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Evaluasi Dan Perbaikan Aplikasi ONLINE RSAM Dengan Menggunakan Metode Usability Testing Dan System Usability Scale (SUS) Pada Rumah Sakit Anwar Medika Sidoarjo Dhuha Rizky Ramadhan; Retno Indah Rokhmawati; Diah Priharsari
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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Anwar Medika Hospital, Sidoarjo is one of the service agencies in the health sector which has 17 health service polyclinics and 22 disease specialist polyclinics. The total number of patients at Anwar Medika Hospital, Sidoarjo is approximately 15,000 and has 49 doctors. Anwar Medika Hospital, Sidoarjo develops hospital information facilities and has the main feature of booking outpatient queues in a mobile application called Online RSAM (Online Hospital Anwar Medika) which has a function to provide information related to Anwar Medika Hospital services. In its use, several problems were found related to the usability of the application which was tested through usability testing metric effectiveness. Efficiency and satisfaction with the System usability scale (SUS). The first evaluation found 6 problems related to the 5 given task scenarios, the next step was to improve the application interface according to the problems obtained based on the respondent's behavior, interviews and guidelines. The next stage is second evaluation based on the interface recommendations that have been made and then comparing the results of the second evaluation with the first evaluation. The results of the second evaluation based on recommendations for improving the application interface can increase the effectiveness matrix to 100% from the previous 96%, the efficiency metric increased from 0.06 goal / s to 0.08 goal / s and the satisfaction metric increased user satisfaction based on the SUS score of 66. to 79 so that it is in the "acceptable" position in terms of acceptability ranges.
Analisis dan Perancangan Aplikasi Manajemen Organisasi Karang Taruna dalam Membantu Mengelola Sumber Daya Karang Taruna Bambang Pramudhita Budhiman; Diah Priharsari; Andi Reza Perdanakusuma
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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To help address the problem of lack of participation of youth in Karang Taruna due to the lack of a system that is able to accommodate all organizational activities carried out by Karang Taruna, the author felt it was necessary to create an organizational management application that could help the performance and internal management in the Karang Taruna named Makna. The design of this Makna application is done using the Prototype Model method because in this method, it can be done the design of an interactive application prototype. as well as in the collection of data is also conducted interview methods and analysis of Business Processes. This research resulted in Unified Modelling Language (UML) design, diagrams and application interface design. After that, in order to ensure the feasibility of the application prototype to be accepted by prospective users, an application interface test with a Usability Testing approach is conducted. Usability Testing test on the design of this Makna application gets enough results to be accepted by prospective users later.
Analisis Kualitatif Penggunaan Media Sosial Terhadap Bisnis Usaha Mikro, Kecil, dan Menengah (UMKM) Anindya Agustina Damayanti; Diah Priharsari; Tibyani Tibyani
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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UMKM agar dapat berkembang harus bisa meningkatkan penjualan dan pangsa pasarnya. Salah satu cara agar usaha dapat berkembang adalah dengan melakukan pemasaran secara digital dengan memanfaatkan media sosial. Media sosial dapat digunakan untuk memasarkan produk atau jasa dengan lebih cepat dan mudah. Kemunculan media sosial dapat menjadi peluang yang sangat baik untuk UMKM karena penggunaan media sosial tidak membutuhkan modal yang banyak dan berbagai manfaat juga dapat diperoleh apabila media sosial dapat digunakan secara maksimal. Penelitian ini dilakukan untuk mengetahui bagaimana UMKM menggunakan media sosial untuk bisnis usahanya serta bisa menjadi referensi untuk membantu UMKM mempersiapkan penggunaan media sosial untuk pemasaran. Pengumpulan data dilakukan dengan melakukan wawancara semi terstruktur kepada pengusaha bisnis UMKM yang menggunakan media sosial. Kemudian hasil wawancara dengan narasumber diubah menjadi data verbatim dengan membuat transkrip wawancara. Data yang telah terkumpul kemudian akan dianalisis dengan menggunakan metode thematic analysis. Kesimpulan dari hasil penelitian yang sudah dilakukan ditemukan lima kategori yang menjelaskan bagaimana UMKM menggunakan media sosial, yaitu individual feature, alasan penggunaan media sosial, alasan tidak menggunakan media sosial yang lain, hambatan dari penggunaan media sosial dan pengalaman kurang menyenangkan dari penggunaan media sosial.
