Claim Missing Document
Check
Articles

Found 28 Documents
Search

REDESIGN GOLEK BIS APPLICATION USING UCD (USER CENTERED DESIGN) APPROACH Prasetya, Dhika Adi Prasetya; Purwati, Yuli; Suliswaningsih, Suliswaningsih
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 11, No 1 (2024): Desember 2024
Publisher : Universitas Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v11i1.3231

Abstract

Abstract: In the current digital era, transportation booking applications have become an integral part of people's daily lives. One of the preferred applications is the Suroboyo Bus Booking Application (GOBIS). GOBIS is a platform dedicated specifically to accessing Suroboyo Bus transportation services. However, with the advancement of technology and changing user needs, the GOBIS application also needs to be adjusted to remain relevant and meet expectations. Many users have complained about the application's ambiguous interface, unclear colors, and other issues. Therefore, a redesign of this application is necessary. This study employs the User-Centered Design (UCD) method and SUS testing to obtain a new design that can be implemented. The results show a significant improvement in application usability, with the average SUS score from users after the redesign process reaching 82.25, rated as "good" with a "B" grade. Comparing it to the usability score of the previous version, which only reached 57.25 with a "poor" rating and a "D" grade, indicates a substantial improvement. Thus, the new design demonstrates a significant improvement in usability compared to the previous version.            Keywords: redesign; GOBIS aplication; user interface; UCD; system usability scale Abstrak: Dalam era digital saat ini, aplikasi pemesanan transportasi telah menjadi bagian tak terpisahkan dari kehidupan sehari-hari masyarakat. Salah satu pilihan utama yang sering digunakan adalah Aplikasi Golek Bis (GOBIS) Suroboyo Bus. GOBIS dirancang khusus sebagai platform untuk mengakses moda transportasi Suroboyo Bus. Namun, sejalan dengan kemajuan teknologi dan evolusi kebutuhan pengguna, perlu penyesuaian agar aplikasi Golek Bis tetap relevan dan memuaskan pengguna. Banyak pengguna mengeluhkan tentang antarmuka aplikasi yang kurang jelas, warna yang ambigu, dan masalah lainnya. Oleh karena itu, perlu dilakukan redesain aplikasi ini. Penelitian ini menerapkan metode UCD dan mengujikan SUS untuk mendapatkan desain baru yang lebih baik. Hasilnya menunjukkan peningkatan yang signifikan dalam kegunaan aplikasi, dengan nilai rata-rata skor SUS pengguna setelah proses redesain mencapai 82.25, dinilai sebagai "good" dengan peringkat "B". Perbandingannya dengan nilai kegunaan versi sebelumnya yang hanya mencapai 57.25 dengan penilaian "poor" dan peringkat "D" menunjukkan peningkatan yang signifikan. Oleh karena itu, desain baru menunjukkan perbaikan yang berarti dalam hal kegunaan dibandingkan dengan versi sebelumnya. Kata kunci: redesign; aplikasi GOBIS; user interface; UCD; system usability scale
Pengenalan logika dan algoritma pemrograman sebagai projek penguatan profil pelajar pancasila siswa sekolah dasar Purwati, Yuli; Najmuddin, Faris Labib; Bafaqih, Mohamad Aqil; Nisa, Khoirun
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 9, No 2 (2025): March
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v9i2.29956

