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Pemodelan Wireframe Sistem Manajemen Proyek Perangkat Lunak (Studi Kasus: PT. Arkatama Multisolusindo) Muhammad Fathur Rahman; Diah Priharsari
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

A project management system is a software that is used in helping project managers supervise the completion of projects, especially software, some obstacles cause the project to be unsuccessful including poor management factors, and lack of user involvement in providing feedback. PT. Arkatama is one of the companies that use the software. The author finds that there are problems faced by PT. Arkatama at the time of using the software one of the problems found was the limitation of features and users because the software used was paid and required adjustments in advance so that there was a possibility of obstruction of project completion, from the findings of the problem the company decided to build a project management system by adjusting to the needs of the company and making the system an internal office application The author assists in supporting the creation of the system by analyzing the needs to model the wireframe. The stages of this study are realising the need to find the root of the problem, identifying mapped problems, then modeling business processes using the Business Process Model and Notation (BPMN), especially in the process of changing needs and reporting progress, then analyzing the need to obtain software features and modeled with use case diagrams and explained with use case scenarios and producing 41 use cases, lastly continued until creating a wireframe from the use case scenario. Then an evaluation was carried out on the wireframe to get input from stakeholders as software users, the evaluation results were obtained with 3 inputs and 3 suggestions for improvements that focused on the appearance of the system, and the last stage of checking the needs that have been described the evaluation is carried out with traceability to produce functional needs that have been defined correctly and are by the wireframe.
Evaluasi dan Perbaikan Website Project Management Internship pada PT. Digtive Global Media menggunakan Metode Human-Centered Design (HCD) Faris Wibowo Putro; Diah Priharsari; Nanang Yudi Setiawan
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

Project management is an agenda or activity carried out as part of a plan to control human resources in a company or company. This is done in order to realize the goal within a predetermined time with certain resources. Website is a collection of components consisting of text, images, animated sounds, which are interesting information media and are very popular so that they can be used as a medium for sharing information. On the project management internship website that has been provided by PT. DIGTIVE is a website that is only used for internships working for companies. The author evaluates the project management internship website against the background of the importance of using the website in relation to monitoring or controlling human resources. Especially for internships that do tasks or work remotely or WFH. In the evaluation at PT. DIGTIVE the author will use the Human Centered Design (HCD) method. Then in evaluating the website the author also uses an additional method in the form of System Usability Scale (SUS). System Usability Scale (SUS). The solution design evaluation stage is almost the same as the initial design evaluation, namely measuring usability which includes three aspects of effectiveness, efficiency and user satisfaction. The respondents who participated in this assessment are the same respondents who participated in designing the initial design assessment. The researcher's observations showed that overall all the respondents successfully completed the task. This can be seen from the calculation of the percentage of effectiveness obtained by 100%. In the aspect of efficiency, the average time required for working on the task. Information related to the tasks assigned is the fastest at 3.26 seconds. This aspect of user satisfaction uses a System Usability Scale (SUS) questionnaire. The respondents involved in the design of this solution were still the same as at the time of the initial design, which used 10 respondents consisting of 3 stakeholders and 7 internship children from PT. DIGTIVE.
Analisis Penggunaan Media Komunikasi Online terhadap Partisipasi Kerja Kelompok Mahasiswa Universitas Brawijaya Secara Daring Alifdaffa Nurfahmi Dekatama; Diah Priharsari; Andi Reza Perdanakusuma
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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Abstract

During the Covid-19 pandemic, all universities conducted online teaching and learning activities using online communication media. The purpose of this study is to explore in depth what are the uses of online communication media in Brawijaya University students and the influence of using online communication media on group work participation by Brawijaya University students. In this study, researchers used qualitative methods with semi-structured interview data collection techniques and analyzed using thematic analysis methods. In the thematic analysis method, there are six stages, namely (1) Understanding the data, (2) Creating codes, (3) Searching for themes, (4) Reviewing themes, (5) Defining and naming themes, and (6) Making analysis results. . After the researchers got the findings from the results of the analysis that had been done, the researchers conducted a research quality test to determine the quality of the results of the research made. In the research quality test, this study met two parameters, namely the depandability test and the confimability test. Based on interviews conducted by researchers, they found that the use of online communication media by Brawijaya University students was mainly for group work activities as Discussion and Tasks. As for the participation itself, online communication media have an impact on the participation, activeness, and motivation of students in conducting online group work activities.
Analisis User Experience Konten Spiral Abyss Challenge dari Video Game Genshin Impact menggunakan Game Experience Questionnaire (GEQ) Giri Hartono; Diah Priharsari
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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Abstract

