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Journal : Jurnal DISPROTEK

ANALISIS FAKTOR PEMILIHAN APLIKASI CHATTING PARA PENGGUNA SMARTPHONE ANDROID DENGAN MENGGUNAKAN METODE ANALYTIC HIERARCHY PROCESS Muhammad Choiru Zulfa
Jurnal DISPROTEK Vol 6, No 1 (2015)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jdpt.v6i1.201

Abstract

ABSTRACT The technology development of smartphone used operation system of android increases the use of application of media social in a form of chatting such as WeChat, WhatsApp, Line, dan KakaoTalk. The developers of aplication compete to improve feature and promote it to increase the amount of users. This study was conducted to know the priority of smartphone users to select chatting application and priority of factors in selecting chatting application as social media vy using AHP method. The research result that has been conducted based on factors of users, speed of application, features, and the frequency of facility was obtained as priority in chatting application by smartphone users, they are WeChat 30.35%, KakaoTalk 27.64%, WhatsApp 21,13%, Line 20,88%. Keyword : Chatting, android, AHP ABSTRAK Perkembangan teknologi smartphone yang menggunakan sistem operasi android meningkatkan penggunaan aplikasi sosial media dalam bentuk aplikasi chatting seperti WeChat, WhatsApp, Line, dan KakaoTalk. Para pengembang aplikasi berlomba-lomba untuk mengembangkan fitur dan melakukan promosi untuk meningkatkan jumlah penggunanya. Studi ini dilakukan untuk mengetahui prioritas para pengguna smartphone dalam memilih aplikasi chatting dan prioritas faktor-faktor dalam pemilihan aplikasi chatting sebagai media sosial dengan menggunakan metode AHP. Hasil penelitian yang dilakukan berdasarkan faktor jumlah pemakai, kecepatan aplikasi, jumlah fitur, dan kemudahan pemakai diperoleh prioritas aplikasi chatting yang dipilih oleh para pengguna smartphone android adalah WeChat dengan nilai 30.35%, KakaoTalk dengan nilai 27.64%, WhatsApp dengan nilai 21,13%, Line dengan nilai 20,88%. Kata Kunci : Chatting, android, AHP
REDESAIN FASILITAS KERJA PADA PROSES PENGAMPLASAN INDUSTRI KECIL KERAJINAN MONEL JEPARA Muhammad Choiru Zulfa; Jati Widagdo; Gun Sudiryanto
Jurnal DISPROTEK Vol 10, No 1 (2019)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (484.623 KB) | DOI: 10.34001/jdpt.v10i1.858

Abstract

Proses pengamplasan kerajinan monel di industri kecil kerajinan monel Jepara posisi kerja operatornya belum diperhatikan kenyamananya. Ketinggian mesin dan kursi operator yang tidak disesuaikan dengan dimensi tubuh para pekerja membuat posisi kerja yang tidak ergonomis. Postur kerja tidak ergonomis yang berlangsung terus-menerus dapat mengakibatkan keluhan pada sistem muscoloskeletal atau muckoloskeletal disorders (MSDs). MSDs dalam jangka panjang dapat menyebabkan permasalahan kesehatan yang juga mempengaruhi kualitas dan kuantitas produksi. Perbaikan postur kerja diawali dengan mengidentifikasi tingkat keluhan muckoloskeletal. Penilaian keluhan musculoskeletal menggunakan metode Rappid Entire Body Assesment (REBA) dan Nordic Body Map (NBM). Hasil analisa keluhan muscoloskeletal mennggunakan REBA diperoleh skor 7 yang berarti tingkat resiko sedang. Tingkat resiko keluhan muscoloskeletal diperkuat dengan hasil kuesioner NBM dengan nilai skor terendah 47 dengan kategori resiko tinggi sehingga perlu adanya tindakan perbaikan. Redesain fasilitas kerja didasarkan pada data Anthropometri para pekerja diperoleh ukuran 45,8 cm untuk tinggi alas duduk, lebar alas duduk 33 cm, panjang alas duduk 40 cm, tinggi meja 54,8 cm, lebar meja 20 cm, dan panjang meja 57 cm.
PERANCANGAN KURSI BONCENG ANAK USIA 1-3 TAHUN UNTUK MOTOR MATIC DENGAN METODE QFD DAN ANTROPOMETRI Khusna Dwijayanti; Muhammad Choiru Zulfa; Dewi Rohmawati
Jurnal DISPROTEK Vol 9, No 2 (2018)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (734.619 KB) | DOI: 10.34001/jdpt.v9i2.805

