Muhammad Aminul Akbar
Fakultas Ilmu Komputer, Universitas Brawijaya

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Perancangan User Experience Sistem Informasi Pelaksanaan Praktik Kerja Lapangan berbasis Website menggunakan Pendekatan Human-Centered Design (Studi Kasus: SMKN 2 Kota Serang) Richard Hans Octavian; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The development of information technology changes every year, the field of education is one field that has a significant impact on the development of information technology. SMKN 2 Serang City is one of the state SMKs located in Serang City, Banten. Students of SMKN 2 Serang City are required to carry out On The Job Training (OTJ) to meet the curriculum requirements, so that students gain experience as a provision in the world of work later. Problems that occur at this time the implementation of street vendors is still done manually, it makes the implementation of street vendors less effective and efficient. To overcome the problems experienced, it takes a web-based information system development to be a solution in solving these problems. In building a website-based information system there is a component called User Experience. One of the methods in designing and developing User experience is to use the Human Centered Design (HCD) approach. This system will be developed by having several features in the form of discussion room pages, search features in discussion rooms, filters in discussion rooms, registration of street vendors, daily attendance logbook, and reporting of street vendors. To get a good User Experience and in accordance with the needs of users, testing of the system is treated, the method used to evaluate the User Experience of a system is one of them using Usability Testing. Based on the results of testing the features contained in the system, the results of testing on 3 aspects of testing are effectiveness, efficiency, and satisfaction.
Aplikasi Edukasi Pembelajaran Interaktif Alfabet Anak menggunakan Teknologi Augmented Reality Rahadian Fernandika; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Alphabet recognition learning can be developed with these technological advances, namely by using Augmented Reality technology as an interactive learning media for the introduction of the alphabet. Based on previous research, the author wants to provide a solution by making an application to solve the problem of a child's lack of interest in learning. Then the application created will be added with images as examples of using the alphabet so that children are more interested in learning to use the application. Recognition of the letters of the alphabet is one of the skills of children who develop from an early age, especially kindergarten children, namely language skills. The child's ability to recognize the alphabet is indicated by the child's ability to pronounce the sounds and names for each alphabet. The application testing uses methods, namely Blackbox Testing and Smileyometer, the Blackbox method tests the functionality aspects of an application and testing uses a Smileyometer to assess user experience when using the application. The results of the Blackbox Testing all test results run according to their functions and the Smileyometer test results in the Pre-test get an average value of 3.4 and the Post-test gets a value of 4.5 from these results it can be concluded that the application can increase children's interest in learning the alphabet.
Perancangan User Experience Aplikasi Adopsi Kucing dengan Metode Design Thinking (Studi Kasus: Pecinta Kucing di Malang) Yolanda Saputri; Agi Putra Kharisma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The community's interest in keeping cats has increased, but there are still cases of abandoned cats. Many cat lovers find abandoned cats but can't adopt them, so they want to find adopters. However, they find it difficult to find adopters who want to adopt the cat due to the lack of media as a bridge to disseminate this information. Based on these problems, this research was carried out to design a user experience application for cat adoption using a design thinking method that focuses on user experience and is effective in solving complex problems, and the best solution has not yet been found. The results of a comparison of the current cat adoption business process simulation and recommendations decreased by 51.45% or 23.5 minutes, which means it is more effective and efficient. The final result of this research is a high-fidelity prototype solution design. The solution design was evaluated using usability testing and the User Experience Questionnaire for ten respondents. The results of the usability test obtained the value of the effectiveness aspect is 91.667%, the efficiency aspect is 0.1377 goals/second, and the satisfaction aspect is 88.75 or grade A(excellent) using the system usability scale. In UEQ, the results showed that the average value of the attractiveness scale is 2.77(excellent), the perspicuity scale is 2.50(excellent), the efficiency scale is 2.70(excellent), the dependability scale is 2.53(excellent), the stimulation scale is 2.75( excellent), and novelty scale is 2.40(excellent).
Analisis Perbandingan Layout Form Single-Page dan Multi-Page dalam Pengisian Form Data Penduduk Muhammad Satrio Bayu Pamungkas; Muhammad Aminul Akbar; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Population data is very important for the life of the state, because population data is needed for various kinds of government administration services. One source of population data itself is from population data registration. With the development of information technology in Indonesia, registration of population data that was previously done manually can now be done digitally. Then to be able to meet these needs, an online form or web form is needed. Until now there are various types of forms that can be used according to these needs. Several types of forms that are commonly used on various websites today are single-page and multi-page forms. Single-page has the advantage of being easy to check data entries. Multi-page has the advantage of dividing data entry into several parts so filling out the form doesn't feel long and tiring. With each of these advantages, this research focuses on a comparative analysis between single-page and multi-page forms on time efficiency in filling in population data. Comparisons were made using normality tests and parametric comparison tests to determine differences between the two types of forms. The calculation results show that there is a difference between single-page and multi-page designs in terms of time efficiency which leads to multi-page forms whose average time efficiency is better than single-page.
