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All Journal DeKaVe SITEKIN: Jurnal Sains, Teknologi dan Industri SMATIKA E-Dimas: Jurnal Pengabdian kepada Masyarakat JADECS (Journal of Art, Design, Art Education and Culture Studies) Jurnal EMT KITA Jurnal Sains Dan Teknologi (SAINTEKBU) JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI Edsence: Jurnal Pendidikan Multimedia Jurnal Kridatama Sains dan Teknologi Jurnal Teknologi Informasi dan Multimedia ILKOMNIKA: Journal of Computer Science and Applied Informatics JISA (Jurnal Informatika dan Sains) Jurnal of Applied Multimedia and Networking Gestalt : Jurnal Desain Komunikasi Visual Letters in Information Technology Education (LITE) CITRAWIRA : JOURNAL OF ADVERTISING AND VISUAL COMMUNICATION Judikatif: Jurnal Desain Komunikasi Kreatif JoMMiT : Jurnal Multi Media dan IT Insearch: Information System Research Journal Jurnal Abdi Masyarakat Indonesia Simpatik: Jurnal sistem Informasi dan Informatika International Journal Software Engineering and Computer Science (IJSECS) Journal of Informatics and Communication Technology (JICT) Jurnal Sains Terapan : Wahana Informasi dan Alih Teknologi Pertanian Kharisma Tech Viswa Design : Journal of Design Asian Journal of Community Services (AJCS) Malcom: Indonesian Journal of Machine Learning and Computer Science Jurnal Riset Rumpun Seni, Desain dan Media (JURRSENDEM) Easta Journal of Innovative Community Services Jurnal Kajian dan Penelitian Umum Seniman: Jurnal Publikasi Desain Komunikasi Visual Jurnal Mahasiswa Kreatif Kohesi: Jurnal Sains dan Teknologi Nusantara Journal of Multidisciplinary Science International Journal of Multilingual Education and Applied Linguistics Journal of Informatics and Communication Technology (JICT) Smatika Jurnal : STIKI Informatika Jurnal Seniman: Jurnal Publikasi Desain Komunikasi Visual
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The Influence of Canva Application Features on The Graphic Design Confidence: A Case Study of College Students Rahma, Desinta Nur; Ramadhani, Kayla Attya; Corazon, Marcella; Fami, Amata; Gloria Bagus, Irma Rasita
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i1.7684

Abstract

As technology evolves rapidly, opportunities for enhancing skills, such as graphic design, among college students continue to expand. Graphic design plays a crucial role in visually communicating ideas and messages. Canva, a popular graphic design platform, offers a user-friendly interface and diverse design templates, facilitating the creation of compelling graphics. This study aims to investigate the influence of the Canva application on the confidence levels of college students in their graphic design skills. Specifically, this research seeks to identify how Canva contributes to increasing students' confidence in creating graphic designs from the perspectives of interest, effectiveness, and time efficiency. Using a mixed-methods approach, the study employed both a questionnaire and interviews. The questionnaire, consisting of eight questions, collected responses from 67 participants. Additionally, in-depth interviews were conducted with 8 participants to gain further insights. The study finds that Canva significantly boosts graphic design confidence among college students. Its user-friendly interface and diverse templates enable easy creation of professional-quality designs, fostering creativity and skill development. This empowers students to feel more competent and self-assured in their design abilities, highlighting Canva's valuable role in education.
Pembuatan E-Book Desa Candirejo Kecamatan Borobudur Dengan Menggunakan Design Thinking Fami, Amata; Rohim, Annisa Aulia; Aprilian, Adelia Tri; Prameswari, Zhafirah
CITRAWIRA : Journal of Advertising and Visual Communication Vol. 4 No. 2 (2023)
Publisher : ISI Press Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/citrawira.v4i2.5654

