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All Journal Jurnal Dedikasi Techno.Com: Jurnal Teknologi Informasi IJOG : Indonesian Journal on Geoscience Prosiding SNATIKA Vol 01 (2011) Jurnal Teknologi Informasi dan Ilmu Komputer Jurnal Edukasi dan Penelitian Informatika (JEPIN) PROCEEDING IC-ITECHS 2014 Proceeding of the Electrical Engineering Computer Science and Informatics Jurnal Ilmiah Hukum LEGALITY JIKO (Jurnal Informatika dan Komputer) AKSIOLOGIYA : Jurnal Pengabdian Kepada Masyarakat Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Jurnal Eksplora Informatika JRST (Jurnal Riset Sains dan Teknologi) SINTECH (Science and Information Technology) Journal EQUILIBRIUM: Jurnal Ilmiah Ekonomi dan Pembelajarannya Jurnal ULTIMATICS Jurnal Teknologi Sistem Informasi dan Aplikasi JURTEKSI Eksakta : Berkala Ilmiah Bidang MIPA JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) JPPM (Jurnal Pengabdian dan Pemberdayaan Masyarakat) JOISIE (Journal Of Information Systems And Informatics Engineering) Jurnal Aplikasi Dan Inovasi Ipteks SOLIDITAS Jurnal Teknologi Dan Sistem Informasi Bisnis Jurnal Teknologi Informasi, Komputer, dan Aplikasinya (JTIKA ) Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Jurnal Pengabdian Masyarakat IPTEKS Jurnal Repositor JATI (Jurnal Mahasiswa Teknik Informatika) Infotek : Jurnal Informatika dan Teknologi Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) JINAV: Journal of Information and Visualization Jurnal Computer Science and Information Technology (CoSciTech) SmartComp Jurnal Penelitian Pendidikan Indonesia JGGAG (Journal of Games, Game Art, and Gamification)
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Evaluation of User Satisfaction and Loyalty of Sports News Portal Application Using Technology Acceptance Model Saputra, Roy Inzaqhi; Haryamadha, Rama; Nuryasin, Ilyas
EKSAKTA: Berkala Ilmiah Bidang MIPA Vol. 25 No. 03 (2024): Eksakta : Berkala Ilmiah Bidang MIPA (E-ISSN : 2549-7464)
Publisher : Faculty of Mathematics and Natural Sciences (FMIPA), Universitas Negeri Padang, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/eksakta/vol25-iss03/352

Abstract

Current technological advances have created gaps in people's ability to obtain information quickly. It was as if the strenuous efforts of people wanting to know more about what had happened had broken down the information barrier. This research is included in the category of quantitative descriptive research. This research is focused on news portal application users. The sampling technique used in this study was random sampling, with a total sample of 100 participants. This research uses PLS data analysis technique with SEM approach model. The results showed that perceived ease of use affects mobile user satisfaction. Perceived usefullness affects mobile user satisfaction. Trust affects mobile user satisfaction. Convencience affects mobile user satisfaction. Security affects mobile user satisfaction. Perceived ease of use does not affect user loyalty. Perceived usefullness affects user loyalty. Trust affects user loyalty. Convencience affects user loyalty. Security affects user loyalty.
Implementation of Enhanced Re-Engineering on Trivia Game to Improve Immersion Adryan Nur, Fathur; Nuryasin, Ilyas; Wibowo, Hardianto
Journal of Games, Game Art, and Gamification Vol. 9 No. 2 (2024)
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jggag.v9i2.11332

Abstract

Trivia games are one type of educational game that is in great demand and can be used as a medium of entertainment as well as a learning medium. In order to make a game in the same segment more unique and immersion, software re-engineering techniques are used in the trivia game. In re-engineering the trivia game, three methods are used: Enhanced Re-Engineering as a software re-engineering method; Game Development Life Cycle (GDLC) in the development of the Hidden Object Trivia game; and MEEGA+ as a testing method for the trivia game and the Hidden Object Trivia game to determine the increase in immersion value of the two games. The results of re-engineering the Tech Geek Quiz game led to the successful integration of trivia and hidden object genres, resulting in the creation of the Guess The Tech Tool game. The test results using MEEGA+ with 30 respondents showed an increase in immersion values of 50.26% from 1.89 to 2.84 in the usability factor and 30.29% from 2.08 to 2.71 in the player experience factor. The results were taken from all dimensions of the questions that had been asked.
Pengujian Usabilitas Website Dya Catering Menggunakan Metode System Usability Scale (SUS) Khoirina, Eva Tiara; Maulana, Mohammad Akamal; Nuryasin, Ilyas
Eksplora Informatika Vol 11 No 2 (2022): Jurnal Eksplora Informatika
Publisher : Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/eksplora.v11i2.828