Pengembangan Gim Edukasi Pembelajaran IQRA-1 dan Tajwid menggunakan Augmented Reality Andri Alfian; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Studying, understanding and practicing Qur'an is an obligatory thing that every Muslim does in his daily life. However, for now, the method of learning Qur'an at the basic level still uses conventional methods, one of which is the IQRA theory method, which is less favored by students in learning hijaiyah letters. This problem can be dealt by utilizing technology which is currently easy to use by various age groups, especially children. Learning media can also includes gamification aspects, such as levels and scores to create more interesting learning ecosystem. In addition, Augmented Reality technology that can display digital information to the real world is also starting to be widely applied to create immersiveness to the use of edutainment media. Therefore, the AR-IQRA-1 and Tajwid game was created, which packages IQRA learning techniques in a more interactive, interesting and modern way, as an option for more modern learning method, to increase interest in learning the pronunciation of Hijaiyah letters. AR-IQRA-1 and Tajweed game is developed with AR technology using markerless method that brings up 3D images of the hijaiyah letters. The development of the AR-IQRA-1 and Tajweed game uses methods including needs analysis, design, implementation, and testing. Functional testing of AR-IQRA-1 and Tajweed game resulted in 4 kinds of functions that were declared fulfilled with an overall valid logic structure. The usability testing of AR-IQRA-1 and Tajweed game being held using the System Usability Scale (SUS) technique with 24 student respondents, obtained a result of 81.04 which means that AR-IQRA-1 and Tajweed Game has acceptable criteria and grade B with an excellent rating.
Pengembangan Aplikasi Perangkat Bergerak Sistem Informasi dan Manajemen Bank Sampah Kota Batu berbasis Android (Studi Kasus: Bank Sampah Teratai Putih) Ian Setyo Aji; Agi Putra Kharisma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Garbage is a waste product that is produced from the rest of human activities every day. The volume of waste generated by local residents and tourists in Batu City every day can reach 99 tons. In achieving the waste reduction target, the Environment Service invites the public to apply the 3R principles. Teratai Putih Waste Bank is a place for the people of Batu City to deposit waste that is still of value. However, data recording at the Teratai Putih waste bank in Batu City has several obstacles, for example difficulties in searching data, and it takes a lot of time to record customer data. The data recording was done manually using a book. The current business process is considered to be lacking in time efficiency, so a new business process is needed. This research develops Android-based software that can help perform data recapitulation related to waste bank management at the Teratai Putih Waste Bank. The SDLC used in developing software is SDLC Prototyping. In terms of effectiveness, managers get a success rate of 90% in carrying out their duties while customers get a success rate of 94%. Furthermore, on the aspect of efficiency, the results of obtaining efficiency time for managers can complete their tasks by 0.030 every second. Meanwhile, customers can complete their tasks by 0.055 per second. In addition, the proposed business process is 35.8% faster than the current business process.
Perancangan Mekanik Gim Edukasi Kimia Tabel Periodik Unsur Menggunakan Metode Iterative dan Rapid Prototyping Davin Benaya; Tri Afirianto; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 5 (2023): Mei 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Pelajaran kimia merupakan merupakan salah satu kurikulum dalam kegiatan belajar mengajar siswa SMA yang baru dan belum diajarkan sebelumnya. Karena belum adanya pembelajaran yang didapat sebelumnya, siswa masih sulit untuk memahami beberapa materi di pelajaran kimia karena konsep kimia yang abstrak dan sulit dipahami. Salah satu standar kompetensi mata pelajaran kimia adalah tabel periodik unsur dan meskipun menjadi standar kompetensi, nyatanya masih sedikit siswa yang mengetahui penamaan tabel periodik unsur. Kesulitan siswa juga diakibatkan oleh kurangnya guru yang mengajar di beberapa sekolah. Bahkan kegiatan belajar mengajar di beberapa sekolah masih diajarkan oleh guru biologi dan fisika, membuat pelajaran hanya mengaju pada buku ajar tanpa adanya demonstrasi. Karena masalah tersebut, metode pembelajaran interaktif merupakan salah satu metode yang dapat diterapkan untuk menambah partisipasi siswa dalam kegiatan belajar mengajar. Implementasi pembelajaran interaktif meliputi diskusi kelas, pertanyaan terbuka, latihan praktek, dan juga game edukasi. Dengan permasalahan di atas, penelitian ini melakukan perancangan mekanik game edukasi pelajaran kimia untuk meningkatkan tingkat ketertarikan siswa dalam pembelajaran tabel periodik unsur. Penelitian ini merancangan lima rancangan game dengan paper prototyping yang memiliki mekanik berbeda dan dibandingkan tingkat ketertarikan pemain menggunakan metode pengujian Game Experience Questionnaire (GEQ). Rancangan terbaik didapat dengan melihat rancangan mana yang memiliki tingkat positif tertinggi pada Core Module dan Postgame module kemudian akan diiterasikan menggunakan metode Iterative and Rapid Prototyping agar membuat rancangan menjadi lebih baik dan menarik untuk dimainkan oleh para pemain. Berdasarkan evaluasi yang dilakukan didapatkan rancangan mekanik game terbaik adalah rancangan game Role-play dengan nilai Positive Affect Core Module 4,2 kategori baik dan Post-game Module Positive 4,25 dengan kategori baik.
