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Analysis Of Usability In FIFA 15 and Pro Evolution Soccer (PES) 15 Using Mc Call’s Quality Factors Yudistira Yudistira; Ahmad Subhan Yazid; Agung Fatwanto
IJID (International Journal on Informatics for Development) Vol. 5 No. 2 (2016): IJID December
Publisher : Faculty of Science and Technology, UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (633.075 KB) | DOI: 10.14421/ijid.2016.05201

Abstract

FIFA 15 and Pro Evolution Soccer (PES) 15 are soccer games that are popular in Indonesia. Usability testing needs to be done to assess user interest and satisfaction with both and provide an overview of the comparison of them. The framework used for testing is McCall’S. The test combines operability matrix and training matrix to determine software quality. McCall’S was chosen because it has a reliable and comprehensive quality factor indicators. The results of the tests carried out were data on the operability level of PES15 games of 76.81% ± 15.76% and FIFA15 games of 70.65% ± 20.73%. Testing of training matrices produced 15.96 ± 21.74 seconds for PES15 and 78.29 ± 25.73 seconds for FIFA15 game training matrix. The data shows that reusability of PES15 is better than FIFA15.
Merancang Strategi Pemasaran di Era Digital pada UMKM Rumah Makan Padang Pergaulan Yogyakarta Dori Gusti Alex Candra; Helmy Amalia Ariesta; Dhiyaussalam; Agung Fatwanto
Jurnal Bakti Saintek: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 6 No. 1 (2022)
Publisher : Fakultas Sains dan Teknologi, UIN Sunan Kalijaga Yogyakarta

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Abstract

Usaha Mikro Kecil dan Menengah (UMKM) merupakan Usaha perdagangan yang dikelola dan berdiri sendiri, yang dilakukan oleh perorangan atau badan usaha yang merujuk pada usaha ekonomi produktif dengan kriteria yang sudah ditetapkan oleh undang – undang, pengembangan kawasan andalan untuk mempercepat pemulihan perekonomian guna mewadahi program prioritas serta pengembangan berbagai sektor dan pontensi. Rumah Makan Padang Pergaulan merupakan salah satu UMKM yang ada di Yogyakarta yang bergerak dalam usaha perdagangan berbagai jenis masakan  padang  yang menjadi target sasaran penjualan nya adalah mahasiswa dan masyarakat sekitar. Program Merancang Strategi Pemasaran di Era Digital merupakan salah satu wujud pengabdian kepada UKMK Rumah Makan Padang Pergaulan guna untuk meningkat pengetahuan  persaingan perdagangan di era digital ditengah pandemi covid-19 agar memberikan wawasan seputar perkembangan teknologi dalam melakukan strategi pemasaran di era teknologi yang sangat pesat perkembangannya saat ini sehingga mampu meningkat omset penjualan dengan sangat baik walapun dalam masa pandemi. Kegiatan ini dilakukan secara langsung kepada pihak Rumah Makan Padang Pergaulan dengan meliputi kegiatan yang dikalukan adalah pra kegiatan, kegiatan sosialisasi, penyampaian materi, penerapan pemasaran di aplikasi digital serta evaluasi kegiatan. [Micro, Small and Medium Enterprises (SME) are trade businesses that are managed and independent, carried out by individuals or business entities that refer to productive economic businesses with criteria set by law, development of flagship areas to accelerate economic recovery to accommodate programs priorities and development of various sectors and potentials. The Padang Association Restaurant is one of the UMKM in Yogyakarta which is engaged in trading various types of Padang cuisine whose sales targets are students and the surrounding community. The Program for Designing Marketing Strategies in the Digital Era is a form of dedication to UKMK Padang Association Restaurants in order to increase knowledge of trade competition in the digital era in the midst of the COVID-19 pandemic in order to provide insight into technological developments in carrying out marketing strategies in the era of technology which is very rapidly developing at this time. This is so that it is able to increase sales turnover very well even during the pandemic. This activity was carried out directly to the Padang Association Restaurant by covering the activities carried out, namely pre-activities, socialization activities, delivery of materials, application of marketing in digital applications and evaluation of activities.]
User Experience Design Practices in Industry (Case Study from Indonesian Information Technology Companies) Isnan Nugraha; Agung Fatwanto
Elinvo (Electronics, Informatics, and Vocational Education) Vol 6, No 1 (2021): Mei 2021
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (611.75 KB) | DOI: 10.21831/elinvo.v6i1.40958

