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Perancangan User Experience Prototype Aplikasi untuk Mengatasi Kecemasan Berbicara Didepan Umum Fasya Yahya; Ratih Kartika Dewi; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

College students in these roles are usually required to be capable of public speaking, such as giving a presentation in front of a class or hosting a big event with a high number of attendees. Many college students are nervous about speaking in public for several reasons, including a fear of being laughed at, a concern about affecting other's perceptions of them, or a poor/bad public speaking experience. As a response, the researchers developed an app to help public speakers reduce anxiety symptoms by providing instructions for breathing and progressive relaxation techniques that can be practiced anywhere. In order to create applications that meet user demands, this design employs the Human-Centered Design methodology. Usability testing was performed on 5 participants during the testing stage. The findings reveal that the efficacy aspect is 88,50%, the efficiency aspect is 0,061 goals/second using the Time-Based Efficiency calculation, and user satisfaction with the SUS questionnaire is 81,80 with an A in the excellent adjective and acceptable. Furthermore, UEQ was used to conduct user experience testing, with the attractiveness aspect scoring 2.16, perspicuity scoring 2.10, efficiency scoring 2.28, dependability scoring 2.15, stimulation scoring 2.39, and novelty scoring 2.10.
Perancangan User Experience Aplikasi Jasa Jahit "Tailorku" untuk Membantu Masyarakat di Masa Pandemi Devita Natalia Krisdayanti; Ratih Kartika Dewi; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sewing is the work of connecting cloth, fur, animal skins, and other materials that a sewing needle and thread can pass through. Sewing can be done by hand using a hand needle or with a sewing machine (Toni, 2015). The community feels the impact of the government's implementation and restrictions, namely the difficulty of meeting needs that must be done directly so they have to move online. However, many things made sewing services less attractive to the public before the pandemic, namely various things, namely unknown or distant locations, less extensive orders consisting of only people around, sewing not according to consumer desires, and long sewing times. To overcome these problems, a mobile application is needed to help the community during the pandemic, so a solution is needed to help connect tailors and the wider community as potential customers. To realize this solution, the researcher proposes a sewing application solution design to help people find tailors according to their wishes and needs. This user experience design will later be carried out by designing a solution design in the form of a user experience which is designed based on the results of interviews with potential users using the Human-Centered Design method. The test uses Usability testing, namely the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). From the results of using usability testing on the design of my Tailorku application solution, the following results are obtained, the effectiveness value is 100%, efficiency is 0.145 goals/s and user satisfaction results get 82.5 with category A which means the adjective rating is Excellent. The next user experience test was using UEQ with the result that the attractiveness aspect got 2.28, the perspicuity aspect got 2.09, the efficiency aspect got 2.15, the dependability aspect got 2.09, and the stimulation aspect got 2.09, and the novelty aspect got 2.14.
Perancangan Pengalaman Pengguna Aplikasi Manajemen Media Sosial untuk Online Shop berbasis Mobile dengan Metode Design Thinking Tifanny Rizka Faressi; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Many people start online shops to fill their spare time during the Covid-19 pandemic. Most online shops use social media as their marketing media. Pioneering online shop businesses are experiencing some problems in terms of social media management. Unmanaged social media may reduce the number of followers and impact sales. Social media management can bring a positive impact on online shop sales. The social media management activities include creating content, scheduling content, and analyzing posts. This study proposes a design solution to solve existing problems by designing a user experience for a social media management application called Socime. The design process is conducted through five stages of design thinking method, from empathize with users to solution design testing. Testing is performed using usability testing, focusing on three aspects: effectiveness, efficiency, and satisfaction. The solution design resulting from this research scored 100% for effectiveness, 0,059 goals/sec for efficiency, and got a SUS score of 90 out of 100 for satisfaction. The Socime design solution received A in grades, Best Imaginable in the adjective rating category, and Acceptable in the acceptability range category based on the SUS score.
