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All Journal Jurnal Sains dan Teknologi Teika PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Jurnal Teknologi Informasi dan Ilmu Komputer CESS (Journal of Computer Engineering, System and Science) Khazanah Informatika: Jurnal Ilmu Komputer dan Informatika Proceeding of the Electrical Engineering Computer Science and Informatics JOIN (Jurnal Online Informatika) Jurnal Ilmiah KOMPUTASI JURNAL MEDIA INFORMATIKA BUDIDARMA Information System for Educators and Professionals : Journal of Information System SYUKUR (Jurnal Inovasi Sosial dan Pengabdian Masyarakat) Jurnal Informatika Universitas Pamulang INTECOMS: Journal of Information Technology and Computer Science JurTI (JURNAL TEKNOLOGI INFORMASI) JURIKOM (Jurnal Riset Komputer) Jurnal Riset Informatika Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Building of Informatics, Technology and Science Journal of Information Systems and Informatics JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Journal of Computer System and Informatics (JoSYC) Madaniya Tematik : Jurnal Teknologi Informasi Komunikasi Jurnal Kajian Ilmiah Community Empowerment Jurnal ABDIMAS (Pengabdian kepada Masyarakat) UBJ Journal of Applied Computer Science and Technology (JACOST) BEMAS: Jurnal Bermasyarakat KLIK: Kajian Ilmiah Informatika dan Komputer Jurnal Altifani Penelitian dan Pengabdian kepada Masyarakat Jurnal Atma Inovasia Abdimas Indonesian Journal INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Borobudur Informatics Review Jurnal Informatika Polinema (JIP) Jurnal Ilmiah Sistem Informasi Khazanah Informatika : Jurnal Ilmu Komputer dan Informatika Dedikasi Nusantara
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Implementasi Metode Design Thinking Pada Perancangan UI/UX Design Aplikasi Dagang.in Cahya Sonny Surachman; Muhammad Riyan Andriyanto; Catur Rahmawati; Pristi Sukmasetya
TeIKa Vol 12 No 02 (2022): TeIKa: Oktober 2022
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/teika.v12i02.2922

Abstract

The spread of Corona Virus Disease 2019 (COVID) is very disturbing for MSMEs, especially micro MSMEs. In this case, itinerant traders need convenience in trading during the pandemic because the government has imposed several policies to deal with COVID-19. The policy implemented was emergency PPKM which resulted in road access in several areas being closed. According to the Kemenkop MSMEs, it is estimated that 37,000 MSMEs will provide reports on the impact felt by the implementation of the new policy. Therefore, this application is designed by providing solutions as a form to make trading easier and increase Indonesia's economic growth. In this design using the design thinking method which consists of empathize, define, ideate, prototype, and test stages. After the development, finally got the results to create a mobile application model with the name "Dagang.in" which is equipped with chat features, location track, turnover bookkeeping, and digital wallet. At the testing stage using the maze platform to facilitate application testing. There are 5 respondents in prototype testing. The average success of the test is 85% based on predetermined metrics in the form of task 1 having 80% success, task 2 having 90% success, task 3 having 75% success, task 4 having 100% success and task 5 having 80 success %. In the testing phase the user, can complete the task but there are some tasks that have difficulty completing. It can be interpreted that in this design it is necessary to improve performance so that users do not feel confused or have difficulties when using the product.
Implementasi Scrum pada Pengembangan Point Of Sales pada UD.Maju Jaya Kopi Berbasis Website Dwika Oktavian; Nuryanto Nuryanto; Pristi Sukmasetya
TeIKa Vol 12 No 02 (2022): TeIKa: Oktober 2022
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/teika.v12i02.2926