One of the most popular video games today is Genshin Impact. Currently the content of the endgame phase of this video game is the Spiral Abyss Challenge. Understanding the user experience (UX) of this endgame content is the key to being able to keep veteran players playing. Therefore, this research was conducted by analyzing the Spiral Abyss Challenge content from the video game Genshin Impact version 2.6 using the Game Experience Questionnaire (GEQ) in-game and post-game modules. This research aims to get an overview of the Spiral Abyss Challenge content UX and make recommendations to improve it. The research begins with problem identification, continues with literature study, research preparation, GEQ data collection, GEQ data analysis and ends with conclusions and suggestions. The author was assisted by 26 respondents to assess UX using the GEQ instrument. The results show that the Spiral Abyss Challenge content has a good UX. This is indicated by the high scores on the sensory and imaginative immersion components (2.79), positive affect (2.56), competence (2.52), challenge (2.63), and also the tension value (1.67) is low. Further UX improvement can be focused on the flow component which can be done by fulfilling several conditions, namely a balance of challenge difficulty with player abilities, clear goals, direct feedback and control.
Analisis Kualitatif Pemanfaatan Aplikasi Google dalam Kerja Kelompok Kolaboratif Daring Fikri Nur Hammam; Diah Priharsari; Andi Reza Perdanakusuma
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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Abstract

2019 was the beginning of the COVID-19 pandemic in Wuhan, China. The pandemic caused the government to implement PSBB (Large-Scale Social Restrictions). One of the areas directly affected is the education sector. The PSBB has caused the teaching and learning process that should have taken place face-to-face now can only be done online. Students use technology to support their teaching and learning process. One of the technologies used by students is cloud computing. Cloud computing features help students work collaboratively on assignments online. In this study, qualitative research was conducted to determine student behavior and also the obstacles experienced by them. This research was conducted by means of semi-structured interviews. After the interviews were conducted, the researcher conducted a transcript. The results of the interview transcripts were then continued with the analysis process. In this study, the thematic analysis method was used. The results of the analysis then produce behavioral findings and also the obstacles experienced by students when using cloud computing for online collaborative group work. The results of this study are the findings of student behavior during online collaborative group work such as student behavior before cloud computing was widely used, student behavior when choosing their own group, student behavior when selected by a group by lecturers, supportive group mates behavior, inhibiting groupmate behavior, student behavior when discussing online, student behavior when discussing offline, behavior towards friends is less cooperative. And also found obstacles experienced by students such as obstacles to the use of cloud computing, group work constraints, lack of Google applications, security issues.
Sistem Pendukung Keputusan Pemilihan Persediaan Bahan Produksi dengan menggunakan Metode Weighted Product berbasis Android (Studi Kasus: Burger Moe) Johan Fajar Eka; Diah Priharsari
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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Abstract

Decision making in the supply chain process must be appropriate so that the production flow process that is run can run well. One form of decision making from a company is through a Decision Support System (DSS). The implementation of SPK on Burger Moe's supply chain process aims to help companies determine decisions on selecting raw materials for production more quickly according to existing needs and conditions in order to help the company run well. In determining the production of raw materials, the company determines several criteria as a reference, including purchase price, purchase distance, number of uses (weekly period), and durability. These criteria become the main guidelines in the DSS using the WP (Weighted Product) method. The WP method is used to rank the best raw materials from all available alternatives. To see the suitability between the DSS and the decision recommendations made manually by the user, this study used the Spearman correlation test which resulted in a value of 0.586. This value indicates that the decision support system and user decisions have a moderate relationship strength.
Analisis Faktor Faktor yang Mempengaruhi Penggunaan Teknologi Komunikasi pada Pembelajaran Jarak Jauh (Studi Kasus: Mahasiswa Fakultas Ilmu Komputer UB) Lalu Muhammad Dzuu Mirrotin Nurkholis; Diah Priharsari; Satrio Agung Wicaksono
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

With the presence of COVID-19, the learning system has turned into distance learning. The use of communication technology is one solution to keep the learning process going. The role of communication technology in distance learning can help the communication process between students and teachers. The implementation of this distance learning system makes students get new experiences in the learning process using communication technology. The model used in this study is the Unified Theory of Acceptance and Use of Technology (UTAUT) which explains the behavioral factors of users in accepting technology. UTAUT is also used in various studies to see the intention and behavior of using technology. The purpose of this study is to determine the factors that influence the use and selection of communication technology in distance learning, and to find out how students view communication technology in the distance learning process. Data collection and analysis was carried out qualitatively on students of the Faculty of Computer Science, Universitas Brawijaya by means of interviews and thematic analysis. The results of this study, there are four factors in the use of communication technology, namely performance expectancy, effort expectancy, social expectany, and facilitating conditions. Two factors for choosing communication technology, namely application policy and application performance. Based on the results of the thematic analysis, it was found that communication technology can help students in distance learning.
Perancangan Desain Website Adens Gaming dengan menggunakan Metode Design Thinking Kevin Naphan Dwiputra; Diah Priharsari
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