Perancangan Pengalaman Pengguna Aplikasi Pelayanan Publik Online di Kelurahan menggunakan Metode Human-Centered Design (Studi Kasus: Kelurahan Sisir, Kota Batu) Pungky Aryati; Riswan Septriayadi Sianturi; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Services in Sisir Village, Batu City are performed offline by bringing the RT/RW cover letters and supporting document such as copies of ID cards and family card. Many of queues at the service office, making some requests have to be postponed, while residents didn't have free time to come back because of their business. This study aims to produce a user experience design that is under user expectations in terms of user experience and usability. Human-Centered Design was chosen as the method used in this study. This method prioritizes the user which is carried out in several stages; literature study, usage context analysis, the user needs analysis, solution design, and solution design evaluation. The test was carried out using usability testing which is carried out on 10 respondents. Usability aspects tested include effectiveness, efficiency, and user satisfaction. The results of the effectiveness test obtained a value of 86,43%, the efficiency test obtained a value of 0.1725 goals/second, and the user satisfaction test obtained a score of 68 which was categorized as good and grade scale D, which means the design is still acceptable.
Perancangan Prototype Aplikasi Pembelajaran Pembuatan Website dengan Metode Human-Centered Design Gerald Marihot Hasiholan; Ratih Kartika Dewi; Agi Putra Kharisma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Micro, Small, Medium Enterprises (MSMEs) are businesses run by individuals, households, or small business entities. There was a 56% drop in sales due to the COVID-19 pandemic. This has resulted in MSME actors turning into digital businesses, one of which is the creation of websites with the goal of advertising their products. Previously there have been several learning applications for website creation that can be downloaded, but there are no applications that are easy, free, attractive, and provide freedom for users to choose the final result of the website. Website Development Learning Applications is a solution to be achieved in order to answer the problems that exist. The method that will be used in designing this application is Human-Centered Design (HCD) so that the resulting solution can focus on the user's needs. The final result of this user experience design is a high-fidelity prototype which will then be evaluated using the Usability testing and Heuristic Evaluation method. The results obtained from the Usability Testing evaluation are the user's level of success in using the application and the Heuristic Evaluation method involving three experts who have conducted an evaluation and then found fifteen findings of usability problems. Improvements made will be adjusted according to suggestions from the evaluator.
Perancangan User Experience Aplikasi Salon Online dalam Menghadapi Pandemi di Lina Salon Alsiendo Dewantara; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic has brought losses to many parties. Since the pandemic, salon businesses in cities and regions have experienced large turnover losses that have brought the business to a standstill. Lina Salon is one of the salon businesses in the Pacitan area, East Java which has been running for more than 20 years. Although the business has been running for 20 years and is well known by the local community, Lina Salon's customers are increasingly quiet and have experienced a decrease in turnover of more than 50%. With the hope of reconnecting the disconnect between Lina Salon's business goals and the needs of its customers, the researcher designed an online salon application user experience so that Lina Salon's customers can still carry out beauty treatments and Lina Salon's business can resume running. The method used is design thinking because from existing research, design thinking can produce innovative solutions to problems. The final result of this research is a high-fidelity prototype with good usability value. The value of the three usability aspects obtained is for the effectiveness aspect, from the user side it produces a value of 91% and the admin side produces a value of 90%. In the aspect of efficiency using time-based efficiency, from the user side it produces a value of 0.282 goals/sec and the admin side produces a value of 0.083 goals/sec. Then to test the usability aspect of satisfaction using the SUS questionnaire, from the user side it produces a value of 80% and from the admin side, it produces a value of 83.125%.
Perancangan User Experience Aplikasi Thriftshop di Masa Pandemi berbasis Mobile menggunakan Metode Design Thinking Atikah Nabila; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At the beginning of 2020, Covid-19 attacked the whole world and claimed many lives, thus limiting community activities, one of which was direct buying and selling activities. Based on the survey, researchers found that as many as 95.6% of buyers found it difficult to visit a thrift shop during the pandemic. Furthermore, as many as 91.3% of buyers also find it difficult to find suitable used clothes at affordable prices. Then, as many as 73.9% of buyers feel that a lot of time is wasted when buying used clothes directly at a thrift shop. Finally, as many as 69.5% of buyers find it difficult to find a place to sell used clothes. Therefore, to overcome the difficulties felt by buyers, it is necessary to design a mobile application user experience to help make it easier for buyers to make purchases of used clothes online. The design of user experience in this study uses the design thinking method which consists of 5 stages, namely empathize, define, ideate, prototype, and test. The last stage is testing using usability testing to test aspects of effectiveness, efficiency aspects, and aspects of user satisfaction. The test results on the design of the application solution that have been made show that the effectiveness aspect test gets 100% results, the efficiency aspect test gets a result of 0.0724 goals/sec, and the satisfaction aspect test gets a System Usability Scale (SUS) score of 94 out of 100. The SUS score indicates that the solution design from the thriftshop application user experience design is in the grade A category, adjective rating excellent, and also in the acceptable category.
