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Analisis Usability Alur Pencarian Pada Aplikasi Belanja Online Berbasis Android Dengan Model GOMS Andika Sujar Adi Saputra; Hanifah Muslimah Az-Zahra; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Online shopping application or also known as e-commerce is a device for spreading, selling, purchasing, marketing goods and services through electronic system such as internet. Among so many e-commerce industries in Indonesia, two of them are Lazada and Matahari Mall. They are online shopping sites that offer several advantages in daily needs. In the early observation, the researcher found the satisfaction aspect, experience and effectiveness in using the application, those aspects are important point in developing the products. Method or scientific model which can help in finding out user's needs to design the product that can fulfill the user's needs, is doing analysis on the users themselves. Analysis on users can be done by GOMS (Goals, Operator, Method, and Selection) model, which is task analysis model. Beside using GOMS, to measure efficiency and the use of the application needs usability method. Usability is one of the user experience. To measure the usability level from an application, we need an approach using USE (Usefulness, Satisfaction, and Ease of use) questionnaire at 1-7 likert scale. Usability level measurement is done to know the level of the usability from Lazada and Matahari Mall and also to know the score of usability level on recommendation design which is a new prototype and result from this research.
Pengukuran Kualitas Website Filkom Apps Mahasiswa Universitas Brawijaya Dengan Menggunakan Metode Webqual 4.0 dan Importance and Performance Analysis (IPA) Masagus Hariadi Arief; Himawat Aryadita; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the Faculty of Computer Science of Brawijaya Universitas there are web-based applications to support administrative processes that can connect between academic employees, lecturers and students in the work of student thesis known as Filkom apps website. As part of the quality assurance, the website needs to be evaluated in the service performance process. Webqual 4.0 is chosen as a method to evaluate the website where in the method there are four variables: usability, information quality, and service interaction quality, this method has the purpose to measure the quality of service at this time and the importance of each attribute in Webqual 4.0. The next method is IPA, which is used for conformity analysis, gap analysis, and IPA quadrant. The research data was obtained by distributing questionnaires to 90 respondents. The result of IPA quadrant analysis shows that there are four attributes that become the main priority in the improvement that is, ease to be operated, interaction with website is clear and understandable, precisely in arrangement of information layout, and website make easy to communicate with organization. Furthermore, there are three attributes that enter into the low priority in the improvement, such as attractive appearance, easy to navigate, and give space for personalization. The remaining attributes do not have improvement priorities because they belong to quadrants that have a service performance value to be sufficient to maintain or even have an excessive value.
Analisis Pengalaman Interaksi Pengguna Terhadap Permainan Catur Sebagai Obyek Augmented Reality Menggunakan Game Experience Questionaire Ryan Edbert Jeremiah; Wibisono Sukmo Wardhono; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The interaction between human and computer is an integral part in the present life along with the development of information technology. Similarly in the development of information technology that supports the interaction with users as well as augmented reality, especially in this research is a game of chess with game board application. This study aims to integrate the game of chess as an object of augmented reality by considering interactive elements to improve the user experience and analyze the user experience of chess game applications displayed as augmented reality objects using Game Experience Questionare (GEQ) technique. The research method used is the development and evaluation, which includes evaluation planning, evaluation and evaluation results evaluation. The data were collected using questionnaires with Likert scale with range of five (1,2,3,4,5). In the Game Experience Questionare (GEQ game used with chess game application with augmented reality technology based on GEQ Core Module, and GEQ Post-Game Module which before being used has been done by expert validation.The results show that game of chess by conveying the elements interactive successfully integrated as a static augmented reality object with a background on the chess game showing real environment captured via webcam.
