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Analisis User Interface pada Media Pembelajaran Bahasa Inggris Berbasis Game Visual Novel Deli Deli
Journal of Applied Informatics and Computing Vol 5 No 1 (2021): July 2021
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v5i1.2749

Abstract

Heuristic evaluation in applicating of system evaluation is considered capable of being used in analyzing and testing the level of ease in operating visual-based English novel as learning media. The evaluation does not limit the assessment and measurement of the level of usability of the system by involving end users in the work and testing process. Therefore, heuristic evaluation is needed to determine how high the usability level of English learning media based on visual novels in the use of learning media. The research sample was aimed at the first semester of Information System department’s students to provide an assessment of user interface of the learning media using probability sampling, proportionate stratified random sampling as the focus of the sampling technique that will fill out the questionnaire. The data in the study will be analyzed using a mix of qualitative and quantitative descriptive analysis methods. Based on the results of the study, it is stated that the visual-based English novel learning media interface layout design will be able to meet the criteria for heuristic evaluation and has good usability criteria and is easy to operate by users.
PERANCANGAN VIDEO TESTIMONI MIRACLE MALE AESTHETIC TREATMENT Deli Deli; Michael Jonathan
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 7 No. 3 (2021)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (399.731 KB) | DOI: 10.33197/jitter.vol7.iss3.2021.554

Abstract

Based on products produced for sale to the public, the experience felt by users or product connoisseurs has an impression on the products consumed in improving the image of the company itself, therefore video testimonials are one way to be able to provide a positive perspective on the company and with the hope that it can provide a sentiment that can support the trust of customers or product users to the wider community, especially for those who have never used the product in order to get an overview or benefit that will be obtained from using the product. Solving the problems faced in this study using the Multimedia Development Life Cycle (MDLC) method, namely by staying focused on the six stages of problem solving in product development. Videos are packaged and distributed through social media platforms such as Instagram to attract new potential customers in this modern era with the hope that the products offered by the company can be better known by the wider community.
Magang Kerja: UI/UX Designer Pada Mitra PT. WidaTech Inovasi Asia Tasya Chandra; Deli Deli
National Conference for Community Service Project (NaCosPro) Vol 5 No 1 (2023): The 5th National Conference for Community Service Project 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v5i1.7927

Abstract

Pada era industri digital 4.0, orang mulai beradaptasi dengan digitalisasi. Namun penerapan digitalisasi akan tidak maksimal jika desain dari sistem tidak diperhatikan. Sehingga penulis mendapatkan kesempatan untuk menjalankan program magang kerja kepada mitra sebagai UI/UX Designer. Metode agile scrum digunakan dalam pelaksanaan kegiatan magang untuk mempercepat dan mempermudah proses implementasi. Pada proses perancangan, terdapat tahap-tahap implementasi luaran terdiri dari sprint planning, desain wireframe, desain middle-fidelity, desain high-fidelity, dan ditutup dengan sprint retrospective. Implementasi luaran telah berhasil sesuai dengan requirement klien dan diterima dengan baik. Diharapkan kedepannya dapat dilakukan pengujian dan iterasi untuk meningkatkan efektivitas desain serta memberikan pengalaman pengguna yang lebih baik.
PERANCANGAN ANIMASI 2D MENGENAI MENSTRUASI UNTUK REMAJA PUTRI DENGAN METODE MDLC Bayu Syahputra; Deli Deli; Christine Gabriella
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 9 No 1 (2024): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v9i1.4133

Abstract

Puberty in teenage girls is usually marked by menarche or first menstruation. Menstruation is a process of shedding of the lining of the uterine wall. There are several factors that cause abnormal menstrual cycles such as stress, nutritional problems, hormonal disorders and also chronic diseases. Personal hygiene during menstruation is also important for women. If a woman's personal hygiene is not maintained properly, it is likely that infections will occur in the reproductive organs. Most young women feel embarrassed to consult a doctor if they experience complaints regarding the health of their reproductive organs and reproductive organ problems. By designing a 2D animated video about menstruation, the aim is to provide information and insight to young women. The method that will be used for data collection is by interviewing experts in the field and the method used in designing 2D animated videos is the MDLC (Multimedia Development Life Cycle) method which includes several stages, namely concept, design, data collection, creation, testing, and distribution. Then the final results of the animated video will be tested with experts in the field of female reproductive organs. In designing 2D animation, you will use the applications Adobe Illustrator, Adobe Audition, Adobe Animate, and Adobe After Effects. The result of this research is a 2D animated video entitled "What is Menstruation?" as a medium of information and insight.
PROBLEMATIKA PROGRAM TAHSIN DALAM MENINGKATKAN KEMAMPUAN MEMBACA AL-QUR’AN MAHASISWA DI IAIN CURUP Nurjannah Taklim; Suaidah Sri Dewi; Deli Deli; Fitriyani Fitriyani; Intan Priska
JURNAL ILMIAH RESEARCH STUDENT Vol. 1 No. 4 (2024): Maret
Publisher : CV. KAMPUS AKADEMIK PUBLISING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jirs.v1i4.998

Abstract

This research aims to find out what problems students have in the tahsin program and what efforts students make to improve their ability to read the Al-Qur'an. This type of research is qualitative with a descriptive approach. Data type: observation and interviews and data sources are students and teachers. The stages of data analysis techniques are: data reduction, data presentation, and drawing conclusions. Stages of data wetness: source triangulation and data triangulation.The results of the research show that (1) The problems of IAIN Curup's 2nd semester Islamic religious education study program students in reading the Qur'an originate from several factors, namely the Al-Qur'an reading factor, the time factor and the lack of student seriousness and interest. (2) Students' efforts to improve their ability to read the Al-Qur'an are to increase interest and enthusiasm in reading the Al-Quran and give them time to study again at home. Meanwhile, the teacher's efforts are made by providing value that is equivalent to the student's effort in memorizing and always motivating students that reading is not only to achieve grades in lectures but also to get rewards from Allah SWT.