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Perancangan UX Aplikasi Pembelajaran Pemanfaatan Smartphone untuk Optimalisasi Foto dan Video menggunakan Metode Human-Centered Design Angel Anggina Nasution; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Digital technology that continues to develop has an impact on increasing smartphone users in Indonesia due to the ease of use. Based on the Ministry of Communication and Information data, smartphone users in Indonesia reached 167 million people, or 89% of the total population this year. The development of digital technology coupled with the Covid-19 pandemic is an essential factor that encourages MSME entrepreneurs to make adjustments. When marketing products digitally, photo and video processing is one thing that needs to be considered. The use of smartphones can be an easy and right choice for MSME entrepreneurs in processing photos and videos of their products or services to increase consumer interest. However, it is not uncommon for MSME entrepreneurs to experience difficulties when processing photos and videos of their products. So in this research, user experience design is carried out to help MSME entrepreneurs utilize their smartphones to optimize their products' photo and video quality. The method used in this research is the Human-Centered Design method because this method is generally used to develop interactive systems that suit user needs by considering user conditions. The final result of this research is a high-fidelity prototype used to test usability and user experience. The usability test results obtained are 85.71% on the effectiveness aspect using the completion rate metric, 0.059 goals/sec on the efficiency aspect using the time-based efficiency metric, and 84.5, which includes grade B, adjective rating Excellent, an acceptable category on the satisfaction aspect using the System Usability Scale (SUS) questionnaire. While the results of user experience testing using the User Experience Questionnaire (UEQ) show a value of 2.09 for the attractiveness aspect, 1.93 for the perspicuity aspect, 1.94 for the efficiency aspect, 1.66 for the dependability aspect, 2.04 for the stimulation aspect, and 1.54 for the novelty aspect.
Perancangan User Experience Aplikasi Pembuatan Konten Tiktok untuk Marketing Produk UMKM menggunakan Metode Human-Centered Design Nisrina Dhia Ufaira; Ratih Kartika Dewi; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pandemics in the era of globalization require MSMEs to be able to maintain their existence amid the onslaught of the global economy, so they must have a good marketing strategy. Based on data quoted from Kompas news media, every month Tiktok managed to have 14.3 million new active users so it is predicted to have more than one billion monthly active users in May 2022. TikTok's growth will gradually move into commercialized social media and allow its users to earn revenue from in-app purchases, so TikTok can be considered a fairly ideal platform for marketing products. Unfortunately, not many MSMEs are familiar with product marketing through TikTok due to lack of information, there are still few courses that discuss Tiktok marketing, especially in Indonesian and there are still few tools that can help MSMEs in creating content marketing. The method used in this study is human-centered design because this research has a focus on solving problems about lack of knowledge, lack of learning facilities for MSMEs about Tiktok marketing, and lack of tools that can help MSMEs. This method is considered suitable because it is successfully applied to previous studies with good evaluation results. The final result of this study is a high-fidelity prototype that will be used to conduct usability testing. From the test obtained the results of the effectiveness aspect with completion rate metric 83.57%, overall relative efficiency aspect of 100% and time-based efficiency 0.135 goals/sec, and aspects of user satisfaction using the SUS questionnaire of 83.5.