Studi Penggalian Pengalaman Guru di SMA Negeri 4 Madiun dalam Pembelajaran Daring di Masa Covid-19 Giovani Hasna Indriani; Diah Priharsari; Yusi Tyroni Mursityo
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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The COVID-19 pandemic has changed the face-to-face learning process to online learning. Online learning is one of the learning methods to solve current problems. With the implementation of online learning from home, teachers are required to change the original face-to-face learning plan to rely on a process without face-to-face. The problem with the many complaints at SMA Negeri 4 Madiun can come from confusing technological features, or it can come from individual teachers, or from organizations. The purpose of this study was to explore the experiences of teachers while teaching at SMA Negeri 4 Madiun, such as exploring the learning process, the feelings of teachers when teaching online, the problems faced during the learning process. The data was collected using structured interview techniques, and the qualitative data was analyzed using thematic coding. The results showed that: (1) online learning at SMA Negeri 4 Madiun has been going well, students and teachers can use technology and learning media; (2) a pleasant experience, namely more flexible learning, gaining new knowledge, and disciplined students; (3) unpleasant experiences, namely lack of interaction between teachers and students, students not participating in learning and many obstacles during the learning process; (4) students with network constraints can use school facilities and students who do not participate in online learning have a home visit / call from parents; (5) Online learning is combined with face-to-face learning, giving consultation hours, replacing homework with quizzes.
Pengembangan Rancangan Aplikasi Mobile Bisnis Crowdsourcing (Studi Kasus : "PT. Sinergi Ketahanan Pangan") Muhammad Vionda Novrian; Diah Priharsari; Kariyoto Kariyoto
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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PT. Sinergi Ketahanan Pangan is a company engaged in the chicken farming industry that runs an investment system in the form of crowdfunding with one of its products named Chick-In. Currently, PT. Sinergi Ketahanan Pangan uses website as a media to make crowdfunding investments. This research aims to design a mobile-based crowdfunding application. The method used for designing the application is Prototyping Method. In the early stages, researchers collect data so that what is obtained later is in the form of user characteristics, user objectives, and task scenarios through the interview process that will be summarized into user stories. Furthermore, the data collection results are analyzed and get some results related to user story, target market, user persona, functional and non-functional applications. In the next stage, some of the results of the analysis are used as a basis for designing applications. Application design generates use case diagrams, class diagrams, sequence diagrams, and business processes. Furthermore, some of the design results were used for prototyping, by making low-fidelity prototypes and high-fidelity prototypes using Figma. The results of the prototype were evaluated using the task scenario method and System Usability Scale (SUS) using 5 respondents. Questionnaires are distributed using Google Form media. Task Scenario test results found 6 problems found in respondent 1, respondent 3, and respondent 4. In SUS test results, R1 has the number of scores obtained is 90, R2 has the number of scores obtained is 75, R3 has the number of scores obtained is 78, R4 has the number of scores obtained is 83, and R5 has the number of scores obtained is 75. Then the total average score obtained is 80. This number indicates that the application is categorized as acceptable, grade scale B, and rating excellent. This means that the app can be said to be good or can be used by end-users.
Perancangan User Experience Aplikasi Mobile Informasi Pajak dan Pembayaran Terpadu Kota Malang dengan Metode Human Centered Design Eko Ardyanto; Herman Tolle; Diah Priharsari
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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The Regional Revenue Agency (Bapenda) of Malang City in its efforts to implement a smart city wants to create a mobile application for regional tax information. The application is expected to be a bridge between Bapenda and the community to make services and payments online through the application. Of course, the application needs to be well-made and easy to use so that people don't get confused when using the application. Based on this background, it is necessary to design a user experience for tax information and integrated payment mobile applications using the Human Centered Design (HCD) method. The research stage is carried out by determining user characteristics, identifying user needs, designing prototype and conducting tests. Identification of user characteristics and needs is done by creating empathy maps, personas and user journey maps. After that, for the designing prototype it is necessary to create a user flow and information architecture from the application. The design results are in the form of wireframes, screen flow and high-fidelity prototypes. Testing is done by assessing the effectiveness and efficiency aspects of usability. Based on the test results, the success rate is 91% and the time-based efficiency (TBE) is 0.15 goals / sec.
Evaluasi User Experience pada Game Marvel Super War menggunakan metode Enhanced Cognitive Walkthrough Muhammad Nicco Gumaisa; Satrio Hadi Wijoyo; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 9 (2021): September 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Marvel Super War is a game released by NetEase Games, chategorized as MOBA (Multiplayer Online Battle Arena). It collaborates with Marvel Entertainment. Marvel Super War is similiar to other MOBA games such as Arena of Valor and Mobile Legends. User experience is essential for the succesful market, mainly a new released game. Systems that aren't well designed and not easy to use will leave a user difficulty to learn and operate. It will create those systems infrequently used. In order to gain a great user experience, It's required an evaluation. Enhanced Cognitive Walkthrough is a user experience evaluation method that evaluators give a task based on scenario and some questions to the users to find out the problems which trouble the learning process. This method is compatible with a new released system. It is able to identify the users' cognitive process when running the system for the first time. The respondents used in this study were divided into two groups, 3 respondents who have never played the MARVEL SUPER WAR game, 3 experienced users in playing the MARVEL SUPER WAR game and and frequently play games with similar genre. The evaluation results on the MARVEL SUPER WAR game show that many problems occur due to the lack explanations of the function (hidden) on the learning control menu. However, the problems that arise are minor problems and do not affect the main functions in the game.
