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Analisis Pengalaman Pengguna pada Situs Distribusi Digital menggunakan Metode Usability Testing dan User Experience Questionnaire (Studi pada store.steampowered.com dan gog.com) Munggarhanna Aschi Putra Jayana; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The development of information technology has grown rapidly and has influenced human life. E-commerce makes business competition move to network level, products in the form of licenses become a big prospect in business, and notice this as an opportunity known as digital distribution, two digital distribution sites which have similar business processes with knownly quite high visitors namely, store.steampowered.com and gog.com. Aim of the study is to compare user experience on the websites which have same characteristics and business processes in terms of usability.This study is using 2 testing methods, first is usability testing in the form of a scenario test that contains 6 (six) tasks with 4 (four) parameters which are tasks success rate, time per completed task, number of clicks during task completion, and error during task performance and user experience questionnaire which has 6 (six) scales namely: attractiveness, efficiency, perspicuity, dependability, stimulation, and novelty Respondents and test participants have different backgrounds with the range of the age are between 18-35 years old who have never used the two websites. Then study was strenghtened by focus discussion group (FGD) method to seek deeper meaning about user perspective and problems found. From the results of the analysis and comparison based on the methodolgy, Steam's test result is superior than gog's based on 4 test parameters conducted, the respondents from UEQ are giving good impressions which achieved positive (good) mean level on every UEQ scale. FGD and feedback test result from scenario task used for seeking detailed preception and user problems. From both tests performed it can be concluded that the store.steampowered.com site is better than gog.com.
Pengaruh Mediasi Information Avoidance pada penghentian penggunaan Social Network Service (SNS) Muhammad Rayhan Ravandika; Diah Priharsari; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Social media is currently almost used by every individual to communicate with friends or collegues. During this pandemic, social media is also used as the main source of information. The ease of access to find information about COVID-19 is one of the reason why every social media user is the main choice to find news. However, the information about COVID-19 on social media is increase everyday and have some bad impact for its users. The impact for cause the users of social media those get too much information can take action to avoid information untul the termination of information sources. From the problem above, the researchers identified the effect of information overload on information avoidance until have an impact on termination. In addition, this study describes the mediating effect of information avoidance on the discontinuance use of social media. This study is using the SEM-CB method by distributing questionnaires to 322 respondents. From the results of the study, all of the hypotheses were accepted with a P-Value of 0,000 and individuals were partially mediated by performing information avoidance actions when experiencing information overload before decided to discontinuous the sources.
Analisis Faktor yang memengaruhi Information Anxiety pada Pengguna Social Networking Sites (SNS) Salsabila Fairuz Rizky; Diah Priharsari; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The use of Social Network Sites (SNS) is increasing to find information during the social restrictions imposed due to the COVID-19 pandemic. The information available on SNS will help individuals understand the situation as it occurs and review preventive measures. However, the information available in several sources can be risky and have a negative impact on SNS users to affect the psychological well-being of users and encourage the emergence of information anxiety. This study aims to identify the factors that can encourage the emergence of information anxiety in SNS users during the COVID-19 pandemic by looking at the effects of two overload factors, namely system feature overload and information overload using the Covariance-based Structural Equation Modeling (CB-SEM) analysis method. The results of the study prove that only one of the two research hypotheses that can be accepted, namely information overload affects information anxiety in users, while the system feature overload hypothesis affects information anxiety in SNS users is rejected. Therefore, this shows that information overload has been proven to encourage the emergence of information anxiety, while system feature overload has not been proven to encourage the emergence of information anxiety in SNS users during the COVID-19 pandemic.
