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Perancangan User Experience Aplikasi Mobile Lelenesia (Marketplace Penjualan Lele) Menggunakan Metode Design Thinking Dara Adhelia Rusanty; Herman Tolle; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT. MaksiPlus Utama Indonesia is a distribution company that is engaged in agriculture, fisheries and animal husbandry in Indonesia. PT. MaksiPlus Utama Indonesia wants a marketplace for selling catfish named Lelenesia that can create a strong supply chain between catfish breeder, processed catfish sellers, and end consumers. Based on the problems, the authors provide a solution by designing the user experience of a mobile-based Lelenesia application which the final result will be a high-fidelity prototype. This design can facilitate people in buying and selling fish easily and also improve the Indonesian economy. This design process uses design thinking method, where there are five stages, namely empathize, define, ideate, prototype, and validate. Testing in this study will achieve learnability, efficiency, and satisfaction aspects by using usability testing with task scenarios and system usability scales. Based on the test results for the consumer system, the value is 85 which is included in the characteristics of a high level of acceptability, grade scale equal to B, and classified as excellent for the adjective rating. For the processed seller system, the value is 85.5 which is included in the characteristics of a high acceptability level, grade scale equal to B, and classified as excellent for the adjective rating. For the catfish breeder system, which is included in the characteristics of a high level of acceptability, grade scale equal to B, and classified as excellent for the adjective rating.
Pengembangan Aplikasi untuk Pembelajaran Keterampilan Menulis Al - Qur'an dengan Pendekatan Gamification Muhammad Afif Fauzi; Lutfi Fanani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Indonesia has many reading Al - Quran events. for instance, reading Al - Quran competition, Quran Community or tadabbur Quran. But, not many people to know about writing Al - Quran, just a few certain people who know what else to do the activity, such as pesantren environment. even though, in writing Al - Quran activity there are few advantages, for instance, thoroughness training, patient training, and speed up reading Al - Quranskill. Indonesia a country with the largest Muslim population, but, not many peoples who to learn Al - Quran, for just taking time to read is very difficult. From these problems, this research wants to develop an application which to helps people learn Al - Quran especially in learning Al - Quran writing. In its development, this research also uses a gamification approach such as score collection, leaderboard, and high score. For the design phase produced eight sequence diagram and CRC Cards design, data design use Entity Relationship Diagram, algorithm design produced three algorithms and 12 prototypes design. The app specifically implemented for Android programming based on Java and using google firebase realtime database for the database Validation testing produced seven tests, where all of the test cases have produced a valid status. The result of usability testing is 70,5 percent. The comparison score result between the score app with Ustadz valuation has produced from ten data training nine often includes in the Ustadz valuation criteria.
Pengembangan Aplikasi Perangkat Bergerak Rekomendasi Tempat Latihan Beladiri di Malang dengan GDSS dan LBS Berbasis Android Djohansyah Putra; Ratih Kartika Dewi; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 2 (2020): Februari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Martial arts are a method by which individuals can protect themselves from increased danger. There are several types of martial arts in Indonesia, both original Indonesian martial arts, namely pencak silat or various important martial arts from other countries such as karate, judo, taekwondo, and capoeira. Martial arts venues in Malang are scattered in several districts, along with the times of the type of martial arts are also increasingly diverse. With so many types and places of martial arts, it arises for people who want to practice to choose a martial arts place in accordance with their wishes. Application recommendations for martial arts practice sites have been built on previous research, but only for single users, whereas in reality the selection of martial arts practice sites is sometimes done not alone and done in groups. So we need an Android-based mobile application that can recommend martial arts practice sites in Malang that are in accordance with user criteria and are done in groups. Application recommendation for martial arts practice sites in Malang is designed with an Android-based Group Decision Support System and Location Based Services using TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) and Borda algorithms with criteria in the form of distance between users and martial arts practice sites, training costs in one month, and the amount of exercise time in one week. The results of testing the application using Blackbox are worth 100% and the functionality is declared valid. Other tests conducted are algorithm validation testing, where testing is done by comparing the outputs of the system with manual calculations. The results of the application output and manual calculations are 100%, and usability testing, where testing is done to determine the quality of the software interface. The application usability test results got a value of 73.5 indicating a Good rating for the adjective rating and grade B- on percentile rank, so it is stated that the application can be accepted by the user.
