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Penerapan Metode System Usability Scale Dalam Mengevaluasi User Experience Aplikasi DANA Nabilla Ajeng Ningtyas; Allsela Meiriza
JURIKOM (Jurnal Riset Komputer) Vol 10, No 2 (2023): April 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i2.6083

Abstract

In the 4.0 revolution era, digital products were often developed to make it easier, faster, more practical, and cashless for people carry out their daily payment transaction using e-wallet application, one of which is the DANA application. However, reviews on the App Store shows that some DANA application users complained about the problems they experienced when running the application, such as making the transaction process slow and complicated. In order to discover the stage of satisfaction of application users to provide solutions to the DANA application to improve performance of the application, an evaluation of user experience is carry out with the sample used in the research is people who live in Palembang City who have used DANA application. The study output shows that the DANA application obtained an average System Usability Scale score is 62.38 with grade C which stated that the DANA application classified into good category, and had an acceptable level in the "Low" category, caused by the small respondent's assessment of statement three on questionnaire stating that DANA application is easy to use. The respondents also stated that there were several usage routes that didn’t work instantly and were less efficient, and didn’t understand how to use the application’s feature. DANA application needs to improve the function of the application usage route and make the appearance of application featureseasier to understand
Perancangan Sistem Informasi Tender Bokar Menggunakan Metode Design Thinking Letty Latifani Arifah; Allsela Meiriza; Pacu Putra; Nabila Rizky Oktadini; Putri Eka Sevtiyuni
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 6 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i6.798

Abstract

The government has been established improving the quality of rubber by implementing the Gerakan Nasional Bokar Bersih directed through Unit Pengolahan dan Pemasaran Bokar or UPPB. In processing and marketing rubber, UPPB conducts a rubber tender system. One of the UPPBs that applies the rubber tender system is UPPB KT. Karya Tani-IV. However, the tender system is still carried out conventionally through the Whatsapp group, so that the marketing of rubber carried out is still less extensive and is only marketed to known tender participants. In addition, UPPB KT. Karya Tani-IV currently does not have a website-based information system that can store farmer rubber recording data using a database. Therefore, this research provides a solution to design a prototype of the rubber tender Information System using the Design Thinking method. The design thinking method is considered capable of overcoming the problems faced by creating solutions based on user needs. The Design Thinking method is used to solve problems through creative ways by involving users into thinking activities and the user's point of view is used as the main benchmark in an action or activity in solving problems. The prototype of this system is designed to expand the reach of rubber marketing and make it easier for UPPB KT. Karya Tani-IV in processing rubber data. After testing the prototype using the System Usability Scale method, a final score of 82.45 was obtained. The final score obtained is included in the Acceptability Ranges category of "Acceptable" with a grade scale of "A" and receives an adjective rating of "Excellent", so the prototype designed is acceptable and feasible to be developed as a system that can assist the marketing and processing of Bokar data at UPPB KT. Karya Tani-IV.
Perancangan UI/UX Fitur Asrama Mahasiswa Berbasis Website dengan Pendekatan User Centered Design Fika Febrika; Pacu Putra Suarli; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni; Endang Lestari Ruskan; Dedy Kurniawan
JURIKOM (Jurnal Riset Komputer) Vol 10, No 3 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i3.6154

Abstract

The rapid development of information technology makes easier for human accessing and exchanging information through digital media like websites. Since 2019, Badan Pengelola Usaha Universitas Sriwijaya started developing student dormitories booking system, namely Fitur Asrama Mahasiswa. This system can be accessed by Sriwijaya University students via bpu.unsri.ac.id. The types of dormitories shown in this feature consist of apartments, flats, and government dormitories. Based on interviews, it was stated that users still had difficulty accessing Fitur Asrama Mahasiswa, especially in user interface and user experience, so it was necessary to improve interface design with aim of making it easier for users to find information and book dorm room. Design improvement of Fitur Asrama Mahasiswa bpu.unsri.ac.id interface carried out through design process usingUser Centered Design (UCD) approach, so thataccommodate user needs. Design process begins with commitment from bpu unsri to involve users in design process through discussion. Then, determine the context of use through interviews, determine user needs and organizational needs through usability testing and interviews, interface designs based on user needs, and evaluate designsthrough usability testing. Using the UCD approach proven that system usability increased which consists of four parameters, namely success rate, efficiency, error rate, and satisfaction. Success rate increased from 52.86% to 94.76%. Efficiency increased from 45.12% to 96.05%. The error rate decreased from 50.12% to 3.69&. Satisfaction increased from 32.5 to 87.33
Penerapan Goal Directed Design dalam Perancangan Ulang User Interface pada Admin Marketplace BUILD ID Helmalia Sandy; Pacu Putra; Allsela Meiriza; Nabila Rizky Oktadini; Putri Eka Sevtiyuni
Journal of Information System Research (JOSH) Vol 5 No 1 (2023): Oktober 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v5i1.4183

