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Perancangan User Experience Aplikasi Laporkan untuk Mempercepat Proses Laporan Kehilangan di Polsek Larangan Ingke Ryastratika Milenia Efendi; Lutfi Fanani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Larangan Sector Police is one of the police offices in Pamekasan Regency. In the Larangan Sector Police there is section of Integrated Police Service Center (SPKT) which is making a Loss Sign Certificate (SKTLK). There are three members of the SKTLK section with one person on duty every day, sometimes the community don't bring files completely causeing the process of SKTLK at the Larangan Sector Police to longer and causing queues. Besides that, the process of making SKTLK at the Larangan Sector Police is still done manually that can cause inefficient data search. Therefore, with the design of the user experience in the application of laporkan can provide a solution of making SKTLK at the Larangan Sector Police. The method used is the Design Thinking method which consists of the Empathize stage, Define, Ideate, Prototype, and Testing. Testing the design of the user experience in the application of laporkan using usability testing and User Experience Questionnaire (UEQ). The results of testing using usability testing consists of effectiveness aspect with result is 90,7%, efficiency aspect with result ranging from 0,3205 to 0,0266 goals/sec, and satisfaction aspect with the result is 83,5. The results of testing using UEQ from the aspect of attractiveness is 2,33, perspicuity is 2,09, efficiency is 2,30, dependability is 2,26, stimulation is 2,28, and novelty is 2,20.
Perancangan Pengalaman Pengguna Aplikasi Mobile Crowdsourcing untuk Partisipasi Masyarakat dalam Pengelolaan Sampah (Studi Kasus : Bank Sampah Antasari, Desa Sangatta Utara, Kabupaten Kutai Timur) Syahshiyah Rohidah; Mahardeka Tri Ananta; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Dipublikasikan di International Journal of Interactive Mobile Technologies (iJIM)
Perancangan User Experience Aplikasi Pendaftaran Bantuan Langsung Tunai UMKM Kota Malang pada Masa Pandemi Raras Kirana Amaranggana; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Since August 14, 2020, the government has provided social assistance, namely Direct Cash Assistance for MSMEs, as much as 1.2 million for MSME actors. The submission process is done online through the Google Form, which is managed by the Malang City Cooperative, Industry and Trade Office. However, during the submission process, there were problems such as a lack of information on the Google Form, no follow-up announcement on whether the submission was accepted or not, and some applicants could not access the submission link. So from these various problems, researchers will design a User experience in the Application for Registration of MSMEs in Malang City Cash Direct Assistance. During the Pandemic Period. The method in this study uses the Human-Centered Design (HCD) approach. This method focuses on humans and users who can assist researchers in designing solutions according to user needs and system usability to increase productivity, efficiency, and effectiveness so that people get their satisfaction. In the final stage, the researcher conducted usability testing for five respondents. The result was 100% on the effectiveness aspect, 0.085 goals/second on the efficiency aspect, and 82.5 with the excellent category and scaled A on the user satisfaction aspect. Based on the test results, it can be concluded that the design of the solution that has been designed is acceptable.
Pembangunan Aplikasi Program Membership Wahana Go-Kart menggunakan Flutter dengan Pustaka Deepface (Studi Kasus CV Indi Karya Teknik) Jemal Rashidi; Komang Candra Brata; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Batu City feels tight competition in the tourism industry as one of the tourist cities in East Java Province. As a token of appreciation for their loyalty to an organization or company, loyalty programs provide benefits or perceived value by members. As a company engaged in the tourism industry, especially in the Go Kart business in Batu City, East Java, CV Indi Karya Teknik implements and offers program membership services to their customers at their ride agency called Indigokart Indonesia. The implementation of the Indigokart Indonesia membership program has faced challenges in the form of cases of membership cards changing hands from card owners to their acquaintances, losing membership cards, and forced membership program members with tickets at normal prices, not at membership promo prices. CV Indi Karya Teknik requires an approach or substitute for implementing a membership card-based membership program as a solution for implementing their loyalty program. The use of mobile device technology and facial recognition technology can be used as a solution to solve the problem of implementing the Indigokart Indonesia loyalty program. the existence of the results of this study, changed the basis of the Indigokart Indonesia game vehicle membership program from membership card-based to facial recognition-based.
