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Implementasi Sistem Rekomendasi Tempat Wisata di Batu berbasis Android dan Location-Based Service menggunakan Metode TOPSIS Jodie Rizky Hidayat; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Batu City located in East Java, Indonesia has become a top travelling destination for travelers to fill their travelling needs. Due to the increasing destination spot options in the city itself, has caused somewhat a problem for travelers to decide on which destination to choose. Entry price and distance are becoming less of a problem for traveler, as other criteria such as access, facilities, and educational experience that the site has to offer are as important for modern travelers. This application is to solve just that, while giving user the ability to receive site recommendations based on the said criteria including a Location-based service to easily guide the user to the chosen destination. The system was designed using a method known as TOPSIS (Technique For Order Preference by Similarity to Ideal Solution) with entry price, distance to the location, access, facilities, and educational experience as the list of criterias used. The system has been implemented on the Android platform. Tests such as blackbox-testing gave a 100% valid result, while algorithm validity also gave a 100% accurate result which was tested by comparing system output and manual calculation. The final test was usability testing which gave a score of 72.5 by using 10 respondents.
Penerapan Metode Lean UX pada Pengembangan Aplikasi Bill Splitting menggunakan Platform Android Ismail Rabbanii; Adam Hendra Brata; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bill splitting is a way to divide the burden on a bill into two or more parts. Based on the survey conducted on 28 respondents born in one of 1995 to 2014 in Indonesia showed that 64.3% of the total respondents gave grades 3 to 5 on a scale of 1 to 5 regarding how much difficulty they felt when sharing bills. These findings become a reason for researchers to develop an application that can facilitate respondents in sharing bills. This research provides an answer to the problem that has been elaborated by implementing Lean UX as a method of developing user experience on an Android-based bill splitting application called Ezcount. Lean UX is a method of developing user experience that has four stages in the process, namely Declaring Assumptions, Create MVP, Run Experiment, and Feedback & Research. After going through two iterations, usability testing on the application that has been made shows the results on the effectiveness criteria of 92.73%, the efficiency criteria is 92.00%, and the criteria for the user satisfaction level are 85.50%. When calculating the average of the test results, the final value of testing usability of Ezcount application is 90.08%, which can be concluded that the Ezcount application has a very good usability level.
Evaluasi User Experience Game Ragnarok M: Eternal Love dengan Metode Cognitive Walkthrough Achmad Arif Kusamiaji; Agi Putra Kharisma; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ragnarok M: eternal love is an online game that released on October 30, 2018, is a mobile game version of the Ragnarok computer. Ragnarok is a popular game in Indonesia until now the players in this game reach 62 million people. With it, this game has the potential to attract old and new players to play, even though the platforms are different. So the user experience is important for the success of this game on the market, especially if the application has just been released. Applications that are made poorly and are difficult to use will make it difficult for users to use and learn, so it will rarely be used and not sold in the market. To get a good user experience, an evaluation is necessary. The Cognitive Walkthrough is a user experience evaluation method where evaluators provide scenario-based tasks and questions to users to find problems that interfere with the learning and understanding process. The method is well used in new applications because they can find the cognitive processes of users when they first use the application and get the weakness of it. The results of the evaluation show that the problem that occurs is the lack of understanding of the game in the gameplay tasks, displays that are difficult to understand on the task of logging and hidden key issues in gameplay tasks. Even though there is a problem, the problem is a mild problem that does not affect the main function in the game.