Abstract

Build Id is a website and application-based marketplace that provides various construction needs, both products and services. The Build Id design by PT Semen Baturaja Tbk is aimed at the community as a form of implementing digital transformation in Indonesia. But the design process, to requires evaluation and improvement before it is inaugurated. This is done to avoid complaints, which can reduce the performance of applications and companies. This study aims to help design the Build Id user interface so that it is more focused on the features to be implemented so that the results can match the user's needs. In testing, this study uses the Goal Directed Design method which focuses on designing application designs by identifying user goals and needs. The results of the test prove that the Build Id marketplace for Admins is running well and as expected.
Pengaruh Knowledge Sharing dan Knowledge Acquisition Factor Terhadap Niat Penggunaan E-Learning Sebagai Media Pembelajaran Menggunakan Metode PLS-SEM Adya Salwa Dyani; Ken Ditha Tania; Ari Wedhasmara; Allsela Meiriza
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 2 (2023): Oktober 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i2.1260

Abstract

E-learning at Sriwijaya University is an electronic learning system used to provide education and training to students through an online platform. In its use, e-learning provides students with the flexibility to study independently, according to their schedule and needs. This study provides an important insight into the factors affecting students’ intention to use e-learning as a learning medium, especially in the context of the aftermath of COVID-19. The results of this study can be used by colleges and educational institutions to increase the effectiveness of e-learning in online learning. This study aims to investigate the influence of knowledge sharing and knowledge acquisition factors on the intention of using e-learning as a learning medium in the academic environment after COVID-19. Factors studied include Subjective Norms (SN), Self-Efficacy (SE), Knowledge Sharing (KS), Knowledge Acquisition (KA), Perceived Usefulness (PU), Perceived Ease of Use (PEOU), Satisfaction (SAT), and Adherence (SAT). This study used the Expectation Confirmation Model (ECM) research model. Data were collected through a survey of active students at Sriwijaya University, with a sample of 500 respondents. Data analysis uses Partial Least Squares-Structural Equation Modeling (PLS-SEM) method. Research results show that important Knowledge Management factors such as Knowledge Sharing (KS) and Knowledge Acquisition (KA) have a positive effect on reviewing the intention of using e-learning as a learning medium. Other factors also have a positive and significant effect on e-learning intentions
Analisis User Experience Aplikasi Disney+ Hotstar dengan Menggunakan Metode User Experience Questionnaire (UEQ) Danar Feriano; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni; Pacu Putra
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1470

Abstract

With the advancement of the times, people have started using apps to fulfill their daily needs, such as reading news, shopping, and watching movies. Disney+ hotstar is a video streaming platform that provides various types of movies. There are 107 people who have used the disney+ hotstar application throughout Indonesia as the subject of this research. The problem identified is why users prefer Netflix to watch videos compared to using the disney+ hotstar app. The purpose of the study was to analyze the user experience while using the disney+ hotstar app using the UEQ method and also to provide recommendations on what can be improved to enhance the user experience. After that, the UEQ tool was used to analyze the information that had been collected. The results show that the attractiveness aspect has a value of 1.72 which is a good value, perspicuity has a value of 1.67, which is an above average value, efficiency has a value of 1.49, which is an above average value; dependability has a value of 1.34, which is an above average value, stimulation has a value of 1.43, which is a good value and novelty has a value of 1.05, which is an above average value.