Claim Missing Document
Check
Articles

Found 28 Documents
Search

UI/UX Prototyping for Mobile Legends Quick Application Through The Design Thinking Method (Case Study: Mobile Legends E-Sport) Fathona Hasibuan, M. Ikmal; Setiawan, Dadang; Sulistiyo Kusumo, Dana
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav1837

Abstract

Designing user interface prototyping and user experience aims to manage access to information easily for the e-sport game of Mobile Legends users. The application prototype contains match schedules, players, e-sport teams, match highlights, match analysis, and others. The reason is that when the users want to get such information, they must find it from various media without any data being immediately available. It is the appropriate way to develop a Mobile Legends Quick prototype application. The prototyping process in creating mobile applications uses the stages in design thinking method stages of Empathize, Define, Ideate, Prototype, and Test. The scope of these goals preferably has a user-centered approach and user satisfaction to solve relevant problems and create new innovations. The results of the tests carried out on making prototype application have been tested using The System Usability Scale (SUS) and obtained a result of 85,35%, with the acceptable category and excellent grade from the SUS score acquisition.
Exposing Causative Factors on Software Discontinuity using an Elaborative Qualitative Method Gandhi, Arfive; Kusumo, Dana Sulistiyo; Sardi, Indra Lukmana
Journal of Information Systems Engineering and Business Intelligence Vol. 11 No. 2 (2025): June
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jisebi.11.2.103-114

Abstract

Background: Software discontinuity due to the inability to accommodate the needs of users is a the significant challenge facing the software development life cycle. This implied that the development team must be capable of producing software with extended lifespan, including the ability to detect outages early, to maintain continuity. Organizations need to determine the contributing and inhibiting factors responsible for discontinuity usage.  Objective: This research aimed to explore the factors that contribute and inhibit the discontinuation of software use in organizations as well as the prevention strategies.  Methods: The summative content analysis technique was used to capture, codify, and classify statements from respondents to discover usage pattern. Data were collected through interview and questionnaire techniques with 10 respondents from various Indonesian companies. The respondents had various sectoral backgrounds in software usage for more than a year. The data collected were compared, contrasted, and synthesized to deliver a holistic pattern among respondents.  Results: The result showed that 10 key factors contributed to software discontinuity, namely Loss of Perceived Usefulness (LUS), Loss of Perceived Ease of Use (LEU), Decreased Effort Expectancy (DEX), Decreased Performance Expectancy (DPX), Social Influence (SOI), Lack of Facilitating Conditions (LFC), Decreased Price Value (DPV), Lack of Habit (LHB), Hedonic Motivation (HDM), and Loss of Perceived Behavioral Control (LBC). The factors were further categorized into three big issues, including Software Usability (LUS, LEU, DEX, and DPX), External Triggers (DPV, SOI, and LBC), and Risk Management after Discontinuity (LFC, LHB, and SOI). Furthermore, the results indicated that nine factors contributed to software discontinuity except HDM with LEU and LUS having weak significance since most respondents stated partial agreement and disagreements.  Conclusion: This research employed a rigorous qualitative method to validate the factors in the proposed software discontinuity model with 10 causative factors. The acquired knowledge is expected to aid organizations or related development units to build software that accommodates user needs, including meeting long-term business targets.  Keywords: Software, Software Discontinuity, Influencing Factors, Qualitative Method
USER INTERFACE DISPLAY DESIGN TO ASSIST FOOD WASTE MANAGEMENT USING THE USER CENTERED DESIGN METHOD Kamarulredzuan, Moch Baiz; Setiawan, Dadang; Sulistiyo Kusumo, Dana
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 1 (2024): JUTIF Volume 5, Number 1, February 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.1.1115

Abstract

The designed user interface is mobile-based which aims to help manage food waste, especially for Bandung area students. The user interface display contains education about food waste, food waste banks and food donations. It is hoped that the user interface display created can help in managing food waste. Food waste in Indonesia is very concerning, for example in the city of Bandung there are 772.69 M3/day, which is 44.51% of the total of various types of food waste in 2021. Therefore a solution is needed that can help manage food waste. By utilizing technology, we can provide education about waste using a smartphone. Then a user interface display design is made using the user centered design method. The user centered design method is needed because it has an interface design process that focuses on usability goals. This method begins with collecting user information through questionnaires, then analyzing user information and obtaining user needs, then creating user flows, wireframes, mockups, and prototypes. After that, a usability test is carried out using the system usability scale method to see whether the user interface display that is made can meet user needs. The result of the system usability scale score is 87,5 and is in the excellent category, indicating that the user interface is good.
LOW CODE INTEGRATION TESTING IN OUTSYSTEMS PERSONAL ENVIRONMENT Chrisna, I Dewa Ayu Indira Wulandari; Dana Sulistiyo Kusumo; Rosa Reska Riskiana
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 2 (2024): JUTIF Volume 5, Number 2, April 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.2.1673