Evaluasi User Experience pada Game League of Legends Wild Rift menggunakan Metode Cognitive Walkthrough Endar Wahyu Pamungkas; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

League of Legends: Wild Rift is a MOBA (Multiplayer Online Battle Arena) game developed by the Riot Games system for Android and iOS. This game is a modified version of the PC game League of Legends. The new application or system certainly has a new and different look and experience for users of the game. Cognitive walkthrough is one method that can be used to evaluate usability in which users perform various task scenarios. Usability evaluation can be explained as a method of testing a system when the user performs with his own awareness in assessing the ease and error to be analyzed. User Experience must be designed as well as possible to suit and meet user demands. The lesson flow is like starting with a literature study, scenario planning, careful testing, followed by system analysis and data collection and analysis of results. The respondents used in this study were divided into 3 respondents who had never played the game League of Legends: Wild Rift and 3 people who had experience in playing the game League of Legends: Wild Rift and similar games. The results of the evaluation of the game League of Legends: Wild Rift have problems with its function (hiddendt) on the game select menu. However, this type of problem is light and easy to solve.
Analisis Faktor Yang Dapat Menyebabkan Terjadinya Technostress pada Karyawan Rahadian Fitra Syakura; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Technostress is one of the negative effects experienced by individuals due to the use of technology defined as a disease of modern adaptation caused by the inability to cope with new computer technology healthily. The negative effects of the use of this technology are also felt by employees caused by the use of information technology well and its use is increasing due to the Covid-19 pandemic. Workers who are supposed to come to the office and meet with colleagues are required to convert all their activities through communication software. The use of technology is needed to support work during the current pandemic, but this trend is becoming a new thing for some people. If employees experience technostress, their performance will decrease and employees cannot complete their work well. The Study objectives were to know the factors that can cause technostress in employees and how to reduce technostress from the individual side of the employee. Data collection is done qualitatively to employees of an organization by conducting semi-structured interviews. Data obtained from interview results are analyzed using thematic analysis methods. There are six stages in thematic analysis, including understanding data, data coding, finding themes, reviewing themes, defining and naming themes, and creating analytical results. The results of this study of employees of an organization experienced five technostress factors. The study also discusses how individuals deal with technostress in employees, namely self-efficacy and mindfulness.
Faktor Pengaruh Interaksi Aktif dalam Komunitas Online yang Disponsori Merek Dian Ika Fitriani; Diah Priharsari; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Branded online communities are created by brands themselves in order to create a medium for marketing their products through interaction with brand enthusiasts. Unfortunately, not all brands can create an active online community that interacts, which can provide output for branding and brand sales. Researchers try to learn what factors influence the formation of a lively and active online community. The research was conducted by collecting data from the online community in the form of online text from the comments column. From the online text data, data analysis was then carried out using the literature driven coding method. Where this method refers to the coding process using a model framework obtained from two theories, namely Self Determination Theory and Self Disclosure Theory. The findings show that the five factors in the model framework, namely Relevance, Autonomy, Competence, Familiarity, and Valence, have a significant influence on the success of active interactions in branded online communities. The second finding, the researcher describes the presentation of the emergence of each factor and the factors obtained that have a dominant influence are Relationship by 25%, Competence by 22%, and Familiarity by 20%. The third factor shows the percentage of occurrences above the average. Through the results of this study, it is hoped that it can provide new perspectives and references in managing an online community for SMEs that are still developing.
Analisis Kualitatif Perilaku Cyberloafing terhadap Pekerja di Lingkungan Kerja Wiryawan Yurih Kaloko; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The presence of the COVID-19 pandemic has recently changed the way humans work in various fields of work, especially for office workers. This phenomenon makes many companies take full advantage of information technology and the internet in their work environment. This provides comfort for humans to cause various problems, one of which is cyberloafing behavior. In this case, company managers need to consider the impact received from cyberloafing behavior in the work environment. This study aims to investigate more deeply the cyberloafing behavior of workers' use of information technology and the internet. This research hopes that it can contribute to the risk of adopting information technology and the internet into the process of designing a work environment in the field of Information Systems. The results of the study prove that the occurrence of cyberloafing activities is determined by the desire and need for rest at work and the occurrence of this behavior can be influenced by rules and reactions from the company. Then, cyberloafing behavior is also carried out at the same time and is carried out repeatedly, or under certain conditions if the conditions experienced by employees are met. In addition, the employee's view of cyberloafing behavior also has positive or negative values ​​depending on whether it is carried out according to the portion or not, if this behavior is carried out excessively it can have a negative impact on employees and the company.