Evaluasi Usability dan Perbaikan Antarmuka Pengguna Situs Web VEDC/P4TK BOE Malang Menggunakan Questionnaire For User Interface Satisfaction (QUIS) dan Pendekatan Human-Centered Design Mochamad Arief Satriajaya; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 1 (2019): Januari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

VEDC / P4TK BOE Malang is an institution that since 1986 training conducted in the field of development and improvement of competence. P4TK BOE Malang, is an integrated part of the Ministry of Education and Culture as a technical implementation unit of the Directorate General Teachers and Education Personnel. The frequent problems of users encourage VEDC agencies to make detailed implementation on the website. User improvements are made to resolve issues that are often conveyed by the user. User improvements are made using Human-Centered Design. Usability aspects that are in testing, among others; Efficiency for an efficient level of website access, Effectiveness for measuring success rate, and Questionnaire Questionnaire for User Interaction Satisfaction (QUIS) for Measuring Satisfaction. The preliminary evaluation was carried out by conducting a usability test which resulted in 8 sections with the result of QUIS questionnaire interview. Evaluation is done by the same method to design prototype designed by overcoming the initial design problem. Evaluation gives back-up on time from 328 seconds to 214 seconds, success rate from 68.3% to 100%, error rate from 29.1% to 0%, and quality level from score 147 to 232 with max value of 270
Pengembangan Sistem Informasi Pengelolaan Nilai Siswa Menggunakan Metode Human Centered Design (Studi Pada SMP Negeri 1 Gondanglegi) Ahmad Maula Rifqi; Yusi Tyroni Mursityo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SMP Negeri 1 Gondanglegi is a junior high school with a total teacher reaching 45 and the average number of students reaches 750 each year. The research at SMP Negeri 1 Gondanglegi was aimed to improve the business process of managing student grades to be more efficient and flexible in the working time and student report card printing process. The method used in this study was Human Centered Design (HCD). There are four stages in the HCD method is understand and specify context of use, specify user requirements, produce design solutions and evaluate the design against requirement. Results from this study was a web-based information system. The information system built has been carried out black-box testing which produces valid values ​​in all test cases. Then compatibility was used to test non-functional requirements with success on all browsers tested. In usability testing there are 3 aspects: effectiveness, efficiency and user satisfaction. The results of usability testing on the aspect of effectiveness of the average of all user groups is 98%. While on the average efficiency aspect the overall total efficiency aspects in the user group are 93%. Whereas in determining aspects of satisfaction using the PSSUQ questionnaire with an average score of all categories reaching 1.64. In the PSSUQ questionnaire it had the principle of lower score high usability, where if the score obtained is getting smaller then the usability is getting bigger.
Peningkatan Pengalaman Terhadap Pengguna Aplikasi Katalog Frame Kacamata Menggunakan Teknologi Augmented Reality Muhammad Yudha Yusi Putra; Wibisono Sukmo Wardhono; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At this time glasses is also called as Eye Wear which is glasses enhances the aesthetic of it's wearer and if the glasses that was bought from online shop wasn't as buyer expected because the buyer couldn't try it first surely it will decrease the buyer satisfaction , in turn they will be back to the old way of buying glasses which is directly go to the nearest optical glasses shop that is surely time and energy wasting, also the desired glasses model was not necessarily available. By utilizing the android smartphone with technology of augmented reality in glasses catalog, the buyer can directly interact with the desired glasses whenever and wherever they please which in turn will simplify the consumer in choosing the right glasses in real-time with the purpose of increasing the user experience at shopping and using the glasses catalog app. So the glasses catalog app was made with augmented reality technology using unity software and comparing the user experience with already deployed augmented reality-less app optik melawai using user experience questionnaire method with focused on hedonic quality aspect. The result which was found in the research was user experience that used the glasses catalog app with augmented technology was increased from value of 0,688 to 1,513 after the app was analyzed and tested by using user experience questionairre in hedonic in hedonic quality category.
Evaluasi User Experience Pada Game PUBG MOBILE Menggunakan Metode Cognitive Walkthrough Revianda Amrullah Akbar; Hanifah Muslimah Az-Zahra; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PUBG MOBILE is a First-Person Shooter and Third-Person Shooter game that was just released on March 19, 2018. This game including to the category of new game on the mobile platform so that it has the potential to have new users. User Experience is very important for the success of a game on the market, especially on the type of application that has been released. The system that are not well designed and not easy to use will make it difficult for users to learn and operate them, so that they will rarely be used. In order to get a good user experience, an evaluation is a necessary. The Cognitive Walkthrough method is a user experience evaluation method when evaluator provide scenario-based assignment and several questions to game users to find problems that interfere with the learning process. This method is suitable for the system that was just released because it can explore the cognitive processes of users when they first use the system. Respondents used in this study were divided into two groups, namely 3 respondents who had never played PUBG MOBILE games and 3 people who often played PUBG MOBILE games and often played games with similar genres. The evaluation results in the PUBG MOBILE game show that many problems occur because the display is difficult to understand (text and icon) on the task when the user learns about weapons in the game. However, problems that arise are problems that won't affect the main functions of the game.
