Articles
Rancang Bangun Aplikasi Sistem Informasi Manajemen Laboratorium Biomedik Fakultas Kedokteran Universitas Brawijaya
Ahmad Leo Yudanto;
Herman Tolle;
Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 1 No 8 (2017): Agustus 2017
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Biomedical Laboratory is one of laboratories at Brawijaya University Medical Faculty. Considering the eminent level of requirement for laboratory's various services management which continues to grow along with the need for a data inventory and monitoring of materials and equipment stock, it is necessary to rebuilt laboratory management information system to facilitate every laboratory requirements while providing simplicity and flexibility for future development. Biomedical laboratory management information system has to be redesigned according to user requirements based on comprehensive requirements analysis phase with detailed design so it can be completely implemented and in accordance with user requirements. This technologies are Laravel 5 framework which built by PHP programming language and Apache server as a local server which would be installed on several computers at laboratory. This research produces an information system which can perform data inventory process, stock monitoring of materials and tools and also informations system alreadys meet laboratorium's business process and functionality requirement that already have been tested by software testing method.
Analisis User Experience Pada Game CS:GO dengan Menggunakan Metode Cognitive Walkthrough dan Metode Heuristic Evaluation
Gagas Pandusarani;
Adam Hendra Brata;
Eriq Muh. Adams Jonemoro
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 3 (2018): Maret 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Counter Strike : Global Offensive is a game First-Person Shooter and is the best game First-Person Shooter according to PC Gamesn and Steam. However, behind all that what can make the game into a famous and successful on market. There is one science that can determine that is, User Experience. User Experience is a very important part in making games. Inside user experience there Interface, Interface is a science that learn the view. Then, to know the game view Counter Strike : Global Offensive is good or not, then analyzed with Cognitive Walkthrough and Heuristic Evaluation method. Cognitive Walkthrough and Heuristic Evaluation is a method that have a lot of similarities and only have one different. Cognitive Walkthrough respondents by beginners, Heuristic Evaluation respondents by experts. The Analysis aims to discover the deficiency of game view, then if any deficiency it will be repaired. The result of the analysis is good, only have one deficiency from testing by experts and can be concluded this game to be the best game because this game have good User Experience.
Pengembangan Electronic Customer Relationship Management (E-CRM) Pada Toko Sepatu Aneka Sport Malang Dengan Metode Kerangka Kerja Dynamic CRM
Ghaniyu Zulfata;
Niken Hendrakusma Wardani;
Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 4 (2018): April 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The business competition growing rapidly and the development of information technology are the reason for the company to change the company's thinking on business, which was once oriented towards profitability toward potential factors such as customer satisfaction. This can motivate companies to take advantage of technology in maintaining good relationships with customers in order to form customer loyalty. This study aims to design and build Electronic Customer Relationship Management (E-CRM) software in Aneka Sport shoe shop Malang by using framework dynamic of CRM method. The framewok dynamic dynamic of CRM method is used to analyze system requirements based on information obtained from customers, for customers and by customers. In this software implementation using waterfall system development method and built based website with PHP programming language and MySql database. The software is tested using white-box testing indicating that 3 functions can run correctly, black-box testing shows 23 valid status functions, compatibility tests that show the system works well on 8 types of website browser, and user acceptance testing shows 81.9% of users agree. From the test results can be concluded that this software has been successfully developed according to the design and can be accepted by the user.
Pengembangan Sistem Informasi Penggalangan Donasi pada Yayasan Gerakan Nurani Orang Tua Asuh (GN-OTA) Kabupaten Lumajang
Yuris Socio Perestroika;
Adam Hendra Brata;
Yusi Tyroni Mursityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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GN-OTA Foundation is a non-profit organization focused on funding education for underprivileged school-aged children. GN-OTA is now experiencing a decline in the number of donations since apart from the foundation of the Foster Parents National Movement. To help overcome these problems, an information system was developed to raise donations and publications for GN-OTA foundation. The author proposes the development of this information system based on the phenomenon of e-charity, online fundrising or donations made via the internet which is quite successful in increasing social sensitivity in the community. The development of this system utilizes the Iterative development model with an object oriented approach. This system applies the concept of MVC (Model View Controller). Meanwhile, the tests performed are functional tests based on white-box and black-box testing models. Functional test shows good results, visible from the valid results for each test scenario. In addition to functional testing, the authors also tested the non-functional aspects of performance by using the tool YSlow. YSlow is an online tool that can test and assess system performance. YSlow gives a pretty good result C for average performance for donation page. However, in terms of the minimum HTTP request test matrix, this system still need improvement.
Pembangunan Aplikasi Augmented Reality untuk Pengenalan Benda di Museum Berbasis Android (Studi Kasus : Museum Blambangan Banyuwangi)
Yudha Akbar Pramana;
Komang Candra Brata;
Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Museum of Blambangan is one tourist attraction to add insight and knowledge in which there are objects of cultural heritage inside it. However as time goes by, there will be an ever-decreasing change of interest for students. This is influenced by the advance technology so they think that coming to the museum is boring. So in this thesis project, take the initiative to create an augmented reality application to introduce museum objects so it looks interesting. Because augmented reality is a technology that combines the real world and the virtual world, moreover augmented reality is one of the developing technology and is in great demand today. The development of this application uses a method adapted from the Agile SDLC model, which has 7 phases consisting of literature study, needs analysis, implementation, system testing, system deployment, and conclusions. The functionality testing is performed in accordance with the test cases on each functional requirement. The results of functionality testing show that the functional requirements have been met by the system. The result of usability testing by giving questionnaires of System Usability Scale (SUS) to the respondents of museum visitors and museum staf, obtaining visitor satisfaction result gets 86%. From these values can be concluded that this application can help the introduction of museum objects. Compatibility testing indicates that the work validity of these features can be well executed.