Analisis Perbandingan Pengalaman Pengguna Aplikasi Shopee dan Mobile Website Aurora menggunakan Kuesioner MeCUE (Studi Kasus PT Aurora Harapan Bangsa) Fitrantika Diashafira; Komang Candra Brata; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 4 (2023): April 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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PT Aurora Harapan Bangsa merupakan perusahaan yang bergerak dalam bidang skincare dan kosmetik. Perusahaan ini mendistribusikan berbagai macam brand kecantikan kepada konsumen melalui offline dan online store. Salah satu platform yang digunakan oleh perusahaan ini adalah aplikasi Shopee. Aplikasi Shopee saat ini merupakan aliran penghasil terbesar dari seluruh platform yang digunakan oleh PT Aurora Harapan Bangsa, namun perusahaan beberapa kali mengalami kendala error pada waktu-waktu tertentu. Oleh karena itu diperlukan alternatif agar pengguna tetap dapat memesan produk di PT Aurora Harapan Bangsa ketika platform lain tidak dapat digunakan. Maka dari itu di sini PT Aurora Harapan Bangsa mengembangkan website Aurora Gorgeous untuk dijadikan alternatif. Di sini juga diketahui bahwa terdapat beberapa perbedaan flow atau langkah-langkah pada aplikasi Shopee dan mobile website Aurora Gorgeous. Perbedaan flow tersebut salah satunya terdapat pada fitur utama yaitu fitur belanja. Dengan adanya perbedaan flow ini kemungkinan akan membuat pengalaman pengguna juga berbeda. Maka di sini dilakukan analisis terhadap perbedaan flow pada fitur belanja lalu membandingkan hasil pengalaman pengguna dari kedua platform. Dengan harapan bahwa adanya mobile website alternatif ini dapat memberikan pengalaman pengguna yang minimal sama atau bahkan lebih baik daripada aplikasi Shopee. Kemudian dilakukanlah penelitian perbandingan pengalaman pengguna diantara kedua platform tersebut menggunakan metode kuesioner meCUE. Setelah adanya penelitian ini maka diketahui bahwa terdapat beberapa indikator yang diungguli oleh aplikasi Shopee dan beberapa indikator lain diungguli oleh website Aurora Gorgeous. Indikator yang diungguli oleh aplikasi Shopee adalah Usefulness, Usability, dan Commitment. Sedangkan untuk Visual Aesthetic, Status, Emotions. Intention of Use dan Product Loyalty website Aurora lebih unggul. Selain itu secara keseluruhan mobile website Aurora juga lebih unggul dibandingkan dengan aplikasi Shopee.
Analisis Performa Image Loading Library Glide dan Picasso pada Aplikasi MovieApp Bugi Pradana Nugroho; Muhammad Aminul Akbar; Aryo Pinandito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 5 (2023): Mei 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Pada era teknologi informasi saat ini, penggunaan perangkat mobile menjadi semakin umum. Salah satu penyebabnya adalah banyaknya fungsionalitas yang ditawarkan, termasuk namun tidak terbatas pada: komunikasi, mencari pengetahuan, dan hiburan. Pada sektor hiburan, salah satu bentuk media yang paling umum diakses melalui perangkat mobile adalah menonton film. Untuk memenuhi tren yang terus meningkat ini, sebuah aplikasi Android diciptakan yang bernama MovieApp. Dalam implementasinya, aplikasi ini menggunakan berbagai library untuk menyelesaikan fungsinya. Salah satu jenis library yang digunakan adalah image loading library untuk menampilkan gambar poster film. Menjadi aplikasi Android berarti sumber daya yang dimiliki untuk menjalankan aplikasi tersebut terbatas, tergantung dari sumber daya yang dimiliki perangkat. Penelitian ini membandingkan performa performa antara image loading library Glide dan Picasso untuk menampilkan gambar poster film dari daftar film. Penelitian ini bertujuan untuk mengetahui image loading library mana antara Glide dan Picasso yang memiliki performa lebih baik. Performa library diukur pada aspek memory usage, CPU utilization, dan rendering time. Metode yang digunakan untuk menyelesaikan penelitian ini dimulai dari membuat rancangan pengujian, kemudian melakukan pengujian dan analisis, dan terakhir menarik kesimpulan. Penelitian ini menyimpulkan bahwa Glide memiliki performa yang lebih baik daripada Picasso dari semua aspek yaitu memory usage, CPU utilization, dan rendering time.
