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Utilizing Design Thinking and User Experience Research for Effective Agricultural Labor Recruitment Web Application Design Sabrina, Cut Luna; Astiti, Sarah
Journal of INISTA Vol 6 No 2 (2024): May 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i2.1442

Abstract

The agricultural sector faces a significant challenge in recruiting a skilled workforce, with both landowners and tenant farmers struggling to find new laborers. Factors such as inadequate rural infrastructure and facilities, coupled with limited technology adoption, have diminished the appeal of working in the agricultural sector. Consequently, agricultural productivity has declined due to a shortage of adequate labor. To address this issue, a prototype web application named “Partner Tani” was designed to facilitate labor recruitment for farmers. The application design process employed the Design Thinking methodology and the User Experience Questionnaire (UEQ) to thoroughly understand user requirements. The design outcomes encompass both user interface and administrator interface components, developed using Figma. The prototype application features functionalities such as login, account registration, profile management, job posting and search, and complaint reporting. Evaluation using the UEQ revealed that the prototype application achieved exceptional scores across all user experience dimensions: Attractiveness (average score: 2,11), Perspicuity (average score: 1,42), Efficiency (average score: 2,33), Dependability (average score: 1,50), Stimulation (average score: 1,75), and Novelty (average score: 1,67). Average scores for Attractiveness, Efficiency, Stimulation, and Novelty fell within the “Excellent” range, while Perspicuity and Dependability scores were above average. These findings indicate that the “Partner Tani” application prototype holds promise in delivering a satisfying and efficient user experience for agricultural labor recruitment.
User-Centered Design for E-commerce Prototyping Risqia, Lutfi Windu; Astiti, Sarah
Journal of INISTA Vol 7 No 1 (2024): November 2024
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i1.1453

Abstract

Re.wood is a wooden furniture business located in Tinggarjaya Village, Jatilawang District, Banyumas Regency that offers a variety of furniture products, ranging from chairs to wall hangings, to beautify interior and exterior spaces, but still has a limited market share. Re.wood currently uses a conventional sales process that is less effective and lacks information for customers, which causes a lack of sales levels for Re.wood. Designing a system before entering the system development stage is a must because it ensures that the resulting solution is relevant and effective in overcoming the problems users face. The problem can be solved by designing User Interface and User Experience of web-based e-commerce applications. The design method used by researchers is the user-centered design method. User-centered design is a method of focusing on the needs of potential users in the system design stage or process. The results of designing the user interface and user experience only include the user interface developed using Figma. The resulting website produces menus such as Home Page, login, Shop, Cart, Search, and Profile. This evaluation utilized the User Experience Questionnaire (UEQ) methodology to assess various aspects of the system. The resulting values (1.55 for Efficiency, 1.54 for Attractiveness, 1.49 for Clarity, 1.33 for Accuracy, 1.5 for Stimulation, and 1.15 for Novelty) represent the average UEQ calculation figures for each dimension. In other words, these numbers correspond to the results obtained through the UEQ, which helps evaluate user experience in terms of efficiency, attractiveness, clarity, accuracy, stimulation, and novelty. UEQ uses a Likert scale to measure user experience, and the resulting values show that the system performs well in most aspects. These findings indicate that the prototype meets the needs and provides a satisfying user experience.
Evaluasi Usability Aplikasi English Competency Test (ECT) Menggunakan Metode Computer System Usability Questionner (CSUQ): Studi Kasus Pusat Bahasa Institut Teknologi Telkom Purwokerto Atika Rahmadani Utami Br Ginting; Sarah Astiti; Khairun Nisa Meiah
EduInovasi:  Journal of Basic Educational Studies Vol. 4 No. 3 (2024): EduInovasi:  Journal of Basic Educational Studies
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/edu.v4i3.4294

Abstract

The advancement of the digital era provides many conveniences in various fields. This is because its presence can support the sharing of human activities. One of the conveniences that can be felt is the digital transformation in the implementation of English certification to improve the effectiveness and quality of its implementation. English certification through a web-based English Competency Test (ECT) is a form of digital transformation used to certify English at the Telkom Institute of Technology Purwokerto. However, in practice, the use of the English Competency Test (ECT) system still has several shortcomings, such as the appearance on the English Competency Test (ECT) is less attractive and difficult to understand, the access process is less responsive and some features are not functioning properly. Therefore, to correct the existing deficiencies, it is necessary to evaluate the effectiveness of use. This study is here to analyze the quality assessment of the English Competency Test (ECT) system. By using the Computer System Usability Questioner (CSUQ) instrument in the form of a questionnaire to assess the effectiveness, efficiency and convenience provided by ECT. The results showed that the usability of the English Competency Test (ECT) system was “Neutral” with a feasibility percentage of 58%. Neutral indicates that the English Competency Test (ECT) can be used, but still cannot be said to be good. Based on the research results, improvements can be made to the Information Quality section by providing error messages and improvements and improvements to the Interface Quality section to make it more user friendly.
Analisis Kepuasan Pengguna terhadap Sistem Operasional Lima Jaya Melalui Metode Cabanillas Saraswati, Sartika; Astiti, Sarah
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 6 No. 3 (2023): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