Abstract

The data processing of goods at UD. Maju Jaya Kopi still uses the manual method, to find out the manager of the goods in the warehouse must check the location. The calculation of the entry of goods every month is still written in the book because there is no sales system yet, resulting in some incoming data not being appropriate so that they have to suffer or suffer losses. In every business there must be sales data so that it can know the entry and exit of goods received. So this coffee sales system was made in order to assist in sales at UD. Maju Jaya Kopi. This sales system uses the Java language program and Mysql database, The method developed to help facilitate the interests of running the sales system. The Scrum method is considered to be able to produce good software quality as desired by the user. Scrum itself is a software which uses agile that stands on a team, additional processes and software development that focuses on speed and is carried out by realizing the end result.
Implementasi User Centered Design Pada Rancangan Pengembangan UX Aplikasi Pendataan Kegiatan Marketing Wachiddin M Huda; Pristi Sukmasetya; Emilya Ully Artha
JURIKOM (Jurnal Riset Komputer) Vol 9, No 6 (2022): Desember 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i6.5085

Abstract

The Roadshow application is an application used by the Marketing Unit of the Universitas Muhammadiyah Magelang to help collect data on their activities. In the process of using it, users often experience problems when operating the Roadshow application. This can also be seen from the preliminary research results which show that the results of the User Experience assessment are still low. To overcome this, development is needed to improve the user experience of the roadshow application so that it can improve the performance of the Marketing Unit. User-Centered Design (UCD) was chosen as the design development method. The UCD approach was chosen because it emphasizes specific user needs without changing their behavior in using the system or application. User testing is done by using the prototype made. The results of Usability Concept testing generate positive feedback from users. The evaluation was carried out on the same user using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). From the results of SUS, a score of 88 out of 100 was obtained and UEQ was ranked Good and above with an average score of 1.8. From the process of testing and evaluating the user experience design of the Roadshow application, it can be said to be good and can be a recommendation for the development of the Roadshow application in the future.
E-learning user interface design for lecturers based on usability scale system approach (Case Study: E-Learning Universitas Muhammadiyah Magelang) Iqbal Ridwan Darmawan; Purwono Hendradi; Pristi Sukmasetya
Borobudur Informatics Review Vol 2 No 2 (2022): Vol 2 No 2 (2022)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/binr.6750

Abstract

Universitas Muhammadiyah Magelang provides an online learning service portal through an e-learning website MOCA. However, the low level of use of the MOCA website and the usability problems that usually arise in MOCA, indicate the need for usability testing. Usability testing is carried out to measure usability aspects, namely: effectiveness, efficiency, and user satisfaction. This study used a System Usability Scale questionnaire which was tested on 61 lecturers. This study aims to measure usability aspects according to the user's subjective assessment. The results of the study can describe the level of usability of MOCA from the user's point of view. the results of the MOCA usability test using the SUS method got a score of "64" and this figure is still below the average (below average) of 68. For acceptable ranges, it shows that the current MOCA is in a "marginal (high)" position, for the grade scale gets a “D” predicate, and for adjective ratings it can be said to be “OK” and that means the current MOCA quality score is acceptable but needs a lot of improvement. In addition, this study provides recommendations in the form of a prototype designed based on suggestions from respondents and then tested based on the heuristic aspects of the relevant journal. The prototype design that has been designed is tested on 5 respondents as evaluators. The results of the heuristic test obtained were "4.32" which means 5 respondents were "satisfied" with the prototype user interface design proposed by the researcher.
Rancangan User Interface/User Experience Pelacakan Hasil Panen Serai Wangi Menjadi Minyak Menggunakan Metode Design Sprint Putri Winly Apriliani; Pristi Sukmasetya
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2375

