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Algoritma K-Means untuk Pengelompokan Topik Skripsi Mahasiswa Muhammad Rafi Muttaqin; Meriska Defriani
ILKOM Jurnal Ilmiah Vol 12, No 2 (2020)
Publisher : Teknik Informatika Fakultas Ilmu Komputer Univeristas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkom.v12i2.542.121-129

Abstract

In helping to develop technology in the field of education as well as bringing about a major change in competitiveness between individuals and groups, to be able to do so requires sufficient information and data to be analyzed further. In this case STT Wastukancana Purwakarta is under the auspices of Bunga Bangsa Foundation, seeing that STT Wastukancana Purwakarta students have several obstacles in their final project, one of which is difficult in determining the topic of the thesis title to be made so that sometimes the topic of the thesis title taken is not in accordance with their abilities each student. This problem can be overcome by applying the clustering method. The analytical method used is Knowledge Discovery in Database (KDD). The method of grouping students uses the clustering method and the K-Means algorithm as a clustering calculation where the Clustering aims to divide students into clusters based on grades obtained from semester 1 to 7, so as to produce student recommendations in taking thesis topics. The tool used to implement the algorithm is Rapidminer. The results of this study are grouping students according to their expertise, which is obtained based on the cluster that has the highest score and is dominated by the most subjects according to the subjects that have been grouped by each expertise. So, the results of this cluster are used as a reference for students to take the thesis title topic.
Recognition of Regional Traditional House in Indonesia Using Convolutional Neural Network (CNN) Method Meriska Defriani; Irsan Jaelani
Journal of Computer Networks, Architecture and High Performance Computing Vol. 4 No. 2 (2022): Article Research Volume 4 Number 2, July 2022
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v4i2.1562

Abstract

Indonesia is a country that has a lot of cultural diversity. This cultural diversity needs to be preserved. If this is not done, the culture that is owned by Indonesia can slowly disappear. The reduction in cultural values can also reduce the sense of belonging to the culture. This lack of sense of ownership makes it easy for other nations to make claims on the culture that is owned by Indonesia. Indonesia will lose its characteristics as a country that has a lot of cultural diversity. One of the efforts to preserve culture is to recognize the characteristics of each culture and be able to recognize the differences between one culture and another. For example, recognizing traditional houses from various ethnic groups based on their image. In this research, the image classification of the characteristics of traditional houses from several ethnic groups in Indonesia was carried out. The classification used to identify an image. In this study, deep learning techniques are used with the Convolutional Neural Network (CNN) algorithm and Keras framework. This CNN use several layers namely convolutional, pooling, flatten, and dense layer. The development of deep learning models uses the Knowledge Discovery in Database (KDD) method. This method consists of nine stages. The built model is evaluated using k-fold cross validation with a k value of 5 and produces an average accuracy of 80%. This shows that the model built is capable of classifying well. The built model is evaluated with 3 different epoch values, namely 50, 75, and 100. The larger the epoch value used, the greater the accuracy value. The model built is also able to make predictions with an accuracy of 80%.
REDESIGN APLIKASI KAI ACCES MENGGUNAKAN METODE DESIGN THINKING Ilham Ferdiansyah; Meriska Defriani; Imam Maruf Nugroho
INFOKOM (Informatika & Komputer) Vol 11 No 1 (2023): JURNAL INFOKOM JUNI 2023
Publisher : POLITEKNIK PIKSI GANESHA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/infokom.v11i1.1045

Abstract

PT Kereta Api Indonesia is a mode of transportation that presents an innovation in the form of a mobile application to support users in ordering train tickets. In this study it aims to help users of the kai access application to be more comfortable to use, and provide information about train schedules, there are problems experienced by users in using the kai access application such as there is no forward and backward seat information in premium economy class, and no ticket information sold out. In this study, the design thinking method was used as a redesign of the user interface and user experience, and usability testing as usability metrics. This study obtained the results of the Prototype redesign of the Kai Access application with an average result of SUS 82 where these results are included in grade A and can be well received by user
Mobile Based Parking Application Using Extreme Programming (Xp) Method Mochammad Alfar Budistia; Meriska Defriani; Irsan Jaelani
RISTEC : Research in Information Systems and Technology Vol 4, No 1 (2023): Riset Sistem dan Teknologi Informasi
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/ristec.v4i1.3158

Abstract

Vehicle care is one of the businesses that is quite profitable with quite large capital. However, with this capital it becomes a fairly large and long-term income, and from this capital every year the price of this capital will definitely increase because of the area of the land. However, in business, there is a problem that often occurs in each of these safekeeping, namely realtime accounting and data in photos and numbers. Then this research aims to make it civil in managing the daycare. The model and method used uses Extreme Programming (XP) development and, why did I take mobile programming because in this case study it is better for device users who are indeed flexible.The feasibility of this system is seen from the point of view of its functionality and according to the user from what is needed according to the case study. The programming language used is Java, and testing is to display the success of system functionality using a black box, then for modeling using the unified model language (UML) for flow using this system, the database used is firebase.The purpose of this research is to get a solution to the problems that exist in the place, namely in data collection and reporting to the owner by providing input within certain hours and then conveying it to the owner, with this application providing solutions to problems that occur at this research location.
Android Based Tani Rahayu Application Uses Extreme Programming (Xp) Method Bagus Aidi; Meriska Defriani; Irsan Jaelani
RISTEC : Research in Information Systems and Technology Vol 4, No 1 (2023): Riset Sistem dan Teknologi Informasi
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/ristec.v4i1.3155

