Claim Missing Document
Check
Articles

Implementasi Metode Human Centered Design Dan Heuristic Evaluations Dalam Improvisasi User Experiences Dan User Interfaces (Studi Kasus : Aplikasi Pendidikan Dan Pelatihan Anggota Koperasi) I Ketut Santa Wijaya; Cokorda Rai Adi Pramartha; Luh Gede Astuti; I Gede Surya Rahayuda
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 13 No 1 (2024): JELIKU Volume 13 No 1, August 2024
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Dalam fondasi era sekarang yakni globalisasi, pentingnya peran teknologi informasi kian terasa signifikan, khususnya dalam konteks Usaha Mikro, Kecil, dan Menengah (UMKM) seperti koperasi. Berdasarkan laporan dari "Digital 2022 Indonesia" oleh Kemp (2022) mengindikasikan bahwa sekitar 73.7% populasi Indonesia telah melek teknologi, namun, hanya 13% koperasi yang mengadopsi sistem digital. Untuk mengatasi hambatan dalam peningkatan partisipasi anggota koperasi, penulis selaku peneliti melakukan penelitian ini mengarah pada pengembangan aplikasi pendidikan dengan penerapan metodologi Human-Centered Design (HCD) dan evaluasi Heuristic untuk meningkatkan pengetahuan dan partisipasi anggota koperasi. Fokus pada lima kriteria usability yakni learnability, efficiency, memorability, errors, dan satisfaction, penelitian ini tidak hanya bertujuan untuk menciptakan antarmuka pengguna yang intuitif dan pengalaman pengguna yang memuaskan. Tetapi juga menciptakan hasil kebergunaan lanjutan dari Heuristic Evaluation yang menunjukkan peningkatan dimana hal ini sangat signifikan pada desain baru aplikasi. Hasil Usability memperlihatkan peningkatan yang mengesankan dalam semua aspek kebergunaan aplikasi dengan peralihan dari desain lama ke desain baru, di mana aspek kemudahan belajar (learnability) meningkat 16%, efisiensi tugas meningkat 12.09% dengan penurunan waktu yang diperlukan untuk menyelesaikan tugas, dan tingkat kesalahan (error) menurun 41.67%, mengindikasikan desain yang lebih intuitif dan mudah digunakan. Aspek memoriabilitas pengguna meningkat 16.55%, menunjukkan desain yang lebih baik dan lebih mudah diingat oleh pengguna. Signifikansi perbaikan ini paling mencolok dalam skor aspek kepuasan pengguna (satisfaction), yang melonjak dari 54 menjadi 80.5, menandai peningkatan kepuasan pengguna sebesar 49.07%. Perubahan ini tentunya menggarisbawahi kesuksesan desain baru dalam menciptakan pengalaman pengguna yang lebih menyenangkan dan efektif. Inisiatif ini mendemonstrasikan bagaimana HCD dan evaluasi Heuristic dapat bersinergi untuk mengimprovisasi User Experience dan User Interface dalam aplikasi pendidikan koperasi, menunjukkan langkah maju penting bagi peningkatan kesejahteraan anggota melalui pendidikan teknologi yang inklusif dan efektif.
Implementasi Metode Fuzzy Logic untuk Mendeteksi Asap Dupa di Pasar Tradisional Bali Berbasis IoT Ira Arituddiniyah; Cokorda Pramartha; I Dewa Made Bayu Atmaja Darmawan; I Gede Surya Rahayuda
JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) Vol 13 No 1 (2024): JELIKU Volume 13 No 1, August 2024
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research employs Fuzzy Logic for incense smoke detection in Bali's traditional markets, supported by IoT. It aims to develop a system for automatic identification, user reminders, and online monitoring. By using Fuzzy Logic, the system assesses smoke concentration, enabling appropriate responses. IoT integration facilitates object connectivity and communication. The outcome is a web platform for smoke monitoring, notifications, and remote device control. This study innovatively merges IoT with local wisdom, offering a valuable contribution.
Pengemasan dan Peningkatan Desain Kemasan Produk Industri Rumah Tangga Nyoman Restini Santiari, Linda; Ramayasa, I Putu; Suwastika, I Wayan Kayun; Jepriana, I Wayan; Rahayuda, I Gede Surya
WIDYABHAKTI Jurnal Ilmiah Populer Vol. 6 No. 2 (2024): Maret
Publisher : Direktorat Penelitian, Pengabdian Masyarakat, dan HKI Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/widyabhakti.v6i2.405