Abstract

The development of technology in the digital era can now be used to do business with the help of technology. The system can be visualized through UI(User Interface)/UX(User Experience). One method to do UI/UX is to use the design sprint method. With the form of system visualization, it can make it easier for Users or business actors to run a business, especially in tracking systems. The main focus of this research is to design the design of a system that uses the yield of citronella yields into petroleum design sprint. The results of the design will be tested for potential Users to get the test results from the application design that has been made. Having a tracking system in the process helps lemongrass entrepreneurs in monitoring the ongoing process. This reduces the incidence of citronella in the event of an accident or accident during the direct oil production process. In the test using the help of maze with a click error value in Scenario 1 (User tries to register) of 33.3%, Scenario 2 (User makes a harvest order) of 16.7% and Scenario 4 (User tries to add a bank account) while for Scenario 3 (User tries adding the address of the garden), Scenario 5 (User sees info about going orders) and Scenario 6 (User completes the harvest process by payment using QR) there is no click error when Usability takes place.
Prediksi Volume Sampah di TPSA Banyuurip Menggunakan Metode Backpropagation Neural Network Wahyu Santoso; Maimunah Maimunah; Pristi Sukmasetya
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 1 (2023): Januari 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i1.5499

Abstract

The current waste problem is an important issue in many big cities, including Magelang City. The increasing rate of population growth and the decreasing land area for Banyuurip TPSA also makes it difficult for the government to handle waste, causing a negative impact on the environment around the TPSA. Therefore it is necessary to have a prediction of the volume of waste that enters TPSA every day using the Backpropagation Neural Network method so that it can assist the government in preparing budgets, preparing cleaners and estimating the capacity of TPSA in the future. The data used is time series data in the form of waste volume at Banyuurip TPSA from 2019 to 2022. From the results of the Backpropagation Neural Network method with parameters 30-7-1 and 1000 epochs, the best MSE value is 0.018870. The results of the training will then be used to predict the volume of waste the next day.
Digitalisasi Kesenian Njanen: Strategi Pelestarian Kebudayaan Melalui Platform Sosial Media Prihatin Dwihantoro; Dwi Susanti; Pristi Sukmasetya; Rayinda Faizah
Madaniya Vol. 4 No. 1 (2023)
Publisher : Pusat Studi Bahasa dan Publikasi Ilmiah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53696/27214834.363

Abstract

Indonesia adalah negara dengan keberagaman budaya tradisional yang tersebar di penjuru daerah. Keanekaragaman budaya Indonesia mempunyai nilai sehingga perlu dilestarikan. Kehadiran kesenian tradisional di sebagian daerah Indonesia yang sudah jarang ditemukan, generasi muda sudah mulai meninggalkannya, karena cenderung lebih suka mempelajari budaya dari luar. Dalam situasi seperti saat ini, perilaku budaya terutama generasi muda perlu mendapatkan perhatian serius. Kemajuan teknologi di era global belum sepenuhnya dimanfaatkan secara tepat sebagai bentuk media digitalisasi dan promosi kesenian tradisional. Kesenian Njanen adalah kesenian tradisional yang bernafaskan Islam, mirip dengan shalawatan. Njanen (Njajai Unen-Unen) yang berarti berbagai macam bahasa dijadikan sebagai alat berdakwah, perlu adanya nguri-uri kebudayaan dengan digitalisasi kesenian di Seloprojo menjadi salah satu solusi dalam pelestarian serta promosi kesenian tradisional yang bertujuan untuk menyadarkan masyarakat bahwa kesenian warisan leluhur harus selalu dijaga dan terus dilestarikan. Pemanfaatan platform digital sebagai media global perlu dilakukan sehingga bisa menjangkau khalayak yang lebih luas, terutama generasi millenial. Dengan program pendampingan dan pelatihan digitalisasi kesenian Njanen ini para peserta pelatihan memperoleh pengetahuan dan pemahaman baru terkait platform digital yang dapat dimanfaatkan sebagai media untuk mempromosikan kesenian tradisional khususnya Njanen di Seloprojo.
EfficientNetV2M for Image Classification of Tomato Leaf Deseases Arazka Firdaus Anavyanto; Maimunah Maimunah; Muhammad Resa Arif Yudianto; Pristi Sukmasetya
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol 11 No 1 (2023): March 2023
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v11i1.5925