Pengembangan Sistem Pengelolaan Berita Berbasis Web Pada Kanal Berita Online (Studi Kasus: Kanal24) Mochamad Dwi Fadly; Fajar Pradana; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 3 (2020): Maret 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Online news channels are news channels that work presenting a story on the internet or online media. Kanal24, is an online news channel located in Malang which is part of the media owned by Universitas Brawijaya in addition to UB TV, UB Radio, and also UB Press. Currently, in carrying out its duties, Kanal24 has an editorial team consisting of Editor in Chief, Reporter, Editor, and Publisher. The news presented consists of several kinds of categories such as about campus, economics, sports, and others. In their task of managing news, the editorial team often has time efficiency issues, such as having to attend meetings in the morning to discuss media coverage and transfer of applications that they use when sending news files and to broadcast news. Some news files are still scattered on several personal devices owned by the editorial team. To overcome this problem, a news management system was developed which became a centralized system for the editorial team to complete their tasks from meetings to news ready to be aired. The system will be developed based on the web by having several features in the form of group chat meetings, assignment of coverage, managing drafts, managing news editing, news verification, news displaying, repositories of news files, and also presenting statistics on the quantity of readers of news that have been aired.
Pengembangan Aplikasi E-Commerce Menggunakan Payment Gateway Midtrans Fariz Reynaldo Pratama; Nurudin Santoso; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Anfield collection is a handicraft factory and a shop that sells handicrafts. When running its business anfield store will record stock and display products in its own shop and in partner stores. There are 25 types of products on sale at anfield stores, it is difficult to remember the different product variations and prices. Then, when a transaction is made anfield officer will provide a receipt to the buyer and then record it in the transaction register book. The marketing that has been done is not too broad, this is felt by the shop owner, the reason being that it is not good enough in utilizing information technology. The number of similar businesses also makes Anfield have to compete with other stores. Anfield business owners mention that it needs special e-commerce applications for anfield producers to overcome problems and improve the quality of business processes that run in terms of effectiveness and efficiency. Therefore, e-commerce applications are made on the mobile platform. In the application there are basic features in buying and selling online, namely managing products, ordering, payment transactions and expeditions. The distinguishing feature is the category of craft products based on the type, process and main ingredients. To handle payment transactions applications must be able to handle various types of payments. This application has been tested using the white-box method with unit testing and Usability Testing with the standard Post Study System Usability Questionnaire (PSSUQ). Test result show that requirement has passed 100% and generally average user is satisfied while using the application.
Perancangan User Experience Aplikasi Pendukung Evaluasi dan Analisis Proses Pembelajaran untuk Guru Berbasis Android dengan Metode User-Centered Design dan Design Solution Lutfi Putra Gusrinda; Lutfi Fanani; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 4 (2020): April 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Observation is a data collection technique, with the aim of recording important points of the observation process so that it can be evaluated and improve results. In the world of education, the application of observation is carried out to the teacher in the hope that the results of observations can find out what is happening and are lacking in the learning process. To help the observation process, we need a media to help the teacher by focusing the teacher's needs and needs in designing the media, so that the media can be used to help the observation process. This research aims at observation and recording media by using user experience as a race in the making of solution solutions. The method used to explore user experience is Human Centered Design which is a method of placing prospective users as the main center of research development. The steps taken consist of identifying the user's needs by creating a persona and empathy map, then identifying the tasks and goals of the user with a user journey. Then the process of implementing the solution design is done by creating a wireframe, screenflow and prototype design which will be tested using the usability testing method and the usability scale system testing. From the test it was produced that the effectiveness level was 100% and the efficiency of 0.1 goals / sec and the level of user satisfaction was 57.5 which was at a sufficient level. Thus, it can be concluded that the solution design has succeeded in providing a solution to the problem despite the lack of user satisfaction
Evaluasi dan Perbaikan Desain Antarmuka Pengguna Website Dinas Kesehatan Kabupaten Kediri menggunakan Metode Human Centered Design Andreas Kurnia Ferdiantoro; Retno Indah Rokhmawati; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 5 (2020): Mei 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Kediri District Health Office uses the website as a medium to deliver health information to the people living in Kediri Regency and as a staffing information center for all parties related to health. From the interviews found a problem. users have difficulty finding information on the website. This is because the website does not involve the user in its development. In addition, the website has not been updated in terms of interface since 2014. So an evaluation with the Human Centered Design approach is needed to improve the website usability. This study has 4 stages: determining the user context, specifying user needs, generating design solutions and evaluating designs. This study uses testing by interviewing 6 users of the Kediri District Health Office website to explore problems and get improvement input. In addition this study also uses testing with the SUS questionnaire given to 20 respondents to get the usability value. From the initial evaluation results obtained an analysis of the problems and proposals that are used as a reference for improvement on the website Improvements made in terms of color selection, adding new pages, providing navigation instructions page and eliminating breadcrumb navigation. From the final evaluation the improvement resulted in the value of the SUS questionnaire at 80.25. These results are supported by positive responses from the results of user interviews, the majority of which said the website was easier to use..