Abstract

Abstract: As many smartphone users with the Android operating system in this digital era applications become one of the tools that can help users in various ways, one of which is to buy necessities, this can be used in companies that usually sell their products in stores that often need effort for consumers to get products. CV. Cipta Rahayu is a company engaged in the sale of agricultural materials, the manual sales process often causes problems such as in processing transaction data, and it takes a long time to make reports, and at least customers because customers have to come directly to the location to order goods, after that it is processed and delivered to the customer's location, this will be difficult for customers whose position is far from the CV location, Often customers also choose to buy goods in the nearest place at a much more expensive price. Therefore, the company needs a mobile application sales system with the name Tani Rahayu application that can facilitate the sales process. The purpose of this research is to design and build an Android-Based Rahayu Farmer Application Using the Extreme Programming (XP) Method. The result of this study is the creation of the Android-based Tani Rahayu application, which will make it easier for customers to order goods without having to go to stores that take distance and time, then solve problems with shop owners or CVs in the process of customer orders and bookkeeping, then overcome customers switching to purchasing agricultural materials at other stores due to the remote location of the store, and attract many more other customers.
REDESIGN APLIKASI SAMSAT MOBILE JAWA BARAT (SAMBARA) MENGGUNAKAN USER CENTERED DESIGN (UCD). Diki Alawi Nurfalah; Meriska Defriani; Imam Ma'ruf Nugroho
INFOKOM (Informatika & Komputer) Vol 11 No 2 (2023): JURNAL INFOKOM DESEMBER 2023
Publisher : POLITEKNIK PIKSI GANESHA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/infokom.v11i2.1056

Abstract

easier for people to carry out their obligations as citizens, namely paying vehicle taxes, not only that, in the application there is information about the Mobile Samsat schedule, ownership protection, and other menus related to vehicles. In the use of user experience (UX) applications and the appearance of the interface (UI) is one of the factors that affect the success or failure of the e-government system itself, questionnaires are distributed using the System usbaility Scale (SUS) and Usbaility testing methods to determine the level of usability of the application and the problems experienced by users. There are problems experienced by users when using the SAMBARA application including not appearing samling schedule, not getting a payment code to continue payment, and there is an icon that is too small on the samling info menu. This study aims to help SAMBARA application users to be more comfortable when used, In this study using the User Centered Design (UCD) method which is used as a redesign of the user interface and user experience, and System Usability Scale (SUS) as an initial usability test. This research resulted in a new SAMBARA application display and obtained an average result of SUS 74.83 and classified as grade scale B and acceptable to users.
PERANCANGAN ULANG UI/UX DESIGN APLIKASI IDENTITAS KEPENDUDUKAN DIGITAL MENGGUNAKAN METODE USER CENTERED DESIGN (UCD) Tendy Ilhamudin Firdaus; Meriska Defriani; Candra Dewi Lestari
INFOKOM (Informatika & Komputer) Vol 11 No 2 (2023): JURNAL INFOKOM DESEMBER 2023
Publisher : POLITEKNIK PIKSI GANESHA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/infokom.v11i2.1058

Abstract

Digital ID or Digital Population Identity is an important innovation by the Directorate General of Civil Registration of the Ministry of Home Affairs in Indonesia to digitize population documents and provide easy access to Indonesian citizens through their mobile phones. Although the Digital Population Identity application has gained significant popularity with a rating of 3.4 on the Play Store and thousands of user reviews, observations from user feedback have revealed several challenges that hinder users from utilizing the application according to their needs. The initial evaluation using the System Usability Scale (SUS) method indicates the need for improvements in the interface of the Digital Population Identity application, despite receiving a "Good" rating with a score of 54.13. In this study, the User-Centered Design (UCD) method was employed to redesign the UI/UX of the application, considering user needs and experiences. The results of the UI/UX design using the UCD method successfully addressed the identified issues. The addition of features such as login functionality, QR code verification via email, automatic face verification, document download, and a redesign of the application's interface significantly improved the final evaluation score to 76.5 with an "Excellent" rating. This indicates that the implemented enhancements have successfully improved the application's interface and better meet user needs.
Perancangan UI/UX Aplikasi Dasteur Geulis Berbasis Mobile Menggunakan Metode Agile UX Dika Mulyana; Meriska Defriani; M.Rafi Muttaqin
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 5 (2024): September : Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i5.283