Pembangunan Aplikasi Pengenalan Kanker Melanoma berbasis Android Abdurrahman Diewa Prakarsa; Komang Candra Brata; Hurriyatul Fitriyah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Cancer is a disease caused by the uncontrolled growth of abnormal cells in the human body. Melanoma cancer or also known as mole cancer which is included in skin cancer is one of the rare cancers and is one of the most virulent cancers because it can easily spread to organs. Of course the ideal thing that is expected is not to fall sick, but it is better if we have knowledge about melanoma cancer in order to avoid melanoma cancer. The author sees an opportunity to make an application about melanoma cancer based on Android that can introduce and provide general knowledge in a general form so that it encourages users to come to the doctor for a checkup when their mole is not properly shaped. The author will build an application that has features that will be adapted to the needs and will be implemented using the Java programming language. Tests on the application are carried out using functional testing, detection testing, and usability testing methods. In functional testing using blackbox and getting 100% valid results because it has fulfilled all the needs. The accuracy test got 56% accuracy and usability test using SUS (System Usability Scale) got a SUS score of 78 with good information..
Pembangunan Gim Simulasi Pengenalan Kehidupan Kampus Mahasiswa Baru Fakultas Ilmu Komputer menggunakan Framework DPE pada Platform Android Robertus Dwi Ari Utomo; Komang Candra Brata; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Diterbitkan di JTIIK (jurnal Teknologi Infomasi dan Ilmu Komputer)
Evaluasi dan Perbaikan Usability Aplikasi Bangbeli dengan menggunakan Metode Usability Testing dan Use Questionnaire Khoirul Abdul Jamil; Komang Candra Brata; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Bangbeli is a mobile application engaged in fintech. Bangbeli's main goal is to help UMKM traders who want to compete in credit transactions, game vouchers, service payments, etc. Bangbeli entered the Google market for the first time on January 26, 2020. Bangbeli has been downloaded more than 10,000 times and has more than 1000 reviews with a rating of 4.6. Bangbeli has quite interesting and good reviews. After conducting an interview with the Bangbeli developer, there was an urgency from the Bangbeli business team to create an account tier system to boost user interest in making transactions more often. In the Oxford dictionary it is described as a row or level in a structure, which is placed one above and shrinks in size. Therefore, the need for usability testing to measure the level of feasibility and explore the problems of the new feature. Meanwhile, usability testing is a process that involves people as test participants who evaluate the extent to which a product meets the usability criteria. This study author used usability testing and the USE Questionnaire. According to ISO international standards, usability includes three aspects, namely efficiency, effectiveness and satisfaction. he Usefulness and Ease of Use parameters in the USE questionnaire have correlations in these three aspects. Two tests will be performed to get a good score, initial testing and final testing. To get analysis values and evaluating recommendations requires Initial testing. The final score will be obtained from the final test conducted after the evaluation process. The usability result before the improvement recommendation was 75.59% with a good value and the usability value after the display improvement recommendation was 75.36% with an excellent value.
Pengembangan Game Quiz dengan Kontrol Suara Menggunakan Framework DPE sebagai Media Pembelajaran Interaktif Bahasa Inggris Bayu Reza Gunawan; Komang Candra Brata; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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English is an international language used by many countries as a second language after the mother tongue. Based on observations of some first grade and second grade students of public elementary schools in Magetan in learning English, there are problems regarding motivation and difficulty in learning vocabulary. Interactive learning media through an educational game to answer these problems. An educational game is a game that applies the learning aspects delivered to the player while maintaining the game is fun aspect. Educational games aim to foster children's interest and motivation to learn the subject matter. Speech Recognition is a technical development that allows a system to receive an input in the form of a spoken word. This method is utilised in the application of voice control in educational games such as quiz games in answering questions. To design educational games that are useful and fun, game design applies the Design, Play, Experience Framework. Experience performance is measured through testing using Play Testing and Game Experience Questionnaire (GEQ). The test results from 35 respondents show that the game is fun and useful with low negative experience, fatigue, and disorientation. Overall with a score of 4.31 out of 5, players found the game enjoyable. Methodological performance, whether the game can help improve learning, was measured through post-test only design testing. The test results showed a 5% increase in success.
