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Pengembangan Aplikasi Pendeteksi Rambu Lalu Lintas pada Perangkat Bergerak dengan menerapkan Konsep Context Awareness dan Geofencing menggunakan Geofire berbasis Android Martin Anugrah Siahaan; 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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Traffic accidents are one of the highest causes of death in Indonesia. In Malang, there were more than a hundred incidents of traffic accidents that occurred in the period 2019-2020. Violation of traffic signs is one of the factors that cause traffic accidents. The survey results show that 46 out of 55 respondents have committed traffic violations where the highest types of violations are breaking through traffic lights and violating traffic signs. More than 70% of respondents who have violated traffic signs stated that the cause was the lack of focus and the position of the signs that were not clearly visible. To overcome this problem, the solution offered is an Android application that can detect traffic signs while driving. This application is expected to increase the driver's focus so as to minimize the occurrence of traffic accidents. There are four traffic signs that can be detected in this application, namely no stopping signs, no parking signs, maximum speed limit signs, and traffic lights. The application detects each of these signs based on the contextual input received by the Android smartphone. Maximum speed limit signs and traffic lights are detected according to their position on the road and the radius from the user's location, while no parking and no stopping signs are detected if the user is within the radius of the sign and moving at a speed of less than 5 kilometers per hour. The sign detection method uses GeoFire, a Firebase add-on that implements the concept of geofencing. When the application is running, the application will notify the user of the successfully detected signs via notification messages and text-to-speech. In terms of development, this application is designed using the Model-View-Presenter (MVP) design pattern and implemented with the Kotlin, Java, and XML programming languages. Functional testing of the application is carried out using validation test which generate valid status for each test case. For non-functional parameters, the performance and usability of the application is tested. The performance test results show that this application is able to work and utilize device resources optimally and the results of usability testing produce a SUS score of 87 (excellent).
Evaluasi dan Perancangan Pengalaman Pengguna pada Aplikasi Adopsi Hewan Peliharaan menggunakan Metode Pengujian User Experience Questionnaire, Usability Testing dan Metode Perancangan User-Centered Design Ghozi Akbar Wicaksono; Komang Candra Brata; Lutfi Fanani
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

Adopsi is an application developed by PT. Oniyon Creative Revolution with the goal to make pet adoption process easier and simplified. Based on the evaluation conducted using user experience questionnaire (UEQ), the benchmark value was found to be at poor level. Besides of running well functionally, a system must consider improving their user experience in the hope of improving the ease when running the system. This study uses user-centered design approach by identifying the characteristics of users and involving users as respondents in the user experiences design process. The initial evaluation was performed on the existing design of application using UEQ method to determine the level of user experience according to respondent's impression, the usability testing method to find usability problems faced by respondents when doing the given task and open interview to collect user's problems and needs. There are 19 issues found and recommendations for solutions are made by following the design guidelines from 10 Usability Heuristics and Material design. The results of design process are implemented on a prototype as a test tool of design solution. Then evaluation of solution design performed using the same method as on the existing application design and improvements are made to get a final design that fits the user's needs.
Perancangan Pengalaman Pengguna Aplikasi Knowledge Management System UMKM menggunakan Metode Human Centered Design (Studi Kasus: UMKM Bogor) Luthfi Pratama Nugraha; Riswan Septriayadi Sianturi; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Knowledge Management System of UMKM Bogor application is an application designed with the aim of disseminating uneven knowledge and knowledge management for Bogor UMKM actors. This application was made based on the needs of the Bogor One Stop Integrated Service and Investment Service (DPMPTSP) with the Bogor UMKM Forum. This study aims to design the User Experience for Bogor UMKM Knowledge Management System application so that the application created has good results for its users in terms of usability and user experience. The method used to carry out the design is Human-Centered Design (HCD) which consists of stages of user context analysis, user needs analysis, solution design, and solution design evaluation. The user requirements analysis process results in one user and one stakeholder. The user needs analysis process found that the Bogor UMKM KMS system had 15 functional requirements and 3 non-functional requirements. The solution design process is generated by wireframes, screen flows, mockups, and prototypes. The solution design evaluation process is carried out using usability testing. The test results show the level of effectiveness of the design that has been created reaches a value of 70.0%, the level of efficiency reaches a value of 0.06 goals/second, and the level of user satisfaction as measured by SUS reaches a value of 78.75 (grade B). The results of the UEQ questionnaire show the attractiveness aspect value 1.87, perspicuity 1.88, efficiency 1.93, dependability 1.78, stimulation 1.30, and novelty 1.08. User experience has good results because all aspects of UEQ are above average.