Analisis Penggunaan Library Networking Retrofit dan OkHttp pada Aplikasi Movieapp Muhammad Arif Nabil Lesmana; Muhammad Aminul Akbar; Aryo Pinandito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 13 (2023): Publikasi Khusus Tahun 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Dipublikasikan ke Fountain of Informatics Journal (FIJ) UNIDA
Co-Authors Abdurrahman Prawira Purmiaji Abi Firmandhani Adam Hendra Brata Ade Suluh Novriananda Aditasha Fadhila Ramdani Aditya Luthfi Alvari Ramadhan Aditya Rachmadi Agi Putra Kharisma Agung Dwi Budiarto Ahmad Afif Supianto Ahmad Fadli Naharu Akbar Ramadhan Aldo Rizky Saputra Allen Nazario Istalaksana Anderson Manurung Andhi Indra Lestya Wicaksono Andri Alfian Arief Alamsyah Aryo Pinandito Aryo Seto Dwisaputra Bondan Sapta Prakoso Bugi Pradana Nugroho Cahyono Hadi Kurniawan Carlista Naba Christian Doxa Hamasiah Chrysler Imanuel Chyntia Savrila Putri David Hosea Sipahutar Davin Benaya Dessy Amri Raykhamna Dheanisa Putri Rahayu Ditya Enandini Palupi Djoko Pramono Dwi Rama Malawat Edy Santoso Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhmmad Adams Jonemaro Fathony Teguh Irawan Fathurrahman Annafabi Fikri Ihsan Ahmad Firadi Surya Pramana Firdaus Rahmat Prasetyo Fitraldy Soefana Fitrantika Diashafira Hanifah Muslimah Az-Zahra Hariz Farisi Hendro Dwi Prasetyo Herlambang Yudha Prasetya Herman Tolle Hilmi Ilyas Rizaldi I Made Wira Satya Dharma Ian Setyo Aji Ilham Akbar Ahmadi Ilmam Achmadiarsyi Ilman Naafian Firmansyah Indi Rachmah Winona Intishar Fadi Abdillah Iqbal Firmansyah Iqbal Putra Santosa Ismiarta Aknuranda Issa Arwani Isthofi Aslim Sofyan Jermias Kristian Komang Candra Brata Lailatussaadah M Nur, Lailatussaadah Lutfi Fanani Luthfi Fawwaz Putranto Mayovio Ahmad Mahendrata Mochamad Halim Mohamad Ilham Ridho Mohammad Alauddin Mohammad Chaliffilardhy Syaifuddin Muadz Askarul Muslim Muchtar Prawira Sholikhin Muhamad Arifin Ramadhan Muhammad Arif Nabil Lesmana Muhammad Aufa Athallah Muhammad Azmi Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Reza Pahlevi Muhammad Satrio Bayu Pamungkas Muhtadin Ziqi Maulana Mujahid Bariz Hilmi Musavi Ardabilly Taufik Nashrul Azhar Mas'udi Niken Hendrakusma Nur Muhammad Rashid Panji Yodantara Pramudya Vizkal Arfianto Rahadian Fernandika Ramadhan Rizki Arga Putra Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Richard Hans Octavian Robertus Dwi Ari Utomo Ryan Aristo Sandhi Wistara Shandya Fajar Widyono Shena Star Sarwodi Steven Willy Sanjaya Syarief Noor Permadi Togan Jagat Raya Tri Afirianto Viqi Hanada Wibisono Sukmo Wardhono Widhy Hayuhardhika Nugraha Putra Winny Ardhian Septiko Yolanda Saputri Yoshua Aditya Kurnia Yosua Yosua Yudha Hadi Pratama Yuka Bimatara Putra Yuki Pradana Yusi Tyroni Mursityo Zulfikar Fahmi Falakh