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Abstract

Lima Jaya Savings and Loans Cooperative (KSP) is engaged in savings and loans business and has thirteen branches in Central Java Province, Lima Jaya KSP innovates by creating an information system called the OP Lima Jaya system to support employee operational activities. The implementation of the OP Lima jaya system has several technical obstacles such as limited access time, server down when system access is done at the same time, input data is overloaded due to a full database, and new users experience difficulties in using the system. This study was conducted with the aim of conducting an analysis of the OP Lima jaya system so that the factors that affect system user satisfaction can be known using the Cabanillas method having five measurement scales including Accessibility, Ease of Use, Trust, Usability, and User Satisfaction using statistical calculations SEM-PLS / SmartPLS using outer model and inner model measurement models.The results in this study consist of validity tests, reliability of getting valid results on each variable. In the hypothesis test, five hypotheses obtained significant results on H2, H5, H6, H7, H10, while on H1, H3, H4, H8, H9 obtained insignificant results because the p-value had a value of <0.05/=0.05.
PEMBERDAYAAN MITRA MELALUI PENYERAHAN ALAT DAN PELATIHAN TEKNOLOGI PRODUKSI DI DESA GLEMPANG Astiti, Sarah; Hikmah, Irmayatul; Purnama, Sevia Indah; Audah, Kholis Abdurachim
Jurnal Sinergitas PKM & CSR Vol. 9 No. 3 (2025): DECEMBER
Publisher : Universitas Pelita Harapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/jspc.v9i3.10515

Abstract

Program pemberdayaan masyarakat ini bertujuan untuk meningkatkan produktivitas kelompok ternak sapi perah dan kelompok ternak madu hutan di Desa Glempang melalui penerapan teknologi tepat guna dan peningkatan kapasitas mitra. Intervensi dilakukan melalui penyerahan alat perah susu sapi, alat pembuat yoghurt otomatis, alat pemeras madu, serta alat packaging madu otomatis, disertai pelatihan operasional secara langsung. Pendekatan deskriptif-partisipatif digunakan untuk memastikan transfer teknologi berjalan efektif dan keterampilan teknis mitra meningkat. Hasil awal menunjukkan bahwa kedua kelompok mitra lebih siap dalam mengoperasikan alat, mampu meningkatkan efisiensi proses produksi, serta memperoleh mutu produk yang lebih konsisten. Kegiatan ini menjadi tahap awal menuju penguatan kemandirian ekonomi lokal melalui integrasi teknologi secara berkelanjutan.
Evaluasi Pengalaman Pengguna Aplikasi Mobile Legend Bang Bang Menggunakan User Experience Questionnaire (Studi Kasus Kampus: Telkom Purwokerto) Nur Aldiansyah, Akmal; Astiti, Sarah; Euclides Wahyu Nugroho, Nicolaus
eProceedings of Engineering Vol. 12 No. 6 (2025): Desember 2025
Publisher : eProceedings of Engineering

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Abstract

Penelitian ini mengevaluasi pengalamanpengguna aplikasi Mobile Legends: Bang Bang (MLBB) StudiKampus Telkkom Purwokerto, menanggapi potensi masalah yangteridentifikasi dari peringkat aplikasi dan survei awal. Latarbelakang masalah mencakup keluhan pengguna terkait masalahkoneksi/server, penyesuaian hero yang tidak seimbang, bug baru,dan penurunan performa. Tujuan penelitian adalah menganalisispersepsi pengguna terhadap daya tarik, kejelasan, efisiensi,keandalan, stimulasi, dan kebaruan aplikasi menggunakan UserExperience Questionnaire (UEQ). Manfaat yang diharapkanadalah memberikan masukan kepada MOONTON Games untukpeningkatan kualitas pengalaman pengguna dan kepuasanpemain, serta memperkaya literatur di bidang pengalamanpengguna aplikasi mobile. Metode penelitian melibatkanpengumpulan data melalui kuesioner UEQ dari 139 mahasiswaUniversitas Telkom Kampus Purwokerto yang merupakanpengguna aktif MLBB. Hasil penelitian menunjukkan bahwavariabel Attractiveness, Perspicuity, Efficiency, dan Dependabilityberada dalam kategori “Above Average”. Namun, variabelStimulation dan terutama Novelty memiliki nilai rata-rata yanglebih rendah, dengan Novelty dikategorikan sebagai “Netral”(0,777), menunjukkan kurangnya inovasi dan konten baru yangsignifikan. Rekomendasi utama meliputi prioritas tinggi untukpeningkatan Novelty melalui pengenalan mode permainan ataumekanik baru yang revolusioner, serta prioritas menengah untukpeningkatan Stimulation melalui optimalisasi penyesuaian herodan pengembangan sistem reward yang lebih menarik.Optimalisasi Efficiency dan Dependability seperti peningkatanstabilitas server dan perbaikan bug juga menjadi rekomendasi.Kata Kunci: Mobile Legends, Pembaruan Patch, PengalamanPengguna (UX), Persepsi Pengguna, User ExperienceQuestionnaire (UEQ)
Pengembangan Aplikasi Jual Beli Barang Bekas Berbasis Website Menggunakan Metode Extreme Programming (Studi Kasus: Universitas Telkom Purwokerto) Abdi Dzikry, Sulthan; Astiti, Sarah; Septiara, Maryona
eProceedings of Engineering Vol. 12 No. 6 (2025): Desember 2025
Publisher : eProceedings of Engineering