Abstract

User Experience (UX) is a term that has received a lot of attention in the last decade. The number of industries whose consider the importance of implementing the UX design process within their development cycle has increased. Therefore, we think it is  important to investigate how UX design processes are implemented in the industries. In this research, we take a qualitative approach with descriptive methods by investigating six information technology companies in Indonesia. As a result, we found that most of these information technology companies implement the UX design process as part of their operation and consider that the UX design process is an important part of software development. Each company has its order and priorities in regard to the UX design processes and only follows their established UX design process framework in order to meet their product development requirements. We also found that there are different UX design process approaches from these six companies.
Perbedaan Tingkat Usability Heuristics Evaluation pada Learning Management System Berdasarkan Latar Belakang Pengguna Farha Ramadhan; Agung Fatwanto
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 9, No 1 (2023): Volume 9 No 1
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jp.v9i1.59302

Abstract

Perkembangan teknologi yang cukup pesat banyak memberikan manfaat kepada masyarakat di berbagai bidang. Salah satu bentuk pemanfaatan teknologi tersebut adalah penggunaan Learning Management System (LMS), sebuah perangkat lunak pendukung kegiatan belajar-mengajar secara daring. Agar nyaman digunakan, LMS perlu dirancang dengan mempertimbangkan aspek usability sesuai dengan latar belakang calon penggunanya. Oleh karena itu, penelitian ini bermaksud menyelidiki perbedaan persepsi tingkat usability LMS berdasarkan latar belakang penggunanya, yaitu: gender, angkatan (tahun masuk perguruan tinggi), dan frekuensi penggunaan LMS. Penelitian ini menerapkan metode kuantitatif. Desain penelitian yang digunakan adalah penelitian survey dengan teknik pengumpulan data menggunakan kuesioner. Instrumen yang dipakai adalah Usability Heuristics Evaluation. Pengumpulan data dilakukan pada dua perguruan tinggi (PT) negeri di Yogyakarta, masing-masing dilakukan sebanyak dua tahap. Analisis data pada penelitian ini menggunakan analisis statistik deskriptif. Hasil yang didapatkan pada penelitian ini adalah secara umum: i) perempuan cenderung memberikan penilaian tingkat usability LMS yang lebih tinggi dibanding laki – laki; ii) mahasiswa angkatan yang lebih muda cenderung memberikan penilaian tingkat usability LMS yang lebih tinggi dibanding seniornya; iii) pengguna yang lebih sering memakai LMS cenderung memberikan penilaian tingkat usability LMS yang lebih tinggi dibanding mereka yang lebih jarang memakai.
Evaluasi Penerimaan Masyarakat Terhadap Aplikasi Telemedicine pada Masa Pandemi COVID-19 Muhammad Reza Velayani; Muhammad Taufiq Nuruzzaman; Agung Fatwanto; Bambang Sugiantoro
JISKA (Jurnal Informatika Sunan Kalijaga) Vol. 8 No. 2 (2023): Mei 2023
Publisher : UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14421/jiska.2023.8.2.140-153

Abstract

Telemedicine is a technology that provides benefits during the COVID-19 pandemic, which has been going on for more than two years. However, we have never conducted an evaluation or assessment of Telemedicine applications. In this study, we tried to look at people's acceptance of using the application, and 104 participants became respondents. This study uses the TAM (Technology Acceptance Model) method, which this method measures the influence between variables. TAM has five indicator variables: Perceived Ease of Use, Perceived Usefulness, Attitude Toward Using, Behavioral Intention, and Actual Usage. In this study, four models were made with three comparison models; then, for the results of testing the relationship between variables, three hypotheses are always accepted in each model, namely Perceived Ease of Use with Perceived Usefulness, Perception Ease of Use with Attitude Toward Using, and Behavioral Intention with Actual Usage. Then the two hypotheses always rejected in each model are Perceived Usefulness with Attitude Toward Using, Attitude Toward Using with Behavioral Intention. Then there is one hypothesis for each model that is refused, namely Perceived Usefulness with Behavioral Intention, Perceived Usefulness with Actual Usage, Perceived Ease of Use with Behavioral Intention, and Perceived Ease of Use with Actual Usage.