Perbandingan User Interface Aplikasi Mobile Pemesanan Tiket Pesawat Online dengan Design Thinking
Anandhi Tristiaratri;
Adam Hendra Brata;
Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 6 (2018): Juni 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Domestic flights are increasing from year to year impact on the increase of tickets. It is to develop mobile online applications. The examples are Traveloka, Tiket.com, and etc. From the many applications, users will feel the different user experience. It can be caused by interface or usability. This research will examine about interface and usability of android applications which can be used as a reference for building similar applications. The method that used in this reasearch is design thinking. To collect data there are several ways such as interviews and questionnaires. Based on the results of research, the user experience of Traveloka and Tiket.com obtain an average value of 5.8/7 and 5.3/7. That number proves that both applications have usefulness, easy of use and learn, and satisfication is good enough for the users.
Pengembangan Sistem E-Business untuk Cetak Dokumen Kapan Saja dan Dimana Saja Secara Online dengan Aplikasi Piranti Bergerak
Ziya El Arief;
Adam Hendra Brata;
Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 5 (2018): Mei 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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The university student often receive assignments that need to be printed such as essay, reports, thesis, etc so that the document printing activity is neccessary for them. Outside printing activity feels very disturbing students' productivity because with that they must to walk to printing services, queue and be busy to find open printing services. In this research writer tries to solve the above issues with making a web-to-print e-business system. In this system customers just need to upload and choose the store where they want to take the document and after the document done he will receive notification and can take his document. The research done from requirement analysis stage, designing, implementation until testing stage. Program code implementation done by utilizing Ionic framework and PHP Codeigniter. The result of qualitative testing shows that the system is 100% validated which the testing is using basis path testing for white box testing and functional testing for black box testing. While quantitative testing result shows that the mobile application for customer can only run smoothly in Android KitKat devices or newer with internet connection HSPA+ or faster.
Pengembangan Sistem Rental Kamera Online
Ridho Saputra;
Agus Wahyu Widodo;
Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 6 (2018): Juni 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Nowadays technological developments are progressing very rapidly. Gadgets as a facility and means of communication and entertainment are also experiencing tremendous growth. Indonesian society increasingly wants to know closer to internet technology, many who use the internet as a field of business, one of which is a site that sells or leases goods online. Not just smartphones or Tablet PCs, the camera now has a growing technology. In the development of all these technologies are also accompanied by technological developments in the field of photography, such as single lens reflect digital camera or more we are familiar with the name of DSLR cameras. The process of analysis of the validation test results is done by looking at the conformity between the results of system performance with a list of needs. Based on the results of validation testing can be concluded that the implementation and functionality of Online Camera System has met the needs that have been described in the needs analysis phase. The process of analysis of the performance test results is done by analyzing the results of testing of Online Camera Rental System.
Pembangunan Sistem Enterprise Resource Planning pada Griya Laundry
Rahmat Al Aziz;
Faizatul Amalia;
Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 6 (2018): Juni 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Information technology is growing in this era makes things become faster. In this research, the researcher tries to model and apply business process using ERP program as the foundation in ERP system development at Griya Laundry Company. In this research is the business process used by the company and modeled in the form of Business Process & Notation. Implementation of software using web programming language. The use of HTML, PHP, CI Framework, JQuery, and CSS as the foundation of the application builder programming. Based on the test results obtained, GLErp system can be accepted by. Preferably in terms of benefits, satisfaction, use in use, and ease of learning with percentage of 68,20%. Based on the results of the validation tests obtained, the GLErp application has fulfilled all the needs.
Pengembangan Media Pembelajaran Perakitan Komputer Dengan Menerapkan Metode Agile Software Development
Aditya Ardi Nugraha;
Faizatul Amalia;
Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 6 (2018): Juni 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Computers have become a major necessity in life now. Before the computer can be used the it must be assembled first. This process is called the process of assembling computer. This process requires special knowledge that is commonly found in computer assembly subjects in SMK. In the development of learning media, a lot of SMK that apply conventional media. This research is intended to implement and test computer learning media that has been developed. Development by using agile software development is expected to help develop learning media assembly of existing computer. Agile software development methods facilitate and provide space for learning media to be developed into broader direction, at its form as a medium of learning. Implementation of software is done by using Heroku as hosting server, Node JS as back-end server, and Firebase Auth and Database system as database server. According to the usability testing, the computer assembling learning media that has been developed by this research can be perceived by its users. Usability testing is measured at user perspective, system attitudes, technical quality, and information side resulting 75,5 as a score. According to cyclomatic complexity testing, learning media that have been developed results in low risk program category.