Perancangan User Experience Aplikasi Mobile MECHANIC (Vehicle Maintenance Report) menggunakan Metode Design Thinking Studi Kasus CV. CNS (Cirebon Niaga Sejahtera) Ath Thaariq Bhuwana Adifatha; Lutfi Fanani; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

CNS (Cirebon Niaga Sejahtera) is a CV company that is responsible for sending products from partner companies using transport vehicles. Problems experienced by CV. CNS lies in vehicle maintenance. Supervisors and drivers have difficulty in identifying the damage and finding a repair shop as a solution to the problems they are experiencing. Based on these problems, an application called MECHANIC was created which will later be able to assist users in finding a repair shop as a solution to the problems. The application design process uses the Design Thinking method where there are five stages in the implementation of this method, including Empathize, Define, Ideate, Prototype, and Test. At the testing stage, the Usability Testing method will be used to assess the learning and efficiency aspects of the designs that have been made. Then after the test, the results of the learning aspect test resulted in an average respondent's success in carrying out the task scenario of 91.5% with a failure percentage of 8.5%. Thus, it can be said that the test on the learning aspect has met the target, where the minimum target must be achieved from the percentage of respondents' success in carrying out the task scenario of 70%. Then after testing to assess efficiency, it can be said that the level of user efficiency based on time-based efficiency calculations is 0.15 goals/sec.
Perancangan User Experience Sistem Informasi Klinik berbasis Aplikasi Mobile menggunakan Pendekatan Design Thinking (Studi Kasus: Klinik Dr. Maya) Gema Isya Luthfi Prathama; Lutfi Fanani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 12 (2022): Desember 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Dr. Maya Clinic has limitations in implementing the E-Health service system; the implementation of E-Health at the clinic is still offline and manual. so that the quality of services provided is not optimal, such as the accumulation of patients in the queue so that the waiting time is too long, and besides that, the administration process is still inefficient. Stakeholders strive to improve the quality of clinical services, namely by implementing mHealth. In developing mHealth, developers need a Dr. Maya Clinic mHealth solution design and a tested high-fidelity prototype. To get satisfactory user experience results, this design integrates user experience (UX) with the design process using the Design Thinking approach. As for the test, it used a user experience questionnaire (UEQ), which was given to 20 evaluator respondents, with 50% coming from Dr. Clinic Maya and 50% from general respondents. The results of the UEQ test obtained an average value scale with a score for each group of assessment items. Attractiveness scored 2,233 points, perspicuity scored 2,125 points, efficiency scored 2,250 points, dependability scored 2,163 points, stimulation scored 2,088 points, and novelty scored 1,838 points. So that the Benchmark UEQ Scales on all assessment group items get Excellent results.
Pengembangan Gim Android Visual Novel Cerita Rakyat Reog Ponorogo berbasis Renpy untuk Meningkatkan Minat Baca Siswa SD Bangunsari 1 Ponorogo Alif Wildan Chrisandy; Lutfi Fanani; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Games are increasingly in demand day by day. However, people's understanding of the history of the area is decreasing. This is evidenced by the less and less young people who understand how the history of the region can happen, such as the story of Reog, although it is famous, there are still many Ponorogo residents, especially the younger generation who lack know how the reog dance happened and how it originated.This study aims to determine whether there are differences in knowledge and interest in reading at Elementary School Bangunsari 1 Ponorogo. In this study, a purposive sampling method was used for data collection and the GDLC ( Game Development Life Cycle ) method for game application development.This research was conducted by comparing children's knowledge about reog before and after testing with the game. The game to be made is a visual novel game where the game is centered on story-telling.The results of this study indicate that children's knowledge increases when they play the reog game, but the game is still less attractive to the students of SD Bangunsari 1 Ponorogo due to the lack of action in the game..
