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Perbandingan Algoritma Klasifikasi Data Mining Untuk Prediksi Penyakit Kulit Dian Prajarini
INFORMAL: Informatics Journal Vol 1 No 3 (2016): INFORMAL: INFORMATICS JOURNAL
Publisher : Faculty of Computer Science, University of Jember

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

Abstract

Skin diseases often thought as a insignificant problem compared to diseases with high mortality, such as HIV/AIDS, ischemic heart disease, stroke, tuberculosis, malaria and cancer. However, skin diseases are some of the most common diseases seen in the developing country. Skin diseases diagnosis and treatment is important because there are a lot of skin diseases that shows similar symptoms and screening for sign of skin disease is an important way for systemic diseases. Prediction of skin disease is diffucult because of a lot of skin disease shows similar symptoms. Data mining with clasification algorithm can be used to predict skin disease. Four data mining clasification algorithm C4.5, Naive Bayes, KNN and SVM was used for data analysis. Medical dataset used in this research is dataset download from UCI repository site. From the tes result by comparing accuration, precision dan recall, it is known that Naive Bayes has the highest accuracy and precision.
PENDAMPINGAN PEMANFAATAN TIK UNTUK ADMINISTRASI DATA UMKM DESA WISATA & KERAJINAN GAMPLONG Dian Prajarini; Sudjadi Tjipto Rahardjo
ABDIMAS DEWANTARA Vol 1 No 1 (2018)
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (997.689 KB) | DOI: 10.30738/ad.v1i1.2148

Abstract

ABSTRAKDesa Wisata dan kerajinan Gamplong 1, Sumberrahayu, Moyudan, Sleman, Daerah Istimewa Yogyakarta merupakan desa wisata kerajinan tenun. Terdapat 18 pengrajin UMKM tenun di desa ini yang tergabung dalam paguyuban TEGAR. Usaha tenun rumahan di Gamplong 1 ini berkembang dengan melayani dan mendistribusikan produknya ke seluruh Indonesia. Usaha rumahan ini rentan mencampurkan dana pribadi dan dana usaha, disamping itu karena keterbatasan pegawai maka pencatatan data administrasi keuangan tidak dilakukan dengan tertib sehingga pengrajin tidak bisa melihat laba rugi usaha mereka. Pemanfaatan teknologi informasi yang akrab digunakan pengrajin diperlukan untuk memudahkan pencatatan data administrasi keuangan. Tujuan dari kegiatan pengabdian ini adalah pengrajin tenun desa Gamplong 1 mampu menggunakan aplikasi pencatat keuangan SI APIK.Metode pelaksanaan pengabdian masyarakat ini antara lain (1) survei dan wawancara, (2) penetapan masalah dan solusi, (3) pembuatan materi pendampingan, (4) pelaksanaan kegiatan pendampingan penggunaan aplikasi SI APIK (5) evaluasi.Hasil dari kegiatan pengabdian masyarakat ini adalah peningkatan kemampuan masyarakat khususnya pengrajin kerajinan di Desa Wisata & Kerajinan Gamplong 1 dalam melakukan administrasi data pencatatan keuangan khususnya menggunakan SI APIK.Kata kunci: umkm, teknologi informasi dan komunikasi, si apik, gamplong, administrasi keuangan
Perancangan Prototype Web Profile Desa Wisata Dan Kerajinan Gamplong Sleman Dengan Metode Desain User Experience Dian Prajarini
AKSA: Jurnal Desain Komunikasi Visual Vol. 2 No. 1 (2018): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v2i1.19

Abstract

Gamplong Tourism Village and Craft at Sleman Regency are one of the alternative tourist destinations of Yogyakarta Special Region. This tourist village presents weaving craft tours. There are approximately 18 weaving craftsmen in this tourist village. The promotions that have been carried out so far are still using leaflet and social media usage methods. It is an obstacle when social media does not provide clear information for tour packages in Gamplong tourism and craft villages. The absence of a website as a showroom and provider of information about the details of Gamplong tourism villages and handicrafts. This research develops a Gamplong village tourism and craft web profile prototype uses user experience design method. The design method uses five planes user experience elements. The design result evaluation method uses a heuristic evaluation method. The results of the study succeeded in creating a prototype web profile of Gamplong Tourism Village and Craft with user experience design method. The heuristic evaluation results on the interface of the Gamplong Tourism Village's prototype web profile and Handicraft as a reference for usability evaluation, suggesting that aesthetics, design, and match with the real, but need better handling for error prevention, adding help menus, and bilingual features.
Pengukuran Efektivitas Infografis Pada Portal Berita Online Kompas.com Zahrina Rahmani Humairoh; Dian Prajarini
AKSA: Jurnal Desain Komunikasi Visual Vol. 3 No. 1 (2019): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v3i1.30

