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Perancangan User Experience untuk Learning Management System pada Siswa SMA di Sekolah Indonesia Kuala Lumpur menggunakan Metode Human-Centered Design Nabila Khaerunisa Thazila; Retno Indah Rokhmawati; Lutfi Fanani
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

The spread of the virus Corona at the end of December 2019 throughout the world caused a pandemic. This then affects various fields, one of which is education. Senior High School at Sekolah Indonesia Kuala Lumpur conducts distance learning through several platforms. This is quite helpful for teachers and students in conducting learning remotely, but there are some obstacles for teachers and students in using the platform for online learning. Based on this, this study aims to design a user experience that can help overcome the problems faced by teachers and students at the Kuala Lumpur Indonesian School related to the obstacles experienced by teachers and students by designing a Learning Management System (LMS). The LMS design uses the Human Centered Design method because this method is an interactive design approach and focuses on the use of the human side. This study resulted in the design of the website Kuala Lumpur Indonesian School LMSin the form of a high-fidelity prototype and tested using usability testing with user satisfaction measurements using the User Experience Questionnaire (UEQ) which was used to determine the suitability of the design made with user needs. The results of the User Experience Questionnaire (UEQ) test, namely the Learning Management System of the Indonesian School of Kuala Lumpur, have an average value that is in the positive category with an average value range of 1,650 - 2,475 and the entire scale is in the excellent category and the efficiency scale are in the good category. The results of the evaluation that have been carried out have produced several problems so that improvements are made which result in three recommendations for improvement for the Learning Management System for the Indonesian School of Kuala Lumpur.
Perancangan Pengalaman Pengguna Aplikasi Pengenalan Batik berbasis Mobile menggunakan Metode Design Thinking Ivan Lianto; Lutfi Fanani; 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

Batik is the work of the Indonesian people and is one of the intangible heritages recognized by UNESCO in 2009. However, not many people understand the process behind making batik. The process of learning batik is done manually and is considered less effective for children and adults by visiting the batik gallery. Based on these problems, media is needed to be able to support the introduction of batik using gadgets. The purpose of this study is to propose a design solution that can solve the existing problems and limitations. User experience design is needed so that users get a good experience in terms of being easy to use and learn. The design thinking method is used with the aim of helping to develop user-focused solution designs. The results of the test using usability testing get an effectiveness value of 97.7%, an efficiency value of 0.03 goals/sec, and a satisfaction value using the System Usability Scale (SUS) of 62.5 which is at level D or poor. It can be concluded that the solution design has succeeded in providing a solution even though there are deficiencies in user satisfaction and improvements are needed in accordance with suggestions and input from respondents.
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 Laporkan untuk Mempercepat Proses Laporan Kehilangan di Polsek Larangan Ingke Ryastratika Milenia Efendi; Lutfi Fanani; Komang Candra Brata
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

Larangan Sector Police is one of the police offices in Pamekasan Regency. In the Larangan Sector Police there is section of Integrated Police Service Center (SPKT) which is making a Loss Sign Certificate (SKTLK). There are three members of the SKTLK section with one person on duty every day, sometimes the community don't bring files completely causeing the process of SKTLK at the Larangan Sector Police to longer and causing queues. Besides that, the process of making SKTLK at the Larangan Sector Police is still done manually that can cause inefficient data search. Therefore, with the design of the user experience in the application of laporkan can provide a solution of making SKTLK at the Larangan Sector Police. The method used is the Design Thinking method which consists of the Empathize stage, Define, Ideate, Prototype, and Testing. Testing the design of the user experience in the application of laporkan using usability testing and User Experience Questionnaire (UEQ). The results of testing using usability testing consists of effectiveness aspect with result is 90,7%, efficiency aspect with result ranging from 0,3205 to 0,0266 goals/sec, and satisfaction aspect with the result is 83,5. The results of testing using UEQ from the aspect of attractiveness is 2,33, perspicuity is 2,09, efficiency is 2,30, dependability is 2,26, stimulation is 2,28, and novelty is 2,20.