Perancangan User Experience Aplikasi Pesenin berbasis Mobile menggunakan Metode Design Thinking Rebecca Octaviani; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Purchasing through food delivery platforms is one of the ways that Indonesian people often buy food and drinks. The author conducted interviews with 5 respondents to explore obstacles when using food delivery platforms. All respondents felt the problem of daily menus that were too monotonous, the difficulty of finding viral food, and the inability to order large quantities of food for another day on the food delivery platform. Therefore, the solution to the problem is to create a user experience of Pesenin Application mobile-based. The Pesenin application is a food ordering application that is expected to make it easier for users to get food using catering or pre-order service systems. The design of this application user experience is designed using the Design Thinking method because this method focuses on potential users and problems and thinks broadly to find good solutions for potential users. The end of this research is usability testing by testing aspects of effectiveness, efficiency, and satisfaction. Testing the effectiveness aspect resulted in a value of 100%. Testing the efficiency aspect resulted in a value of 0.053 goals/second. Testing the satisfaction aspect using the System Usability Scale (SUS) and getting an average SUS score of 86.56. SUS score of Pesenin application gets B for grade scale, excellent for adjective rating, and acceptable for acceptability.
Perancangan User Experience Aplikasi Promosi Wisata Lahor di Masa Pandemi menggunakan Metode Design Thinking Nadia Putri Nur Ramadhani; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At the beginning of 2020, the Covid-19 pandemic had a detrimental impact on many parties. The tourism sector is one of the sectors that have been disadvantaged by the arrival of Covid-19. Since the presence of Covid-19, many tourist attractions have been closed due to government regulations to limit people from doing activities outside. This has resulted in considerable losses for the owners of tourist attractions due to the reduced number of visitors since the pandemic, one of which is the Lahor tourist spot. Visitors to Lahor's tourist attractions are increasingly deserted and have experienced a decline in turnover of more than 50%. With the hope of helping tourism managers in re-promoting Lahor tourist attractions, the author designed a user experience application for promoting Lahor tourist attractions during the pandemic using the design thinking method so that people can travel virtually at Lahor tourist attractions and visit them in person in the future. The author uses the design thinking method because based on existing research, design thinking is able to produce innovative solutions to problems. This study provides the final result in the form of a high-fidelity prototype. This test uses usability testing to test aspects of effectiveness, aspects of efficiency, and aspects of user satisfaction. From the results of the tests carried out, the design of this application solution got a score of 99% effectiveness aspect, 0.0868 goals/sec efficiency aspect, and 91% user satisfaction aspect. Based on the results of the System Usability Scale, the design solution for the Visit Lahor application is in the Grade A category, adjective rating excellent, and in the acceptable category.
Perancangan User Experience Aplikasi Pemesanan Water Tank di Kota Kupang menggunakan Metode Human Centered Design Alexandrio Kharisma Putra Marasin; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Kupang is one of the cities experiencing the impact of water shortages in Indonesia. This problem has arisen for many years because water sources in the city are pretty limited. Therefore, many from the private sector are developing clean water service businesses by utilizing underground water (bore well water with a depth of > 80 m) distributed to households using water tankers. However, bore healthy water entrepreneurs have difficulty selling their water to water tank car owners. This is because most of the people of Kupang City do not know about the existence of a water tank car taken from several borehole waters in Kupang City. In addition, from a customer perspective, it is also challenging to get clean water. The application design for ordering water tanks in the city of Kupang is carried out using an approach, namely the Human-Centered Design method. This method is very appropriate in this study because it is directly centered on the user. The application is in the form of mobile using the operating system in the form of Android. At the testing stage, it was carried out using the usability testing method on ten respondents with a background of being tank water customers in Kupang City. Furthermore, the usability value in the effectiveness aspect is 90%, in the efficiency aspect, it is 0.076 goals/sec, and finally in the user satisfaction aspect it is 82 which is category A. Then, at the last stage, re-evaluation is carried out in order to get the maximum results that the user can accept.
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