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan e-book interaktif yang disesuaikan dengan kebutuhan masyarakat Desa Candirejo, Kecamatan Borobudur. Metode yang digunakan adalah pendekatan design thinking, menekankan pemahaman mendalam terhadap pengguna sebagai dasar untuk menciptakan solusi relevan. Penelitian dimulai dengan tahap "Empathize," di mana peneliti berinteraksi dengan komunitas Desa Candirejo untuk memahami kebutuhan dan preferensi mereka dalam mengakses informasi. Tahap "Define" digunakan untuk merumuskan masalah dan tantangan pembuatan e-book, terkait literasi digital dan akses informasi lokal. "Ideate" melibatkan generasi ide-ide kreatif, sementara "Prototype" mencakup pembuatan prototipe e-book. Tahap "Test" melibatkan pengujian prototipe dengan komunitas Desa Candirejo, namun implementasi masih menunggu hasil. Hasil dari penelitian ini menghasilkan e-book berisi profil desa, wisata alam, kerajinan, dan kesenian tradisional Desa Candirejo. Pada halaman belakang e-book  terdapat games interaktif untuk pembaca. Perancangan e-book ini diharapkan dapat mempromosikan desa kepada wisatawan, menyajikan informasi menarik dan interaktif, dan memberikan pengalaman unik bagi wisatawan.
Bridging Young Learners’ English Proficiency through Interactive Educational Games at SDN Ciheuleut 2, Bogor City Bonanza, Occy; Resmayasari, Ira; Fami, Amata; Barus, Irma Rasita Gloria; Abikusno, Rhino; Wahyoedi, Bontisesari
Asian Journal of Community Services Vol. 3 No. 5 (2024): May 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ajcs.v3i5.7084

Abstract

This report investigates the integration of interactive educational games aimed at enhancing English language learning in elementary level. Conducted at SDN Ciheuleut 2 in Bogor City, the study focused on three games—"Shout Out Loud," "Guess the Animal," and "Stack the Blocks"—specifically designed for vocabulary and language development. Employing pre-test/post-test assessments, the study aimed to uncover their impact on student proficiency levels. The results showed an increase in students’ test scores following the integration of these games, showing a 20.65% rise in overall test scores. Classroom observations also noted heightened student enthusiasm during class activities. These findings highlight the positive relationship between educational games and students’ language development, establishing an engaging learning atmosphere crucial for young learners' language acquisition.
Analisis Desain Karakter dalam Ebook Desa Sambeng Menggunakan Metode Manga Matrix Maliyyaa, Hanaanam; Fami, Amata; Paramita, Allicia Galuh; Valentina, Sholastika Divia
DeKaVe Vol 17, No 1 (2024): DeKaVe Vol. 17 No. 1 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v17i1.11165

Abstract

Desain karakter yang mempresentasikan tokoh/karakter secara visual merupakan salah satu komponen penting suatu produk. Pada ebook Desa Sambeng, terdapat karakter utama Sam yang menemani pembaca menjelajahi wisata Desa Sambeng. Tujuan kajian ini dilakukan untuk menganalisis tampilan visual dan mengetahui seberapa jauh penerapan prinsip desain pada Sam telah dikerjakan. Penelitian yang dilakukan berjenis kualitatif dan implementasinya menggunakan metode Manga Matrix. Metode Manga Matrix dikembangkan oleh Hiroyoshi Tsukamoto pertama kali pada tahun 2006. Penelitian dilakukan dengan menelaah elemen-elemen dari karakter dan mengurainya dalam bentuk matriks. Karakter dijelaskan melalui matriks bentuk, matriks kostum, dan matriks sifat. Berdasarkan hasil analisis, ditemukan bahwa komposisi desain karakter Sam belum terkonsep dengan maksimal dan masih memiliki celah untuk ditingkatkan. Penelitian diharapkan dapat membantu dalam pemahaman yang baik akan desain karakter dan menjadi acuan penciptaannya agar lebih terarah. Sebaiknya suatu desain karakter yang dihasilkan tidak hanya menarik tetapi juga memiliki pengaruh yang kuat.
Evaluating UI/UX Online Courses : A Case Study Of Software Engineering Students’ Learning Experience Rasendriya, Achmad Syahmi; Najla Amelia Putri; Anatasya Wenita Putri; Aulia Anggraeni; Jonathan Cristiano Rabika; Muhammad Al Amin; Barus, Irma Rasita Gloria; Amata Fami
SAINTEKBU Vol. 16 No. 02 (2024): Vol. 16 No. 02 August 2024
Publisher : KH. A. Wahab Hasbullah University

