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Evaluasi Manajemen Risiko Teknologi Informasi pada Department of ICT PT Semen Indonesia (Perseo) Tbk menggunakan Framework COBIT 2019 dengan Domain EDM03 dan APO12 Jauhar Sirajuddin Ar Rajjani; Buce Trias Hanggara; Yusi Tyroni Musityo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 5 (2021): Mei 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Semen Indonesia (Persero) Tbk is a state-owned company which produces the largest cement in Indonesia. As a large company, PT Semen Indonesia (Persero) Tbk certainly really needs information technology to support the company's information system operations. Currently, the existing information technology at PT Semen Indonesai (Persero) Tbk is managed by the Department of ICT. The Department of ICT or the ICT service department unit, is a company department responsible for managing IT at PT Semen Indonesia (Persero) Tbk. If it does not have the appropriate level of handling, such information technology certainly has risks that cannot be avoided. To overcome this, the ICT department needs to assess the level of capability in information systems risk management. This assessment uses the COBIT 2019 framework with the EDM03 and APO12 domains. The result of this research is that the ICT Department of PT Semen Indonesia (Persero) Tbk is to prepare standard documents and policies and implement the IT risk optimization process properly. The achievement of the company's IT risk management capability level is at level 3 in the EDM03 domain and level 2 in the APO12 domain. These results cannot be separated because of limited research access. The company capability GAP level is 1 level each, namely level 4 in the EDM03 domain and level 3 in the APO12 domain.
Perancangan Antarmuka Pengguna Sistem Portofolio Siswa Sekolah Sepak Bola (SSB) Sumbersari Menggunakan Metode Design Thinking Yogie Tegar Pribadi; Buce Trias Hanggara; Bonda Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Sumbersari Football School is an informal school that focuses on soccer for students aged 7 to 14 years. This soccer school has several problems in the training it runs. The problems experienced include the absence of student portfolio data during the exercise. Based on the problems experienced by SSB Sumbersari, interviews were conducted to explore the needs and what were the core problems. The purpose of this research is to find a solution to the problems currently being experienced by SSB Sumbersari. Solutions to problems experienced, SSB Sumbersari requires a design design for the student portfolio system. At the stage of extracting the needs, 4 user needs and 7 solution ideas have been made. In designing this student portfolio design using the design thinking method. The final result of this research according to the results of the System Usability Scale gets a value of 78 which is included in the good category.
Pemanfaatan Trello API Dalam Perancangan Sistem Informasi Project Monitoring Berbasis Web (Studi Kasus : Cahaya Kreatif Undangan Sidoarjo): Aisyah Jihan Marcha Farah Fikriyyah, Widhy Hayuhardhika Nugraha Putra, Buce Trias Hanggara Aisyah Jihan Marcha Farah Fikriyyah; Widhy Hayuhardhika Nugraha Putra; Buce Trias Hanggara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cahaya Kreatif is a printing company that specializes in invitations and non-invitation printing and has worked with a variety of Micro, Small, and Medium Businesses (MSMEs). In company processes, manual methods are also used in various printing ventures. This has several drawbacks, including data errors caused by human error and the need for more time estimation. Furthermore, tracking business processes in different projects is still done by manually entering project progress data into Microsoft Office Excel. Due to the urgency of this issue, a web-based framework to manage projects that use the Trello API is required to make it easier for users to track and monitor tasks is required. Due to the urgency of this problem, a web-based framework to manage projects that use the Trello API is needed to make it easier for users to track and monitor task progress. This system has three user roles: project managers who track and assign tasks, admins who enter project ordering data, and employees who update task progress. The study yielded 46 functional requirements and 1 non-functional requirement, which were modeled using 46 use cases, operation diagrams, sequence diagrams, interface design, and system design developed with the Laravel 7 framework and MySQL database using the Trello API. The results of the usability testing are 89.2 (acceptable) and the results of the usability testing are 89.2 (acceptable). The usability testing results are 89.2 (acceptable), and the prototype testing results are as predicted by the company.
Analisis Perbandingan Pengalaman Pengguna Pada Aplikasi Dompet Digital (Studi Kasus Pada OVO dan DANA) Ahmad Nur Hidayat; Buce Trias Hanggara; Bonda Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Smartphone users in Indonesia are increasing every year so that many application development companies have created application-based non-cash payment services to make it easier for users to make non-cash payments. Many digital wallet applications have sprung up, including the Ovo and Dana application. The purpose of this research is to compare 2 digital wallet applications that have almost the same business processes and characteristics in the experience of using the two digital wallet applications. This study provides a comparison of user experience analysis based on scenario testing with parameters of time per completed task, error during task performance, number of clicks during task completion and task success rate as well as user experiance questionnaire (UEQ) parameters which have six aspects of assessment, including attractiveness, perspicuity, efficiency, dependability, stimulation and novelty. Scenario testing was carried out on 10 respondents who had never previously used these two applications and the UEQ questionnaire was distributed to 20 respondents. The results of the test assignment or scenario show that the respondent's success is quite high even though the previous respondent has never used these two applications. Funding applications have a higher value in two parameters, namely the error during task performance and number of clicks during task completion and the Ovo application is better in the time per completed task parameter and the task success rate parameter aspects of both applications have the same good value. The results of the UEQ questionnaire show that respondents have a positive tendency towards the two digital wallet applications where the fund application has a better value in four aspects of the measurement scale, namely attractiveness, perspicuity, dependability and novelty. Meanwhile, the ovo application has a better value in terms of efficiency and stimulation.