Perbaikan User Experience Aplikasi Pertanian "Teman Tani Pintar" dengan menggunakan Pendekatan Human Centered Design (Studi Kasus BBPP Ketindan) Fauziyah Nur Rahmania; Hanifah Muslimah Az-Zahra; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Teman Tani Pintar is an agricultural application developed by BBPP Ketindan. This application serves as a media for sharing the manufacture of an agricultural product that has been produced by the hall to the wider community, especially for farmers. Teman Tani Pintar is a new application and has never been evaluated in terms of usability or user experience before, so this research will be evaluated and improved using the Human Centered Design approach. In this study the evaluation was done by usability testing, observation, and interviews to 9 respondents. Usability testing is useful to measure the effectiveness, efficiency, and user satisfaction by using the System Usability Scale. The initial evaluation results show there are still many problems experienced by users such as monotonous design, lack of information at the beginning, roomchat unlike in general, and other problems. The results of the completion of the initial design evaluation were 88.88% complete respondents, for errors there were respondents who had an error rate of 11.11%, the average total work time or time of 94.78 seconds and the level of user satisfaction was at 63.3 or poor. After making improvements, the design of the solution is evaluated again to the respondents the results are complete rate of all respondents 100%, for the error rate of 0% of all respondents, the average total workmanship of the task becomes 60.63 seconds, and user satisfaction increases to 83.61 which means excellent.
Rancang Bangun Aplikasi Pendukung untuk Observasi Kelas berbasis Mobile Feri Setyo Efendi; Lutfi Fanani; Ahmad Afif Supianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 6 (2020): Juni 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the current era, information and communication technology is almost applied in all types of fields, one of which is education. Mobile applications are one of the breakthroughs in the application of information and communication technology in the field of education. However, there is still no mobile application that helps teachers to make classroom observations. Class observation is really needed by a teacher to help collect data on learning activities in class, where the data will be analyzed to develop teacher quality. At present, the observations made are still manual, which uses a piece of note paper. So that not much data is obtained from observations. As for some observers who started doing classroom observations using a video recorder, which has been better implemented. However, this triggers another problem where an accuracy is needed to match the observer's notes with the video results. The author is encouraged to develop a classroom observation application which produces a timeline of notes, photos, audio, and video. This application was designed using Android Studio with the Waterfall software development method, where the need was clear at the start. Where in consisting of needs analysis, design, implementation and testing. Applications that have been functionally developed will be tested with black-box testing and non-functional will be tested with compatibility testing. In black-box testing applications get 100% valid and the results of compatibility testing applications can be compatible on various android devices with a version above 5.0 (Lolipop).
Pengembangan Sistem Informasi Manajemen Ternak Burung Kenari Berbasis Web Nehru Priyambodo; Nurudin Santoso; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 7 (2020): Juli 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Canary or Serinus Canaria is a very popular bird in Indonesia and was first discovered in Spain. Walnuts have a distinctive feather color and sweet chirp. Many canary breeders do not have specific knowledge about livestock management and only depend on personal experience. Caring for canaries can be a promising business opportunity but many people do not realize the importance of identifying and recording breeding birds so that breeders can see information about bird data clearly and accurately. In addition, all records regarding bird data and financial reports are still done manually so that they are prone to errors or human errors. Based on the description of the problem above, a solution is given, which is to develop an information system to help the management of canaries using web technology, namely MERN (MongoDB, Express, React, and NodeJS). The developed system has the main feature to collect data on canary breeding and all financial activities during the cultivation process. This research uses the waterfall model development method with an object approach. The information system runs on a web platform so that it is tested for usability and compatibility to find out how easy the system is to use and recommendations for a suitable web browser for the system. Usability test results produce 74.5% which can be categorized as "Good". Besides compatibility testing is 100% valid.
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 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 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 Aminul Akbar 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 Sitoayu, Laras 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