Perancangan User Experience Aplikasi Mobile Portal Job Fair Sarjana Sakti menggunakan Pendekatan Human-Centered Design Annisah Amalia; Herman Tolle; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 13 (2022): Publikasi Khusus Tahun 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Diterbitkan di Seminar Nasional Teknologi dan Rekayasa Informasi (SENTRIN)
Perancangan User Experience Aplikasi Pembelajaran Pembuatan Konten Digital dengan menggunakan Human Centered Design Alfi Musyaffa Ghossa; Hanifah Muslimah Az-Zahra; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Small and Medium Enterprises (SME) are individual businesses in terms of business that refer to productive economic efforts following the statutory benchmarks described in Law No. 20 of 2008. The occurrence of the COVID-19 pandemic has hampered the movement of SMEs in several ways such as production and marketing. But in the current modern era, the development of existing technology can be utilized as best as possible, of course by SMEs who are in difficult times. The intended use of technology is the use of online buying and selling media such as e-commerce or social media that can reach a large area and have minimal mobility. There is content needed in doing marketing digitally, one of which is images and videos. For this reason, training is needed for MSMEs to be able to create content that sells their products, especially for SMEs who do not have experience in the world of digital marketing. Design (HCD), which is the process of reimagining a product or service by prioritizing the needs of users. It is also a design philosophy by revealing user needs, behavior, characters, pain points, motivation through ethnographic research to get a better user experience design. The process of extracting data conducted in this study is by conducting interviews of concerned sources (SMEs), then continuing to design the context specifications of use and specifications of user needs. After that was made a solution design that is UX design in the form of the low-fidelity prototype in the form of a wireframe, which then conducted a wireframe usability evaluation of five application user representations (SMEs). From the results of the implementation and improvement of the low-fidelity prototype, a high-fidelity prototype was obtained. These results are then evaluated by three expert evaluators using heuristic evaluation methods. At this evaluation stage found six findings of problems that had an average severity rating with minor categories. Then seven problem findings have a severity rating with a medium category. Then four problem findings have an average severity rating with major categories. The findings of the usability problem then made improvements by the advice given by the evaluator, so that the results can be accepted by the user later.
Perancangan User Experience Aplikasi Pembelajaran Digital Marketing Instagram untuk UMKM dengan Metode Human-Centered Design Dani Kurnianto; Ratih Kartika Dewi; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic has been ongoing since December 2019 and has harmed the community in the economic sector, one of which is MSMEs. The recommendation from the government is that buying and selling transactions are carried out indirectly. Therefore, MSME actors are urged to adapt by promoting their sales via digital, one of which is Instagram. However, of the 64 million MSMEs in Indonesia, only 300 thousand have switched to digital, so many MSMEs do not know how important digital marketing is. Understanding digital marketing is very important to understand the market environment, attract consumer interest, and expand marketing reach. However, it is not uncommon for MSME actors to find it difficult to find information about digital marketing. They need a digital marketing learning application that is interactive and comfortable to use by MSME actors. This research was conducted to design the user experience of the Instagram digital marketing learning application for MSMEs with a Human-Centered Design approach, this method focuses on the user because at every stage of the process it involves the user so that it can produce needs that are by the user and produce high satisfaction and are comfortable to use. The final result of the research is in the form of a prototype, the prototype that has been designed will be evaluated by 20 end-users as MSME actors using the user experience questionnaire method, suggestions, and responses. In user experience testing using the user experience questionnaire method, it scored 1.90 on the attractiveness aspect, 1.59 on the perspicuity aspect, 1.93 on the efficiency aspect, 1.85 on the dependability aspect, 1.90 on the stimulation aspect, and 1.60 on the novelty aspect. In the suggestions and responses, found 4 recommendations for improving the design of the solution that is used to improve the design of the solution to suit user needs.
Perancangan User Experience Aplikasi Pembelajaran Marketplace terhadap Pengusaha UMKM dengan Metode Human-Centered Design Swastika Akbar Umardani; Ratih Kartika Dewi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

During the pandemic, MSMEs find it very difficult to sell their products offline. Because of this, at this time offline sales have begun to be replaced with online purchases. MSMEs have been provided with a place to sell their goods, namely the marketplace. However, in Indonesia, there are many marketplaces that have developed. The number of marketplaces makes users confused because each marketplace has a different way of opening accounts, selling products, and promoting. In addition, the absence of an analysis of the marketplace makes users confused in choosing which marketplace is suitable for selling their products. Therefore, designing a marketplace learning user experience will help overcome these problems as well as smooth learning about marketing in the marketplace. The human-centered design method is used in the design with the first several stages, namely literature study which is used to collect information from reading literature. Then next, analysis of the context of use used to analyze the characteristics of the user. After that, analyze user needs to find out what features the user needs in the design. Then after that, making a solution design in the form of a high-fidelity prototype design. After that, do testing by measuring how useful the application is, with usability testing and UEQ. Usability measures 3 aspects, namely the effectiveness level produces a value of 87.14%, the efficiency aspect produces a value of 95.9% and satisfaction of 77%. While testing with a user experience questionnaire resulted in an attractiveness value of 2.02, a perspicuity value of 1.91, an efficiency value of 1.90, a dependability value of 1.58, a stimulation value of 2.04, and a novelty value of 1.81. After that, the results of the test were carried out to improve the design of the solution so that the results were better.