Evaluasi Kepuasan Pengguna Pada Website Beasiswa Universitas Brawijaya Menggunakan Metode End-User Computing Satisfaction (EUCS) Teuku Yusuf Ryan Ar-Rasyid; Buce Trias Hanggara; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Brawijaya University Scholarship Website is a website that functions as a scholarship information search page where the students of Brawijaya University can find out the stipulated scholarship requirements, Brawijaya University scholarship website acts as an intermediary between scholarship providers and students who wish to get scholarships. But in fact, there are often problems with the website and the quality of the website also has disadvantages that are felt by its users, for example, the website pages are relatively old, the writing on the website is too monotonous, and scholarship information is late to be disseminated. This study aims to improve the quality of the Brawijaya University Scholarship website so that it will be better in the future, especially in the section on user satisfaction which will affect user ratings in interacting with the website. To support the research, the End-User Computing Satisfaction (EUCS) method is used to assist in calculating the quality assessment of the website which is divided into several variables. The EUCS method measures user satisfaction by making a comparison between the ratings that users have given on the assessment sheet that has been made with the existing service system (Brawijaya University Scholarship Website). There are 5 variables used in this study, namely Content, Accuracy, Format, Ease of Use, and Timeliness. The results obtained after testing were 2 variables that got unsatisfactory values, namely Format and Accuracy variables, but it cannot be denied that the other 3 variables, namely Content, Ease Of Use, and Timeliness had sufficient values ​​but did not escape input and criticism from respondents.
Pengembangan Sistem Informasi Pengelolaan Keuangan Yayasan Berbasis Website (Studi Kasus: Yayasan Pendidikan Islam Bhakti Pertiwi Kulon Gresik) Aruf Rachman Hakim; Buce Trias Hanggara; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Bhakti Pertiwi Kulon Islamic Education Foundation (YPI BP Kulon) is a foundation built to teach Al-Qur'an education and provide social assistance to the community in Gresik City. Financial management at YPI BP Kulon is still carried out on bookkeeping and then transferred to Microsoft Excel and Word every year. The financial records were copied back on a piece of paper more concisely by the treasurer before being transferred, and the transfer process was also assisted by someone else. Bookkeeping is also still separate between each treasurer which can lead to double recording. The formulation of the problem in this study is how to build an information system that makes it easier to manage records and make financial reports. The purpose of this research is to make it easier to manage records and make financial reports. The problem is solved by building a financial management information system using the waterfall model. This study concludes that the problems in YPI BP Kulon are facilitated by reducing and improving current business processes (as-is) to produce recommendation (to-be) business processes by utilizing an information system built using the Laravel framework. User acceptance testing (UAT) testing is then carried out to determine the level of user acceptance of the information system. The results obtained to produce a value of 88.64% which indicates that the user strongly agrees with the system that has been developed.
Evaluasi dan Perbaikan User Experience Website E-Learning SMK Negeri 2 Malang menggunakan Teknik TUXEL 2.0 dan Pendekatan Human-Centered Design Riyan Bagaskara; Buce Trias Hanggara; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Online learning that has been applied in Indonesia since the COVID-19 pandemic has made schools need to prepare facilities for the learning activity. SMK Negeri 2 Malang uses web-based and mobile application-based e-learning. It is known as MClass. However, interviews with several students of SMK Negeri 2 Malang showed that there were some obstacles in using the MClass, such as a complicated website display, no help or instructions on using the website, etc. This study aims to evaluate and design the user experience solution design of the e-learning website of SMK Negeri 2 Malang using the TUXEL 2.0 technique and the Human-centered Design approach. The Human-centered Design begins with analyzing the context of use, analyzing user needs, designing solution designs, and evaluating solution designs. The user needs analysis stage and the solution design evaluation stage use the TUXEL 2.0 technique. Based on the evaluation, it is known that in the initial evaluation there were a total of fifty problem items, while in the evaluation of the solution design there were a total of eight problem items. In the initial evaluation it was found that there were eight items that were categorized as “bad” and only one item that was categorized as “very good”, but in the evaluation of the solution design there were ten items that were categorized as “very good” and two items that were categorized as “good”.