Evaluasi dan Perancangan User Interface untuk Meningkatkan User Experience Menggunakan Metode Human-Centered Design dan Heuristic Evaluation Pada Aplikasi Ezypos Anita Putri Novitasari; Herman Tolle; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

EzyPOS is an application to simplify the work of owners of Micro, Small and Medium Enterprises in managing their businesses to be better and organized. The use of the EzyPOS application is the same as the cash register. There are several usability problems in the EzyPOS Application such as button size which doesn't suits the standart so that have an effect on user experience. Recommendations for User interface and User Experience improvement along with the results of evaluation and analysis of both are the objectives of this study An approach that is used is human-centered design (HCD) which is a system design and development approach to make interactive systems more useful by focusing on the use of systems and applying human factors / ergonomics and usability knowledge and techniques. The HCD stages are context specifications, User specifications, design, and design evaluation. Evaluation Method which is used is a Heuristic Evaluation (HE) which is a method for finding usability problems in the User interface by using 3-5 evaluators to examine and assess it in accordance with the applicable usability principles. Improvements are made based on saverity rating. The results of this study are the solution design with the HCD approach which has better usability than the EzyPOS application version 1.0.19. This is indicated by the decrease in number of problems found in the EzyPOS solution design, namely from 20 to 6 problems.
Evaluasi dan Perbaikan Tampilan Website Taman Rekreasi Sengkaling UMM Dengan Metode Human Centered Design (HCD) Ahmad Isa Hambali; Admaja Dwi Herlambang; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Website Wisata Sengkaling is owned by Taman Rekreasi Sengkaling UMM. Website that has some problems in writing on the website, content layout and inappropriate color selection. The focus of this research is how to improve the appreance of the interface design on Wisata Sengkaling. Usability evaluation in this study uses the Website Usability Evaluation (WEBUSE) with four categories, that is Content, Organisation and Readability, Navigation and Links, User Interface Design and Performance and Effectiveness. The repair method used is the Human Centered Design (HCD). The discussion in the study is specify the context of use, specify the user requirement, produce design solution and evaluate the design solution. The result of this study indicate that the design of solution made using the Human Centered Design method is better than the initial design. Evaluation in old design in the Content, Organisation and Readability category have value 0,57. In the Navigation and Links category have value 0,57. In the User Interface Design category have value 0,54. In the Performance and Effectiveness category have value 0,55. But, on new design solution in the Content, Organisation and Readability category have value 0,65. In the Navigation and Links category have value 0,64 In the User Interface Design category have value 0,66. In the Performance and Effectiveness category have value 0,66.
Pengembangan Dan Uji Usability Aplikasi Pemilu Legislatif 2019 Kota Tangerang Selatan Menggunakan Metode Prototyping Berbasis Android Syifa Shabrina Siregar; Agi Putra Kharisma; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the reality of election in Indonesia, they still have many problems in terms of voting and counting especially in a new city such as the City of South Tangerang. This deficiency is also related to the implementation of elections that are still conventional in the era of technological development. One form of technological development is seen in smartphone use. In Indonesia, 80% of smartphone users use the Android operating system. Against this background, the application of the 2019 South Tangerang City Legislative Election was made using the prototyping method. This application is the result of brainstorming with stakeholders to get features that are in accordance with the needs described by stakeholders, the Dinas Komunikasi dan Informatika of South Tangerang City and Komisi Pemilihan Umum of South Tangerang City, then the results of the brainstorming are modeled into prototypes and tested regularly to the user to find out if there are still deficiencies found in the application design. The purpose of this application is to get information on how to make the appropriate application for the Election and the citizens of South Tangerang City and test its usability level as one of the aspects of the Election application that was appointed in this study. Before being used by users of this application through the blackbox test to find out whether all the features in the application are functioning properly. While usability itself is assessed through the SUPR-Qm questionnaire to show that the application can be well received by users in various ages. The results of using prototype modeling after blackbox and usability testing are eight features of the application that works properly and the usability level is in category C, when it converted the result of usability level means good and the application can be accepted by citizen of South Tangerang City.
