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Analisis Pengalaman Pengguna pada Aplikasi Perangkat Bergerak Qlue dengan Pemetaan User Journey Prima Rizki Maulidina; Hanifah Muslimah Az-Zahra; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Qlue is a smart city application on mobile devices, owned by PT. Qlue Performa Indonesia, in collaboration with the city government to handle public complaints. The main purpose of Qlue is as a bridge between the citizens and the city government to deliver public complaints about the surrounding environment. Based on preliminary observations, there are several problems related to the interface of Qlue that may impact the user experience. If the application does not provide a good user experience, users may leave the application and not use it again. User experience analysis aims to produce recommendations for improvements that can improve user experience of Qlue. By mapping the user journey, the author will gain insights of things that are interesting on Qlue, things that cause the respondents to experience difficulties, along with recommendations submitted by the respondent. Data needed for user experience analysis was collected through observation and interviews with respondents. Based on the results of the analysis, the most problematic features on Qlue are public forum, find friends, Street View, and navigation to page of details of neighborhood. The difficulties experienced by respondents when they want to use these features are difficult to find the location of features. There are several other difficulties experienced by respondents caused by misuse of labels and icons, as well as a lack of guidance. Recommendations for improvements are made in the form of design illustrations on the page, navigation, and icons that have problems.
Evaluasi pada Website Fakultas Peternakan Universitas Brawijaya menggunakan Usability Testing Wheny Mela Sari; Aditya Rachmadi; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Faculty of Animal Science Universitas Brawijaya uses a website as a media service to facilitate the work of the campus. Based on the results of interviews and observations, problems were found on the website of the Faculty of Animal Science, namely there were user complaints about the appearance of the website and its functions (icons and links) and some menus could not be used as expected by users, from these deficiencies related to usability problems. Evaluation was conducted to determine the level of usability of the website using the usability testing method and using the system usability scale (SUS) questionnaire. To measure the usability level using usability metrics, usability measurement uses aspects of efficiency, effectiveness, learnability, memorability and satisfaction. For aspect satisfaction, use the SUS questionnaire, while efficiency, effectiveness, learnability and memorability aspects are tested by usability. Usability testing is performed on groups of student and prospective student users by providing several tasks, from the test data will be obtained in the form of success of the user working on the task, time spent by the user in working on each task, number of steps and number of clicks and errors made by respondents completing the task. The results of usability testing will be calculated using matric usability. The usability testing, observation, interview and questionnaire methods are used to measure the level of usability on the Faculty of Animal Science website, and explore problems regarding usability. Usability problems found when testing, observation and interviews were then given recommendations according to the usability guidelines. Recommendations are given to improve the website of the Faculty of Animal Science.
Analisis Perbandingan Pengalaman Pengguna Pada Aplikasi Music Streaming Menggunakan Metode UX Curve (Studi Pada Spotify dan JOOX) Zakia Rahmasanti Karyono; Yusi Tyroni Mursityo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The rapid development of technology changes our lifestyles, one of them is switching to listening to music through music streaming application instead of digital music application. This music streaming application enables the user to listen to the different types of music legally by streaming. Millenials are the perfect target audience for music streaming application. The increase in this trend of listening to music online brings up a hypothesis if the application has a good user experience, thus it creates a better response. One of the aspects that influences the development of the application is the perception of the user or far more familiar named as user experience. That is the reason why this research is conducted upon the comparison of user experience between Spotify and JOOX as the most subscribed music streaming applications in Indonesia. As the kind of application that is used daily, so A long-term research method like UX Curve is needed. UX Curve can capture every change in user experience from the beginning of the usage until recent usage by relying on the user's memory. There were 20 respondents, ages ranging from 16 to 30 years old, that were needed to conduct this research towards five aspects of UX Curve: general UX, attractiveness, ease-of-use, utility, and degree-of-usage. The result was a that shows Spotify has a better user experience so they assume Spotify is a good application for them thus resulting in the tendency to keep using it as their trusted music streaming application.