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

Abstract

With technology advancing quickly in today's world, education has become one of the significantly affected aspects. Technological progress facilitated access to educational materials, leading to the emergence of various new learning methods, including online courses. Online courses were widely favoured due to the customization and diverse variations of their learning materials. Visual design, user interface (UI), and user experience (UX) played a crucial role in attracting interest in learning, as evidenced by increased engagement among users of online courses with appealing designs. These critical UI/UX aspects provided a specific boost in understanding and exploring this field, as reflected in the provision of UI/UX materials on online course platforms. This study utilized the User Experience Questionnaire (UEQ) method to evaluate the satisfaction and experiences of students participating in UI/UX online courses across six aspects: Attractiveness, Efficiency, Perspicuity, Dependability, Stimulation, and Novelty. The study involved 41 students who took UI/UX online courses for one month. The results indicated a high level of satisfaction across these aspects, suggesting that UI/UX online courses could be considered effective and reliable methods for understanding and exploring this field.
Development of a Web-Based 360-Degree Virtual Tour for AEWO Mulyaharja Tourism Village Using the MDLC Fami, Amata; Nasir, Muhammad; Renanti, Medhanita Dewi; Wicaksono, Aditya; Aziezah, Nur; Barus, Irma R.G.; Indriasari, Sofiyanti
Jurnal Kridatama Sains dan Teknologi Vol 7 No 02 (2025): Jurnal Kridatama Sains dan Teknologi
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v7i02.1919

Abstract

Digital tourism increasingly requires interactive and immersive media, yet virtual tour development in rural and community-based settings often lacks methodological rigor, structured usability evaluation, and user-centered design. To address this gap, this study develops a web-based 360-degree Virtual Tour for AEWO Mulyaharja using the Multimedia Development Life Cycle (MDLC) framework. Introductory Augmented Reality (AR) elements were included to enrich visual presentation, although these features were not the primary focus of evaluation. The system was developed through the six MDLC stages and assessed using an adapted usability instrument derived from the principles of the System Usability Scale (SUS), simplified to accommodate respondents with varying levels of digital literacy. Thirty participants tested the system and rated five aspects: attractiveness, ease of use, information completeness, intention to visit, and cross-device accessibility. The Virtual Tour achieved an average usability score of 81.68 percent, categorized as “very good,” indicating that the platform is engaging, clear, and accessible for potential users. Scientifically, the study contributes to digital tourism literature by integrating MDLC with Human–Computer Interaction considerations and demonstrating the contextual application of an adapted usability measure for community-based environments. Practically, the Virtual Tour enhances AEWO Mulyaharja’s digital visibility and offers a replicable model for rural tourism digitalization. Future research may explore deeper evaluation of AR functionality, broader respondent groups, and additional usability metrics
PERANCANGAN MOTION GRAPHIC “LIA PREPARATION COURSE FOR THE IELTS” SEBAGAI MEDIA PROMOSI PADA LB LIA Bagaskara, Muhammad Fatih; Nawilna Imroatus Sholikha, Syelly; Arafah Hidayanti, Shinta; Fami, Amata
JoMMiT Vol 8 No 1 (2024): Artikel Jurnal Volume 8 Issue 1, Juni 2024
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v8i1.1274

Abstract

Tujuan dari penelitian ini adalah untuk mengembangkan, merancang,  serta mengimplementasikan media promosi Lembaga Bahasa LIA dalam bentuk video animasi motion graphic supaya lebih dikenal oleh masyarakat luas. Metodologi penelitian ini menggunakan teknik research and development yang digunakan untuk mempromosikan Lembaga Bahasa LIA di pasar pendidikan bahasa. Berdasarkan penelitian ini, peneliti menyatakan bahwa penggunaan video motion graphic sebagai media promosi dinilai sangat layak dijadikan sebagai sarana penyampaian informasi perusahaan Lembaga Bahasa LIA di pasar pendidikan bahasa. Dengan demikian, pemanfaatan motion graphic dapat menjadi strategi yang relevan dalam promosi lembaga pendidikan bahasa di masa depan, memungkinkan Lembaga Bahasa LIA untuk tetap kompetitif dalam industri pendidikan bahasa.
Perancangan Aplikasi Mobile Penjualan Ikan Segar Dengan Pendekatan Design Thinking Muhammad Yordi Septian; Luthfi Dika Chandra; Muhammad Galuh Gumelar; Irma Rasita Gloria Barus; Amata Fami
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 14 No 01 (2024): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v14i01.1226