Adenscorp is a small enterprise based in city of Malang, West Java that provides social media managemend services, brand awareness improvement, and also talent agency. In addition, Adenscorp is planning to expand their market by held a game tournament that was originally planned to be held twice a year. In addition to support the event, Adenscorp need a website to build an trusts of the player candidates of the tourney and to increase the quality of the technical matters. While developing the website's design of Adens Gaming, there is a problem that was expressed by the owner that did not have a deep understanding of the needs of the player candidates of the website that will be develop. In this research, the method of design thinking was used as the approach to find a deeper understanding of the problem and also to find the solution to a deeper understanding of the user's needs. On the process of developing the website, emphatize was done in a way of doing user interview to the targeted user that was done by interviewed Adenscorp as the stackholder. Formulation idea solutions or ideate using information achitecture and user flow. The outcome of this research is in the form of high-fidelity prototype design. The prototype was examined using usability testing method with the results are 94,2% on the effectiveness, 93,1% efficiency, and the average 85 on the satisfaction.
Eksplorasi Pembelajaran Hybrid di Universitas Muhammadiyah Gresik dari Perspektif Mahasiswa (Studi Kasus: Jurusan Teknik Informatika) Muhammad Wildan Cahya Purnama; Diah Priharsari; Satrio Agung Wicaksono
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

COVID-19 spreads rapidly which affects various sectors and one of them is the education sector, previously people came to campus for offline learning but nowadays it becomes online learning. The Ministry of Education and Culture stated as in the announcement to implement a hybrid learning policy. One of the universities that implement this hybrid learning is Muhammadiyah Gresik University. The research is done by using a qualitative research method to understand the process of hybrid learning and the problems encountered during the hybrid learning from the exploration that has done. The exploration is done by using semi-structured interview data collection techniques. The results of interviews with nine interviewees then transcribed and analyzed with thematic analysis to get the suitable themes and categories. From the research analysis results, the students were found not familiar enough with this hybrid learning because it was online learning before, so needed to do hybrid learning exploration to knowing how hybrid is implemented, what problems they faced, and what solution that they doing. There are many problems faced by the students in carrying out the hybrid learning for the first time, like being late for attendance because there was no notification and feel bored while attending lectures so that make sleepy. There was some solution to deal with it, such as asking friends and lecturers for help to solving the problems.
Pengembangan Sistem Pengelolaan Surat berbasis Web memanfaatkan Teknologi Integrasi Protokol IMAP Gmail (Studi kasus: CV. Putra Bahari) Dio Hilmi Habibi; Diah Priharsari; Nanang Yudi Setiawan
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