Implementasi Gamifikasi dengan Animasi Lottie pada Aplikasi Media Belajar IPA SMPN 1 Sumberrejo Muhammad Farhan Abdur Rosyid; Lutfi Fanani; Tri Afirianto
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

SMPN 1 Sumberrejo is one of the schools that implements online learning. The learning media platform currently used is considered less effective in supporting the learning process of students which has an impact on decreasing student interest in learning. The development of learning applications with the implementation of gamification and Lottie animation can help the learning process with the online method applied to groups of students at SMPN 1 Sumberrejo. This research was carried out by adopting the Rapid Application Development (RAD) development method. Concepts and needs analysis resulted from the need discovery process that involved students directly. The system design is obtained through the interpretation of the needs analysis which is carried out repeatedly to get the concept that is in accordance with what the user wants. The implementation of the design on the learning application is carried out in 2 parts, namely the user design stage which allows changes to occur and the finalization stage to optimize the algorithm and write code. The first test is black box testing to ensure that the functional system runs according to the design, which results in 100%. The second test is a safety-runtime test which proves that the application does not force-close when it is run. The usability test got a learnability value of 100%, an efficiency of 0.0478 goal/sec, and an error of 0 or no error. Testing with the SUS approach to get a satisfaction score obtained 93.4 results with criteria A (90-100). User participation testing resulted in 81% of students doing assignments on time which increased from the previous 53% with a correlation of increasing student learning outcomes obtained from an average score of 68.8 which previously was 62.9.
Perancangan User Experience Aplikasi Portal Beasiswa Mahasiswa berbasis Mobile menggunakan Metode Design Thinking (Studi Kasus: Beasiswa di Universitas Brawijaya) Muhammad Hardian Ghaffari Nasution; Agi Putra Kharisma; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Education is one of the needs that must be fulfilled by every human being and has an important role in increasing the potential quality of human resources. In fact, many people cannot get an education, especially in higher education. One of the things behind this problem is the inability to afford education, because of high educational cost. Therefore, college dropouts becomes an important issue in Indonesia. Scholarship program might be a solution to the educational cost problem. Students who cannot afford the educational cost can take the advantage of these facilities to help them continue their study. However, there are still problems faced by the students there are confusion and takes time to obtain information of scholarship. Currently, information of scholarships at Universitas Brawijaya are shown on student organization's social media and a website page in the form of articles which are less effective and efficient. Based on these problems, this research aims to design the user experience of a mobile-based student scholarship portal application using the design thinking as an approach method in problem solving that focus and collaborate with potential users. The final results of this research is a high-fidelity prototype solution design. The solution design was evaluated using usability testing which involved ten respondents and User Experience Questionnaire (UEQ) which involved twenty respondents. In usability testing, the results on effectiveness aspects obtain a score of 90.71%, efficiency aspect uses the time-based efficiency calculation of 0.122 goals/sec, and the satisfaction aspects uses System Usability Scale (SUS) with an SUS average score of 89.25. In UEQ, the results obtained are; the average value of the attractiveness scale is 2.37 (excellent), the perspicuity scale is 2.50 (excellent), the efficiency scale is 2.38 (excellent), the dependability scale is 2.28 (excellent), the stimulation scale is of 2.38 (excellent), and the novelty scale of 1.58 (good).
Perancangan User experience Aplikasi Mobile Fitur Asuransi Jago Last Wish menggunakan Pendekatan Design Thinking (Studi Kasus Magang di PT. Impact Byte Teknologi Edukasi Challenge Partner Bank Jago) Muhammad Habib Firdaus Chatib; Herman Tolle; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Life insurance is a service that can provide financial protection benefits against the risk of death or disease. Currently, Jago wants features to support users' lifestyles not just sell financial products. considering that not everyone has planned for the future because they want to be more optimistic and less negative because the future is scary. Following up on the existing problems, the Last Wish life insurance mobile application was designed to provide a positive and pleasant view. This design involves Bank Jago stakeholders. The design thinking approach is used to create a good user experience because it is user-centered, able to generate new innovations, and more focused on understanding user needs. Then usability and user experience tests were carried out on 10 respondents to evaluate the solution design. We got 3 usability testing results: 97.33% effectiveness, 0.082, efficiency, and 82.25 user satisfaction with adjective ratings of good. Then get the results of user experience testing using user experience questions (UEQ). The attractiveness scale of 2.43 is very good, the clarity scale of 1.95 is good, the efficiency scale of 2.45 is very good, the accuracy scale of 2.23 is very good, and the novelty scale of 2.43 is very good.
