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Bahasa Indonesia Redesain User Interface Aplikasi BCA Mobile Banking Menggunakan Metode Design Thinking Silvan Abimanyu; Joko Sutopo
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.580

Abstract

Bank Central Asia (BCA) is a leading conventional private financial institution in Indonesia, with the number of customer accounts reaching 34.68 million individuals in 2022. This number has increased by 21.68% compared to the previous year when there were 28.5 million customers. In managing its business operations, BCA responds to technological developments by presenting the BCA Mobile Banking application. Even though this application aims to simplify the transaction process and meet customer needs, several shortcomings affect the level of user satisfaction, especially related to the appearance of the User Interface (UI) and User Experience (UX), which are considered less dynamic and modern. This research aims to redesign the appearance of the BCA Mobile Banking application, with a focus on improving aspects of modernity and user comfort, especially for customers from Generation Z. To achieve this goal, this research applies Design Thinking and Lean UX methods, with an audience orientation. The main one is Generation Z who tends to appreciate simple and minimalist designs.
Rancang Bangung Aplikasi Monitoring Latihan Kebugaran Jasmani Berbasis Internet of Things Fransiscus Harri Dwi Kurniawan Man; Joko Sutopo
Jurnal Komputer Terapan Vol. 9 No. 2 (2023): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v9i2.6183

Abstract

Kebugaran jasmani merupakan suatu bentuk kemampuan dengan menyesuaikan berat dari tubuh manusia yang harus dipenuhi seseorang agar dapat melakukan segala aktivitas atau kegiatan sehari-hari tanpa ada rasa lelah. Kebugaran jasmani juga dapat digunakan untuk mengetahui bagaimana kondisi kesehatan jantung dari berapa kali pengguna melakukan gerakan beserta BPM (Beat per Minutes). Pada umumnya orang lupa dalam menghitung berapa kali mereka telah melakukan gerakan dan tidak tahu berapa detak jantung yang mereka dapatkan selama latihan kebugaran. Maka dari itu, dibangunlah sistem monitoring untuk melacak pergerakan tubuh serta kondisi kesehatan jantung dalam latihan kebugaran jasmani yang menggunakan basis IoT yang didukung dengan metode fuzzy mamdani dalam menghitung detak jantung. Mikrokontroler yang digunakan adalah ESP8266 yang dilengkapi dengan modul wifi, sensor PIR dan Heart Rate Sensor. Sensor PIR akan mendeteksi gerakan pengguna. Heart Rate Sensor akan mendeteksi detak jantung pengguna. Dari kedua parameter ini akan dihasilkan status kondisi kesehatan jantung. Kemudian modul wifi akan mengirimkan data ke aplikasi android untuk ditampilkan. Berdasarkan hasil rancangan dan dengan adanya sistem monitoring latihan kebugaran ini pengguna dapat menerapkan gaya hidup yang sehat dan memudahkan dalam melatih kebugaran secara riil time.
Kontribusi Platform Digital Sosial Terhadap Peningkatan Ketertarikan Siswa pada Perguruan Tinggi Baru di Indonesia Agung Yuliyanto Nugroho; Joko Sutopo; Nur Rohman
Mutiara : Jurnal Penelitian dan Karya Ilmiah Vol. 2 No. 4 (2024): Agustus : Mutiara : Jurnal Penelitian dan Karya Ilmiah
Publisher : STAI YPIQ BAUBAU, SULAWESI TENGGARA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59059/mutiara.v2i4.1532

Abstract

Universities as institutions providing educational services must be able to adapt to this. Currently, there are many universities that use social media, but not many universities can make optimal use of social media. Promotion is something that every company must do. The main thing in promotion is to create a persuasive message that is effective to attract the attention of consumers. The use of social media for prospective new students. This study aims to decipher the influence of social media use on the number of new students. This research is a quantitative descriptive research. The sample was taken from users of 9 digital platforms Youtube, Facebook, Tik Tok, Instagram, Twitter, Sportify, ClubHouse, Pintrest and Linkedin. Based on the results of the research, the use of digital platforms to increase the number of university students is increasing. This paper seeks to outline how the trend of social media use in universities, what social media platforms can be used in universities and how social informatics is the use of digital social media platforms for universities.
PENERAPAN INTEGRAL DALAM ANALISA NILAI SURPLUS KONSUMEN DAN PRODUSEN PADA INDUSTRI PETERNAKAN AYAM BROILER Alvin Andrian Rivaldi; Noviana Salsabila; Rebecca Angelina Silaen; Joko Sutopo
AdMathEduSt: Jurnal Ilmiah Mahasiswa Pendidikan Matematika Vol 10, No 4 (2023)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/admathedust.v10i4.27035