Evaluasi Usability dan Perbaikan Rancangan Situs Web Laroslaptop.com Menggunakan Metode Enhanced Cognitive Walkthrough dan HHS Guidelines Tegar Yoga Prabawakusuma; Niken Hendrakusma Wardani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Laroslaptop is a provider of buying and selling used laptops, services, and mechanical training. Laroslaptop has a website that is used to promote its services on the internet. The website user interface was evaluated using the enhanced cognitive walkthrough method and was improved based on the HHS guidelines. This method uses 8 experts which divided into 2 groups. 5 novice evaluators and 3 regular specialists. The purpose of this evaluation is to provide recommendations for companies how the appearance of the website interface is better in terms of usability. Evaluation is done by giving task to the evaluators to executed, and asking evaluators to give their opinions on various kinds of problems they find, especially on usability issues. The result is a problem with the selection of words for the menu, menu position, text size on the menu, and the number of menus available. These problems are corrected according to the provisions of the HHS guidelines that will produce improvements in the form of prototypes. After that, a second study was conducted focusing on verification of errors found in the first evaluation. The results was all problems that found before was no longer found in the second evaluation made on the results of the improvement of the website.
Perancangan User Experience Situs Web Tanoto Scholars Association Brawijaya Malang menggunakan Metode Goal-Directed Design (GDD) Stefanus Anugrah Pribadi; Retno Indah Rokhmawati; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tanoto Scholars Association at Brawijaya University, asks for a good and easy to use website design for users in getting the information needed related to the scholarship program. So far, many users have had difficulty using the primary Tanoto Foundation website because they are structuring information and displays that are not appropriate. This study aims to produce TSA UB website design using the Goal-Directed Design (GDD) method which consists of six phases. Research phase, get the needs and needs desired by stakeholders and users with the results is statement of work. Modeling phase, produces user persona with seven variables, retrospective and prospective user journey. Requirements Phase, produce scenario contexts and adjust the needs of the website with the environment. Framework phase, create a web-based interface using wireframe. The refinement phase to perfects the interface framework in the form of high-fidelity prototype. The last is Support phase, conducting qualitative and quantitative testing with user testing techniques on six respondents and with the SUPR-Q questionnaire technique on 20 respondents were analyzed based on the scale of usability scale. The results of the SUPR-Q questionnaire provide aspects of usefulness, credibility, appearance and loyalty with all aspects valued at 75.81% (category C) which is good and acceptable so that it can be used on a website that is developed as a whole and can be accepted by respondents.
Pengembangan Aplikasi Navigasi menggunakan Teknologi Augmented Reality pada Perangkat Smartphone berbasis Android (Studi Kasus: Jawa Timur Park 1 Malang) Erika Ramadhanty; Herman Tolle; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Jawa Timur Park 1 is a tourist attraction located in the tourist town of Batu with an area of 8 hectares. For some people who have just visited Jawa Timur Park 1 for the first time, most will find it difficult to travel from one place to another in Jawa Timur Park 1 which can be rides or public places. The currently available solution today is by spreading maps of Jawa Timur Park 1 in several locations in Jawa Timur Park 1. However, the use of conventional maps is considered to be susceptible to causing errors in reading directions. In this research, a navigation application that is able to overcome this problem will be developed so that users can travel from one place to another more efficiently. The application will implement augmented reality technology with the help of ARCore SDK so that it allows users to understand the given directions more effectively and able to provide a different experience in navigating. The results of validation testing using the black box method produce a suitability value of 100% which indicates that all functions in the application can run as expected. Then the use of the application is considered capable of increasing the level of efficiency in terms of navigating time by 44,6%. While on usability testing related to the user satisfaction level, the application gets a value of 79,69 which indicate that the developed application is able to provide a good level of satisfaction to the user regarding the use of the application.
Analisis dan Perbaikan Usability Website Unit Aktivitas Band Universitas Brawijaya Menggunakan Focus Group Disccusion dan Extended Goal Question Metric Untuk Meningkatkan User Experience Muhammad Rizqinovniari; Retno Indah Rokhmawati; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Band Activity Unit of Brawijaya University (UAB UB) has a website that is used for publication media and disseminates information about work programs and information about UAB UB. The use of the UAB UB website is also to disseminate information about events organized by UAB UB starting form the scale on campus and nationally. The importance of increasing user experience on the website is by analyzing existing problems and generating recommendations that are useful for maintaining old user and adding new users so that information can be spread. The purpose of this research is to analyze and redesign UX UAB UB website to improve UX using Focus Group Disccusion and Extended Goal Question Metric. Focus Group Disccusion is used to analyze the problems that exist on the UAB UB website with 12 participants for 2 hours, then the result are entered into Extended Goal Question Metric method to determine rhat goals to look for and raise recommendations for improvement. As a result of the study it was found the positive increace in difference in the old design to the highest new design is the “Exciting” item.