Abstract

Favorable climatic conditions make tomato plants (Solanum Lycopersicon) a widely cultivated horticultural crop in Indonesia. However, the increase in tomato production is often accompanied by a decrease in both the quantity and quality of the plants, which can be caused by a variety of factors such as bacteria, fungi, viruses, and insects like Late Blight and Two-Spotted Spider Mite diseases that attack the tomato leaves. To help farmers identify leaf diseases that have similar characteristics, this study employs image processing with the Convolutional Neural Network (CNN) algorithm and transfer learning models. Specifically, the study uses the EfficientNetV2M transfer learning architecture which has superior parameter efficiency and training speed compared to other transfer learning models. Additionally, this study conducts four experimental scenarios on preprocessing, including green channel + CLAHE, green channel + Gaussian Blur, CLAHE without green channel, and Gaussian Blur without green channel. The dataset used in this study includes 5,176 images with three labels: Tomato Healthy, Tomato Late Blight, and Tomato Two-Spotted Spider Mite. These images were used to train and produce models, which were then tested using a different dataset from the trained dataset. The testing dataset included 30 image samples divided into three labels. Based on the test results of the four models with different scenarios, the best model was found to be the one with the green channel preprocessing scenario + CLAHE, which was able to precisely predict all 30 image samples with high accuracy.
Implementasi Design Thinking pada UI/UX Bank Sampah Digital Banjarejo Berbasis Android Rahendra Firman Sunartama; Pristi Sukmasetya; Maimunah Maimunah
JURIKOM (Jurnal Riset Komputer) Vol 10, No 2 (2023): April 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i2.6078

Abstract

Garbage is the main cause of environmental pollution. Every year the amount of waste will continue to increase if it is not managed properly and correctly. One alternative solution for managing waste is the establishment of a waste bank as a container to accommodate existing waste. One of the villages that have implemented a waste bank system is Banjarejo Village, Magelang Regency. In this globalization era, the waste bank is not done manually but through an application to facilitate the waste bank management process. Therefore, a waste bank application is needed to increase efficiency, facilitate transactions and increase community participation. In this study, the author took the initiative to design the appearance of the application to be made. This application is named RSDB (Banjarejo digital trash house) which is an Android mobile-based application. In his research, the author uses the design thinking method, which in this method uses a human-centered or human-centric approach. Then the final result of this research is a prototype design of the RSDB application. from the prototype design that was made, it was tested using the System Usability Scale (SUS) as a measuring tool to get feedback from users and assess how effective the prototype design that had been made was. From the SUS results, a score of "71.4" out of 100 was obtained which indicated that the application was in the grade B category with a "Good" rating.
Implementasi Design Thinking dalam Perancangan UI/UX Rumah Sampah Digital Banjarejo Yusril Febriyanto; Pristi Sukmasetya; Maimunah Maimunah
Journal of Information System Research (JOSH) Vol 4 No 3 (2023): April 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i3.3135