Abstract

Era kemajuan teknologi saat ini dan persaingan bisnis semakin ketat dengan banyaknya penjualan berbasis online dan menggunakan media social sebagai tempat promosi produk. Dya Catering merupakan salah satu usaha yang bergerak di bidang masakan khas Indonesia, Dya Catering dapat melayani pesanan harian,pesanan untuk hajatan kecil maupun besar seperti akad nikah atau resepsi. Dya Catering menggunakan media website.Website Dya Catering tersebut belum pernah dilakukan pengujian terkait usability. Penelitian ini bertujuan untuk mengukur tingkat usability dengan System Usability Scale dan menguji validitas dan reabilitasnya. System Usability Scale memiliki 10 pernyataan sebagai alat pengujian serta tidak memerlukan sampel yang besar. Hasil dari pengujian menggunakan System Usability Scale ini mendapat nilai 98.00 dengan Grade A, sehingga dapat disimpulkan bahwa konsumen Dya Catering sudah nyaman ketika menggunakan Website Dya Catering tersebut.
Pengujian Aplikasi Scantion Menggunakan Metode Blackbox dengan Teknik Equivalence Partitioning Efda, Mohamad Rehza; Nuryasin, Ilyas
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 2 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i2.39048

Abstract

Software testing is needed to ensure that the application or software that is being made can run according to the expected functionality. Testing an application aims to determine whether the application operates as desired or there are still errors that need to be corrected. This study aims to determine whether the Scantion application has run according to its function, and evaluate whether the form in the application can accept various situations or inputs that may occur during the application is operated, therefore a functionality test is carried out using the Blackbox testing method with the Equivalence Partitioning technique. The Blackbox testing method is carried out to check the system interface function whether it is appropriate or not, by only focusing on the output results based on the input given, without paying attention to the program code used. As well as the Equivalence Partitioning technique which is a technique of dividing inputs into data partitions with valid and invalid values, this is effective for minimizing the number of test cases needed. The test results show a Scantion success rate of 100%, where each test case that has been made is successfully executed as expected and the application manages user input properly according to its function. Thus, this application has the potential to be a solution to support skin cancer detection efforts.
Pengujian Blackbox pada Website Sistem Pemesanan Travel Online Gemilang Travel Berbasis Teknik Equivalence Partitions Apriliandra, Alif Rizqi; Nuryasin, Ilyas
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 2 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i2.39049

Abstract

Online travel websites, such as Gemilang Travel, face complexities and dynamics that can result in potential errors and system failures. This can result in a bad experience for users and losses for the company. This research aims to identify potential errors that may occur in Gemilang Travel's Online Travel Booking System through Blackbox testing with the Equivalence Partitions technique. Blackbox testing is done without knowing the internal details of the system, so the focus is on the behavior of the system from the user's point of view. The Equivalence Partitions technique helps divide data input values into equivalent partitions based on expected system behavior. In this context, researchers used Blackbox testing with the Equivalence Partitions technique to identify potential errors. The testing methodology involved creating test cases, dividing Equivalence Partitions for each data input category, implementing the tests, and analyzing the test results. The test results show that based on 16 test scenarios that have fulfilled the designed scenarios and based on the calculation of equation 1 shows an  EP test success percentage of 100%. This ticket booking application operates well and runs according to its function.
Analisis Performa Website Gemilang Travel Antarkota Menggunakan Automated Software Testing GtMatrix dan LoadFocus Nugraha, Aditya Candra; Nuryasin, Ilyas
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i3.41889

Abstract

The performance analysis of the Gemilang Travel website is a study aimed at evaluating the performance of the Gemilang Travel website, which provides inter-city travel services and holiday packages. The main focus is on improving site access speed and stability. The method used includes performance and load testing with tools such as GTmetrix and LoadFocus. The test results are presented in tables with recommendations for improvement and enhancement. The results show good initial load times, but access speed still needs improvement. Additionally, load testing indicates that the system is capable of handling high loads with fast response times and without errors. Recommended improvements include optimizing images using Lazy Loading techniques and using placeholders to reduce layout shifts, which are expected to improve overall site performance.
Pengujian Blackbox Decision Table pada Sistem Aplikasi Mobile Sharing Story App Handayanto, Irham Soetomo; Nuryasin, Ilyas
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 2 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i2.6572