Abstract

Perkembangan teknologi yang pesat, khususnya internet, telah mengubah cara hidup masyarakat, termasuk cara mereka berinteraksi, menggunakan media sosial, dan berbelanja. Teknologi ini mempermudah aktivitas manusia, termasuk pelaku bisnis yang menggunakan internet untuk mengembangkan usaha mereka. Penggunaan Sistem Informasi dan Teknologi Informasi dalam bisnis menjadi faktor utama peningkatan kinerja perusahaan. Daster Geulis, sebuah usaha UMKM yang menyediakan produk pakaian, berkomitmen memperluas jangkauan pasarnya melalui pengembangan e-commerce. Penelitian ini bertujuan untuk merancang User Interface (UI) dan User Experience (UX) aplikasi e-commerce Daster Geulis. Perancangan UI/UX yang baik dapat meningkatkan efisiensi dan produktivitas, serta memberikan pengalaman pengguna yang optimal. Metode Agile UX digunakan dalam perancangan ini untuk menciptakan solusi berdasarkan empati terhadap kebutuhan pengguna. Hasil penelitian ini diharapkan dapat menghadirkan solusi digital yang efektif dan efisien, meningkatkan daya saing, kepuasan pelanggan, dan jangkauan pasar Daster Geulis.
Perancangan Ui / Ux Aplikasi Penjualan Alat Bulu Tangkis Berbasis Mobile Menggunakan Metode Activity Centered Design (ACD) Muhamad Dipa Maulana; Meriska Defriani; Muhamad Rafi Muttaqin
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 5 (2024): September : Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i5.284

Abstract

Perancangan UI/UX sebelum memulai pengembangan aplikasi adalah langkah strategis yang krusial. UI/UX yang baik tidak hanya meningkatkan kepuasan dan retensi pengguna tetapi juga mengurangi biaya dan waktu pengembangan, serta membantu membangun brand yang kuat. Pada pembuatan aplikasi mobile perlu dibuatkannya UI/UX, UI/UX merupakan salah satu hal utama dalam pembuatan sebuah aplikasi yang menjadi faktor penentu dalam menaikan traffic penjualan. Activity Centered Design (ACD) merupakan pendekatan yang berpusat pada aktivitas yang menganggap aktivitas sebagai tujuan tingkat tertinggi dan memandang motivasi untuk berpartisipasi dalam suatu aktivitas dan hasil yang diinginkan dari berpartisipasi dalam aktivitas itu adalah sama. Proses ACD memiliki empat tahapan yaitu requirement, desain, implementasi dan evaluasi. Salah satu metode yang digunakan dalam perancangan antarmuka yaitu metode Activity Centered Design, metode ini dikenal sebagai suatu metode yang fokus pada aktivitas pengguna produk Setelah dilakukan hasil pengujian SUS dari 15 responden maka diperoleh dari nilai rata-rata atau SUS Score sebanyak 84,16. Penelitian ini menghasilkan rancangan interface prototype aplikasi mobile penjualan alat bulutangkis GOR Siti Sofiah dengan menggunakan metode Activity Centered Design dengam fitur yang telah disesuaikan dengan kebutuhan pengguna dan telah dilakukan pengujian menggunakan metode System Usability Scale (SUS). Berdasarkan pengujian usability dengan perhitungan System Usability Scale (SUS) diperoleh nilai rata-rata SUS sebesar 84,16 Berdasarkan hasil perhitungan tersebut menunjukkan bahwa rancangan prototype yang dibuat sudah memenuhi kebutuhan pengguna.
Redesign Ui/Ux Aplikasi Lazatto Berbasis Mobile Menggunakan Metode Lean Experience : (Studi kasus : Lazatto Citalang Kabupaten Purwakarta) Muhammad Riza Aimar; Meriska Defriani; Muhamad Rafi Muttaqin
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 5 (2024): September : Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i5.285

Abstract

Setiap aplikasi tidak lepas dari yang namanya user interface dan user experience. User Interface (UI) adalah cara aplikasi berinteraksi dengan user. User interface mengandung beberapa elemen dari sebuah aplikasi seperti control, tombol, blocks, dan semua elemen yang ada pada aplikasi. Aplikasi Lazatto ditemukan bahwa terdapat masalah di aspek UI dan UX pada aplikasi mobile Lazatto, UI pada desain Lazatto masih memiliki masalah seperti ukuran icon yang tidak konsisten, button tambahkan pada fitur menu dengan tulisan yang sangat kecil sehingga user harus melihat lebih teliti, ada icon yang tidak diperlukan pada fitur menu "combo", ukuran, ketebalan, dan jenis font yang berbeda-beda, desain tampilan kurang menarik. Berdasarkan permasalahan yang telah dipaparkan diatas pada aplikasi mobile Lazatto untuk mengatasinya maka perlu dilakukan redesign (Desain ulang) tampilan aplikasi Lazatto dengan memperhatikan aspek UI/UX menggunakan metode Lean UX. Metode ini memiliki kelebihan seperti “Hemat Biaya, Hemat Waktu, User-centric, dan Data-driven”. Berdasarkan hasil kuesioner SUS pada evaluasi awal dengan tampilan aplikasi mobile Lazatto mendapatkan rating “Poor” dengan skor 40,667 grade scale “F”. Setelah dilakukan perancangan ulang desain tampilan aplikasi mobile Lazatto, hasil kuesioner pada evaluasi akhir menghasilkan skor 75,667 dengan rating “Good” dan grade scale “C”.