Abstract

Peternakan ayam broiler potong merupakan salah satu sektor utama dalam industri Indonesia. Data dari Badan Riset dan Inovasi Nasional (BRIN) menunjukkan bahwa peternakan ayam broiler berperan besar dalam produksi protein hewani, mencapai 71,35% dari total produksi daging di negara ini. Industri peternakan ini memiliki dampak yang signifikan terhadap ekonomi masyarakat. Karena itu, penentuan harga jual daging ayam broiler perlu mempertimbangkan keseimbangan keuntungan bagi penjual dan pembeli. Dalam konteks ini, keseimbangan merujuk pada optimalisasi nilai surplus yang diterima oleh konsumen dan produsen berdasarkan harga yang tepat. Salah satu cara yang dapat digunakan adalah melalui penerapan metode integral. Pendekatan integral dapat diterapkan untuk mencari persamaan fungsi total yang menggambarkan surplus produsen dan surplus konsumen dalam penjualan ayam boiler. Sebelumnya, langkah pertama adalah menemukan fungsi penawaran dan fungsi permintaan. Dengan demikian, akhirnya dapat dicapai suatu titik keseimbangan yang memaksimalkan kepuasan baik bagi konsumen maupun produsen. Namun, perlu diingat bahwa meskipun nilai surplus produsen dapat meningkat dengan lebih banyak kepuasan dari pihak produsen, jika permintaan rendah maka nilai surplus dapat menjadi negatif, tetapi permintaannya cenderung rendah akan membuat nilai surplus menjadi negatif.
UI/UX Design of Psychology Consultation System Application Using the Design Thinking Method Ahmad Taufiq Rohman; Joko Sutopo
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 10 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i10.7024

Abstract

Mental health is an important issue facing the global community today. Every year, millions of people are affected by a variety of mental disorders, making mental health a very pressing issue. The study highlights the need for a mobile app-based psychological consultation system, which can provide better access for individuals experiencing mental problems. Through the design and development of effective systems, this research aims to understand how these apps can help individuals overcome mental health challenges, improve their quality of life, and facilitate better interactions between mental health professionals and users. This research method follows a design thinking approach to design UI/UX for psychology consultation system applications. This approach was chosen because it can produce more innovative solutions by understanding user needs in depth. From the results of this study, it is clear that the application of a psychology consultation system designed with a user-based approach can not only increase satisfaction but also increase user engagement. These findings support the initial hypothesis that a deep understanding of user needs can lead to better and more effective app designs.
Data Security and Access Rights Management on Anime Content Management Information System Hermanus Erwan Bali Loko; Joko Sutopo
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 11 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i11.7034

Abstract

In the increasingly developing digital era, data security and access rights management have become crucial aspects in information systems, especially on platforms that manage specific content such as anime. The Anime Content Management Information System (SIPKA) requires a robust security mechanism to protect user data, content and access rights in order to prevent security threats such as unauthorized access, data theft and content manipulation. This study discusses various methods and technologies that can be applied to improve data security and access rights management in SIPKA. Through literature analysis and case studies, this research found that implementing data encryption, multifactor authentication, and role-based access rights management (RBAC) systems are effective strategies in maintaining data integrity and confidentiality. It is hoped that the results of this research can provide guidance for SIPKA developers and managers in implementing appropriate security policies and technology to ensure the security and operational continuity of the system.
Perancangan Sistem Two-Factor Authentication (2FA) Pada Aplikasi E-Commerce Daffa Sholah Islamey; Joko Sutopo
Jurnal Indonesia Sosial Teknologi Vol. 6 No. 1 (2025): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v6i1.8806

Abstract

The development of digital technology has given significant changes to human life, especially in the Internet world, the Internet makes it easier for humans to carry out daily activities and work. However, this convenience can also increase the threat of cybercrime. This research aims to implement a security system based on Two-Factor Authentication (2FA) with a One-Time Password (OTP) on Android applications, to protect data from cybercrimes such as Phishing data theft and ransomware. The research method used is the waterfall model, which contains system analysis discussing what is needed in building applications with 2FA and OTP security, system design discusses the system flow that will be applied and created, coding discusses how the backend can run the system flow created, and implementation discusses the application of previous results. The result of the research obtained is that the implementation of Two-Factor Authentication (2FA) using a One-Time Password (OTP) can improve the security of user data by providing an additional layer of security that reduces unauthorized access rights, this also provides a safer experience for application users who implement it.