Abstract

ABSTRACT Product design and development aims to improve existing products. The product in this research is a children seat embedded in motorcycle for children age 1 to 3 years. The design of existing child seats is still dangerous for their children due to poor attention to the child safety aspect. The product design begins by identifying the needs of consumers, design using QFD (Quality Function Deployment) method, anthropometric data of the child's body, validity and reliability test of questioner, then design for seat motorcycle that is safe for the children. The design result of the chair for children aged 1 to 3 years based on customer needs is a safety seat for the wearer, comfortable chair for the wearer, economical price, chair frame of rattan and the addition of seat belt so that the child is safer when using the chair. The design result using anthropometry data of child body obtained the backrest height of the seat 30 cm, seat backrest width 26 cm, seat length 24 cm and seat width 22 cm. Keywords: QFD, designing, motorcycle children seat, anthropometry ABSTRAK Perancangan dan pengembangan produk bertujuan untuk memperbaiki produk yang telah ada. Produk yang menjadi rancangan pada penelitian ini adalah kursi bonceng anak usia 1 sampai 3 tahun. Desain kursi anak yang telah ada saat ini masih berbahaya bagi anak mereka karena kurang memperhatikan aspek keselamatan anak. Pembuatan desain produk ini dimulai dengan mengidentifikasi kebutuhan konsumen, perancangan menggunakan metode QFD (Quality Function Deployment), pengolahan data antropometri tubuh anak, uji validitas dan reabilitas terhadap data kuisoner, kemudian dilanjutkan dengan perancangan desain kursi. Hasil perancang dari desain kursi bonceng anak usia 1 sampai 3 tahun berdasarkan customer needs adalah kursi bonceng yang aman bagi pemakai, kursi yang nyaman bagi pemakai, harga ekonomis, pengambilan bahan kerangka berupa rotan dan penambahan sabuk pengaman agar anak lebih aman saat menggunakan kursi tersebut. Hasil perancangan menggunakan data antropometri tubuh anak diperoleh tinggi sandaran kursi memiliki tinggi 30 cm, lebar sandaran kursi 26 cm, panjang dudukan kursi 24 cm dan lebar dudukan sebesar 22 cm. Kata Kunci: QFD (Quality Function Deployment), perancangan, kursi bonceng anak, antropometri
IMPLEMENTATION OF PROTOTYPE METHOD IN WEBSITE-BASED PETSHOP DIGITAL BRANDING SYSTEM Kurniawan, Indra; Zulfa, Muhammad Choiru; Sulistyawati, Dwi Retna; Fitroh, Qorry Aina
Jurnal Disprotek Vol 16, No 2 (2025)
Publisher : Universitas Islam Nahdlatul Ulama Jepara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34001/jdpt.v16i2.8569

Abstract

The use of websites in today's industrial world plays a significant role. Websites are used as a medium for information, sales, and product promotion. Digital branding is an effective and superior strategy for facilitating digital communication between sellers and buyers. Through branding, companies can introduce their brands while building a positive image and reputation among consumers. This branding effort aims to foster consumer trust in the company. This research uses the prototyping method, an approach in the Software Development Life Cycle (SDLC) that focuses on developing working models. The creation of a website-based pet shop digital branding system can help shops introduce their businesses and products to buyers because it can be accessed directly from anywhere. Thus, buyers no longer need to visit the store in person to obtain information. IMPLEMENTASI METODE PROTOTYPE PADA SISTEM DIGITAL BRANDING PETSHOP BERBASIS WEBSITEThe use of websites in today's industrial world plays a significant role. Websites are used as a medium for information, sales, and product promotion. Digital branding is an effective and superior strategy for facilitating digital communication between sellers and buyers. Through branding, companies can introduce their brands while building a positive image and reputation among consumers. This branding effort aims to foster consumer trust in the company. This research uses the prototyping method, an approach in the Software Development Life Cycle (SDLC) that focuses on developing working models. The creation of a website-based pet shop digital branding system can help shops introduce their businesses and products to buyers because it can be accessed directly from anywhere. Thus, buyers no longer need to visit the store in person to obtain information.