Letters are written communication media that originate from one party and are addressed to other parties and are used to convey information. CV. Putra Bahari is a company engaged in the procurement of goods, services and construction services. The management of correspondence by CV. Putra Bahari currently uses conventional methods or has not been fully computerized, letters received and sent have different types, quantities and origins, including from gmail or from physical letters sent directly to the office of CV. Putra Bahari. That way, the use of correspondence management in the conventional way has many risks such as loss of mail data, takes up a lot of space and the process of managing correspondence such as distribution and making of letters. In filing letters, there are incoming and outgoing letters, where there are letters in the form of physical documents and soft files. With the above problems, it is necessary to develop a web-based mail management system to help manage correspondence with the integration of the IMAP Gmail protocol. Using the waterfall software development method because it has a sequential series and clear workflow. Where in the development stage using the waterfall method and designing using the Unified Model Language (UML) which consists of use case diagrams, activity diagrams, sequence diagrams, and class diagrams. In its implementation, the Laravel framework is used which has the advantages of making a better program code function, has good documentation on the official page and provides security against basic web security attacks, while at the testing stage it uses black box testing.
Co-Authors Achmad Rizki Raharjo Adithia Sandi Josua Aditya Rachmadi Admaja Dwi Herlambang Afifah Khairunnisa Agi Putra Kharisma Agung Sudarmawan Ahmad Haydar Aisyah Altus Sholikah Alfan Azizi Alfin Rizqiansi Ansory Alifdaffa Nurfahmi Dekatama Alma Nissa Salsabila Ananda Rizki Oktavianti Ananda Yuke Wahyu Putra Pratama Anatasha Eka Syavina Andi Reza` Perdanakusuma Anggi Riza Amirullah Sidharta Anindya Agustina Damayanti Annisa Meidy Aprivisi Ewa Abbas Ardiansyah Dwi Cahyo Arifatus Sholikhah Arinto Bagas Satyoko Arnold Agung Christianto Arya Saputra Ayu Pramadita Dewi Bagas Noor Rachman Bambang Pramudhita Budhiman Belqis Putri Himmatul Karimah Bernadetta Br Haloho Bhagaskoro Putra Nindyalit Bhaktiar Adi Nugraha Buce Trias Hanggara Budi Santoso Christie Viviah Chandra Denny Sagita Rusdianto Devin Prayogo Devita Natalia Krisdayanti Dewi Yanti Liliana Dhiyaa' Ayu Widaad Citra Dhuha Rizky Ramadhan Dian Ika Fitriani Dika Esa Pramudya Dimas Hamdhan Prasetyo Dio Hilmi Habibi Dwi Cahya Astriya Nugraha Eko Ardyanto Elora Dosi Melindasari Elsa Fajar Prakoso Endar Wahyu Pamungkas Evita Ilma Elina Sari Faizal Bachtiar Fajar Pradana Fandika Rakhman Nanda Faried Fajar Faris Wibowo Putro Fatwa Ramdani, Fatwa Fauzan Zuhdi Wiryawan Ferrinda Aprilia Kautsar Syaharani Hazmi Fikri Nur Hammam Fitria Handayani Gery Raharrdian Sony Ricardo Gilang Pradana Giovani Hasna Indriani Giri Hartono Gumilar Hendra Kusuma Haidar Giri Tidar Hamidah, Siti Hamim Nizar Yudistira Hanifah Muslimah Az-Zahra Hanum Dwi Rosidi Hanum Dwi Rosidi Hening Endawila Noviani Herman Tolle Humam Huwaidi Al-Marzuq I Gede Surya Rahayuda Imam Cholissodin Indira Putri Hendini Intan Sartika Eris Maghfiroh Irfan H. Djunaidi Irfan H. Djunaidi Irtiyah Izzaty Mindiasari Ismiarta Aknuranda Issa Arwani Ivan Arrilya Eka Trexano Johan Fajar Eka Kamalia Fitriana Kariyoto Kariyoto Kevin Naphan Dwiputra Khansa Nabila Ulayya Khoirul Anwar Lalu Muhammad Dzuu Mirrotin Nurkholis Lutfi Fanani Luthfi Baihaqy M. Daffas Athadiansyah M. Gilvy Langgawan Putra M. Radhitya Rivan Pamungkas Malik Fajar Mas Ayu Ambayoen Mas Ayu Ambayoen Mervin Mervin Moch. Fahmi Reza Mohamad Zakaria Al Ansori Mohammad Ilham Pratama Elba Wahid Mohammad Khaafi Radja Rihan Muhammad Arya Dwi Septianto Muhammad Aulia Utama Muhammad Fadhil Risyad Muhammad Faisal Shabri Muhammad Faqih Fahmi Asyifa' Muhammad Fathur Rahman Muhammad Hilal Alifian Muhammad Nicco Gumaisa Muhammad Rayhan Ravandika Muhammad Vionda Novrian Muhammad Wildan Cahya Purnama Munggarhanna Aschi Putra Jayana Nabila Septa Paramita Nadya Nur Fadhila Nanang Yudi Setiawan Neneng Al-Anis Naudhatul Marik Neyla Nuril Fauziyah Nila Ayu Rosyidah Noveria Anggraeni Fiaji Nurma Afi Nirmala Nurma Afi Nirmala Nurul Inayah Rafi Audian Rafly Ardiansyah Ikhsantyo Rahadian Fitra Syakura Raka Rachmanda Putra Rama Arief Permana Ramdaning Puri Pradani Ratih Kartika Dewi Remizar Fahrezi Achyar Firdaus Retno Indah Rokhmawati Ringgo Abriovenandita Risky Danamonika Pratiwi Risma Putri Auliasari Rosaria Indah Sabda Norman Hayat Salsabila Fairuz Rizky Satrio Agung Wicaksono Satrio Hadi Wijoyo Selly Aqidatul Izza Siti Azizah Siti Azizah Siti Hamidah Supraptoa Supraptoa Syahri Awan Purnomo Taufiqurrachman Ilham Tibyani Tibyani Vicky el Fathea Kamiza Vigo Hernando Welly Purnomo Widhy Hayuhardhika Nugraha Putra Wiryawan Yurih Kaloko Yan Giska Pranandita Yushinta Prassanty Antoroputri Yusi Tyroni Mursityo Zahra Aulia Rahmadianti Zainul Anshor Zulvarina, Prima