Evaluasi Pengalaman Pengguna Pada Aplikasi Mobile Dengan Menggunakan UX Curve (Studi Kasus: BNI Mobile banking) Vira Indriana; Hanifah Muslimah Az-Zahra; Niken Hendrakusma Wardani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile banking is a service that allows bank customers to conduct banking transactions through acellphone or a smartphone. One of the banks that provide mobile banking facilities is Bank NegaraIndonesia with BNI Mobile banking application. This research aims to evaluate long-term userexperience using the UX Curve Method which has 5 aspects to evaluate which are General UX,Attractiveness, Ease-of-Use, Utility and Degree of Usage. The data collected in this research is gatheredby giving 20 respondents a template curve. One hundred curves were gathered which were thencategorized into either Improving, Deteriorating or Stable based on how the curve was drawn. Afterbeing categorization, 50 curves as Improving, another 34 curves as Deteriorating, and another 16curves as Stable. Besides drawing curves, respondents were asked to give a reason which will be dividedinto positive and negative reasons. For the General UX aspect the average reason is 3,5, Attractivenessan average of 2,9, Ease-of-Use the average reason is 2,9, Utility average reason is 2,7, Degree of Usagethe average reason is 3,1.The reaction of respondents who expressed discomfort at experiencing certainerrors when using the BNI Mobile banking application is also recorded. A final questionnaire will thenbe distributed to identify the correlation between the curves and user satisfaction. The results from thefinal questionnaire were that all respondents agreed to recommend to BNI Mobile banking applicationto their friends.
Evaluasi Pengalaman Pengguna Pada Aplikasi Mobile Messenger Menggunakan Metode UX Curve (Studi Kasus pada Aplikasi LINE dan WhatsApp) Novia Fanny Salsabila; Hanifah Muslimah Az-Zahra; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile Messanger is a application to send a message which makes it easy for users to communicate with each other. Two of the applications that has a many users around the world is LINE and WhatsApp. This study aims to compare two mobile messanger applications for evaluating long-term user experience. Data collected was produce 200 curves, 100 curves for each application, from the 100 curves the divided into 5 points of view; general UX, attractiveness, ease of use, utility, and degree of usage which 20 curves for each point of view. The curves then combined into a graph and categorized based trends of curve; improving, deteriorating and stable. For LINE application, they has a total 27 improving curves, 7 deteriorating curves, and 67 stable curves. And for WhatsApp application, they has a total 8 improving curves, 18 deteriorating curves and 74 stable curves. Other than that, the reasons of change counted for measure what are the changes of the curve they draw. The reasons consists of positive and negative, then categorized into pragmatic and hedonic perceptions. The relation with user satisfaction and recommendation seen by connecting the attractiveness curve and results of final questionnaire. User satisfaction can be seen with how the users recommended the applications to their friends. 3 of 20 respondents choose LINE application for recommended to their friends, the rest answers that depends on their need.
Pengembangan Media Pembelajaran Interaktif pada Mata Pelajaran Jaringan dan Komputer Dasar untuk Kelas X di SMK Negeri 8 Malang menggunakan Metode APPED I Nyoman Bhayu Kurniawan Putra; Hanifah Muslimah Az-Zahra; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Vocational High School is one unit of formal education in obtaining work expertise in accordance with the desired interest. On the subject of basic computer networks in SMK Negeri 8 Malang the learning process still uses the lecture method with the help of a blackboard and students record explanations from the teacher which results in student grades not meeting the KKM. From the problems obtained, it is necessary to develop interactive learning media using the APPED method. This method has five stages in it, namely analysis and initial research, design, production, evaluation, and dissemination. Results of an ongoing evaluation show that valid media is assessed from three aspects based on a statement from the developer. Alpha testing results show a percentage of 90% with valid categories of material experts, the results of the percentage of media experts amounted to 79.1% with valid categories, and for instructional experts obtained a percentage of 95% with valid categories. The results of beta testing evaluation obtained results of the pretest average of 71 and increased to 88.6 after the post-test was carried out and had fulfilled the KKM. Data normality test produces a significance value of 0.29 for pretest and 0.22 for posttest. The results of the t-test describe the significance values ​​obtained at 0.00. With the significance value obtained <0.05, interactive learning media is effective if used during the learning process.
Evaluasi Usability dan Perbaikan Antarmuka Pengguna pada Website Malang Night Paradise menggunakan Metode Human Centered Design (HCD) Satrio Vianka Manaman; Hanifah Muslimah Az-Zahra; Herman Tolle
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang Night Paradise is a tourist attraction and family entertainment place in Malang City that offers 2 main entertainment parks which contains lantern gardens and dinosaur parks. Malang Night Paradise provides service support through social networking and website usage. The background of the problem found is based on the results of the analysis of the initial data from researchers, stakeholders, and real users to produce findings that match the usability and interface problems. This analysis shows the symptoms of usability problems that need to be evaluated referring to 3 aspects, namely effectiveness, efficiency, and user satisfaction based on the quality of information and interface and consideration of the improvement of interface in the form of solution design. Overall, this research uses Human Centered Design (HCD) method. To support usability evaluation, a Post-Study System Usability Questionnaire (PSSUQ) questionnaire was used to measure usability aspects of user satisfaction and qualitative data requirements. The guidelines in the form of design reference used in this research is the Health and Human Services (HHS) guidelines. This research resulted an increase usability values from the initial design to the design of the solution so that the evaluation of usability can be declared successful. The average value of effectiveness obtained from the initial design was 42.85% then the design of the solution increased to 100%. The average efficiency value obtained from the initial design was 41.18%, then the design solution increased to 100%. The average value of user satisfaction from the initial design in the percentage obtained was 41.50%. Then in the design of the solution increased to 92.19%.