Perancangan User Experience Aplikasi Pencarian Jasa Tutor Bimbingan Belajar menggunakan Metode Human-Centered Design Alin Kinanti; Lutfi Fanani; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Tutoring is a form of mentoring students outside of school by a tutor. The purpose of tutoring is to improve the quality of learning. The educational background and busyness of parents are usually the reason parents need tutors for their children to study outside of school. The limitations of tutors in disseminating information about their services are the cause of the difficulty of parents getting tutors for their children so that students take a long time to overcome their difficulties in learning. Tutoring information is usually given by word of mouth. Information given by word of mouth is not effective because sometimes the information conveyed is inaccurate. From these problems, a solution is needed to help connect between parents and tutors. The research conducted aims to design an application for tutoring tutoring services to connect parents and tutors.design User experience is needed in this study so that the application is made according to user needs. The research was conducted using the Human-Centered Design method. The evaluation is carried out using Usability Testing and System Usability Scale (SUS) as a user satisfaction test tool.evaluation usability testing get a success rate of 100% and an error rate 0% and get an efficiency 0.145 goals/sec and 0.091 goals/sec. evaluation using SUS got a score of 78, which means it is included in grade B+.
Pengembangan Aplikasi Tracking dan Manajemen Penjualan Produk Indihome berbasis Android (Studi Kasus: Telkom Lembong, Bandung) Nurlailani Sabrina Desie; Adam Hendra Brata; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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PT Telkom Indonesia TBK is one company that consistently serves the country and provide telecommunication to Indonesian spread throughout Indonesia. Entering the era, Telkom Indonesia continues to develop digital business, including Indihome, and Internet of Things. In development at PT Telkom to become digital communication company, there was a trial and error in the service to customers. As what happened at the PT Telkom Lembong - Bandung, there several problems that reduce the effectiveness of the work carried out by Boss, Maintenance Technician and Sales. There are 2 main problems that researcher could sum up from interview that researcher did with potential user. The first problem is the troubled from boss or atasan for monitoring or supervising technicians in their work, moreover, there is often miscommunication between technicians. The intention from miscommunication between technicians is technicians could go to the same user's place at the same time. The second problem is the sales put the data from new customers manually. In addition to the occurrence of data could be tucked away, customer data that has been obtained is not neatly arranged. With the problems that has described above, Telkom Lembong need an application system to help oversee the work of technicians and help the sales in data collection new customers. This application take a case study in Telkom Lembong, name the application is TEKSAS. In development the application TEKSAS using method SDLC Waterfall. In research and development, researchers conducted needs analysis, design, implementation and testing. At the analysis stage obtained 22 functional. At the implementation stage using the Java programming language using Android studio. At the testing stage, there are 3 test, namely unit testing, validation testing, and compatibility testing.
Pengembangan Aplikasi Ez-Health berbasis Android sebagai Upaya Mengukur Informasi Gizi dan Mendeteksi Jenis Makanan dengan Metode Object Detection Farid Adi Wijaya S; Lutfi Fanani; Adam Hendra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In Indonesia, one of the most common health problems is obesity. Obesity is a condition where there is an excess amount of fat in the body. The attempt to do in overcoming obesity is applying a healthy lifestyle (a balanced exercise and diet). However, there is interference in implementing a healthy lifestyle especially in the healthy diet which is the lack of knowledge in measuring the daily nutritional needs. Therefore one of the ways to look for information is surfing internet which is less efficient and has a less attractive display. Therefore, the author made an innovation, EZ-Health application which can be implemented on the android platform with the Model View Presenter (MVP) development architecture. The main features of the EZ-Health application are to calculate daily calorie needs and to detect the type of food and its nutrition by utilizing Object Detection technology. Object Detection is one of Computer Vision technology that allows us to identify and discover objects in images or videos. For testing the EZ-Health application, the results obtained are: all functionality can run normally and comply the health aspect in the validation test. In testing the system accuracy with 10 foods set, the accuracy results obtained is 88%. Then in the Usability test using the SUS (System Usability Scale) method which involved 5 respondents, the EZ-Health application got a score of 76 with a Good, Acceptable, Passive interpretation scale. And lastly, in Compatibility testing carried out on 4 devices with Android api version 26 and above, all functionality in the application can work normally.