Analisis Faktor-Faktor yang Mempengaruhi Keaktifan Individu pada Komunitas Online Rafly Ardiansyah Ikhsantyo; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Not all online communities succeed in inviting their members to be active in them. There is a theory called "Self Determination Theory". This theory focuses on the 3 main factors that underpin an individual's experience of autonomy, competence, and relatedness is said to drive the most voluntary and high-quality forms of motivation and engagement for activities. The discipline of Information Systems is related to social phenomena that exist in society caused by the development and influence of information technology. The research was conducted by making a conceptual framework based on "Self Determination Theory" which will then provide 3 hypotheses, namely autonomy, competence, and relatedness factors that have a significant influence on individual activity in online communities. Then the data was collected through interviews conducted on 13 resource persons who are members and also administrators of the online community. The selected online community is an online community of lovers of one of the fashion products that are much favored by local and international communities. After the data was collected, qualitative data processing was carried out using descriptive coding. After analyzing the data, it was found that the factors of autonomy, competence, and relatedness have a significant influence on individual activity in online communities. Researchers also provide suggestions for online communities who want their members to be active in them.
Perbandingan Kualitas Website Shopee dan Tokopedia menggunakan Metode Webqual 4.0 (Studi pada Mahasiswa Aktif Universitas Brawijaya) Vigo Hernando; Diah Priharsari; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The rapid growth in the number of Indonesians who shop online makes e-commerce service providers compete to improve the quality of their services. This is done in order to meet user expectations. On the other hand, the large number of e-commerce in circulation makes users confused about which e-commerce service to use. Therefore, this study aims to compare the quality of the two most popular e-commerce sites in Indonesia, namely Shopee and Tokopedia. This study uses two methods, namely Webqual 4.0 as an indicator of website quality testing and also the Importance Performance Analysis (IPA) method to provide recommendations for priority improvements on each website. Research data obtained from the results of questionnaires to 100 respondents for each e-commerce website. The calculation results found that the Webqual Index (WQI) of Shopee was 0.840 and Tokopedia was 0.844. The results of the Independent Sample T-Test difference test showed that there was no significant difference in the quality of the two e-commerce websites. Furthermore, the results of the analysis using Importance Performance Analysis (IPA) found that on the Shopee website there are 5 indicators with top priority and 4 indicators with low priority for improvement. Meanwhile, on the Tokopedia website, there are 5 indicators with top priority and 5 indicators with low priority for improvement. Other indicators do not need to be improved because the quality has met user expectations.
Analisis Faktor Organisasi dalam mengatasi Technostress pada Karyawan Evita Ilma Elina Sari; Diah Priharsari; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 2 (2022): Februari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Technology and information systems also have potential weakness that can be associated with negative stress. Stress caused by the utilization of technology is called technostress. Extreme technostress can cause employees get tired at work, unpleasant experience or dissatisfaction, and the emergence of a desire to stop working which will certainly harm the company. Therefore, this research was conducted with the aim of knowing how technostress is experienced by employees and how an organization can overcome technostress. The case study that used is the Education Personnel from Faculty of Computer Science Brawijaya University. Collecting data in this study using semi-structured interviews then will be transformed in verbatim. Data that collected will be processed using qualitative analysis with thematic analysis method. The conclusion of this study, there are eleven codes that explain the technostress experienced by employees and how an organization can overcome it. Codes that describe technostress experienced by employees are information systems to support employee work, information systems to support employee communication, techno overload, techno uncertainty, techno invasion, and techno insecurity then the code that used by organizations or companies to overcome technostress is the provision of technical support, literacy of facilities, involvement of facilities, and providing motivational encouragement. This results has important implications for a company to manage the technostress.
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