Abstract

Garbage is a very serious problem, where the growth of waste is increasing day by day. Both the government and the public need to care about the waste itself, without any intervention from all of us, the waste problem will continue to grow and be difficult to overcome. For this reason, a waste bank was created which is expected to be able to reduce the rate of waste growth, as was done in the village of Banjarejo. But unfortunately the management of the waste bank in Banjarejo village had stopped. This is due to the lack of commitment from the waste bank management, and the decline in public trust and motivation to participate in the waste bank program. The purpose of this research is to revive the waste bank in Banjarejo village by digitizing the waste bank into the Banjarejo Digital Garbage House (RSDB). This research focuses on designing the web design of the Banjarejo Digital Garbage House (RSDB). The results of this study can later be tested on prospective users and waste bank admins in order to obtain test results. With the existence of the RSDB web system, it is hoped that it will be able to facilitate and foster the interest of the Banjarejo village community in efforts to clean the environment. This design uses the Design Thinking method. In the Design Thinking method there are 5 steps that must be carried out to get an idea and a solution, namely Empathize, Define, Ideate, Prototype, and Testing. Testing carried out on the prototype uses the Single Ease Question (SEQ). The results of the average SEQ score from the waste bank admin are 6.2 – 7. Meanwhile the average SEQ value results from the waste bank customers are 6 – 7. It can be concluded that the UI/UX on the RSDB prototype is easy to understand and according to user needs.
Co-Authors Abul Hasani, Rofi Aditya Prasetyawan Afidah, Inayatun Najihatul Afif Prasetyo Agung Vinia Rahma Agus Setiawan Ahmad Husen Ardiyansah Ajarwiro, Cweto Bolodiko Aji Purwoko Aji, Ridho Catur Novi Alan Kusuma Aliudin, Habib Said Almas Nurfarid Budi Prasetyo Almira, Venia Alvine Candra Amelia Anggraini Annisa Annisa Shabilla Arazka Firdaus Anavyanto Ardhin Primadewi Arham Rahim Arrojak, Muhamad Yusril Arthalia Wulandari, Ika Arya Prayoga Asmanto, Budi Athoetan, Salma Atmaja, Audi Ilham Auzi Asfarian Avian Ali Mas'ud Basunondro, Wibiartono Bayu Agustian Budi Setyo Wulan Cahya Sonny Surachman Catur Rahmawati Catur Rahmawati Catur Wulandari Dana I. Sensuse Danu Rendra Krisna Meganatara Devi Oktaviani Dimas Sasongko Dwihantoro, Prihatin Dwika Oktavian Eko Muh Widodo Elin Cahyaningsih Emilya Ully Artha Endah Ratna Arumi Endah Ratna Arumi, Endah Ratna Erzi Hidayat Fadhlillah Jatmiko Utomo Famila Zidda Febriyanto, Yusril Firdaus Anavyanto, Arazka Haryanto, Taufiq Hasani, Rofi Abul Hasbi Hutauruk1, Dzakiyyah Hasna Nur Arifaini Heni Apriyani Herlin Lutfiannisa, Alifia Hery Setiawan Hidayat, Chandra Nur Hidayat, Erzi Ika Arthalia Ika Arthalia Wulandari Imam Saputra Iqbal Ridwan Darmawan Jihan Nuariputri Laela Dian Angraeni Lusi Nurlatifah Maimunah Maimunah Maimunah Maimunah, Maimunah Maulida, R.Bima Gofiruli Muhammad Hafizh Hamdanuddinsyah Muhammad Resa Arif Yudianto Muhammad Riyan Andriyanto Muhammad Riyan Andriyanto Mujito Mukhtar Hanafi Muliasari Muliasari Nafiah, Anisatun Nawangsari, Rosiska Syekhrum Noris Mohd Norowi Nurrohman, Muhamad Nuryanto Nuryanto Pangestiaji, Yongki Pradana Putra Utomo Purwono Hendradi Purwono Hendradi Putri Winly Apriliani Rahendra Firman Sunartama Ramadhan, Dean Apriana Rayinda Faizah Resa Arif Yudianto Resa Arif Yudianto Resa Arif Yudianto, Muhammad Resa Arif Yudiyanto Reza Pradana Adiharsa Rochiyanto, Andi Rofi Abul Hasani Sadewi, Fungki Ayu Safira Ayu Muthi'ah Salam, Muhammad Ifsyaus Salsadila Arsuliyanti Sandi Satria Alamsyah Sari, Nur Ita Sari, Wina Permana Satrio Satrio Sensuse, Dana I. Setiawan, Agus Setiya Nugroho Slamet Hidayat Sophia Ikhsanti Sugiarto, Bagus Susanti, Dwi Tito Rizki Purnomo Tri Wahyuni Uky Yudatama Uky Yudatama, Uky Utuh Setyaning Janji Wachiddin M Huda Wahyu Santoso Wina Permana Sari Wisnu Nugroho Wulandari, Ika Arthalia Yantria Gusta Nugraha Yudianto, Resa Arif Yusril Febriyanto Yusril Febriyanto Zahwa Dwi Larasati