Co-Authors Ach Fauzan Ach Iqro Dakwahaningrat Achmad Affan Suprayogi Nugraha Achmad Arwan Achmad Ichsan Fauzi Achmad Rizki Aditama Achmad Syarifudin Achmeddieo Maulana Adam Hendra Brata Adena Nioga Aditya Orba Ramadhan Aditya Reza Firdaus Afifur Rozaq Agi Putra Kharisma Agung Dwi Saputra Agung Pramono Ahmad Afif Supianto Ahmad Aulia Fahmi Ahmad Fahrurrozi Ahmad Fuyudi Wijaya Ahmad Shofiudin firdani Wafa Ahmad Wahid Rifa'i Akbar, Muhammad Aminul Albilaga Linggra Pradana Alfian Chairi Alif Wildan Chrisandy Alin Kinanti Anandhi Tristiaratri Andi Moh. Raga Punggawa Andreas Kurnia Ferdiantoro Apriani Ingin Marito Tampubolon ari kusyanti Arif Eka Brilian Arlian Gutama Arsana Yudistira Aryo Pinandito Ath Thaariq Bhuwana Adifatha Aulia Akbar Setyogomo Bobby Rizkyanto Burhanuddin Ali Ahmadi Cahyono Hadi Kurniawan Dara Adhelia Rusanty Denny Sagita Rusdianto Dewanti, Lintang Purwara Dhaneswara Mursito Rukmi Diah Priharsari Diah Shinta Dewi Dian Puspita Sari Djohansyah Putra Djoko Pramono Doni Putra Purbawa Dwi Susanti Edi Hamdi Entin Endah Cahyati Eriq Muhammad Adams Jonemaro Fadhel Suryana Putra Fais Al Huda Faisal Risq Efendy Faizatul Amalia Fajar Pradana Farid Adi Wijaya S Faris Tri Utomo Fariz Reynaldo Pratama Fasya Yahya Fauziyah Nur Rahmania Feri Setyo Efendi Ferry Akbar Trijayanto Filza Dikaputra Galang Putratama Gede Bayu Eka Bhuana Gema Isya Luthfi Prathama Ghozi Akbar Wicaksono Gibran Haq Gilang Nur A'idi Giovanka Bisano Putra Gita Asmara Putri Gusna Ikhsan Gusti Agung Suastika Adinata Hanifah Muslimah Az-Zahra Herman Tolle I Gede Tika Permana I Ketut Sidharta Yogatama I Putu Panji Krisnayasa Igar Ramaddhan Ihsa Almasyah Pahlevi Ingke Ryastratika Milenia Efendi Ismiarta Aknuranda Issa Arwani Ivan Lianto Jati Nugroho Jerry Kurnia Sandy Joang Pratama Achmad Kasfia Jihan Dzahabiyyah Hasna' Kevin Romero Kevin Ryan Hadi Komang Candra Brata Komang Yoga Arimbawa Laksono Trisnantoro Laras Sitoayu Lia Rosalina Lia Rosalina Lutfi Putra Gusrinda Luthfi Pratama Nugraha M. Isrofil Dwi Khusnanta Mahardeka Tri Ananta Malik Abdul Azis Martantio Wicaksono Martin Anugrah Siahaan Medeline Agustine Meita Purnayasari Mochamad Dwi Fadly Mochammad Syaifullah Ferryansyah Muchammad Rizal Muhamad Nabil Rabani Muhamad Wido Rahman Muhammad Afif Fauzi Muhammad Farhan Abdur Rosyid Muhammad Habib Firdaus Chatib Muhammad Hardian Ghaffari Nasution Muhammad Harisuddin Thohir Muhammad Naufaldy Fairus Akbar Muhammad Reyhan Muhammad Ridho Muhammad Rizqi Rakha Aulia Muhammad Rizqian Noor Muhammad Syukran Ni’matullah Mujiburrahman Haekal Fajry Nabila Khaerunisa Thazila Nabila Rahmah Nawfal Alim Fardana Nehru Priyambodo Niken Hendrakusma Wardani Nur Aenun Marjan Nur Anisa Nurlailani Sabrina Desie Nurudin Santoso Nurul Hidayat Oktaviani Dwi Nur Aini Putra Firman Ardiansyah Putri Azahra Sumitra Putri Maulidah Hasanah Rahma Kurniasari Raja Anggara Putra Rakha Ramadhia Putra Rakhmadhany Primananda Ratih Kartika Dewi Rekyan Regarsari Mardhi Putri Renaldy Sabdo Jati Purboningrat Retno Indah Rokhmawati Revina Laksmi Permata Hati Riefqi Ardhya Bisma Rio Donaroe Munthe Riski Puspa Dewi Diangga Putri Risky Danamonika Pratiwi Riswan Septriayadi Sianturi Saarah Dina Wahyuningtyas Salsabila Ikramul Maram Satrio Hadi Wijoyo Tiar Adhi Bagaskara Tri Afirianto Tri Berlian Novi Widhy Hayuhardhika Nugraha Putra Widya Ayu Suryaningtyas Yehezkiel Windriono Yoyok Suharyadi Yusi Tyroni Mursityo Yusuf Hendrawan Zulfikar Faras Fadila