Abstract

Online media in greater demand information because the community in looking for quick and easy to access, one of the pioneer is Kompas.com which become a reference to journalism amid all the uncredible information. Nowadays, the Public has limited time to read and understand the news that contains much texting, that is why kompas.com presenting news in infographics with that look attractive but can convey that complex information being easy and fast to understand by the Society. This study focused on the right standard infographics and submission of a simple understanding of infographics that rises for five months of every month taken samples three randomly infographics. The purpose of this research is to evaluate infographic design in the online news website Kompas.com and to see whether the purpose in Kompas.com infographics suitable for the purpose with four important uses categories: usability, readable, design, and aesthetics. The methodology used quantitative methods. The data to the questionnaire online to FLP communities with four variables that usability, readability, design, and aesthetics. The validity test is using moment Pearson; and readability test using Alfa Cronbach. Data analysis using descriptive statistics. Based on data analysis and discussion in this research can be concluded that infographic Kompas.com filled four variables assessment that usability is 80,2 %, Readable is 80,3 %, the design is 82,6 %, and aesthetics is 79,4 %. This shows that the making of Kompas.com infographics is in accordance with generation purposes infographic, which is understandable, easy to read, good in visual, and straight information.
Perancangan Komunikasi Visual Desain Website “Muggle Division” Menggunakan Kaidah UI & UX Gilang Endra Prastowo; Dian Prajarini
AKSA: Jurnal Desain Komunikasi Visual Vol. 4 No. 1 (2020): AKSA: Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v4i1.47

Abstract

"Muggle Division" is engaged in convection production services,founded 5 years ago, so far using Instagram promotion media.However, when social media cannot provide clear and completeinformation, problems arise such as when consumers are about toorder and have to wait for customer service to respond for quite along time. Therefore we need media to answer these obstacles,namely the website, to provide more complete, clear information andorder input services without having to wait for customer serviceresponses. This study aims to design a "Muggle Division" websiteequipped with a self-service order feature. The user experiencedesign method used is the five planes user experience elementsmethod followed by writing HTML, CSS, and Javascript tags. Theresult of the design is a "Muggle Division" website with UI and UXrules. The use of UI methods includes color, layout, typography,whitespace, icons, and animation. The use of the UX method is in thestep by the step payment system and page login which provides theoption of page register for visitors who are not yet a member of the"Muggle Division".
PENGARUH DESAIN POST INSTAGRAM TERHADAP MINAT PEMBELIAN PRODUK UMKM KEDAI KOPI DI KABUPATEN SLEMAN Prajarini, Dian; Sayogo, Dwisanto
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 7 No. 01 (2021): February 2021
Publisher : Dian Nuswantoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/andharupa.v7i01.4139

