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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.
Pengembangan Aplikasi Pencarian dan Penawaran Kerja Paruh Waktu untuk Usaha Mikro, Kecil, dan Menengah (UMKM) berbasis Progressive Web App (Studi Kasus Kota Malang) Muhammad Avied Bachmid; Mahardeka Tri Ananta; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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MSME companies in Malang City often employ their employees on part-time contracts, mainly due to difficulties in obtaining capital and the increasing number of students who are ready to work part-time. For students, working part time is a way to gain work experience as well as extra pocket money. So far, the MSME companies employee recruitment process still relies on forums on social media such as Facebook and often experiences difficulties due to the limitations of the job vacancy forums, such as poor relevance, no templates for job postings, and rare information updates. To overcome this problem, researchers developed a part-time job search and offer application called Jobhere which was developed with progressive web app technology. The Jobhere app was developed using the SDLC waterfall model. The use of the waterfall model is because the functional requirements of the system have been defined at the beginning of development and there is no need for iterations and changes in requirements.
Pengembangan Sistem Manajemen Sampah TPS3R Dinas Lingkungan Hidup Kota Batu berbasis Web Responsive menggunakan Tailwind dan ReactJS Ignatius Daniel Y.T.A. Ginting; Herman Tolle; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The Reduce, Reuse, Recycle Waste Management Site (TPS3R) is a system that functions to manage waste from households and industries to reduce environmental pollution. In TPS3R waste management, it is necessary to collect data on the amount of incoming and processed waste in order to determine the efficiency of waste management at TPS3R sites. In this case, the Batu City Environmental Service obtained the data through calculations carried out by TPS officers who were on the TPS3R site around Batu City villages and sub-districts. However, the process of recording waste data is still done manually so that the analysis of the efficiency of waste management in TPS3R is still not optimal. To overcome this problem, a web-based waste management application was developed with adding and viewing waste data features to facilitate data processing carried out by the Environmental Service at TPS3R in Batu City. This study uses the waterfall method to develop the TPS3R waste management system. Based on the tests that have been carried out, namely validation testing which produces a value of 100% for each test case and Compability testing is carried out using the sortsite test tool which results in the system running well on the 7 browser versions that have been tested. Meanwhile, the usability test conducted on 5 respondents using the System Usability Scale (SUS) yielded a value of 78, thus proving that the usability of the system can be said to be good.
Pengembangan Aplikasi Mobile Pendataan Kualitas dan Kuantitas Air Sungai Brantas Kota Batu menggunakan Kerangka Kerja Flutter Muhammad Lamkhil Bashor; Fais Al Huda; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Batu is a city located in the Daerah Aliran Sungai (DAS) Brantas. This is a main problem for the Batu City Environmental Service (DLH) because the water quality index in Batu is classified as mildly polluted. Monitoring of water quality and pollution load must be carried out as one of the efforts to control pollution, this refers to the Decree of the Minister of Environment Numbers 110 and 115 concerning Determination of Pollution Load Capacity and Determination of Water Quality Status. DLH Batu conducts water quality data collection manually and separately each period. Thus, there is a risk of data loss and difficulty of analysis. The researcher offered a solution by utilizing technology to help monitoring the quality and quantity of river water quickly and precisely in the form of mobile applications that used the Flutter framework. In this study, the model used was Software Development Life Cycle (SDLC) Prototyping and there were 3 system tests performed, validation testing using black box and usability using a system usability scale. The main users of this application are DLH employees in Batu and the citizens can also access the application to view reports only. The test results obtained showed that the validation test results were 100% successful, while the usability test obtained a result of 93 and was included in the acceptable predicate.
Pembangunan Aplikasi Augmented Reality Museum Berbasis Android Sebagai Media Pengenalan Benda Peninggalan Bersejarah Kerajaan (Studi Kasus: Museum Mpu Purwa Malang) Muhammad Naufal Dzikrullah; Komang Candra Brata; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Untuk diterbitkan di SENTRIN 2023
Perancangan User Experience Aplikasi Web Pelaporan Tempat Pembuangan Sampah Reduce, Reuse, Recycle Dinas Lingkungan Hidup Kota Batu menggunakan Metode Human Centered Design Hendrikus Dimas Samara; Hanifah Muslimah Az-Zahra; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The reduce,reuce,recycle (TPS3R) landfill is an important element in terms of waste management in Batu City which is managed by the Batu City Environment Service (DLH). it aims to help with TPS3R reporting problems by designing a TPS3R waste reporting system so that it can ease the workload of DLH staff in Batu City. System design is carried out using the Human Centered Design method which prioritizes user needs in designing the system. from this research in the form of wireframes, mockups, and prototypes that describe the original function of the system. efficiency, as well as user satisfaction in trying the system prototype. The prototype that has been made is tested to measure whether the system design made is acceptable to users. Testing was carried out using usability testing to 5 respondents, the aspects tested were effectiveness, efficiency, and user satisfaction in trying the system prototype. The results obtained in the test are an effectiveness value of 91.42%, an efficiency value of 0.1271 goals/second, and a user satisfaction value of 80 points which gets a B value and is categorized as Good.
Co-Authors Abdul Ghoniy Nur Chasana Abdurrahman Diewa Prakarsa Abyan Setia Asa Putra Achmad Arif Kusamiaji Achmad Arwan Achmad Igaz Falatehan Adam Hendra Brata 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 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 Fiqih Yanfirdaus Afandi Fitrantika Diashafira Fitriyah, Hurriyatul Gema Isya Luthfi Prathama Ghifari Galih Ramadhan Ghozi Akbar Wicaksono Ginanjar Wisnu Ifan A. 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 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 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 Noveria Anggraeni Fiaji Novrian, Irhamsyah Reva Nugraha, Irvan Rizki Nurizal Dwi Priandani Nurul Hidayat Nyoman Putra Utama Pangayoman, Wishnuadji Surya Prabowo, Muhammad Bintang 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 Reinhard Jonathan Silalahi 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 Santi Yunika Sufiana Satrio Hadi Wijoyo Sigit Widodo Stefanus Anugrah Pribadi 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 Zulvarina, Prima