Abstract

The decline in aquaculture productivity due to the COVID-19 pandemic and increasing global competition, as well as difficulties for fishermen in selling fish due to high distribution costs and low consumer confidence in fish freshness, demand innovative solutions for the fishing industry. This research aims to answer this problem by developing a mobile-based fresh fish marketing application called "FreshCatch." We use Design Thinking methods to improve user experience and interface design. This methodology includes understanding user needs, determining core problems such as the issue of trust in fish freshness, finding solutions, creating low and high-fidelity design prototypes, and usability testing. The research results show a high level of success and user satisfaction with a significant increase in user trust and market accessibility for fishermen. The study concluded that "FreshCatch" effectively enhances the digital transition in fish sales, expands market reach, and increases fish farmers' income while ensuring the availability of fresh fish for consumers. This research contributes to advancing digital solutions in the aquaculture industry, encouraging sustainable and efficient market practices.
Analisis Usability dan Credibility Platform IPB DiSign Menggunakan System Usability Scale dan User Experience Honeycomb: Usability and Credibility Analysis of IPB DiSign Platform Using System Usability Scale and User Experience Honeycomb Salsabila, Erisa; Rohman, Afif Aulia; Putri, Zafira Ryani; Karundeng, Julyandre Hikari; Abdullah, Muhammad Fauzi; Fami, Amata
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 6 No. 1 (2026): MALCOM January 2026
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v6i1.2396

Abstract

Transformasi digital dalam sistem birokrasi menuntut adopsi tanda tangan digital sebagai solusi efisien. Penelitian ini menganalisis usability dan credibility platform IPB DiSign menggunakan metode System Usability Scale (SUS) dan model UX Honeycomb faset Credible. Hasil pengujian menunjukkan skor SUS sebesar 63,92, yang secara kualitatif dikategorikan sebagai Marginal menurut standar acuan (Lewis, 2018) [10]. Meskipun sistem memiliki fungsionalitas yang memadai, analisis per item mengungkapkan kelemahan pada aspek learnability. Sementara itu, skor credibility mencapai 4,2381 pada skala 1–5 yang mengindikasikan persepsi positif pengguna terhadap indikator kepercayaan (trustworthiness), otoritas, dan keandalan sistem. Analisis statistik menggunakan Uji Korelasi Spearman () dan Uji Signifikansi () menunjukkan bahwa hubungan antara usability dan credibility tidak signifikan secara statistik (). Hal ini mengindikasikan bahwa kemudahan antarmuka tidak secara otomatis menjamin peningkatan kepercayaan pengguna. Oleh karena itu, perbaikan sistem harus diprioritaskan pada transparansi keamanan dan edukasi sistem dibandingkan sekadar optimalisasi tampilan.
User Experience Analysis of the Dapur Mamiwido Website Using User-Centered Design Method Risha Mufliha Safira; Aditya Rezki Saputra; Dzaka Abiyyu Azhari; Rafid Wahyu Aditya; Amata Fami
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.684