Abstract

Abstrak Media sosial yang bisa digunakan untuk pemasaran produk adalah Instagram. Dua jenis konten Instagram yaitu foto dan video menarik orang untuk melakukan tindakan like, comment dan share. Perkembangan UMKM Kopi dengan banyaknya usaha yang sama, memerlukan promosi yang baik untuk menarik minat konsumen. Melalui Instagram, UMKM Kopi bisa memasarkan produk mereka. Desain post Instagram memberi pengaruh tersendiri terhadap pelanggan maupun follower mereka salah satunya minat pembelian. Penggunaan foto, ilustrasi, gambar, teks iklan, bahkan video dalam konten Instagram digunakan untuk menarik konsumen. Penelitian ini bertujuan untuk mengetahui dan menganalisis pengaruh desain post Instagram terhadap minat pembelian produk UMKM Kopi di Kabupaten Sleman. Metode penelitian yang digunakan adalah metode penelitian kuantitatif dengan analisis data menggunakan regresi linier sederhana. Hasil dari penelitian menyatakan bahwa terdapat pengaruh desain feed instagram terhadap minat pembelian produk UMKM Kopi di Kabupaten Sleman. Gambar, warna, copy writing dan call to action merupakan komponen desain post Instagram yang memberikan kontribusi terhadap minat pembelian adalah sebesar 29,4% dan sisanya 70,6% minat pembelian dipengaruhi oleh faktor lain yang tidak diteliti dalam penelitian ini.   Kata Kunci: desain, post, Instagram, UMKM, kopi, Sleman  AbstractInstagram is the Social media that can be used for product marketing. Two types of Instagram content that attracted people to like, comment, and share were photos and videos. The development of coffee MSMEs with the same number of businesses requires good promotion to attract consumer interest. Through Instagram, coffee MSMEs can market their products. Instagram feed design has a distinct influence on their customers and followers, one of them is purchase interest. This study aims to determine and analyze the effect of Instagram feed design on the purchase interest of MSMEs Coffee products in the Sleman. The research method used is quantitative methods with data analysis using simple linear regression. The results indicate that there is an effect of Instagram feed design on the interest in purchasing coffee MSME products in Sleman. Image, color, copywriting, and call to action are feed-design components that contribute 29.4% of purchase interest, and the remaining 70.6% of purchase interest influenced by other factors not examined in this study. Keywords: design, post, Instagram, MSMEs, coffee, Sleman
Perancangan user interface game edukasi Topeng Panji sebagai media pelestarian kebudayaan Rayshantti, Sekar Hapsaritta; Pratama, Novan Edo; Prajarini, Dian
Sungging: Journal of Innovative, Cultural, Transdisciplinary Art and Kriya Discourse Vol. 2 No. 2 (2023): Sungging Edisi Juli - Desember
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/sungging.v2i2.70716

Abstract

Topeng Panji merupakan bentuk visual yang ditransformasikan dari kisah Panji. Salah satu dusun yang membuat topeng Panji adalah Dusun Bobung, Gunungkidul. Saat ini, minat terhadap pengenalan seni dan budaya di kalangan generasi menurun, khususnya di Dusun Bobung. Beberapa di antaranya lebih tertarik pada permainan digital, sehingga menimbulkan berkurangnya keinginan untuk mengenal budaya, terutama topeng Panji. Berdasarkan hasil evaluasi yang diperoleh dari metode design thought , sebagian dari mereka kurang tertarik pada budaya karena tidak adanya media yang menyenangkan untuk mengenal budaya. Oleh karena itu, diperlukan media pelestarian yang menarik, interaktif, dan menyenangkan untuk mengenal topeng Panji dari Dusun Bobung dengan mendesain antarmuka pengguna game edukasi. Melalui desain ini, generasi muda dapat mengenal budaya topeng Panji Dusun Bobung dengan cara yang menyenangkan dan tidak membosankan. Desain ini mampu menjadi solusi terhadap permasalahan yang ada. Dari hasil uji coba yang dilakukan kepada 26 pengguna, 84,6% menyatakan bahwa antarmuka pengguna game edukatif ini mudah Dipahami.
PERANCANGAN USER INTERFACE WEBSITE KATERING “AROMA BOGA” DI GUNUNGKIDUL MENGGUNAKAN METODE DESIGN THINKING Prajarini, Dian; Malih, Fauzan Hanafi
AKSA: Jurnal Desain Komunikasi Visual Vol. 8 No. 2 (2025): AKSA : Jurnal Desain Komunikasi Visual
Publisher : LP2M Sekolah Tinggi Seni Rupa dan Desain Visi Indonesia (STSRD VISI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37505/aksa.v8i2.189

Abstract

Catering is a business that involves the preparation, cooking, and service of food for various events on a large scale. Aroma Boga is a catering business that specializes in serving snack and meal boxes. In the current landscape of numerous digital platforms, Aroma Boga capitalizes on this by marketing its products through various government platforms. However, these efforts may not be deemed sufficient to effectively reach the target audience and optimize Aroma Boga's services. This research employed the design thinking method to develop a website interface. The results of this study demonstrate that the website interface design exhibits high usability, as confirmed by usability testing.
Strategi Branding Desa Wisata Katongan melalui Media Visual dan Optimalisasi Konten Media Digital UMKM Prajarini, Dian; Fawaz A, Muhammad; Bernada, Bisma Aditya; Alamsyah, David; Setiawan, Hari; Pujiono, Tri; Aziz, Waryanto Abdul; Kurniawan, Haritsah Agus; Fahmi, Khadiqul
Bima Abdi: Jurnal Pengabdian Masyarakat Vol. 5 No. 3 (2025): Bima Abdi: Jurnal Pengabdian Masyarakat
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/bajpm.v5i3.2580