Abstract

Industri Rumah Tangga milik Ibu Nyoman Restini yang membuat minuman yang berbahan utama daun kelor yang diberinama kepuaknisam. Proses pembuatan bubuk minuman ini dimulai dari daun kelor ditambahkan dengan bahan lain seperti jahe, kunyit, kapulaga, pekak, serai, dan kayu manis. Bahan – bahan tersebut dikeringkan, kemudian dihaluskan serta dikemas untuk dijual. Penyajiannya dengan menyeduh bubuk minuman tersebut dengan air hangat seperti membuat teh. Permasalahan yang dimiliki oleh Industri Rumah Tangga Ibu Nyoman Restini terletak pada bidang manajmen produksi, dan pemasaran. Terkait manajemen produksi yakni desain kemasan dan pengemasan, IRT Ibu Nyoman Restini mengemas dengan plastik kemasan yang belum berisikan label untuk pembelian satuan. Penulis ingin melaksanakan pelatihan pengemasan dan memberikan layanan berdasarkan hasil analisis dan hasil wawancara. Kegiatan pengabdian difokuskan pada upgrade desain kemasan dan pelatihan pengemasan. Kegiatan dilakukan dengan metode ceramah, tanya jawab dan praktek langsung. Hasil yang didapatkan dari kegiatan ini yaitu IRT memiliki desain kemasan dan memiliki pengetahuan tentang desain kemasan yang baik. Indikator capaian kegiatan ini adalah IRT memiliki upgrade desain kemasan (100%)
Pelatihan CorelDraw dalam Perancangan Desain Papan Nama Linda Santiari, Ni Putu; Rahayuda, I Gede Surya
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 2 (2023): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v3i2.2581

Abstract

Economic growth in Badung Regency is also due to the role of various Small and Medium Enterprises which are currently starting to grow in Badung Regency. One of the trading businesses in Badung district is the UD Memeri (Trade Business) which is located in Banjar Lebah Sari, Gulingan Village, Badung Regency, Bali Province. The constraints faced by the marketing carried out were, the lack of knowledge of trading business owners about graphic design software for making trading business nameplates and the owner's lack of knowledge in making nameplates. There is no trading business nameplate and trading business logo yet. The solution given to this problem is in the form of graphic design software training for making trade nameplate designs and other designs. This training was conducted for the children of UD Memeri owners. The graphic software used is CoralDraw. Training is carried out starting from installing CorelDraw software, making simple designs, assisting in making nameplate designs, exporting design results, and evaluating them. The evaluation process is carried out based on some of the training that has been carried out by giving questions about making a design with the main assessment being the successful completion of the questions. From the results of the evaluation that has been carried out, the results show that the research conducted has a high level of effectiveness ranging from 78% - 86%.
Memanfaatkan Motion Sensor untuk Pencegahan Pencurian Barang Subhan, Rafly Shaquille; Rahayuda, I Gede Surya
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 1 (2023): JNATIA Vol. 2, No. 1, November 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In response to escalating security concerns, this research investigates the potential of motion sensors as a cutting-edge technology for theft prevention. The study employs experimental and quantitative methods to evaluate the efficacy of motion sensors in diverse settings, focusing on the prevention of helmet theft, a significant issue in various regions. Utilizing Packet Tracer simulation, the implementation of motion sensors is explored, emphasizing factors such as placement, sensitivity settings, and effective monitoring. The findings demonstrate a substantial reduction in theft incidents, attributing this success to the swift detection of suspicious movements and prompt alerts to authorities. The research underscores the importance of proper usage and maintenance in maximizing the anti-theft capabilities of motion sensors. By simulating the implementation through Packet Tracer, the study not only leverages conceptual and theoretical aspects but also provides practical testing replicable and analyzable through simulations. The research aims to contribute valuable insights into the application of motion sensor technology for preventing helmet theft and encourages the widespread adoption of quality helmets for enhanced safety. Keywords: Motion Sensors, Theft Prevention, Security Technology, Helmet Theft, Experimental Evaluation.
Simulasi Smarthome Menggunakan Cisco Packet Tracer Fath, Ahmad Royyan; Surya Rahayuda, I Gede
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 4 (2024): JNATIA Vol. 2, No. 4, Agustus 2024
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JNATIA.2024.v02.i04.p07