Perancangan Sistem Informasi Akademik Sekolah Menengah berbasis Website Bhagaskoro Putra Nindyalit; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The current academic system in schools still uses the traditional way, which is still using books as a means of recording. The large number of students starting from grade 1 to grade 3 made the school staff in the administration and discipline department experience problems when backing up data. The data still cannot be processed automatically, so students who need academic information must wait for the data to be processed. This raises several problems, one of which is when students want to get academic and administrative information. Students take a long time and have to find the teacher and staff concerned. Teachers have problems making copies of data for backup when books or data are lost or damaged. Based on the problems found, an information system is designed that will facilitate the process of managing student data by teachers and staff and facilitate the provision of academic information for students. The design carried out in this study only displays an interface for the user of the student actor. In testing user interaction and information system interfaces, the sample uses student actors and 6 respondents are obtained. The user interaction trial on the interface that was built was acceptable to the user and resulted in a score of 75% (Agree).
Analisis Teknologi dan Permasalahan pada Pembelajaran Jarak Jauh dimasa Pandemi Covid-19 pada Siswa SMK (Studi Kasus: Siswa Kelas XII Jurusan Teknik Pemesinan SMKN 1 Jenangan) Humam Huwaidi Al-Marzuq; Diah Priharsari; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The point of view of students regarding blended learning carried out during the COVID-19 pandemic took place at SMKN 1 Jenangan. Blended learning is something that must be done by vocational students considering that they need practice while still paying attention to health protocols during the pandemic, so that there are online classes that they do. Blended learning is carried out only on certain subjects, such as productive subjects. Respondents in semi-structured interviews involved 8 students of the Mechanical Engineering Department of SMKN 1 Jenangan. The number of respondents in this study is adjusted to the data needs for research. The interview process was conducted by the researcher by recording and having obtained permission from each research respondent. The time used for each respondent is 8-15 minutes. After the semi-structured interview was completed, the researcher provided additional methods, namely observation. Observations were made to validate the data generated from the previous semi-structured interviews. After the two methods were completed, the researcher conducted an analysis using the thematic coding analysis method using the Atlas.ti 9 tool and the thematic coding results obtained 5 main themes and 39 secondary themes. The five main themes are as follows: (1) Online Learning, (2) Offline Learning, (3) Use of Technology, (4) Learning Constraints, (5) Learning Suggestions and Expectations. In the 5 codes, there are 39 secondary themes that explain the blended learning process, the use of technology during the blended learning process, the obstacles experienced during the blended learning process, and suggestions and expectations of the blended learning process from the student's perspective.
Evaluasi Proses Bisnis menggunakan menggunakan Quality Evaluation Framework (QEF) pada CV. Jiwo Elektro Adithia Sandi Josua; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Technology is a world that is always evolving over time. Technological developments have now reached the stage of integration with business. In its implementation, of course the business will also participate in making changes and improvements in order to achieve the organization's vision and mission. CV. Jiwo Elektro is an organization engaged in manufacturing. In carrying out its business processes, the organization has targets that must be met in order to achieve its vision and mission. The existing business processes in the organization have also been integrated with the information technology used. To achieve these targets, it is necessary to evaluate the performance of the organization, especially during the current pandemic which greatly affects the performance of existing business processes. By evaluating the business processes running in the organization, it is hoped that the evaluation results can improve the efficiency and effectiveness of business processes so that organizational goals can be fully achieved. In this study, researchers evaluate existing business processes using the Quality Evaluation Factor (QEF) method. QEF is an evaluation method that focuses on the suitability of the targets set by the organization (quality factor) with the reality that occurs in the field. For this reason, before conducting an evaluation, researchers will first model the existing business processes in the organization. This business process modeling is carried out using the Bizagi application. To model the business process, the researcher collected data by using the interview method with the relevant stakeholders. After conducting interviews and modeling business processes, the researcher will conduct further interviews with decision makers regarding the quality factors or organizational targets that have been set. Then the researcher evaluates the data obtained by comparing the target with field data. The results of the evaluation will then become the results of this research and it is hoped that these results can be used by organizations for decision making in the future.
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