Analisis Usability dan Rekomendasi Tampilan pada Game Mobile dengan Kategori Third Person Shooter Menggunakan Metode Heuristic Evaluation (Studi Kasus Game Mobile Rules Of Survival) Muhammad Jauhari Jawara Perkasa; Komang Candra Brata; Eriq Muh. Adams Jonemaro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Third person shooter is one of the many genre of games that is very popular at the moment. Third person shooter is a game genre that is very suitable to be played on a personal computer. This is due to the support of supporting devices such as keyboard and mouse which are very helpful in terms of control in the game with the third person shooter genre. However, the genre is still something new and are considered to have controls that are less suitable for mobile games. Besides control, user interface is one of the usability aspects that influences the comfort and convenience of users in using a game. Rules of Survival is a mobile game with the genre of battle royale third person shooter produced by NetEase. This game is a mobile game that is very popular today. This study aims to evaluate the usability in the form of control aspects and user interfaces in the mobile Rules of Survival game using the Heuristic Evaluation method. From the results of a heuristic evaluation conducted on the mobile Rules of Survival game, there were several problems with the game's control and user interface. Based on the problems found from the evaluation results, a display recommendation was made which was expected to overcome the problems found in the Rules of Survival mobile game.
Pembangunan Sistem Manajemen Informasi Klinik Psikologi Berbasis Web (Studi Kasus : Psycho Care Malang) Fadhil Rizqullah Saniputra; Denny Sagita Rusdianto; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Information management is the main thing that must be met by an agency, company, and certain institutions, especially if you have a lot of data and complex. Information systems have been widely used in various fields in Indonesia, including the field of psychological accommodation. The number of children with special needs who have received education is 18%, around 300,000 children. From these data there are still 82% of children with special needs who have not yet received educational services in Indonesia (KEMDIKBUD, 2017). In the registration process is still implemented by the patient's parents come to the clinic and fill in the patient's personal data on a sheet of paper that takes 1 day in the process of filling out the data. The data will be stored in a special archive for these patients. In the process of inspection by employees, it takes at least 2 days for inspection, and 1 day to check inspection data by experts. Therefore, the authors undertake research by proposing the development of a psychology clinic information management system which includes recommendations for patient diagnosis. The writer uses prototyping model because in Psycho Care Malang clinic all activities are still done manually and there is no system or application whatsoever. This research resulted in unit testing with three sample experiments, integration testing with one sample experiment, and validation testing by testing all functional requirements resulting in a value of 100% valid and in efficiency testing with four test scenarios resulting in an increased value of 67.8%.
Sistem Rekomendasi Lapangan Futsal berbasis Android dengan Metode TOPSIS Faishal Pradipta Astungkoro; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Futsal is a sport based on soccer, played by five player per team, uses smaller ball and mainly indoors. Due to many available options for futsal pitches in Malang city has caused somewhat a problem in choosing pitches based on people's interests in renting pitches. There are five factor which affects people's interest in choosing rental pitches such as price, promotions, facilities, and contact person availability. Therefore, the solution for this problem is to develop an Android based decision support system to recommend futsal pitches. System will recommend futsal pitches with TOPSIS method based on distance, price, and amount of facilities. Recommendation results also displays detailed information such as address, facilities, price, distance, operational time, contact person, and amount of pitches. The blackbox test results of the implemented system reach 100% score which all the functionality is valid. Then, algorithm validation test result for TOPSIS implementation and manual calculation also gave the same result. And last but not least, usability test result for the system reached 80 point from five respondent. Therefore, the system has grade B with user acceptance category as acceptable, grade scale level category as B, and adjective rating category as excellent.
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