Evaluasi User Experience Gim Mobile Legends: Bang Bang menggunakan Design Thinking Evika Septianawati; Ismiarta` Aknuranda; Buce Trias Hanggara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile Legends: Bang Bang (MLBB) is one of the most popular online games in Indonesia. However, based on preliminary research that has been conducted online through a questionnaire, there are several factors that users do not like when playing the Mobile Legends game. Often players who play in rank mode solo (without playing together), are made into trouble by some players who have unpleasant behavior, one example of which is toxic players. This continues until the current Mobile Legends season. The purpose of this study is to explore the factors that users do not like when playing the Mobile Legends game and propose solution ideas that can support and solve problems experienced by players. This study uses Design Thinking, every action taken using this process is centered on what the user wants and needs. There are several stages in Design Thinking, namely Empathize, Define, Ideate, Prototype, and Test. At the Empathize stage, 7 problems were found, then the information that had been collected during the Empathize stage through interviews was analyzed and synthesized in the Define stage and produced 5 problem statements. At the Ideate stage, 5 solution ideas were generated, the solution ideas were implemented at the prototype stage and tested using the Feedback Capture Matrix to get user feedback.
K-Nearest Neighbor untuk Memprediksi Pergantian Komputer di Bank X Maliha Athiya Rahmani; Dian Eka Ratnawati; Buce Trias Hanggara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 7 (2021): Juli 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bank X has branches all over indonesia, with operational process running for 24 hours everyday. Computer is certainly one of the most important technology for oprerational needs and banking activity. In order to keep the performance, Bank X has a routine of replacing their computer. This routine has become one of Bank X's biggest expenses. This is beause good quality and complex hardware and software require high cost, and the number of computers owned by Bank X. This replacement routine, has not been carried out effectively. From these problems, the research will be carried out related to the prediction of computer replacement using K-Nearest Neighbor Method. K-Nearest Neighbor method is a simple, fast, easy to understand, effective and accurate method for datasets with large data training. This research was conducted to determine the class of a computer, ‘Yes' or ‘No'. ‘Yes' indicated a computer needs to be replaced, and ‘No' indicates a computer does not need to be replaced. The Data Training used is in the form of 43713 computer data owned by Bank X throughout Indonesia. This method was tested with K-fold Cross Validartion, by testing several K values to get the K value with the highest accuracy. The value of K=4 gets the highest accuracy of 99.6088%. The results of this research is a computer classification management information system in the form of a web. This research is expected to make it easier for Bank X to determine which computers need and do not need to be replaced, in order to be able to make effective decisions in computer replacement.
Pengembangan Aplikasi Pembelajaran Sistem Informasi Sekolah berbasis Web menggunakan Metode Extreme Programming (Studi Kasus: Al-Izzah International Islamic Boarding School Kota Batu) Zainal Abidin; Buce Trias Hanggara; Bondan Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Al-Izzah International Islamic Boarding School, Batu City, is a school that connects the basic values ​​of Islam with comprehensive knowledge of these rapidly changing times. The process of teaching and learning activities is carried out as a whole, which collects the development and general knowledge of students' Islamic values. The process of teaching and learning activities must be carried out face-to-face in the classroom, when teachers cannot participate in learning activities in class, the delivery of material is naturally hampered. This problem resulted in student learning not optimal, besides that the teacher also had to catch up on the material that was left behind. To help teachers and students in the teaching process, implement learning applications on browser devices so that they can be accessed anytime, anywhere. This application has a function to study the existing material, do assignments and evaluate. The application was developed using the extreme programming method which resulted in three iterations. Extreme programming is a method that focuses on faster results. In addition, this method is suitable for users with unclear and changing needs. According to the needs analysis, 26 functional requirements were generated. According to the test results, it is declared valid which means the application can run well. The results of user acceptance testing, learning applications get an assessment from users, namely with a percentage of 81.47%. It can be concluded from these results that the application is declared approved or accepted by the user.