Abstract

Penelitian ini berfokus pada pengujian aplikasi android "Sharing Story App" yang dibangun menggunakan bahasa pemrograman Kotlin dan mengusung pengujian blackbox decision table. Aplikasi ini memungkinkan pengguna untuk berbagi cerita dan pengalaman dalam bentuk gambar dan teks. Metode pengujian blackbox decision table digunakan untuk memeriksa konsistensi aplikasi dan mengidentifikasi potensi masalah atau bug. Hasil pengujian mencakup fitur registrasi, login, dan unggah cerita yang semuanya dijelaskan dalam bentuk decision tables. Hasil pengujian menunjukkan bahwa aplikasi berhasil mendeteksi dan menangani kasus-kasus sesuai dengan ketentuan, serta memberikan pesan kesalahan yang sesuai jika terdapat kesalahan dalam input pengguna. Berdasarkan hasil pengujian dari seluruh 16 skenario yang telah dilakukan, fitur-fitur utama dapat berjalan sesuai dengan yang diharapkan.
Designing a QR Code Attendance System Using BYOD (Bring Your Own Device) Djamarullah, Ahmad Raihan; Nuryasin, Ilyas; Wibowo, Hardianto
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3522

Abstract

Attendance is an activity of collecting attendance data from each individual who attends events, work, and learning. The current application of attendance in certain companies, schools, or universities is still done manually using paper so it is considered less efficient and effective. Digitizing attendance activities can provide many benefits, such as making managing large amounts of attendance data easier. This is usually used in companies or schools. To reduce additional costs, this can be done by using a personal device as a medium for taking attendance, this can be called BYOD or Bring Your Own Device. The attendance that will be designed will use the user's smartphone or mobile device as a medium for taking attendance by scanning the QR code. The results of tests carried out using black box testing on mobile and web applications, shows that all the features contained in both applications are running according to their function. The use of QR Codes and also the implementation of BYOD can make it easier for users to take attendance. Apart from this, it is also easier for admins to manage user attendance data.
Penerapan Metode UEQ dan Importance Performance Analysis dalam Evaluasi User Experience Layanan Pembayaran Akademik Ramadhan, Elang Safamoza; Nuryasin, Ilyas; Wiyono, Briansyah Setio
Techno.Com Vol. 24 No. 4 (2025): November 2025
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/tc.v24i4.14874

Abstract

Untuk memastikan layanan pembayaran akademik memenuhi ekspektasi pengguna, evaluasi kualitas pengalaman pengguna atau user experience (UX) wajib dilakukan. Penelitian ini menggunakan metode User Experience Questionnaire (UEQ) yang mencakup enam dimensi penilaian yaitu Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, dan Novelty. Selanjutnya, metode Importance Performance Analysis (IPA) diterapkan untuk memetakan prioritas perbaikan, didukung oleh Key Performance Indicator (KPI) dari UEQ. Layanan pembayaran InfoKHS Universitas Muhammadiyah Malang (UMM) digunakan sebagai objek penelitian. Sebanyak 38 dari 61 data responden valid digunakan setelah proses eliminasi data inkonsisten. Hasil UEQ menunjukkan penilaian positif pada lima dimensi (kecuali Novelty yang netral). Berdasarkan benchmark UEQ, terdapat empat dimensi yang dinilai di atas rata-rata, kecuali Stimulation dan Novelty. Analisis IPA menempatkan Perspicuity, Efficiency, dan Dependability pada Kuadran 1 untuk dipertahankan kinerjanya. Dimensi Attractiveness berada di Kuadran 2 yang memiliki performa berlebihan, sementara Stimulation dan Novelty masuk Kuadran 3 dengan prioritas perbaikan rendah. Kesimpulan penelitian ini adalah bahwa sistem layanan pembayaran InfoKHS UMM secara umum telah mencapai pengalaman pengguna yang baik. Namun, aspek Stimulation dan Novelty masih perlu diperhatikan untuk peningkatan kualitas sistem yang berkelanjutan.   Kata Kunci - User Experience Questionnaire, UEQ, Importance Performance Analysis, KPI, Universitas Muhammadiyah Malang
OPTIMALISASI OPERASIONAL BANK SAMPAH KOTA MALANG MELALUI BUSINESS PROCESS REENGINEERING Azizah, Eka Adelia; Nuryasin, Ilyas
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 2 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i2.6188