Abstract

The rapid development of technology has led to many changes in all fields. One field that has undergone changes is the industrial field. Nowadays, industries are competing to design electronic devices that can be communicated through the internet.through the internet network. The industrial sector utilizes the concept of the Internet of Things (IoT). IoT itself is used in the benefits of communication between tools and monitoring. Based on that, this research aims to create a smart home design using the Cisco Packet Tracer simulator.cisco packet tracer simulator. This research consists of two stages including: smart home design and testing with the cisco packet tracer simulator. home and testing with Cisco Packet Tracer simulator. Researchers made a design smart home with 3 main components, namely doors, fans and monitoring cameras. The three Each of these components has a different protocol. The results of the test show that the smart home protocol designed can run well in accordance with the predetermined rules. with the rules that have been determined. Keyword: Cisco Packet Tracer, IoT, Protocol
Pengembangan Algoritma Caesar Cipher dalam Game-Based Learning untuk Pendidikan Kriptografi pada Anak Kesuma, Arya Dharma; Rahayuda, I Gede Surya
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 2 No 3 (2024): JNATIA Vol. 2, No. 3, Mei 2024
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JNATIA.2024.v02.i03.p11

Abstract

The decline in children's interest in learning caused by easy access to games is the main reason I designed game-based learning. As time goes by, the way of presenting learning material must also be changed to make it more interesting, interactive and can attract children's interest in learning. Games- Based learning is one way to answer this problem, with learning materials that are packaged attractively, it is hoped that it can increase children's interest in learning. In this game plan, it will introduce the world of IT to children, especially the world of cyber security. One of the concepts raised is cryptography. The algorithm used in this cryptography is the Caesar cipher because it is easy to understand and suitable for children. With a game design that is like a mystery and interactive, it is hoped that it can increase children's interest in learning and introduce cyber security. Keywords: Game-Based Learning, Caesar Cipher, Cryptography
Integrasi Chatbot Berbasis GPT Terhadap Website E-Commerce (Studi Kasus Toko JSA) Teguh Pramana, Made Putra; Rahayuda, I Gede Surya
Jurnal Nasional Teknologi Informasi dan Aplikasnya Vol 1 No 3 (2023): JNATIA Vol. 1, No. 3, Mei 2023
Publisher : Informatics Study Program, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

A website is a series of sites with related hyperlinks that individuals, organizations, companies, or government made. E-commerce websites are websites that have features for transaction through online services. Toko Jsa Emas Perak is one of the companies that want to develop its company's presence on the internet using e-commerce websites. Uniqueness is important to have an edge between online competition. By implementing a chatbot system in the e-commerce website, it can increase the effect on each user in interaction. the propose of this research is to implement a chatbot service in the toko jsa website. Keywords: blackbox,e-commerce websites,chatbot, GPT
Perancangan Sistem Virtual Tour 360 Degree Pengenalan Objek Wisata Tanah Wuk Untuk Promosi Dalam Bisnis Digital Santiari, Ni Putu Linda; Dananjaya, I Gede Agastya; Rahayuda, I Gede Surya
@is The Best : Accounting Information Systems and Information Technology Business Enterprise Vol 8 No 1 (2023): @is The Best : Accounting Information Systems and Information Technology Business
Publisher : Labkat Press KA FTIK UNIKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/aisthebest.v8i1.9915