Abstract

As implied by its name, low code platforms enable software development with minimal or no coding involved. Consequently, ensuring the correctness of the software becomes crucial as developers are unable to directly scrutinize the logic. Furthermore, discussions about the various testing approaches applicable to such applications are relatively scarce. This study aims to conduct integration testing through both white box and black box methods, as well as exploring the types of testing that can be carried out on low code based applications. This research involves several stages, including creating a basic e-shop application and API using OutSystems, test preparation, and test execution. API testing utilizes OutSystems' BDDFramework and Postman automation testing tools, while web page integration is carried out using Katalon Studio. The test results indicate only one of the total 23 test cases was considered failed because the result did not match the expected result. Apart from that, of the four existing levels of testing, component testing can also be carried out on the OutSystems application. However, only with the black box testing method because testing is carried out without accessing the program source code. The comparative execution of API testing (white box) using two distinct testing tools reveals the superior effectiveness of Postman over BDDFramework, offering more comprehensive test outcomes and enhanced test case coverage. In the realm of UI integration testing, Katalon Studio emerges as a fitting tool, benefiting from its record and replay feature that facilitates the definition of test steps.
JSON-Based RSS as an Alternative to XML-Based RSS on AJAX-Based Aggregator Websites Qori Utama, Dody; Firdaus, Yanuar; Sulistiyo Kusumo, Dana
International Journal on Information and Communication Technology (IJoICT) Vol. 10 No. 2 (2024): Vol.10 No. 2 Dec 2024
Publisher : School of Computing, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21108/ijoict.v10i2.1030