Evaluasi Playability dengan Player Persona menggunakan Metode Heuristic Evaluation of Playability (HEP) pada Game Vainglory Mochammad Naufal Rizky Angkasa; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Vainglory game is a Multi-player Online Battle Arena (MOBA) game which was released on July 28, 2018 on the PC platform which until June 26, 2019 is still under development or Alpha status. Playability is a term used to describe the quality of the game as a whole, which includes uses and aspects of the game, Playability is an important factor when determining the success or failure of a video game in providing an interesting gaming experience for its players. In this study begins with making a player persona, by conducting interviews directly with 6 respondents who are players from the Vainglory game, which aims to determine the characteristics and categories of respondents when playing the Vainglory game. To be able to find out the playability aspects of the Vainglory game, an evaluation using the Heuristic Evaluation For Playability method is an evaluation method specifically devoted to evaluating the game at the development stage. This study aims to get playability problems in the Vainglory game. The evaluator used in this study was divided into two groups, namely 3 evaluators who had the ability to develop games and 3 evaluators who had experience playing games with similar genres. The results of the Playability evaluation in the Vainglory game show the results of Severity Ratings namely Minor Usability Problem, the problems found in the Vainglory game have the potential to cause problems or disruptions to players that cause a sense of playing experience or the player's playing experience to be bad.
Pengembangan Multimedia Interaktif Materi Pemrograman Dasar Untuk Siswa Kelas X Jurusan Multimedia SMK Nasional Malang Dengan Menggunakan Model APPED Hosea Scarlet Haholongan; Hanifah Muslimah Az-Zahra; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In Indonesia has demanded competitiveness to face the competition. One such competition is the fulfillment of human resources in vocational education development. There are so many vocational schools in Indonesia, one of which is National Vocational High School Malang. Based on the results during Praktik Pengalaman Lapangan (PPL), this school has not yet developed modules or media. The solution to these problems is to develop interactive multimedia with APPED model with the initial stages of analysis until dissemination. For an ongoing evaluation with three aspects of certain assessments have all worked well. Then the results of alpha testing are 83.5% and 72.5%. After that the results of beta testing are 85% by student responses. For the dissemination, pre-test and post-test experiments were conducted. The average for pre-test score is 54, and the average for post-test score is 87, which means that there is an increase before and after the interactive learning multimedia is tested. For the normality test in the pre-test is 0.27, the post-test is worth 0.33. All normality test values ​​are more than 0.05 so the distribution is normal. For the t test it is worth 0,000 which means it is less than 0.05. So for the t test, there is a difference in the average value between the results of the pre-test and post-test. From all validations and tests, it can be concluded that Interactive Multimedia Learning is feasible to use in the learning process.
Evaluasi Dan Perbaikan User Experience Pada Aplikasi Mobile Muslimnesia Menggunakan Metode Usability Testing Dan User Experience Questionnaire (UEQ): Studi Kasus Pada PT. DOT INDONESIA Alfi Rochmah Primasari; Herman Tolle; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Muslimnesia Mobile App is an application made to help Muslims living the Islamic lifestyle and is developed by PT. DOT Indonesia. The application has never undergone a UX evaluation and difficulties from user's perspective are yet to be discovered. This research is done with usability testing method based on its learnability, efficiency, and satisfaction aspects, to identify usability issues; and user experience questionnaire (UEQ) to measure usability level and user experience. Results on the initial evaluation by using UEQ shows the app is on the positive level and the benchmark is on the above average level for each of the scale (except for the stimulation and novelty scale that are on the good level), while the result in the usability testing for learnability aspect is good with 96% percentage. On efficiency and satisfaction aspect, tested by UEQ, resulted in average efficiency scale of 1420 and on a good level. Satisfaction aspect is a part of hedonic concept which covers the scale of stimulation and novelty. Stimulation scale has the average score of 1430 and novelty scale has the average score of 1140, both scales are on the good/positive level. There are 15 issues found and there are 17 recommendations for design improvement. Next evaluation done to the improved design shows improvement on each UEQ scale, with perspicuity scale improved quite significantly. On the UEQ benchmark, the improved design shows improvement from above average level to the good level on each scale (except for dependability scale which on the above average level and stimulation scale on the excellent level). On usability testing, learnability aspect scores 100% with 4% improvement, efficiency aspect with 6% improvement. Satisfaction aspect improved simulation scale for 12% and novelty scale for 17%.
Co-Authors A&#039;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 &#039;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&#039;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