Abstract

Bank Sampah telah menjadi elemen kunci dalam upaya pengelolaan sampah yang berkelanjutan di berbagai kota, termasuk Kota Malang. Namun, seringkali tantangan terkait efisiensi operasional menghambat pencapaian tujuan pembangunan berkelanjutan. Penelitian ini bertujuan untuk mengeksplorasi penerapan Business Process Reengineering (BPR) sebagai strategi untuk meningkatkan efisiensi operasional Bank Sampah di Malang. Metode penelitian yang digunakan adalah studi kasus, dengan fokus pada Bank Sampah di daerah Sukun, Kota Malang. Data diperoleh melalui observasi langsung, wawancara dengan pengelola Bank Sampah, dan analisis dokumen terkait proses bisnis yang ada. Hasil penelitian menunjukkan bahwa penerapan BPR pada Bank Sampah dapat meningkatkan efisiensi operasional melalui penyederhanaan proses, pemanfaatan teknologi informasi yang tepat, dan peningkatan koordinasi antar unit kerja. Hasil penelitian ini menunjukkan bahwa penerapan Business Process Re-engineering (BPR) telah berhasil meningkatkan efisiensi operasional Bank Sampah Kota Malang hingga 90%. Penelitian ini menegaskan bahwa dengan menerapkan BPR, Bank Sampah di Kota Malang dapat mencapai peningkatan efisiensi yang signifikan, yang pada akhirnya mendukung tujuan lingkungan dan sosial yang lebih luas.
Co-Authors Abdul Fadlil Adryan Nur, Fathur Agus Eko Minarno Ahmad Naufal, Ahmad Ahmad Shobrun Jamil Akbar, Muhammad Sulthoni Alamsyah, Fakhruddin Albab, Barid Alfian Yuniarto Ali Sofyan Kholimi Aliffa Putra, Muhammad Arvanda Fildza Ambariyono, Nabil Ihza Aminudin Aminudin Aminudin Aminudin Aminudin, Aminudin Amruzi Nugrahardiawan Andi Muh Fais Farid Apriliandra, Alif Rizqi Arfida Br Aulyah, Khairunnisa Azizah, Eka Adelia Azzahra, Kiara Azziqra, Muhammad Zihad Bashor Fauzan Muthohirin Bayu Mavindo Burhanuddin Burhanuddin Bustanul Arifin Chandranegara, Didih Rizki Danang Agung Permadi Didit Aditya Djamarullah, Ahmad Raihan Efda, Mohamad Rehza Elfi Anis Saati Evi Dwi Wahyuni Fajar, Rayhan Putra Fakhrul Islami Farhan, Zulvan Fauzan Ishlakhuddin Fendy Saputro Ferdiansyah, Danny Firmansyah, Tino Gita Indah Marthasari Haksono, Muhammad Rizky Hamdani, Thurzi Retra Handayanto, Irham Soetomo Hardianto Wibowo Hariyady Hariyady Haryamadha, Rama Hidayatullah, Nailul Faiz Hidayaturrahman, Hidayaturrahman Hutri Agustino Ianatut Thoifah Karim, Izuddin Khoirina, Eva Tiara Kurniawan, Wahyudi Lailatul Husniah Laksana Bhakti, Rysa Lathifah, Fildzah Luqman Hakim Luqman Hakim M. Artabah Muchlisin Mahendra, Rizky Ade Maskur . Maskur . Maulana, Mohammad Akamal Mavindo, Bayu Moch Ilham Ramadhani Muhammad Abdurachman Ibrahim Muhammad Gufron Muthorihin, Bashor Fauzan Mutiara Titani Nora Idiawati Nugraha, Aditya Candra Nur Aulia, Adiva Nur Hayatin Nurwisnu Warasih Al-Kahfie Nuryasin, Ilyas Oman Sukmana Pendi, Wendi Prasetya, Bagus Rahmah, Alisyah Dwi Ramadhan, Elang Safamoza Ramadhani, Moch Ilham Ramdhani, Muhammad Rizki Raychan Zen, Helmi Rafli Ridwan, Mohammad Afandi Rismara, Nabila Aprilia Rizky Ade Mahendra Rizky, Wahyu Rizqi Nidzar Achmadi Romadhana, Muhammad Restu Adjie Ruli Inayah R Rusydi, Muhammad Hanif Saiful Amien Santiyas, Handika Rama Saputra, Roy Inzaqhi Saputro, Fendy Setio Wiyono, Briansyah Sigit Arso Wibisono Soleh Basuki Rahmat Syadqamullah, Dikky Syuyukh, Fakhrusy Thoat Stiawan Tino Firmansyah Tinuk Dwi Cahyani Tsani, Mutiara Ujilast, Farhan Alif Vindo Widi Tiarno Vinna Utami Putri Wahyu Wahono Wicaksono, Galih Wasis Wildan Suharso Wiyono, Briansyah Setio Yan Rizal, Yan Yuantoro, Jody Yufis Azhar Zakaria, Irfan Zata Dini Astuti