Abstract

The rapid development of Internet technology makes information can be exchanged very quickly. RSS was born as one of the technologies that makes it easy to exchange information on the Internet. With RSS, exchanging news on the Internet is even easier than subscribing to a newspaper. RSS was created by utilizing the XML data format which is easy to exchange. Over time, a new data type called JSON was born. JSON is an alternative to XML. Everything XML can do can be done by JSON. JSON has a promising performance compared to XML because JSON has a smaller size than XML. In this final project, the author tries to create a new technology for sharing information by utilizing the JSON data format. In this final project, the author compares user-made technology with existing technology from three things, namely the speed of information creation, data size and data reading speed. The author compares these three things in the author's final project. In the end, the information sharing technology proposed by the author in this final project finally has advantages over existing technologies. This technology is ultimately worthy of continued development as an alternative to existing technologies.
Analisis Pengaruh Pola Arsitektur Model View ViewModel (MVVM) terhadap Kinerja Aplikasi Mobile dengan Menerapkan Application Programming Interface (API) Covid 19 Tetiana, Vianka; Kusumo, Dana Sulistiyo; Andrian, Monterico
eProceedings of Engineering Vol. 10 No. 3 (2023): Juni 2023
Publisher : eProceedings of Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak-Aplikasi mobile dinilai semakin populer dan paling diminati oleh pengguna karena penggunaannya fleksibel dan praktis. Kinerja termasuk salah satu elemen terpenting dalam mendukung keberhasilan sebuah aplikasi karena berkaitan dengan seberapa cepat sistem berjalan dan memuat data. Dalam meningkatkan kinerja sistem, diperlukan efisiensi terhadap nilai metrik kinerja pada aspek resource utilization, capacity dan time behavior. Pemilihan architecture pattern merupakan salah satu aspek yang dapat mempengaruhi baik atau buruknya kinerja aplikasi. Pada Studi kasus ini, penulis melakukan perbandingan performansi pada aplikasi mobile yang menerapkan architecture pattern Model View ViewModel (MVVM) dan Model View Presenter (MVP) dengan menerapkan Application Programming Interface (API) Covid 19 sebagai perantara bagi untuk memperoleh informasi seputar Covid-19 untuk mendapatkan pengukuran metrik CPU usage, memory usage, execution time dan aspek load time API data yang paling unggul. Didapatkan penerapan MVVM dapat melakukan efisiensi nilai metrik kinerja dengan rata-rata metrik execution time yang dinilai lebih singkat sebesar 6682,666667 ms dan juga unggul pada pengujian load time data dari API berdasarkan rata-rata waktu fetching data JSON dari API sebesar 1082,333333 ms.Kata kunci-application programming interface, architecture pattern, model view viewmodel, model view presenter
Manajemen Resiko dalam Pengembangan Aplikasi Berbasis Agile Scrum (Studi Kasus : Proyek ERP CV. Shankara Prima Indonesia) Hidayat, Muhammad Dzaky; Kusumo, Dana Sulistiyo
eProceedings of Engineering Vol. 10 No. 3 (2023): Juni 2023
Publisher : eProceedings of Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak-CV Shankara Prima Indonesia adalah UMKM bergerak dibidang eksportir produk pertanian nusantara, untuk meningkatkan kredibilitas dan efektifitas bisnis usaha maka perusahaan membuat sistem menggunakan openERP yang terdiri dari modul website, CRM dan Inventory. Agar Infrastrukturnya cepat dirampungkan tim menggunakan pengembangan metode Agile Scrum, akan tetapi terdapat indikasi dan potensi aktifitas risiko yang dapat menyebabkan kegagalan proyek.Maka diajukan integrasi manajemen risiko dengan metode Risk Poker kedalam proyek Agile. Proses Assesment menggunakan Kanban risklog yang dilandasi sprint backlog, analisis dan mitigasi dilakukan bersamaan dengan fase sprint sehingga tidak mengganggu siklus Agile dan produk tetap dapat di deliver. Dari hasil evaluasi aktifitas manajemen risiko didalam proyek pengembangan openERP dan metode yang diterapkan didapatkan hasil tingkat efektifitas penanganan 0.2941, 0.7667 dan 1 untuk 3 sprint berturut turut dengan insiden paling banyak terjadi di kategori development, operational dan user dari pengamatan lapangan metode yang diusulkan tidak mengganggu siklus Agile namun insiden terdapat 9 insiden risiko yang berasal dari luar tasklist tidak berhasil diawasi oleh metode. Jumlah insiden risiko dan nilai komulatif risk point berangsur turun seiring sprint 2 karena tim dan sistem yang dibuat sudah stabil.Kata kunci-agile, manajemen resiko, risk poker, assessment risiko
Rekomendasi Konten dan Pelabelan Website Menggunakan Metode Crowdsourced Labelling dan Weighted Majority Voting (Studi Kasus : SMA Labschool Untad Palu) Dewi, Ni Putu Indra Puspita; Kusumo, Dana Sulistiyo
eProceedings of Engineering Vol. 10 No. 3 (2023): Juni 2023
Publisher : eProceedings of Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Abstrak-Pada perkembangan website yang semakin berkembang pesat, website sekolah menjadi salah satu bentuk identitas sekolah di era informasi ini. Banyak sekolah yang menggunakan website dan salah satunya adalah SMA Labschool Untad Palu, yang menggunakan website sebagai sarana informasi dan media promosi sekolah. Namun, pada website tersebut terdapat kekurangan pada konten website yang mempengaruhi pelabelan pada website tersebut. Maka, untuk mengatasi kekurangan pada website SMA Labschool Untad Palu, maka diperlukan adanya perancangan arsitektur informasi untuk memperoleh rekomendasi konten dan pelabelan yang sesuai. Pada penelitian ini, diterapkan 2 metode untuk melakukan penelitian yaitu metode Crowdsourced Labelling dan Weighted Majority Voting. Metode Crowdsourced Labelling digunakan untuk melabeli data yang melibatkan khalayak umum. Kemudian, metode Weighted Majority Voting digunakan untuk menghitung hasil akhir dari pelabelan dengan menghitung seluruh bobot yang dihasilkan. Setelah itu, dilakukan pemodelan sistem berupa perancangan prototipe secara High Fidelity Prototype dan kemudian diuji menggunakan teknik A/B Testing dengan mengadopsi pertanyaan metode WEBUSE pada kuesioner. Hasil uji yang diperoleh yaitu pada dimensi Evaluation of Content, Organization, and Readability meningkat sebanyak 37%. Pada dimensi Evaluation of Navigation and Links meningkat sebanyak 17%, dan pada dimensi Evaluation of Performance and Effectiveness meningkat sebanyak 17%. Sehingga, metode yang digunakan berpengaruh terhadap hasil yang diperoleh.Kata kunci-crowdsourced labelling, weighted majority voting, arsitektur informasi