Abstract

This research analyzes user experience on the promotional website of Dapur Mamiwido, a home-based culinary business in Bogor. The applied approach was User-Centered Design, encompassing user context understanding, prototype design, and solution evaluation. Data were collected qualitatively through interviews and observations, followed by testing using the System Usability Scale. Research results show the website design improves promotional effectiveness and user satisfaction with an average SUS score of 76.92 (Acceptable/Good category), along with optimization opportunities based on actual interactions. Research results indicate the importance of adjusting UI/UX design according to user needs and preferences to drive sales conversion.
Co-Authors Abdullah, Muhammad Fauzi Abikusno, Rhino Aditya Rezki Saputra Aditya Wicaksono Adzani, Rivanka Marsha Akhdan Ravi Andaman Alen, Shereen Alfan Fathoni Alif Muhammad Hikmat Amelia Setya Puspa Ananda Prathama Saputra Anatasya Wenita Putri Andhika Pratama Putra Andreinadya, Desy Irma Anggraeni, Aulia Anka Luffi Ramdani Annisa Amanda Nelvi Aprilian, Adelia Tri Arafah Hidayanti, Shinta Ardhani, Muhammad Naufal Aria Wardana Athallah Yacob Asy'ari Athallah, Ananda Salma Aulia Anggraeni Azizi, Jovita Nabilah Bagaskara, Muhammad Fatih Barus, Irma R.G Barus, Irma R.G. Barus, Irma Rasita Beda, Glorian Hilarius Kiantin Benito Ibrahim Delano Bennefit Christy Saragih Bintang, Denty Nirwana Corazon, Marcella Daffa Akmal Aminuddin Damara, Rafli Dany Fadhillah Devyanti, Kharisma Nur Dhila Aprilianti Dimas Akbar Tama Dzaka Abiyyu Azhari Elfanes, Ferdy Farid Ammar Fathny Syafa Rasyidah Fauzi Adi Saputra Faylasuf, Hafiz Fadli Fedrianingsih, Devi Gema Parasti Mindara Gloria Bagus, Irma Rasita Hakim, Ghaeril Juniawan Parel Hardika, Bagus Harits Achmad Fauzan Hasna Nabiilah Widiani Hidayat, Daffala Viro Holik, Wildan Husni Mubarok Ramadhan Ibrahim Anwar, Setiady Ihsanul Hadi Ihzra Fahrullizian Yusuf Inna Novianty Ira Resmayasari Irma Rasita Gloria Barus Irma RG Barus Jonathan Cristiano Rabika Juhendra, Gandi Kania Sofiantina Rahayu Karundeng, Julyandre Hikari Kemas Muhammad Adnan Fakhri Sjaf Fawwaz Khairunnisa Hayyu Kusnadi Kinaya Khairunnisa Komariansyah Lina Khariyyah Luthfi Dika Chandra Mahardhika, Bima Julian Mahendar, Ibnu Aqil Maliyyaa, Hanaanam Malvian Fikra Raifa Manurung, Maryetha Maryadi, Muhammad Rahmat Maulidya, Icha Medhanita Dewi Renanti Mia Putri Yeza Mindara, Gema Parasti Mohamad Carfine Iskandar Mu'taz, Faris Afra Mubin, Ardi Fathul Muhamad Fahmi Fadillah Muhammad Al Amin Muhammad Aldryansyah Pamungkas Muhammad Farhan Alkautsar Muhammad Farhan Fahrezy Muhammad Fawwaz Naufal Muhammad Galuh Gumelar Muhammad Hafidz Sidqi Riupassa Muhammad Ilham Nurfajri Muhammad Nasir Muhammad Rafi Fadhilah Muhammad Sukriyatma Muhammad Yordi Septian Mulia Lasardi, Ekky Muthiah Humaira Marwa Muzaqi, Anggito Rangkuti Bagas Najla Amelia Putri Nasir, Muhammad Nawilna Imroatus Sholikha, Syelly Novi Asri Maharani Nur Aziezah Nur Aziezah Nurfitriana, Andi Occy Bonanza Paramita, Allicia Galuh Prameswari, Zhafirah Prastowiyono, Daffarizqy Pratama, Reza Pratiwi, Iswi Nur Prayudo, Galih Ario Putra, Nanda Wijaya Putranto, Firmansyah Adi Putri, Anatasya Wenita Putri, Evlyn Jane Putri, Najla Amelia Putri, Tiara Ariyanto Putri, Zafira Ryani Rabika, Jonathan Cristiano Rafid Wahyu Aditya Rahma, Desinta Nur Ramadhani, Kayla Attya Ramdhana, Muhammad Fathi Rasendriya, Achmad Syahmi Ratu Hasna Tsana Khoerunnisa Rayhan Ananda Hafiz Pradipta Regina Frida Zahrani Reneta Mega Zaskia RG Barus, Irma Rieke Setiawati Risha Mufliha Safira Riski, Maulida Risqi Akbar Marsudi Rohim, Annisa Aulia Rohman, Afif Aulia Rohmat Hidayatulloh Rudiansyah, Cahya Salma, Cynthia Octavania Putri Salsabila Diba Cahyani Salsabila, Alya Putri Salsabila, Erisa Saputra, Fikri Sascorio Ade Akbar Savira Putri Brimadyasti Shabilla, Kanaya Sholihah, Walidatush Sofiyanti Indriasari Sri Yusrina Sundari, Nita Syahrul Alimudin Jabbar Thahir, Raisa Mutia Valencia, Cindy Valentina, Sholastika Divia Wafa, Saniyyah Wahyoedi, Bontisesari Wahyoedi5, Bontisesari Yulanda Rizqi Ramadhini Zahir, Rafi Hilal Zahra, Afnan