Abstract

Tanah Wuk offers impressive views with the beauty of green valleys, a very calm situation, and rows of hills that complement this beauty. As a place for family recreation, Tanah Wuk provides a large enough yard that can be used as a place for barbecues and playing games with the family. Therefore, with the current development of information technology, one of which is packaging information technology through multimedia, we will increase the promotional media for Tanah Wuk Tourism Objects in Sangeh Village by creating a virtual tour application that aims to introduce Tanah Wuk Tourism Objects to tourists before visiting. Information technology, through this multimedia, is a combination of data, sound, video, audio, animation, graphics, text, and sounds in which the combination of these elements can be presented via a computer. Before being developed, the design needs to be done for this information system, starting with the menu structure design, storyboards, and interface design. System design is very important to ensure that the system built can provide significant added value for the users who use it. The design is carried out starting with data collection, needs analysis, menu structure design, storyboards, and interface design. From the needs analysis, there are two users involved in making this system, namely the admin and the user. For the menu structure, there are four menus in the system: home, profile, virtual tour, and about.
Strategi Tata Kelola TI Berbasis COBIT 5 untuk Mendukung Digitalisasi Operasional Toko Ritel Santiari, Ni Putu Linda; Rahayuda, I Gede Surya
bit-Tech Vol. 7 No. 2 (2024): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v7i2.1982

Abstract

Toko Adex, merupakan salah satu contoh usaha mikro yang berkembang melalui adaptasi strategi bisnis yang responsif terhadap kebutuhan masyarakat. Bermula sebagai sebuah toko kecil yang menyediakan kebutuhan pokok sehari-hari. Toko Adex menempatkan pemberdayaan pengusaha kecil dan pemenuhan kebutuhan konsumen sebagai prioritas utama. Namun, pertumbuhan ini tidak terlepas dari tantangan, terutama dalam pengelolaan sumber daya manusia dan sistem informasi. Tantangan ini sebagai permasalahan yang di hadapi oleh toko adex yaitu dalam pengelolaan stok barang, data karyawan, dan hubungan dengan pelanggan serta distributor. Dalam dunia bisnis yang terus berkembang, penerapan teknologi informasi (TI) telah menjadi salah satu kunci keberhasilan perusahaan, termasuk dalam sektor ritel. Oleh karena itu, implementasi kerangka tata kelola TI seperti COBIT 5 menjadi langkah strategis yang dapat membantu organisasi, termasuk Toko Adex, mencapai tujuannya secara efektif. Tujuan utama penelitian ini adalah untuk: mengidentifikasi kendala yang dihadapi Toko Adex dalam pengelolaan operasionalnya, mengevaluasi penerapan COBIT 5 dalam konteks bisnis ritel, dan menganalisis dampak implementasi COBIT 5 terhadap efisiensi operasional dan kepuasan pelanggan di Toko Adex. Langkah yang dilaukan yaitu memetakan tujuan bisnis perusahaan dengan Enterprise Goals pada COBIT 5, memetakan IT Relate Goals dengan Enterprise Goals, memetakan IT Related Goals dengan Domain proses Cobit 5, pengolahan data, menentukan gap, memberikan rekomendasi. Hasil dari pemetaan IT Related Goals dengan Domain Proses yang sesuai dengan permasalahan Toko Adex, domain terpilih yang akan diaudit adalah domain APO dan DSS meliputi subdomain APO07, APO08, DSS01, DSS01,DSS03. Hasil audit tata Kelola menggunakan Cobit 5 memberikan rekomendasi pada domain APO07, APO08, DSS01,DSS02, dan DSS03.