Abstract

AbstrakProyek Penguatan Profil Pelajar Pancasila adalah program belajar lintas disiplin untuk mencari solusi masalah di sekitar. Proyek ini menggunakan pendekatan pembelajaran berbasis projek, memberikan kesempatan belajar tanpa formalitas, struktur fleksibel, kegiatan interaktif, dan keterlibatan langsung dengan lingkungan. SD Qita Purwokerto mempunyai beberapa jenis ektrakulikuler salah satunya adalah ektrakulikuler TIK. Saat ini materi diberikan baru seputar penggunaan Microsoft Word, Power Point dan animasi sederhana. Ektrakulikuler TIK berpotensi untuk menerapkan projek pelajar pancasila dengan mengenalkan logika dan algoritma pemrograman. Tujuan kegiatan pengabdian ini adalah memperkenalkan, menjelaskan, dan mengoperasikan materi logika dan algoritma pemrograman menggunakan splikasi scratch dan platform hour of code. Dengan metode belajar yang berbasis permainan, siswa diperkenalkan pada konsep logika dan algoritma melalui kegiatan yang menyenangkan. Metode pelatihan yang digunakan adalah penyampaian materi, demontrasi dan praktikum. Peserta pelatihan adalah siswa SD Qita Purwokerto yang mengikuti ekstrakulikuler TIK yang berjumlah 23 orang. Kegiatan pelatihan ini diawali dengan tahap persiapan yang mencakup koordinasi terkait kebutuhan pelatihan dan peserta pelatihan. Tahap kedua yakni mengenalkan platform scratch dan hour of code sebagai media untuk belajar logika dan algoritma pemrograman atau coding. Tahap ketiga yaitu membuat game dengan scratch dan hour of code. Tahapan terakhir pelatihan adalah evaluasi yang mengukur capaian kegiatan pelatihan. Hasil pelatihan menunjukkan bahwa peserta dapat mengikuti kegiatan dengan penuh antusias. Selanjutnya, peserta juga dapat memenuhi beberapa indikator ketercapaian kegiatan pelatihan antara lain memahami jenis-jenis platform belajar coding secara online dan mampu menyesaikan soal membuat game sederhana, pelatihan coding juga dilakukan kembali di beberapa pertemuan saat ekstakulikuler TIK berlangsung di sekolah menggunakan scratch. Indikator tersebut menunjukkan bahwa tujuan pelaksanaan pelatihan dapat tercapai dengan baik. Kata kunci: algoritma dan pemrograman; koding; pembelajaran berbasis projek; scratch; hour of code. AbstractThe Pancasila Student Profile Strengthening Project is a cross-disciplinary learning program to find solutions to problems around. This project uses a project-based learning approach, providing learning opportunities without formality, flexible structures, interactive activities, and direct involvement with the environment. Qita Purwokerto Elementary School has several types of extracurricular activities, one of which is ICT extracurricular activities. Currently, the material provided is only about the use of Microsoft Word, Power Point and simple animations. ICT extracurricular activities have the potential to implement Pancasila student projects by introducing logic and programming algorithms. The purpose of this community service activity is to introduce, explain, and operate logic and programming algorithm materials using the scratch application and the hour of code platform. With a game-based learning method, students are introduced to the concept of logic and algorithms through fun activities. The training methods used are material delivery, demonstration and practicum. The training participants were 23 students of Qita Purwokerto Elementary School who took part in the ICT extracurricular activity. This training activity began with a preparation stage that included coordination regarding training needs and training participants. The second stage was to introduce the scratch and hour of code platforms as media for learning logic and programming algorithms or coding. The third stage is to create a game with scratch and hour of code. The last stage of training is an evaluation that measures the achievement of training activities. The results of the training show that participants can follow the activities with enthusiasm. Furthermore, participants can also meet several indicators of achievement of training activities, including understanding the types of online coding learning platforms and being able to solve questions about creating simple games, coding training is also carried out again in several meetings when ICT extracurricular activities take place at school using scratch. These indicators show that the objectives of implementing the training can be achieved well. Keywords: algorithms and programming; coding; project-based learning; scratch; hour of code.
Implementasi Metode Design Thinking Pada Perancangan UI/UX Aplikasi Pendaftaran Siswa Baru Berbasis Web Wibowo, Nurma Budi Santoso; Purwati, Yuli; Putranto, Banu Dwi
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.2153

