kegunaan, diukur menggunakan pendekatan UEQ+. Data yang diperoleh melalui kuesioner daring kemudian dianalisis secara deskriptif, diuji reliabilitasnya, diuji normalitasnya, dan dianalisis menggunakan Importance Performance Analysis (IPA) untuk mengidentifikasi prioritas perbaikan. Hasil menunjukkan bahwa semua parameter UEQ+ pada kedua aplikasi tersebut termasuk dalam kategori pengalaman pengguna yang positif. Aplikasi myXL memperoleh skor rata-rata yang lebih tinggi pada sebagian besar parameter, khususnya Kegunaan dengan skor 1,82 dan Kejelasan dengan skor 1,81, sedangkan aplikasi myIM3 memperoleh skor lebih tinggi pada parameter Kejelasan dengan skor 1,84. Analisis IPA menunjukkan bahwa parameter Kebaruan pada aplikasi myXL dan parameter Stimulasi pada aplikasi myIM3 merupakan prioritas utama untuk peningkatan. Hasil ini diharapkan dapat menjadi dasar pengembangan UI/UX yang lebih sesuai dengan kebutuhan pengguna.
Evaluasi Usability Penggunaan Aplikasi GoPay dan DANA Menggunakan Heuristik Evaluation Rosyidah, Naily Iqomatar; Andarwati, Mardiana
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 3 (2026): Februari 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i3.750

Abstract

The rapid growth of digital wallet application usage in Indonesia demands high levels of usability, as interface errors can directly impact user security and trust. This study aims to evaluate and compare usability issues in the GoPay and DANA applications using the Heuristic Evaluation method based on Nielsen’s ten principles, focusing on findings with high severity levels (Severity Rating 3). This research employs a descriptive qualitative approach involving three evaluators who performed evaluations based on primary usage scenarios, such as top-ups, fund transfers, payments, and account settings. The evaluation results indicate that GoPay has six findings classified as Major Usability Problems, while DANA has three findings with the same severity level. Critical issues in GoPay primarily relate to a lack of system status transparency, high user cognitive load, limited efficiency in search features, and weak support for help and error handling. Meanwhile, critical findings in DANA include unclear transaction status, inconsistent placement of security features, and a lack of diagnostic feedback during input errors. Comparative analysis shows that although both applications face similar usability problems across several heuristic principles, the characteristics of these weaknesses and their impact on user experience differ. Based on these findings, this study proposes usability improvement recommendations prioritized for high-severity principles to enhance efficiency, convenience, and user trust in utilizing digital wallet applications.
Utilization of Artificial Intelligence in Consumer Sentiment Analysis on Social Media to Support Marketing Strategy Suprapto, Muchammad Zhulfikar; Marisa, Fitri; Andarwati, Mardiana; Puspitarini, Erri Wahyu
Journal of Information Technology application in Education, Economy, Health and Agriculture Vol. 3 No. 1 (2026): Vol. 3 No. 1 (2026): February
Publisher : Lumina Infinity Academy Foundation

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

Abstract

The rapid growth of social media platforms has transformed how consumers express their opinions, making sentiment analysis a critical tool for understanding consumer behavior. This research explores the use of Artificial Intelligence (AI) in sentiment analysis, specifically through Natural Language Processing (NLP) techniques, to analyze consumer sentiment on social media platforms such as Twitter and Instagram. By employing sentiment classification models, including BERT (Bidirectional Encoder Representations from Transformers) and Logistic Regression with TF-IDF, the study aims to uncover patterns in consumer sentiment and provide insights to businesses for developing effective marketing strategies. The results demonstrate that BERT outperforms Logistic Regression, offering higher accuracy, precision, recall, and F1-score in sentiment classification. Additionally, sentiment trend analysis highlights how consumer opinions fluctuate over time in response to marketing campaigns, while sentiment distribution analysis provides an overview of the general attitude toward products. This study offers a comprehensive AI-driven framework for businesses to improve customer satisfaction, optimize marketing efforts, and enhance brand loyalty through real-time sentiment insights.