Evaluasi dan Perancangan Pengalaman Pengguna pada Aplikasi Adopsi Hewan Peliharaan menggunakan Metode Pengujian User Experience Questionnaire, Usability Testing dan Metode Perancangan User-Centered Design Ghozi Akbar Wicaksono; Komang Candra Brata; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Adopsi is an application developed by PT. Oniyon Creative Revolution with the goal to make pet adoption process easier and simplified. Based on the evaluation conducted using user experience questionnaire (UEQ), the benchmark value was found to be at poor level. Besides of running well functionally, a system must consider improving their user experience in the hope of improving the ease when running the system. This study uses user-centered design approach by identifying the characteristics of users and involving users as respondents in the user experiences design process. The initial evaluation was performed on the existing design of application using UEQ method to determine the level of user experience according to respondent's impression, the usability testing method to find usability problems faced by respondents when doing the given task and open interview to collect user's problems and needs. There are 19 issues found and recommendations for solutions are made by following the design guidelines from 10 Usability Heuristics and Material design. The results of design process are implemented on a prototype as a test tool of design solution. Then evaluation of solution design performed using the same method as on the existing application design and improvements are made to get a final design that fits the user's needs.
Perancangan User Experience Aplikasi Mobile Fitur Send Your Waste menggunakan Pendekatan Design Thinking (Studi Kasus: Waste4Change) Ramadhani Imam Khoiri; Agi Putra Kharisma; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Waste4Change is a company that focuses on solving waste problems, starting from the education process to managing it so that waste does not go into landfills. Waste4Change has a feature, namely SYW (Send Your Waste) which functions to manage several types of waste so that they are not disposed of directly into landfills. Waste4Change wants to make an application from the Send Your Waste feature that can make it easier for users to use the system with a good flow. From these problems, an application was designed from the Send Your Waste feature to make it easier for users to send their waste to Waste4Change. This study uses a Design Thinking approach. The evaluation stage is carried out by testing the design results using usability testing with 5 respondents who produce a score of 85% on effectiveness testing, 0.094 goals/second on efficiency testing, and 85.5 on user satisfaction testing. The next test was the User Experience Question (UEQ) which was tested twice. The first test is with 5 respondents who get excellent results on all scales and the second test is with 15 respondents who get excellent results in almost all aspects, except on the perspicuity scale.
Co-Authors Abdul Ghoniy Nur Chasana Abdurrahman Diewa Prakarsa Abyan Setia Asa Putra Achmad Arif Kusamiaji Achmad Arwan Achmad Igaz Falatehan Adam Hendra Brata Ade Armawi Paypas Adena Nioga Admaja Dwi Herlambang Agi Putra Kharisma Agus Purnomo Ruminto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Wahid Rifa'i Ahmad Wildan Rizaldy Ahmadan Mukhtarif Akbar, Muhammad Aminul Akhmad Rizqi Azhari Albilaga Linggra Pradana Alfin Hidayat Darmawan Alfonsus Avianto Chandrawan Alif Andarta Al Falah Amir Saqib Azhardika Amira Fauzia Rahmah Andri Suranta Ginting Angel Anggina Nasution Annisa Novy Kholiyanti Arka Fadila Yasa