Abstract

The New Student Admission (PPDB) process at SMP Muhammadiyah Sumbang has traditionally been conducted manually, leading to various issues such as administrative errors, complicated document submission, and limited information access for prospective students and parents. This study aims to design a web-based user interface (UI) and user experience (UX) to support a more efficient PPDB process. The method used is Design Thinking, consisting of five iterative stages: empathize, define, ideate, prototype, and testing. In the empathize stage, user needs were identified through interviews, revealing key issues such as the demand for a simple registration flow, document upload features, real-time status monitoring, and transparent fee details. These insights were used in the define stage to formulate user-centered solutions. During the ideate stage, user flows and wireframes were created to visualize the registration process and required features. The developed prototype was tested during the testing stage using the System Usability Scale (SUS) method. Testing with five respondents resulted in an average SUS score of 85, placing the application in the “good” category with an “excellent” level of acceptability. The prototype effectively addresses the challenges of manual registration, enhances time efficiency, and provides an optimal user experience. The attractive and intuitive UI/UX design also has the potential to improve the school's image in the community. With this design, the web-based PPDB system not only simplifies administrative processes but also offers a long-term, flexible, and adaptive solution to evolving user needs.
Development of New Student Admissions Features for the Qaryah Thayyibah Elementary School Website in Purwokerto Purwati, Yuli; Purnawati, Ely; Najmuddin, Faris Labib; Bafaqih, Mohamad Aqil; Alfazri, Rifa
Sistemasi: Jurnal Sistem Informasi Vol 14, No 3 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i3.5109

Abstract

One of the key factors supporting effective school management is the quality of the new student admission (PPDB) process. At Qaryah Thayyibah Elementary School, student registration is still carried out manually by filling out a physical form or through a Google Form link, which is then submitted to the admissions committee along with other administrative requirements. Although the school already has a website, it is currently built on WordPress, and the administrators experience difficulties in managing it. The aim of this study is to optimize the school’s website by redeveloping it using the Laravel framework, incorporating UI/UX design that aligns with the school’s branding and functional needs. Additionally, the study involves developing a dedicated PPDB feature on the new website. The system development follows the Rapid Application Development (RAD) method, which includes the stages of planning, analysis, design, and implementation. The outcomes of this research include an optimized school website built using Laravel and the development of an integrated PPDB feature. The implemented system simplifies report generation by enabling direct integration between the school website and PPDB data processing. Moreover, it offers a more structured data storage system, making data retrieval more efficient and effective.
Word embedding and imbalanced learning impact on Indonesian Quran ontology population Utomo, Fandy Setyo; Purwati, Yuli; Azmi, Mohd Sanusi; Shafira, Lulu; Trinarsih, Nikmah
Indonesian Journal of Electrical Engineering and Computer Science Vol 39, No 1: July 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v39.i1.pp603-613

Abstract

This research addresses limitations in Quranic instance classification, exceptionally high dimensionality, lack of semantic relationships in the term frequency-inverse document frequency (TF-IDF) technique, and imbalanced data distribution, which reduce prediction accuracy for minority classes. This study investigates the impact of word embedding and imbalance learning techniques on instance classification frameworks using Indonesian Quran translation and Tafsir datasets to handle previous research limitations. Four classification frameworks were built and evaluated using accuracy and hamming loss metrics. The results show that the synthetic minority oversampling technique (SMOTE) technique, TF-IDF model, and logistic regression classifier provide the best accuracy results of 62.74% and a hamming loss score of 0.3726 on the Quraish Shihab Tafsir dataset. This is better than the performance of previous classifiers backpropagation neural network (BPNN) and support vector machine (SVM) used in the previous framework, with accuracies of 59.91% and 62.26%, respectively. Logistic regression can also provide the best classification results with an accuracy of 67.92% and a hamming loss of 0.3208 using the previous framework. These results are better than the performance of the previous classifiers BPNN and SVM used in the previous framework, with accuracies of 62.26% and 66.98%, respectively. TF-IDF feature extraction outperforms word2vec in instance classification results due to its superior support under limited dataset conditions.
Pengembangan Media Pembelajaran Tata Surya berbasis Virtual Reality untuk Siswa Kelas 6 Sekolah Dasar dengan Evaluasi Kepuasan Pengguna terhadap Elemen Multimedia Purwati, Yuli; Sagita, Selvi; Utomo, Fandy Setyo; Baihaqi, Wiga Maulana
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 2: April 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020701894