Perancangan User Experience Aplikasi Online Market berbasis Mobile di Masa Pandemi menggunakan Metode Design Thinking Carly Vyoletta Siagian; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In economic life, the market is something that has a very vital role. The market has a role as a place to shop for the daily needs of people's lives. However, starting in December 2019, where the Corona Virus appeared, there was a very fast spread of COVID-19 all over the world. As a result, people find it difficult to leave their homes to shop for their daily needs. Fears of being exposed to COVID-19 have made most people no longer shop for their daily needs directly at traditional markets. Due to this pandemic, people find it difficult to travel outside their homes so they tend to shop online. However, when shopping for needs online, of course there are still problems that are felt by the people. The perceived problems include the length of delivery time that is considered long, the products provided are not as numerous or varied as those on the market, there is a minimal nominal purchase, and cannot see the product directly. Based on the problems described previously, this research will design the user experience of the Online Market application to the high-fidelity prototype using the design thinking method. In the final stage, testing the high-fidelity prototype that has been designed using the usability testing method is carried out by involving 5 potential users. From the results of the testing stage, the design of this application solution got a score for the effectiveness aspect of 100%, the efficiency aspect got a score of 0.035 goals/second, and for the satisfaction aspect it got a SUS score of 88. Based on the SUS score, the Mapper application solution design got a B value, the word property rating is in the very good category, and is in the Acceptable category.
Pengembangan Aplikasi Latihan Fisik untuk Menjaga Kebugaran Tubuh di Masa Pandemi berbasis Android Ismail Risky Rahmansyah; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 4 (2022): April 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The COVID-19 pandemic (Coronavirus Disease 2019) has changed most people's habits, people are encouraged to pay attention to health and obey health protocols, one way is by doing sports, but according to (Furkan, 2021) not all types of exercise can increase immunity, The right exercise will increase immunity, but on the other hand, exercise that does not pay attention to FITT (Frequency, Intensity, Type and Time) will actually weaken immunity. This prompted the author to develop physical exercise applications to maintain physical fitness during the pandemic. Application development is carried out using the SDLC waterfall with needs that have been defined at the beginning through interviews and literature studies. The stages of system development include requirements analysis which consists of an overview of the system, numbering rules, identification of actors, functional requirements and non-functional requirements. The design and implementation consists of designing activity diagrams, sequence diagrams, class diagrams, database design and implementation, program code, and interfaces. The results of the implementation were then tested using the black box method. The results of this black box test obtained a final value of 100% valid from all functionality. Other tests carried out are compatibility where test results are generated that the application can run on the Android platform version 5.1 and above and Usability testing produces a value of 70.5 with the Acceptable category.
Perancangan User Experience Aplikasi Pembelajaran Digital Marketing Youtube untuk UMKM menggunakan Metode Human-Centered Design Rizky Adytia Ivan Rahman; Ratih Kartika Dewi; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 4 (2022): April 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Exactly on the 17th of November, 2019, a new virus was just revealed in China and then spread to the whole world. Our government imposed a large-scale social restrictions (PSBB) to reduce the spread of the virus. This pandemic is detrimental to all sectors, including MSMEs. According to a Bank Indonesia (BI) survey released in March 2021, around 87.5 percent of MSMEs in Indonesia were affected by the COVID-19 pandemic. However, BI noted that there were 12.5% ​​who were not affected by the COVID-19 pandemic because the MSMEs were transforming with digitalization. Digitization can be started using digital marketing, but there are still many MSMEs who have not done digital marketing because of the lack of knowledge about doing digital marketing using social media, for example, YouTube. This research focuses on designing the user experience (UX) of the YouTube digital marketing learning application so that the system is made according to user needs. The method used is Human-Centered Design (HCD), which is a method of solving problems by involving a human perspective. This research will produce a high-fidelity prototype which will be tested using the heuristic evaluation method. There are 3 evaluators who are experts to conduct the test which resulted in 24 usability problem findings. The usability problem is categorized based on the severity rating and then corrected the problem.
