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The Relationship of Product Design Quality and User Satisfaction for Academic Potential Tests Simulation Mobile Application Development with User-Centered Design Anggy Trisnadoli; Istianah Muslim; Indah Lestari; Adella Syafira
International ABEC Vol. 2 (2022): Proceeding International Applied Business and Engineering Conference 2022
Publisher : International ABEC

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (848.427 KB)

Abstract

In developing a user-centered software, there are various things that need to be considered, such as expectations for better development, as well as quite different stages of work. One method that can be used to develop software that is in accordance with the user’s expectation is User-Centered Design (UCD), this method is proven to have produced a software that is believed to have a good quality value. The Academic Potential Test Mobile Application is a mobile-based application that can be used as a simulation to assess and measure the value of a person's academic potential. This mobile application was developed specifically to be used as a supporter in the New Student Admission process at Politeknik Caltex Riau. This mobile application is developed using the user-centred design method, by using this method the application product is also expected to have a good value. User satisfaction is an absolute opinion given by application users shortly after they use the application, although it is of good value in terms of product quality, sometimes user satisfaction is neglected. It is necessary to keep measuring user satisfaction even though the product quality value has been declared good. Another study shows that there is a relationship between the value of product quality and the value of user satisfaction for desktop application. So, in this research we would like to prove the relationship between those two variables, in the development of mobile applications then it will become a reference for other developers in developing a mobile application with User-Centered Design method.
The Coaching of Dunia Coding Program to Improve Computational Thinking Ability at As Shofa Junior High School Pekanbaru : Pembinaan Program Dunia Coding untuk Meningkatkan Kemampuan Computational Thinking Pada SMP As Shofa Pekanbaru Indah Lestari; Satria Perdana Arifin; Yohana Dewi Lulu Widyasari; Muhammad Mahrus Zain; Heni Rachmawati
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 1 (2023): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v7i1.12455

Abstract

Computational thinking (CT) is basic competency that must be provided to Indonesia's young generation, through integration into curriculum or extracurriculars to face the information, industrial era 4.0 or society 5.0. SMP As Shofa Pekanbaru has computer extracurriculars, but the material is only Office. This school needs programming extracurricular coaching which can be mediafor training students' CT. Therefore, in this community service program, extracurricular programming training was carried out at SMP As Shofa, namedDunia Coding. This activity produced 2 textbooks. The implementation method is an offline workshop in 12 meetings 1x/week. The results obtained were that 73.9% of students agreed that the material provided was very appropriate to their needs, 82.6% of students agreed that the program was very useful, 80.4% of students agreed that the delivery of the material was very clear, interesting, and easy to understand, and 56.5% of students agreed that the implementation time was sufficient
Rekayasa Kebutuhan Kualitas Perangkat Lunak untuk Peningkatan Nilai Kualitas Game Edukasi berbasis Mobile dengan Tema Pariwisata Anggy Trisnadoli; Indah Lestari; Yuli Fitrisia
SATIN - Sains dan Teknologi Informasi Vol 4 No 2 (2018): SATIN - Sains dan Teknologi Informasi
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (189.904 KB) | DOI: 10.33372/stn.v4i2.390

Abstract

Mobile game edukasi merupakan salah satu jenis game edukasi yang berjalan pada platform perangkat mobile. Game edukasi berarti sebuah permainan yang didalamnya berisi konten yang mendidik namun tetap menghibur. Pariwisata merupakan sebuah sektor atau bidang yang belakangan sangat menjadi sorotan oleh banyak pihak, termasuk pemerintah. Hal tersebut karena pariwisata merupakan salah satu cara yang dapat meningkatkan pendatang untuk mengunjungi sebuah daerah yang dikenal dengan banyak objek wisatanya. Mobile game edukasi merupakan mobile game dengan genre edukasi yang bertujuan untuk pembelajaran, sehingga kebutuhan kualitasnyapun akan berbeda dibandingkan dengan mobile game pada umumnya. Kebutuhan kualitas untuk mobile game edukasi dengan tema pariwisata sudah pernah disusun dan diimplementasikan sebagai acuan dalam membangun game edukasi berbasis mobile dengan harapan produk yang dihasilkan nantinya akan memiliki nilai kualitas yang baik. Berdasarkan hasil evaluasi nilai kualitas dari produk yang telah dihasilkan, masih ada beberapa bagian yang dapat lebih ditingkatkan kembali, sehingga setelah dilakukan rekayasa kembali pada kebutuhan kualitas tersebut, maka terbentuklah sebuah kebutuhan kualitas yang baru yang nantinya dapat meningkatkan nilai kualitas produk mobile game.
Pengembangan Dashboard Visualisasi Data Berbasis Survei Akademik untuk Membantu Pengambilan Keputusan Pada Institusi Perguruan Tinggi Nanda Habibie Erwin; Nina Fadilah Najwa; Istianah Muslim; Muhammad Mahrus Zain; Indah Lestari; Heni Rachmawati
Jurnal Sosioteknologi Vol. 25 No. 2 (2026): JULY 2026
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2026.25.2.4

Abstract

Academic quality assurance (QA) in higher education institutions (HEIs) typically relies on conducting student surveys every semester to evaluate lecturer performance. However, the data processing in the case study remains manual in Microsoft Excel. Data processing results in 3 to 4 days of reporting delay per cycle. There are issues with data inconsistency, duplication, and non-automated mapping of questions into variables. This study aims to develop a business intelligence (BI) dashboard using Power BI that supports data-driven academic QA. The system was developed using human-centered design thinking and the four-step Kimball data warehousing methodology. The resulting dashboard comprises six main pages incorporating Pythonbased sentiment analysis. This dashboard includes interactive filtering and automated mapping of question variables. Evaluation through task-based usability testing yielded a 100% task completion rate, an average Single Ease Question score of 6.08 out of 7, and 100% data validity within a ±0.01 tolerance. In addition, all 43 visuals load in under 500 milliseconds. Theoretically, this study contributes a validated socio-technical BI framework demonstrating that user-participatory development has implications for organizational culture and decision-making in vocational HEIs. Practically, this dashboard eliminates manual reporting bottlenecks and enables stakeholders to monitor lecturer performance and generate reports more efficiently.