Co-Authors Abdul Yasir Halomoan Abdullah Harits Adinda Ragilia Rahmandini Aditya Dwi Wicaksono Aditya Evan Yudistira Aditya Rachmadi Admaja Dwi Herlambang Afif Imaduddin Agi Putra Kharisma Ahmad Nur Hidayat Ahmad Nur Kurniawan Ahmadan Mukhtarif Ainur Rosyid Airlangga Joyonegoro Aisya Rizki Hasnanursanti Aisyah Jihan Marcha Farah Fikriyyah Alim Muhammad Alizza Iman Raddin Andi Reza` Perdanakusuma Anggara Cahya Nugraha Annisa Nabila Salma Hartanto Aruf Rachman Hakim Aulia Dwi Fitriani Baariq Fairuuz Azhar Bayu Rahayudi Bella Hersy Lavenia Bonda Sapta Prakoso Bondan Sapta Prakoso Buchori Anantya Firdaus Chaerul Irfan Nugraha Chenni Irnandha Chintia Devi Dany Ahmad Ihza Prakoso Delfitri Nanda Irawan Dewi Yanti Liliana Diah Priharsari Dian Eka Pratiwi Dian Eka Ratnawati Dimas Diandra Audiansyah Dinda Aulia Rachmanda Djoko Pramono Djoko Pramono Dwi Ari Ambarsari Pratiwi Dwi Cahya Astriya Nugraha Edwin Yosef Setiawan Sihombing Eko Ramadhanu Aryputra Elistya Maghfiroh Esmeralda Y.A. Tambunan Evika Septianawati Fadillah Dwi Wicaksana Fajar Pradana Fajar Ubaidillah Ahmad Fakhri Ivan Alfiansyah Fanka Angelina Larasati Fara Regina Isadora Fitri Zakiatul Lailia Fitria Adi Sulistiya Rini Fitria Adinda Rahmawati Gery Raharrdian Sony Ricardo Ghani Fikri Baihaqi Gladys Wahyu Khairunnisa Gusti Kul Fathiriansyah Haidar Giri Tidar Hanifa Putri Rahima Hanifah Muslimah Az-Zahra Hanum Dwi Rosidi Hanum Dwi Rosidi Harman Abiwardani Heraspati Yudha Pratama Herman Tolle Humfrey Prasetyo Rapri I Gede Surya Rahayuda Ibrahim Hafizhuddin Muttaqi Ikhsan Khaliq Ilham Bagas Harapan Ilma Bunga Sahara Imam Setyo Wibowo Indah Riska Aulia Indira Putri Hendini Intan Sartika Eris Maghfiroh Iqbal Zakkadiaksa Ismiarta Aknuranda Ismiarta Aknuranda Issa Arwani Jauhar Sirajuddin Ar Rajjani Kariyoto Kariyoto Khairunnisa' Rahmadhanti Komang Candra Brata Krishna Yudie Aqilla Iqbal M. Gilvy Langgawan Putra Maliha Athiya Rahmani Maysce Christi Miftahur Rizqi Mochammad Alif Kresnanto Mochammad Hannats Hanafi Ichsan Mohammad Khaafi Radja Rihan Mohammad Khaufillah Muhamad Iqbal Tawakal Muhamad Lukman Nurhakim Muhammad Abdullah Al Munawar Muhammad Arief Habibirrahman Muhammad Arya Dwi Septianto Muhammad Fariz Arizali Effendi Muhammad Febrilian Dwi Syahputra Muhammad Hafizh Andifaisa Muhammad Hasan Nasrullah Muhammad Ilham Maksum Muhammad Irfan Nugraha Muhammad Lazuardi Adinegara Muhammad Tri Hermawan Muhammad Zakhy Fitra Gusri Nanang Yudi Setiawan Niken Hendrakusma Wardani Norma Desitasari Noveria Anggraeni Fiaji Novia Herdiandini Nur Eka Hartiningrum Nurina Ayuningtyas Olga Oktavia Rahayu Prasetyo Margaret Wibisono Raesulli Kautsar Riando Rafidah Arafahni Miladi Rahadyan Nandiwardhana Rakhmadhany Primananda Reinata Devi Nindya Tirzasari Retno Indah Rokhmawati Reyhan Ramadhan Rinda Yemima Sari Riyan Bagaskara Rizka Ghaniyyah Rizkina Arya Nurfadilla Rocha Yulinar Rodiah Rodiah Sandi Dewo Rahmadianto Sapriliana Sukmana Putri Sarah Tsamara Dewanti Satrio Agung Wicaksono Satrio Hadi Wijoyo Satrio Priambudi Saksono Septi Sulistio Ardoko Shabrina Amalia Putri Sherin Kinanthining Ratri Sonia Dwi Suci Hayuningtyas Supraptoa Supraptoa Syaifudin Anshori Teresa Narwastu Teuku Yusuf Ryan Ar-Rasyid Tibyani Tibyani Vega Revaldy Veri Daffa Ramadhani Wahyu Rizki Ananta Welly Purnomo Widhy Hayuhardhika Nugraha Putra Widhy Hayuhardika Nugraha Putra Wildan Dery Rahadi Yoelius Ramadhan Pamungkas Yogie Tegar Pribadi Yulius Natalis Ega Pratama Yuninda Eka Nisrina Yusi Tyroni Mursityo Yusi Tyroni Musityo Zainal Abidin Zidane Ramadhan Misbahuddin Najib Zulvarina, Prima