Pengembangan Sistem Rekomendasi Barbershop di Kota Malang yang Menerapkan Protokol Kesehatan Covid-19 Muhammad Rifqi Ramdhani; Ratih Kartika Dewi; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 4 (2022): April 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In this millennial era, self-care, especially in the hair area, is the main factor that is often considered by men in terms of appearance. Coupled with the rise of the barbershop business which is very much in demand by men today (Safa'at & Muttaqien, 2015). During this pandemic, people are worried and afraid when they want to cut their hair. The reason is the high rate of transmission of Corona Virus Disease (COVID-19) and the unexpected way of transmission. There are many barbershop locations in Malang City that are still open during this pandemic. Some of these places have complied with the health protocol following Decree of the Minister of Health Number HK.01.07/MENKES/382/2020 for hair care services and the like. However, some are still open even without complying with health protocols. Therefore, the development of a barbershop recommendation system is needed to assist users in choosing a barbershop in Malang City that applies health protocols. This recommendation system was developed using the Simple Additive Weighting method as a decision-making system. In the use of the SAW method, there are criteria used, namely distance, price, assessment, and the value of health protocols. The test for this barbershop recommendation system uses black-box testing to test the level of functionality with 100% valid results, then algorithm validation testing with a comparison of manual calculations that obtain 100% valid results, and usability testing with the System Usability Scale (SUS) approach by obtaining an average value of 77,5 or can be converted as Grade B in the Grade Scale category, Acceptable in the Acceptability Ranges category, and Good in the Adjective Rating category.
Co-Authors Adam Hendra Brata Ade Armawi Paypas Aditya Purwa Pangestu Afrizal Fath Rahman Agi Putra Kharisma Agi Putra Kharisma, Agi Putra Ahmad Aulia Fahmi Ahmad Wildan Rizaldy Akhmad Syururi Alexandrio Kharisma Putra Marasin Alfi Musyaffa Ghossa Almira Kalyana Alsiendo Dewantara Amalia, Annisah Andriano Eucharistia Wibowo Andrianto Setiawan Angel Anggina Nasution Annisah Amalia Aryo Pinandito Asep Ardi Herdiyanto Askia Sani Asrina Fitri Asti Dhiya Anzaria Atikah Nabila Bella Dwi Rahmatulia Bella Rhobiatul Adhawiyah Brilliant Richky Setya Putra Candra , Ersya Nadia Candra Dewi Carly Vyoletta Siagian Chastine Fatichah Chindy Aulia Sari Chrysler Imanuel Dani Kurnianto David Hosea Sipahutar Dea Annisa Larasati Deni Kusuma Fajri Desy Diandra Bestari Devita Natalia Krisdayanti Dewantoro, Mury Fajar Dheanisa Putri Rahayu Diah Priharsari Dieni Anindyasarathi Dimas Angga Nazaruddin Djohansyah Putra Dwi Astuti Dwi Juni Kartika Dwi Yovan Harjananto Dwi Yovan Harjananto Edy Santoso Elvine