Abstract

Dalam studi ini, kami mengembangkan aplikasi virtual reality untuk mempelajari tata surya di tingkat sekolah dasar. Tujuan pembuatan aplikasi ini untuk menyediakan media pembelajaran berbasis multimedia bagi siswa agar dapat memahami konsep tata surya. Multimedia Development Life Cycle (MDLC) adalah tahap pengembangan sistem yang digunakan untuk membangun aplikasi virtual reality. MDLC terdiri dari tahapan konsep manufaktur, desain, pengumpulan bahan, perakitan, pengujian, dan distribusi. Hasil tes penerimaan pengguna yang dilakukan oleh satu orang guru pengampu menunjukkan hasil 81,25%, sedangkan yang dilakukan oleh 26 siswa menunjukkan hasil 88,63%. Berdasarkan hasil tes penerimaan oleh guru diperoleh saran perbaikan aplikasi pada sisi interaktifitas pengguna. Evaluasi kepuasan pengguna terhadap aplikasi dilakukan dengan kuesioner berdasarkan empat elemen multimedia: teks, interaktivitas, animasi, dan gambar grafis. Hasil evaluasi penggunaan teks memiliki nilai 3,57, grafik bernilai 3,52, animasi bernilai 3,54, dan interaktivitas memiliki nilai 3,51. Berdasarkan hasil tes, dapat disimpulkan bahwa responden puas dengan penggunaan elemen multimedia pada aplikasi tersebut, dan aplikasi tersebut dapat membantu mereka untuk memahami topik pembelajaran lebih baik daripada metode pembelajaran dan pengajaran konvensional. AbstractIn this study, we developed a virtual reality application for learning the solar system at the elementary school. The purpose of making this application is to provide multimedia-based learning media for students to be able to understand the concept of the solar system. Multimedia Development Life Cycle is a development stage of the system used to build virtual reality applications. MDLC consists of stages of the manufacturing concept, design, material collecting, assembly, testing, and distribution. Results of user acceptance test conducted by one teacher show the results of 81.25%, while that is done by 26 student shows the results of 88.63%. Based on the acceptance test results by the teacher, there are suggestions to improve the application on the user interactivity aspect. Evaluation of user satisfaction of the applications is done by a questionnaire based on the four elements of multimedia: text, interactivity, animation, and a graphical image. The result of the evaluation of the use of text has a value of 3.57, the graphic has a value of 3.52, animation has a value of 3.54, and interactivity has a value of 3.51. Based on the test results, it can be concluded that the respondents are satisfied with the use of multimedia elements on the application, and the application can help them to understand the learning topic better than conventional methods of learning dan teaching.
Windows Communication Foundation untuk Audiobook Dongeng bagi Anak Penyandang Tunanetra Purwati, Yuli; Utomo, Dadang Wahyu; Utomo, Fandy Setyo; Baihaqi, Wiga Maulana
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 2: April 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020721943

Abstract

Anak penyandang tunanetra memiliki keterbatasan dalam mengakses informasi, hiburan, dan hal lain yang bisa diakses anak normal. Salah satu keterbatasan yang tidak mampu dilakukan oleh anak tersebut yakni membaca dongeng. Buku dongeng adalah salah satu yang dibutuhkan oleh anak untuk mengasah daya imajinasi dan kreatifitasnya. Buku dongeng biasanya dilengkapi dengan ilustrasi yang menarik untuk anak. Bagi anak penyandang tunanetra hal tersebut tidak bisa dilakukan. Mereka tidak dapat melihat gambar maupun tulisan di dalam buku dongeng. Namun mereka masih dapat mendengar cerita dongeng dari orang lain. Membaca dongeng membutuhkan ketrampilan khusus karena tidak hanya sekedar membaca tapi juga mengilustrasikan gambar dan teks di buku dongeng sesuai cerita dan karakter dari tokoh-tokoh yang ada di dalam buku sehingga anak seolah-olah masuk dalam cerita di buku tersebut meskipun mereka tidak melihat gambar yang ada di buku. Penelitian ini bertujuan merancang dan membangun Windows Communication Foundation untuk aplikasi Audiobook dongeng agar dapat dimanfaatkan oleh anak penyandang tunanetra. Penelitian ini dilakukan dengan 3 tahapan, yaitu analisis sistem, desain sistem, serta implementasi dan pengujian sistem. Hasil riset ini adalah perangkat lunak Windows Communication Foundation dengan 3 layanan, yakni layanan untuk menambah data audio dongeng, layanan untuk memilih dan memutar audio dongeng, dan layanan untuk melihat daftar audio dongeng. Berdasarkan hasil pengujian terhadap Windows Communication Foundation, seluruh layanan tersebut telah berfungsi dengan baik. AbstractChildren with visual impairments have limitations in accessing information, entertainment, and other things that can be accessed by normal children. One of the limits that cannot be done by the child is reading a fairy tale. A fairy tale book is one that is needed by children to hone their usability and creativity. A fairy tale book that is usually equipped with exciting illustrations for children. For children with visual impairments, this cannot be done. They cannot see pictures or writings in fairy tales books. But they can still hear tales from other people. Reading a fairy tale needs special skills such as how to read it aloud and how to illustrate pictures and texts in a fairytale book according to the stories and characters in it. Children might feel that they are involved in the story even though they could not see the picture given. The purpose of the research is to design and to develop Windows Communication Foundation for the fairytale Audiobook application to be used by children with visual impairments. This research was conducted in 3 stages, namely system analysis, system design, and system implementation and testing. The results of this study are Windows Communication Foundation software with three services, namely services to add audio data tales, services to select and play tale audio, and services to view a list of fairy tales audio. To conclude, the result of testing of the Windows Communication Foundation shows that all these services have been well equipped.
REDESIGN GOLEK BIS APPLICATION USING UCD (USER CENTERED DESIGN) APPROACH Prasetya, Dhika Adi Prasetya; Purwati, Yuli; Suliswaningsih, Suliswaningsih
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 11 No. 1 (2024): Desember 2024
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v11i1.3231