Perancangan User Experience pada Aplikasi Bahasa Daerah Kalimantan Barat dengan Pendekatan Human Centered Design (HCD) (Studi Kasus: Balai Bahasa Kalimantan Barat) Salsabila Ikramul Maram; Herman Tolle; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Nowadays, West Kalimantan local languages are hardly accessible which makes these languages difficult to blend and unfamiliar to the general public. Balai Bahasa Kalimantan Barat, a government body whose mission is to introduce and conserve West Kalimantan local languages, faces some challenges in introducing the local languages to the general public since their online accessibility is still inadequate, not to mention in the form of an application. Therefore, an application is designed to help Balai Bahasa Kalimantan Barat to introduce and conserve West Kalimantan local languages. The application uses Human Centered Design (HCD) which aims to build a system that fulfills the users' needs and is informative, attractive, highly efficient and effective. The application is tested with Usability Testing and UEQ. The Usability Testing resulted in an effectivity of 97% and a time-based efficiency of 0,120 goals/s. Meanwhile, the user satisfaction result is 77% which qualifies as B class and is categorized as good. The user experience test with UEQ shows the benchmark result for the user: Attractiveness 2.35 (Excellent), Perspicuity 1.98 (Good), Efficiency 2.28 (Excellent), Dependability 2.08 (Excellent), Stimulation 2.18 (Excellent), dan Novelty 1.58 (Good).
Pengembangan Aplikasi AR-BIO sebagai Media Pembelajaran Pengenalan Anatomi Sistem Respirasi menggunakan Teknologi Augmented Reality Medeline Agustine; Eriq Muhammad Adams Jonemaro; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The online learning system is a teaching and learning activity used during the COVID-19 pandemic. The problem caused by online teaching and learning activities is the emergence of the learning boredom in students. One of the factors that causes the learning boredom is the use of media which is believed to be less supportive. The learning media that is being used is more of one way and less interactive for the students. Therefore the AR-BIO application was developed to overcome the problem of learning boredom in students. The AR-BIO application uses markerless augmented reality technology which can project the 3d images of respiratory system organs. The AR-BIO development utilizes the SDLC waterfall method, and is intended for android devices. The AR-BIO application development process includes : Needs analysis, application design, implementation, and application testing. The test results of the AR-BIO application functionality displaying all the application functional system requirements have been achieved. The results of testing the usability of the AR-BIO application using the System Usability Scale (SUS) obtained the result of 79,5 which means the application is in the acceptable category. To find out whether the use of the AR-BIO application helps reduce boredom in students, an assessment has been carried out using the Likert scale method. The results that have been obtained for the AR-BIO application effectiveness in understanding the material is on a scale of 86%. The use of the AR-BIO application supports the learning process to be more intriguing on a scale of 94%. The use of AR-BIO application in terms of higher level of interest than previous media is 90%, and the use of AR-BIO application in terms of help motivate the learning process is on a scale of 88%.
Evaluasi User Experience pada Website QRIS.id dengan menggunakan Metode User Experience Quesionnaire (UEQ) Achmad Ichsan Fauzi; Mahardeka Tri Ananta; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The research that is being studied is the User Experience Evaluation on the QRIS id website using the quantitative User Experience Questionnaire (UEQ) method to get processes and results. information on respondents' perceptions of adequate use experience. the solution to the problem found usability evaluation on the QEIS ID website. The results of the study were based on an analysis of the user experience of the QRIS.ID website which was carried out with the help of a user experience method (UEQ) questionnaire given to a sample of 25 respondents, all of whom reported that the QRIA website fulfilled their expectations in attractiveness, clarity, decision efficiency, stimulation, and novelty. Background, literature review, research methodology, data collection, data processing, discussion, and retraction of recommendations all contributed to this conclusion.
Pengembangan Aplikasi Jobs For the Day (JFD) berbasis Android Sebagai Sistem Lowongan Pekerjaan Bagi Pekerja yang Terkena Pemutusan Hubungan Kerja (PHK) Muhamad Nabil Rabani; Lutfi Fanani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 2 (2023): Februari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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In relation to the current social situation, where there are many cases of layoffs as a result of the COVID-19 pandemic, people need a medium to access job vacancy information. Another problem is also experienced by some companies that require a competent workforce in order to continue to operate efficiently. The solution to this problem is an application called Jobs For the Day (JFD) based on Android as a job vacancy system to help people's movements in accessing and conveying job vacancy information. In this application, there are features that can support users in carrying out their main needs, such as the feature of creating a Curriculum Vitae (CV) to help ordinary people in creating a CV that can be used when they want to apply for a job. In addition, there is also a recommendation feature to recommend information on workers, companies, and job vacancies to other users. This application was developed on mobile devices (Android mobile) using the concept of Object-Oriented Programming with the Kotlin programming language and tested using unit testing, integration, validation and usability methods to ensure the JFD application system is feasible and can run properly. The test resulted in an SUS value of 92.17 out of 100 which means that the application is acceptable with the best imaginable results (best imaginable) by its users.
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