Ivana Kabuhung Erastus Mauliate Eriq Muhammad Adams Jonemaro Erlangga Rizki Pratama Fais Al Huda Faishal Pradipta Astungkoro Farah, Najla Alia Faris Abdi El Hakim Fasya Yahya Febrian Diaz Maulana Felinda Gracia Lubis Fendra Gunawan Ferdinan Oky Fahrerri Fiqih Yanfirdaus Afandi Fitra Abdurrachman Bachtiar Frondy Fernanda Ferdianto Ganda Adi Khotarto Gede Satria Harinamanata Gerald Marihot Hasiholan Ginardi, R.V. Hari Hadi Dwi Abdullah Hamid Hanifah Muslimah Az - Zahra Hanifah Muslimah Az-Zahra Healtho Brilian Argario Hema Prasetya Antar Nusa Herman Tolle Heru Budiyanto Heru Putra Hutomo Ardianto I Made Wira Satya Dharma Ibnu Rakha Icha Gusti Vidiastanta Ignasius Try Sevandri Ikhsanul Isra Yunelfi Imam Cholisoddin Imam Cholissodin Imam Cholissodin Imron Hari Budisetyo Iqbal Santoso Putra Irsyad Rifqi Arrazaq Ismail Risky Rahmansyah Issa Arwani Jeriko Hosea Julanto Jermias Kristian Jiwandani Andromeda Jodie Rizky Hidayat Jonemaro, Eriq Muhammad Adams Julian Fuad Fauzi Kadek Dwi Aryasa Komang Candra Brata Komang Yoga Arimbawa Kurnia S., Primananda Labib Alfaruqi Ibrahim Lailil Muflikhah Luqman Hakim Harum Lutfi Fanani Lutfi Fanani M. Salman Ramadhan Mahardeka Tri Ananta Mahendro Agni Giri Pawoko Marji Marji Moch Dian Fahmi Moch Irfan Prayudha Adhianto Mochammad Faizal Satria Rahman Mochammad Taufiqi Effendi Mohammad Arda Dwi Ardianto Mona Adelina Muh Wildan Shalahuddin Muhamad Arifin Ramadhan Muhamad Danis Firmansyah Muhamad Hilmi Hibatullah Muhammad Abdul 'Alim Muhammad Aminul Akbar Muhammad Aminul Akbar Muhammad Aufa Athallah Muhammad Dimyathi Muhammad Hafidz Rahman Muhammad Kurniawan Khamdani Muhammad Rasyid Ridho Muhammad Regian Siregar Muhammad Rifqi Ramdhani Muhammad Robby Dharmawan Muhammad Salman Ramadhan Mujahid Bariz Hilmi Mustika Mentari Nabila Fairuz Zahra Nabila Nabila Nabila Nabila Nadia Putri Nur Ramadhani Naufal Afif Bunyamin Navisa Putri Maulidia Nisrina Dhia Ufaira Novianto Donna Prayoga Nugroho Dwi Saksono Nurizal Dwi Priandani NURUL HIDAYAH Nurul Hidayat Nurul Huda Abdullah Olivia Bonita Pungky Aryati Putut Abrianto Randy Cahya Wihandika Raras Kirana Amaranggana Rebecca Octaviani Renno Andika Syawaludin Restu Fitriawanti Retno Indah Rokhmawati Reynald Hermanto Simanjuntak Reza Rahardian Rhiezky Arniansya Rhyzoma Grannata Rafsanjani Ricky Irfandi Riswan Septriayadi Sianturi Rizal Rudiantoro Rizki Wulyono Propana Sodiq Rizky Adytia Ivan Rahman Sandy Ikhsan Armita sarwo sri, sarwo Steven Willy Sanjaya Sukmo Wardhono, Wibisono Sutrisno Sutrisno Swastika Akbar Umardani Syndu Pramanda Galuh Widestra Tifanny Rizka Faressi Tri Afirianto Tri Afirianto Tri Afirianto, Tri Usman Adi Nugroho Valen Novandi Kanasya Vicky Robi Wirayudha Wanda Septia Dewi Lestari Wardhani, Shinta Kusuma Wiandono Saputro Wibisono Sukmo Wardhono Wibisono Sukmo Wardhono, Wibisono Sukmo Widhi Yahya Yehezkiel Windriono Yori Tri Cuswantoro Yuita Arum Sari Yuita Arum Sari Yusuf Ramadhani Ziya El Arief Zulfikar Faras Fadila Zumrotul Islamiah