Abstract

Desa Wisata Katongan di Kabupaten Gunungkidul memiliki beragam destinasi wisata yang atraktif dan potensial, namun hingga kini upaya branding yang dilakukan kelompok sadar wisata (pokdarwis) belum berjalan optimal. Hanya sebagian destinasi yang dikenal luas oleh masyarakat, sementara banyak potensi lain belum mendapat perhatian. Permasalahan utama terletak pada keterbatasan kemampuan pengelolaan dalam memperkuat citra destinasi, sehingga sulit bagi calon wisatawan untuk mengenali secara cepat daya tarik desa wisata ini. Melalui kegiatan pengabdian masyarakat, dilakukan upaya penguatan branding dengan memanfaatkan media komunikasi visual yang konsisten dan berorientasi desain. Program ini mencakup pembuatan produk media promosi visual, serta peningkatan kapasitas pengelola desa preneur dan desa prima dalam memproduksi serta mendistribusikan konten media sosial. Hasil kegiatan menunjukkan kontribusi signifikan terhadap pengembangan citra Desa Wisata Katongan, karena mampu menciptakan dan memperkuat brand image positif, sekaligus membedakannya dari pesaing. Dengan demikian, desa wisata ini berpotensi lebih dikenal dan menarik minat wisatawan secara berkelanjutan.
STRATEGI BRANDING DESTINASI DESA WISATA AMONG KISMA DALAM MENYONGSONG TREN PARIWISATA BERKELANJUTAN Prajarini, Dian; Prasetya, Fabian Dwi; Apriyandani, Apriyandani; Ramadhan, Bayu Rizki; Baramastira, Christopher Galang Rayindra; Kiraini, Dea; Fadhlina, Enno Resya; Ahas, Gregorius Pratama Kusuma
RESONA : Jurnal Ilmiah Pengabdian Masyarakat Vol 9, No 1 (2025): Inpress
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah (LPPI) Universitas Muhammadiyah Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35906/resona.v9i1.2588

Abstract

Desa Wisata Among Kisma yang berlokasi di Kalurahan Bendung, Kapanewon Semin, Kabupaten Gunungkidul, hadir sebagai desa wisata berbasis masyarakat dengan kekuatan utama pada sektor pertanian berkelanjutan dan pelestarian budaya lokal. Desa ini menawarkan konsep Lumbung Mataraman yang memadukan metode pertanian tradisional dengan teknologi modern, sehingga menghadirkan pengalaman edukatif sekaligus rekreatif bagi wisatawan. Prestasi sebagai juara 2 Lomba Desa Wisata tingkat DIY tahun 2023 menunjukkan adanya pengakuan atas upaya pengelolaan yang telah dilakukan, meskipun masih terdapat tantangan dalam strategi branding dan promosi. Kegiatan pengabdian masyarakat dilaksanakan untuk memperkuat identitas visual sekaligus mendukung strategi promosi melalui penyusunan katalog, brosur, logo, panduan identitas, video profil, merchandise, label kemasan UMKM, serta desain landmark. Hasil kegiatan ini diharapkan mampu meningkatkan kapasitas SDM pokdarwis dalam pengelolaan komunikasi visual, serta memperkuat posisi Desa Wisata Among Kisma sebagai destinasi edukasi berbasis budaya dan pertanian yang berdaya saing di era tren pariwisata berkelanjutan 2025. Abstract. Among Kisma Tourism Village, located in Bendung Village, Semin Subdistrict, Gunungkidul Regency, is a community-based tourism destination with key strengths in sustainable agriculture and cultural preservation. The village promotes the Lumbung Mataraman concept, which integrates traditional farming methods with modern technology, offering both educational and recreational experiences for visitors. Its achievement as the second winner of the Yogyakarta Special Region Tourism Village Competition in 2023 demonstrates recognition of its development efforts, although challenges remain in terms of branding and promotional strategies. A community service program was carried out to strengthen the village’s visual identity and support its promotional strategies through the development of catalogues, brochures, logos, identity guidelines, profile videos, merchandise, product labels for local SMEs, and landmark designs. These outputs are expected to enhance the capacity of the tourism awareness group (pokdarwis) in managing visual communication and to reinforce Among Kisma Tourism Village’s position as an educational tourism destination rooted in agriculture and culture, while remaining competitive in line with sustainable tourism trends in 2025.