Co-Authors A'an Choiril Anwar Abdul Ghoniy Nur Chasana Abdur Rahman Achmad Fauzi Achmad Isa Anshori Adam Hendra Brata Adam Surya Wibawa Adelia Ayu Trilestari Aditya Evan Yudistira Aditya Putra Pratama Aditya Rachmadi Admaja Dwi Herlambang Afani Kurniawan Afif Imaduddin Agi Putra Kharisma Agityarizky Tidoputra Pradana Agnes Astriani Agung Adhi Nugroho Agung Witanto Agustinus Dwi Priharyanto Ahmad Isa Hambali Ahmad Kholish Fauzan Shobiry Ahmad Luthfi Teguh Adinegoro Ahmad Maula Rifqi Aisyah Altus Sholikah Aji Prasetyo Akbar, Muhammad Aminul Aldy Rakhman Kurniawan Alfi Musyaffa Ghossa Alfi Nur Rusydi Alfi Rochmah Primasari Alif Akbar Tejamukti Alifia Wahyu Sektyawardani Alim Muhammad Alin Kinanti Ammar Gunya Pratomo Anak Agung Adi Wiryya Putra Anak Agung Gede Krisna Eka Putra Andi Reza` Perdanakusuma Andika Sujar Adi Saputra Andini Ayu Larasati Andrew Wise Jeremia Angelin Anggraeni Misi Anggi Valeria Putri Anis Wardlatul Ulfa Wahidah Anita Putri Novitasari Annisa Mursyidah Annisa Novy Kholiyanti Annisa Nurfitri Arbi Ramadhan Akbar Asmanputra Ardian Triantoro Argandarining Ilmi Harnis Arief Rino Wahyu Putra Arif Ramadhan Arifin, Mochammad Samsul Aryo Pinandito Aryun Nadaa Aniesiyah Atikah Febrianti Nastiti Ayu Fahrunnisa Ayu Pratiwi Ayu Puspita Rachmi Ayu Putu Augie Permata Dhea Bagus Taufik Wicaksono Bhaktiar Adi Nugraha Bondan Sapta Prakoso Buce Trias Hanggara Cantya Danniswara Cerin Genias Cheldo Bagus Romansya Chicilia Rebeca Andani Dani Kurnianto Darmadani Kyat Madana Darryl Dwi Nugroho David Panta Palado S. Dea Annisa Larasati Debie Shabastian Rosie Deflion Yussac Sahlan Desi Fatmawati Devita Helga Safitri Dhania Tami Wijaya Dhiemas Gilang Pandian Dhika Rozqi Anggitama Dhimas Ilmi Auvi Diah Harnoni Apriyanti Diah Priharsari Dienabillah Gita Fitri Dimas Anugerah Asprila Dina Ayu Musfikasari Dinda Aditama Dinda Aditya Febrianti Dinda Ayu Ludfiana Safitri Dini Nurhayati Djoko Pramono Dwi Cahyaningsih Dyah Arifiani Situmorang Edo Yokko Rolando Elfi Atus Zahroh Eriq Muhammad Adams Jonemaro Erwin Wijayanto Fadhel Suryana Putra Fairuz Salsabila Rofiq Fajar Ramadhanti Faris Genis Yudi Perdana Faris Lafito Hendratna Fariz Wahyu Djatmiko Fathiya Ihsani Fatwa Ramdani, Fatwa Fauzan Fitranda Fauziyah Nur Rahmania Fauzizah Andriani Fitra Abdurrachman Bachtiar Fitra Endi Auliansyah Frita Dwi Julianinda Galih Prakoso Gayus Reinaldy Manere Sulli Danan Ghasa Faraasyatul 'Alam Ghifary Maulana Fanony Grenzya Laksmi Putri Kusoy Gusti Agzalia Handita Anya Prameswari Hanif Aulia Kusuma Hanif Naufal Ashari Hardy Padmayudha Nugraha Harry Bali Kusuma Hendrikus Dimas Samara Herald Anwar Bhasarie Herman Tolle Hernindya Annisa Rahayu Hiegar Ramadani Himawat Aryadita Hosea Scarlet Haholongan Hutomo Ardianto I Nyoman Bhayu Kurniawan Putra Ifadhatur Rohmah Ilham Setyo Nugroho Imam Safi'i Intan Rahmawati Intan Sartika Eris Maghfiroh Ismiarta Aknuranda Issa Arwani Ivan Lianto Ivan Putera Pratama Jerry Deska Perdana Joshua Dika Kariyoto Kariyoto Kevin Dwiki Saputra Kevin Ryan Hadi Khairien Nissa Khalid Rahman Kiristian Sibarani Komang Agus Sathya Paramananda Komang Candra Brata