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

Abstract

Mahasiswa tingkat akhir Universitas Telkom Purwokerto menghadapi kendala dalam menjual barang bekas miliknya menjelang kelulusan. Proses yang dianggap rumit, memakan waktu, serta ketidakpastian dalam menemukan pembeli menjadi permasalahan utama, sehingga banyak barang layak pakai yang berpotensi menjadi limbah. Ketiadaan platform khusus yang terstruktur dan terorganisir menjadi celah signifikan, padahal terdapat kebutuhan tinggi akanwadah jual beli yang aman dan efisien di lingkungan internal kampus. Solusi yang ada saat ini, seperti penjualan dari mulut ke mulut, terbukti tidak efektif dan memiliki jangkauan yang terbatas.Untuk mengatasi masalah tersebut, dikembangkan sebuah aplikasi jual beli barang bekas berbasis Website dengan menerapkan metode Extreme programming (XP). Pengembangan sistem ini melalui empat tahapan inti Planning, Design, Coding, dan Testing—dan dibangun menggunakan teknologi modern seperti TypeScript, Supabase, dan Vercel. Aplikasi ini dilengkapi dengan fitur-fitur esensial, mulai dari manajemen produk, pencarian terfilter, Wishlist, chat internal, hingga sistem transaksi yang terintegrasi dengan payment gateway untuk pembayaran dan penarikan dana. Hasil penelitian ini adalah sebuah aplikasi web yang fungsional dan teruji. Berdasarkan pengujian black box terhadap 18 skenario, seluruh fitur utama aplikasi, termasuk alur transaksi dan validasi skenario negatif, terbukti berjalan dengan baik dan sesuai dengan hasil yang diharapkan. Dengan demikian, aplikasi ini dinilai layak secara fungsional untuk digunakan oleh komunitas mahasiswa.Kata kunci— Jual Beli Barang Bekas, Extreme programming, Aplikasi Website, Pengujian Black Box, Transaksi Terintegrasi
Implementasi Augmented Reality dan Video Mapping untuk Penguatan Branding Museum Jenderal Soedirman Ramadhan, Gilang; Astiti, Sarah; Putri, Ratih Alifah
Jurnal Pengabdian Masyarakat Akademisi Vol. 5 No. 1 (2026)
Publisher : Jurnal Pengabdian Masyarakat Akademisi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54099/jpma.v5i1.1681

Abstract

Museum Jenderal Soedirman menghadapi tantangan dalam mempertahankan relevansi bagi generasi muda akibat metode penyajian yang konvensional. Program pengabdian masyarakat ini bertujuan memperkuat destination branding museum melalui penerapan teknologi Sensory Edutainment. Metode pelaksanaan meliputi kolaborasi penciptaan karya dan transfer pengetahuan. Mitra Ikatan Pelukis Banyumas (IPB) menyediakan 10 lukisan kanvas sebagai aset dasar, yang kemudian dikembangkan menjadi fitur Augmented Reality (AR) interaktif oleh tim pengabdian masyarakat (Abdimas). Tim Abdimas juga menciptakan konten Video Mapping pada tiga area strategis museum. Setelah infrastruktur teknologi siap, tim Abdimas memberikan pelatihan intensif kepada staf museum terkait operasional dan pemeliharaan. Puncak implementasi program bertajuk SOETALA dilaksanakan pada 11-15 November 2025. Hasil kegiatan menunjukkan keberhasilan transformasi visual museum yang signifikan. Sebanyak 90% staf kini terampil mengoperasikan teknologi seni, dan terbentuk unit usaha merchandise baru berbasis sablon. Dampak paling nyata terlihat pada lonjakan jumlah pengunjung sebesar 67% pada bulan November dibandingkan data awal bulan Mei. Kesimpulannya, sinergi antara seni manual dan teknologi digital yang disertai peningkatan kapasitas SDM terbukti efektif merevitalisasi citra museum sebagai destinasi wisata edukasi yang imersif.