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Penerapan Metode Design Thinking Pada Perancangan User Interface Aplikasi Rifqitenda Untuk Meningkatkan Kemudahan Dalam Fitur Persewaan Wedding Decoration Nurudin, Anwar; Widyanto, R Arri; Sasongko, Dimas
Journal of Information System Research (JOSH) Vol 5 No 4 (2024): Juli 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v5i4.5354

Abstract

In the current digital era, an efficient and integrated system is a very important need, especially in the service sector such as tent rental. RifqiTenda is a company that provides rental services for various equipment for celebrations such as tents, chairs, tables and decorations. However, the rental process is still often hampered by problems such as lack of information transparency and limited accessibility. The aim of this research is to build a tent rental system to achieve the rental process and improve user experience. The method used in this research is the Design Thinking Method which is used as a framework to guide the design process, which includes four main stages: empathy, definition, ideation, prototype and test. The results of this research are a web-based application for tent rental by implementing the design think method. Based on the test results on the Rifqi Tenda application prototype, using the usability testing labyrinth, a score of 81 and System Usability Scale (SUS) was obtained, and the SUS score was 78.5, which is in a good ranking. This indicates that most users find this application easy to use. It is hoped that the results of the research will have an influence in improving the user experience in the tent rental process at Rifqitenda.
RPG-Based Educational Game for Personal Data Security Awareness in Elementary School Students: A Design and Usability Study Fahlefi, Muhamad Rizal; Yudatama, Uky; Sasongko, Dimas; Nuryanto, Nuryanto; Nugroho, Setiya; Hendradi, Purwono
Journal of Information Technology and Cyber Security Vol. 4 No. 1 (2026): January
Publisher : Department of Information Systems and Technology, Faculty of Intelligent Electrical and Informatics Technology, Universitas 17 Agustus 1945 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30996/jitcs.133044

Abstract

As more and more elementary school-aged children use the internet, they are more likely to be exposed to cybersecurity threats, especially when it comes to keeping their personal information safe. Various educational media have been developed to introduce cybersecurity concepts to children, but most remain passive and do not engage children in simulated real-life digital risk situations. This research addresses this gap by proposing an RPG-based educational game that integrates personal data security concepts into gameplay missions tailored to the cognitive characteristics of children aged 10–12. The goal of this study was to create and assess an educational game that could serve as a substitute learning tool for personal data security. The game was developed using the Game Development Life Cycle framework and implemented using RPG Maker MV. Usability testing involved 20 elementary school students and was carried out through direct observation of 13 game scenes. The success rate indicates the number of students who were able to complete each scene independently. The test results showed that the beginning and end of the game had low success rates, indicating issues with text readability, navigation clarity, and reflective elements. The results showed that iterative improvements in the beta phase improved interface clarity and the gameplay experience. The findings in this study indicate that usability-based improvements have an important role in the design of educational games for children, and RPG-based educational games have the potential to be interactive and contextual personal data security education media.