Arya Yudha Mahendra Aryo Pinandito Azka Muhammad Hanisa Bayu Reza Gunawan Buce Trias Hanggara Candra , Ersya Nadia Charles Sanggalangi Chavindro Bunga Mardiasto Danang Trisdiana Putra Denny Sagita Rusdianto Deron Liang Dewi, Ratih Kartika Dicky Wahyudi Dinda Hudaifa Djoko Pramono Dwi Yovan Harjananto Eka Iqbal Virgiawan Ekklesioga Kaban Eko Prasetyo Lukman Nur Hakim Erastus Mauliate Erika Ramadhanty Eriq Muh. Adams Jonemaro Fadhil Rizqullah Saniputra Fadhyl Farhan Alghifari Fadhyl Farhan Alghifari Fais Al Huda Faishal Pradipta Astungkoro Faizatul Amalia Fajar Pradana Fara Nur Azizah Fatimah Azzahra Fatkhur Rosyad Fatur Rahnat Ariyan Fatwa Ramdani, Fatwa Felinda Gracia Lubis Ferlie Deanada Effendi Fiaji, Noveria Anggraeni Fiqih Yanfirdaus Afandi Fitrantika Diashafira Fitriyah, Hurriyatul Gema Isya Luthfi Prathama Ghifari Galih Ramadhan Ghozi Akbar Wicaksono Ginanjar Wisnu Ifan Agusti Giri Nugroho Hafidz Aulia Setijadi Hafiz Maulana Hanifah Muslimah Az-Zahra Hanifah Muslimah Az-Zahra, Hanifah Muslimah Harun Christian Bentro Hendrikus Dimas Samara Herman Tolle Hernawan, Zildan Isrezkinurahman Heru Putra Hilman Hamdani Hilyah Nadhirah Ifan A., Ginanjar Wisnu Ignatius Daniel Y.T.A. Ginting Ilham Rachmad Zunaidi Ilmam Achmadiarsyi Imam Safi'i Ingke Ryastratika Milenia Efendi Iqbal Setya Nurfimansyah Ishak Robin Simorangkir Ismail Rabbanii Ismiarta Aknuranda Januari Arka Jemal Rashidi Jeriko Hosea Julanto Jimmy Sohaga Dachi Joang Pratama Achmad Jodie Rizky Hidayat Joel Johanes Cirio Joshua Dika Khoirul Abdul Jamil Kusworo, Muhammad Aziz Linda Shintya Sari Lutfi Fanani Lutfi Fanani Lutfi Fanani M Faizal Putra Pradana M. Ali Fauzi M. Isrofil Dwi Khusnanta M. Syafiul Umam Mahardeka Tri Ananta Mahardeka Tri Ananta, Mahardeka Tri Maharoni Hendra Pradikja Mahendra, Arya Yudha Meita Putri Aidha Mochamad Ilham Irwinansyah Mohamad Handy Nugraha Mohamad Handy Nugraha Mohammad Haikal Hasnain Mohammad Syaifudin Abdullah Muhamad Nabil Rabani Muhammad Abdul 'Alim Muhammad Abyan Safitra Muhammad Afif Fauzi Muhammad Aminul Akbar Muhammad Avied Bachmid Muhammad Enowato Muhammad Hasan Johan Alfarizi Muhammad Ilham Wibowo Muhammad Jauhari Jawara Perkasa Muhammad Lamkhil Bashor Muhammad Lavy Aunil Malik El Harisy Muhammad Naufal Dzikrullah Muhammad Rafsan Adhizar Muhammad Rizqi Rakha Aulia Muhammad Rizqinovniari Muhammad Salman Ramadhan Muhammad Satya Nugraha Muhammad Zaharuddin Mukhammad Sharif Hidayatulloh Mukhammad Sharif Hidayatulloh Nabila Nabila Nabila Nabila Nabila, Nabila Nike Wirahayu Cahyaningsih Niken Hendrakusma Wardani Novrian, Irhamsyah Reva Nugraha, Irvan Rizki Nurizal Dwi Priandani Nurul Hidayat Nyoman Putra Utama Pangayoman, Wishnuadji Surya Prabowo, Muhammad Bintang Prima Zulvarina, Prima Priska Suseta Prita Nur Rizky Faridiani Putra, Ananda Ilyasa Rachmad Soleh Rafiqah Majidah Rahman Rulli Arjiansa Ramadhan, Rigel Vibi Ramadhani Imam Khoiri Randy Indraswara Raras Kirana Amaranggana Rasyid Asis Perdana Ratih Kartika Dewi Retno Indah Rokhmawati Revianda Amrullah Akbar Riekko Rahmat Rahardian Rio Donaroe Munthe Riswan Septriayadi Sianturi Riza Setiawan Robertus Dwi Ari Utomo Robihamanto Robihamanto Rr. Tasia Haniifah Rihadatul Aisy Ryan Sutawijaya Sabil Prihastomo Seputro Sabilatunnajah Sabilatunnajah Safier Yusuf Santi Yunika Sufiana Satrio Hadi Wijoyo Sigit Widodo Silalahi, Reinhard Jonathan Stefanus Anugrah Pribadi Sufiana, Santi Yunika Surbakti, Osvaldo Rios Junior Swastika Akbar Umardani Syahshiyah Rohidah Tegar Yoga Prabawakusuma Tri Afirianto Tri Afirianto, Tri Utomo, Ibnu Najah Barlian Hadi Wahyu Septiadi Wanda Septia Dewi Lestari Welly Dian Astika Wornandes Michel Sinaga Yudha Akbar Pramana Zhafrant, Rifqi Hilmy