Lasma Triani Lina Fitra Lutfi Fanani Luthfan Aufa Faqih Luthfi Irfan Hakim Praditya M. Iqbal Farras Pratama Mahardeka Tri Ananta Malik Abdul Azis Mareta Siregar Masagus Hariadi Arief Maya Dwi Wijayanti Miftachul Bachruddin Mochamad Arief Satriajaya Mochamad Chandra Saputra Mochammad Aldi Kushendriawan Mochammad Chandra Saputra Mochammad Naufal Rizky Angkasa Mochammad Nurendra Mohamad Rendiansah Mohammad Fatoni Anggris Mohammad Khaufillah Mohammad Royhan Afif Al Mudhari Muh. Akbar Murad Muhammad Alfan Mubarrak Muhammad Anas Ziauddin Muhammad Audi Muhammad Daffa Arga Muhammad Fauzan Ahnaf Muhammad Hanif Muhammad Jordan Farrell Muhammad Raihan Agust Nugroho Muhammad Redo Muhammad Rhamanda Fadilla Muhammad Rifqi Muhammad Rizal Ramdhani Muhammad Satrio Bayu Pamungkas Muhammad Syamsuddin Yusuf Muhammad Yudha Yusi Putra Mujiburrahman Haekal Fajry Mukhammad Sharif Hidayatulloh Muthia Rifdah Mardatillah Nabila Sarah Pradila Nabila Septa Paramita Nadia Humairo Nadiatul Khaira Nafilah Fauzi Nanang Yudi Setiawan Naufal Aji Dewananto Naufal Faza Rusdi Naufal Zulfikar Priambodo Niken Hendrakusma Wardanai Niken Hendrakusma Wardani Niken Hendrakusma Wardani Niken Hendrakusuma Wardani Nisrina Dhia Ufaira Nissa Madaniyah Fadhilah Novia Fanny Salsabila Nur Azizah Nur Fitriani Nurina Ayuningtyas Nurma Afi Nirmala Nurma Afi Nirmala Nurrachmat Ardhianto Nurul Fikriyah Oktavia Zalma Pradya Mutiarahma Prima Rizki Maulidina Putu Ananta Yoga Manik Mas R. Arya Hasburrahman R. P. Hero Wijaya Rachel Jessica Silalahi Rahmadhana Ramadan Raisadya Hemas Pawestri Raka Irvaldo Rahadiasta Raka Putra Pratama Rasyad Hafizh Fadhilah Rasyid Asis Perdana Ratih Kartika Dewi Ressya Sukma Retno Indah Rokhmawati Revianda Amrullah Akbar Reza Ararsy Arrohman Rezky Nufahriza Rian Rizki Prayogo Ricco Anjasmara Putra Pratama Rifda Syahdatina Riswan Septriayadi Sianturi Rizal Halim Adirasyid Rizka Hikma Damayanti Rizky Adytia Ivan Rahman Rizky Ariefpambudi Roni Yulistyo Saputra Rosita Devi Ramadhani Rr. Tasia Haniifah Rihadatul Aisy Ryan Edbert Jeremiah Ryan Rahmadiansyah Ryan Sutawijaya Safira Nur Rahmah Salma Mutiasanti Satrio Hadi Wijoyo Satrio Vianka Manaman Seno Naufal Muhammad Septri Megahita Yolanda Simanjuntak Shafira Fitrianissa Sonia Elisurya Supraptoa Supraptoa Suryo Utomo Syifa Shabrina Siregar Tamara Marihot Ratna Tambunan Theresia Karina Situmorang Tiffani Nisa Zulaikah Timothy Marshall Sianipar Tistya Putri Karima Tites Agung Prabowo Tiur Prasetyaningtias Tri Afirianto Vallian Kautsar Fahdrerazi Vera Wati Veronica Sonya Souissay Vicky el Fathea Kamiza Vira Indriana Vrishi Magridira Putri Wahyu Nur Arifin Wahyu Satriyo Wibowo Welly Purnomo Wenny Pujawati Wheny Mela Sari Wibisono Sukmo Wardhono Widhy Hayuhardhika Nugraha Putra Widya Agusty Bintari Willy Arief Pramono Windha Parwaningsuci Wiwit Susilo Ningsih Yahya Vernanda Ramadhani Yan Giska Pranandita Yhanuar Alkhamislam Yosua Raka Justico Yudhistira Kurniawan Sutiknyo Yudhistira Serdiansyah Alrio Yudistira Maulana Yulius Firantoko Yunita Titisari Yusi Tyroni Mursityo Zahrah Putri Ramadhanti Zakia Rahmasanti Karyono Zulvarina, Prima