Claim Missing Document
Check
Articles

Found 3 Documents
Search
Journal : Teknomatika: Jurnal Informatika dan Komputer

Desain User Interface Dan User Experience Prototype Mobile Learning Menggunakan Metode Design Thinking Metode Design Thinking Angkotasan, Muhamad Arabi Rizki; Murdiyanto, Aris Wahyu; Himawan, Arif; Syahruddin, Fajar
Jurnal Teknomatika Vol 16 No 2 (2023): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v16i2.1254

Abstract

Abstract - Do Up uses the website as online learning. users complain about the accessibility of the website with some minimal features and an unattractive UI when accessed via a smartphone will make the UX limited and will limit user interaction in using Do Up. Designing UI and UX prototypes of mobile learning at startup Do Up, using the design thinking method to solve problems and find the right solution according to the user's wishes. The author applies design thinking in this research. The author makes an illustration in the form of a Do Up mobile learning UI design that is in accordance with user needs and provides the design to Do Up stakeholders. In SEQ there are 4 scales given by users, namely 4.5, 6 and 7 scale. Most users give a 7 scale on the UI/UX design of the Do Up mobile learning prototype. On SUS which shows that the final score is 87 It means that the prototype has been well received by the users. The author has applied design thinking which consists of empathize, define, ideate, prototype and test stages in this study.
Membangun Sistem Informasi Presensi Kuliah Berbasis NFC di Prodi Informatika Unjani Yogyakarta Hisanah, Iklil; Himawan, Arif; Rahmawati, Titik; Alfi Sa'diya, Nafisa
Jurnal Teknomatika Vol 13 No 1 (2020): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v13i1.1110

Abstract

The Unjani Yogyakarta campus, specifically the Informatics Study Program, currently relies on manual methods such as calling students individually or using journal book signatures for attendance. This approach has drawbacks, including flexible attendance time, time-consuming procedures, and potential disruptions to student focus during lectures. To address these issues, the author conducted research to develop a student attendance information system for the campus. The system utilizes a client-server architecture and incorporates NFC technology on Android smartphones and RFID cards. The research aims to establish fixed attendance times and enable digital attendance through Android devices. It also facilitates monitoring of lecture activities for program administrators by integrating mobile and web applications. The system, developed using JAVA for mobile clients and PHP with CodeIgniter and Bootstrap for the web server, was built using the Research and Development method. The resulting student attendance application streamlines the attendance process for program administrators and lecturers. However, it should be noted that the system relies heavily on an internet connection and can serve as an alternative for online classroom attendance.
Desain User Interface Dan User Experience Prototype Mobile Learning Menggunakan Metode Design Thinking Metode Design Thinking Angkotasan, Muhamad Arabi Rizki; Murdiyanto, Aris Wahyu; Himawan, Arif; Syahruddin, Fajar
Jurnal Teknomatika Vol 16 No 2 (2023): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30989/teknomatika.v16i2.1254

Abstract

Abstract - Do Up uses the website as online learning. users complain about the accessibility of the website with some minimal features and an unattractive UI when accessed via a smartphone will make the UX limited and will limit user interaction in using Do Up. Designing UI and UX prototypes of mobile learning at startup Do Up, using the design thinking method to solve problems and find the right solution according to the user's wishes. The author applies design thinking in this research. The author makes an illustration in the form of a Do Up mobile learning UI design that is in accordance with user needs and provides the design to Do Up stakeholders. In SEQ there are 4 scales given by users, namely 4.5, 6 and 7 scale. Most users give a 7 scale on the UI/UX design of the Do Up mobile learning prototype. On SUS which shows that the final score is 87 It means that the prototype has been well received by the users. The author has applied design thinking which consists of empathize, define, ideate, prototype and test stages in this study.