Abstract

Abstract: In the current digital era, transportation booking applications have become an integral part of people's daily lives. One of the preferred applications is the Suroboyo Bus Booking Application (GOBIS). GOBIS is a platform dedicated specifically to accessing Suroboyo Bus transportation services. However, with the advancement of technology and changing user needs, the GOBIS application also needs to be adjusted to remain relevant and meet expectations. Many users have complained about the application's ambiguous interface, unclear colors, and other issues. Therefore, a redesign of this application is necessary. This study employs the User-Centered Design (UCD) method and SUS testing to obtain a new design that can be implemented. The results show a significant improvement in application usability, with the average SUS score from users after the redesign process reaching 82.25, rated as "good" with a "B" grade. Comparing it to the usability score of the previous version, which only reached 57.25 with a "poor" rating and a "D" grade, indicates a substantial improvement. Thus, the new design demonstrates a significant improvement in usability compared to the previous version.            Keywords: redesign; GOBIS aplication; user interface; UCD; system usability scale Abstrak: Dalam era digital saat ini, aplikasi pemesanan transportasi telah menjadi bagian tak terpisahkan dari kehidupan sehari-hari masyarakat. Salah satu pilihan utama yang sering digunakan adalah Aplikasi Golek Bis (GOBIS) Suroboyo Bus. GOBIS dirancang khusus sebagai platform untuk mengakses moda transportasi Suroboyo Bus. Namun, sejalan dengan kemajuan teknologi dan evolusi kebutuhan pengguna, perlu penyesuaian agar aplikasi Golek Bis tetap relevan dan memuaskan pengguna. Banyak pengguna mengeluhkan tentang antarmuka aplikasi yang kurang jelas, warna yang ambigu, dan masalah lainnya. Oleh karena itu, perlu dilakukan redesain aplikasi ini. Penelitian ini menerapkan metode UCD dan mengujikan SUS untuk mendapatkan desain baru yang lebih baik. Hasilnya menunjukkan peningkatan yang signifikan dalam kegunaan aplikasi, dengan nilai rata-rata skor SUS pengguna setelah proses redesain mencapai 82.25, dinilai sebagai "good" dengan peringkat "B". Perbandingannya dengan nilai kegunaan versi sebelumnya yang hanya mencapai 57.25 dengan penilaian "poor" dan peringkat "D" menunjukkan peningkatan yang signifikan. Oleh karena itu, desain baru menunjukkan perbaikan yang berarti dalam hal kegunaan dibandingkan dengan versi sebelumnya. Kata kunci: redesign; aplikasi GOBIS; user interface; UCD; system usability scale