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Komparasi Metode Klasifikasi Tersupervisi untuk Pemetaan Lahan Terbangun dan NonTerbangun Menggunakan Landsat 8 OLI dan Google Earth Engine (Studi Kasus: Kota Malang) Riswan Septriayadi Sianturi
Jurnal Penataan Ruang Vol 17, No 2 (2022): Jurnal Penataan Ruang 2022
Publisher : Jurusan Perencanaan Wilayah dan Kota, ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j2716179X.v17i2.13434

Abstract

Pertumbuhan kota Malang telah berdampak pada peningkatan lahan terbangun dan pengurangan lahan nonterbangun. Dinamika lahan terbangun dan nonterbangun tersebut mempengaruhi interaksi manusia dengan lingkungan dan keadaan ekonomi dan sosial masyarakat kota Malang. Oleh karena itu, informasi distribusi dan luasan lahan terbangun dan nonterbangun diperlukan untuk dapat membantu pengambilan berbagai keputusan perencanaan kota dan wilayah. Sayangnya, belum banyak penelitian terkait distribusi lahan terbangun dan nonterbangun di kota Malang. Penelitian ini bertujuan untuk memetakan distribusi lahan terbangun dan nonterbangun dengan Landsat 8 OLI dan Google Earth Engine (GEE) di kota Malang. Indeks spektral yang dihasilkan dari Landsat 8 OLI seperti NDVI, EVI, BU (NDBI-NDVI), LSWI, dan MNDWI serta titik ketinggian (elevation) dan tingkat kelerengan (slope) yang diturunkan dari ALOS DSM 30m digunakan sebagai masukan untuk klasifikasi tersupervisi. Ragam teknik klasifikasi tersupervisi seperti Support Vector Machine (SVM), Random Forest (RF), Minimum Distance (MD), Gradient Tree Boost (GTB), dan Classification And Regression Tree (CART) digunakan untuk memetakan distribusi lahan terbangun dan nonterbangun. Random Forest menunjukkan akurasi tertinggi dalam memetakan lahan terbangun dan nonterbangun di kota Malang dengan Overall Accuracy 0,96 dan Kappa Coefficient 0,91. Luas area terbangun diestimasi sebesar ~55%-61% dan nonterbangun sebesar ~39%-45% dari total luas kota Malang.
Pengembangan Aplikasi Perangkat Bergerak Sistem Informasi Manajemen Produk Transaksi dan Keuangan UMKM di Kota Malang berbasis Android Yohannes Sebastian Sibarani; Agi Putra Kharisma; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the problems experienced by MSMEs is conventional recording. Conventional recording problem causes a discrepancy in the recording of production and transactions of goods. This situation can make it difficult for MSMEs to compete with their competitors. The MSME information system can encourage an increase in the competitiveness of an MSME compared to its competitors. This study aims to develop a mobile application for MSME information systems in the city of Malang. The MSME information system was developed using the SDLC waterfall, the Android operating system, and the Firebase data storage service. This research was conducted in 4 stages, namely needs analysis, design, implementation and testing. The needs analysis carried out resulted in 17 functional requirements and 3 non-functional requirements. The design stage produces activity diagrams, sequence diagrams, class diagrams, pseudocode, data design, and interface design. In the implementation phase, the database, program code and interface are implemented. In the testing phase, 4 tests were carried out, namely validation with black box, usability with SUS, portability (Android version 9.0, 10.0,11.0 and internet connectivity), and localization (translation). Blackbox testing shows 100% valid results for functional requirements. Usability testing with the SUS method produces an average score of 89.5 (best imaginable). Compatibility testing and localization testing show valid results. The results of this study can make it easier for MSME actors to record production and transactions of goods and reduce the risk of recording mismatches.
Perancangan Pengalaman Pengguna Mobile Learning menggunakan Metode Human Centered Design (Studi Kasus: Madrasah Ibtidaiyah Hidayatul Athfal) Agus Purnomo Ruminto; Riswan Septriayadi Sianturi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic that has occurred since April 2020 has caused a change in online learning (offline) to online learning. Madrasah Ibtidaiyah Hidayatul Athfal is one of the elementary schools in Cinere, Depok city that is not ready to face the online learning process. Mobile-based online learning applications can help Madrasah Ibtidaiyah Hidayatul Athfal to organize an online learning process. This research aims to design the user experience to have good results in terms of user experience and usability. The method used in this research is Human Centered Design (HCD). HCD has 4 stages, namely identification of user context, specification of user requirements, design of solution design and evaluation of solution design. The user context identification stage was carried out by interviewing the Hidayatul Athfal Madrasah as a stakeholder. The second stage, the specification of user requirements is carried out by analyzing the results of interviews with stakeholders and users to obtain content requirements. The third stage, the design of the solution is carried out by implementing the results of the analysis and producing user flows, information architecture, wireframes, screenflows, mockups, and prototypes. The last stage is the evaluation of the solution design using the usability testing method and the User Experience Questionnaire (UEQ) to 10 respondents, namely 5 teachers and 5 students from Madrasah Ibtidaiyah Hidayatul Athfal. The design of the solution made obtained a score of 89.2% for the effectiveness aspect, 0.046 goals/second for the efficiency aspect, and 85.75 with grade A for the user satisfaction aspect. The UEQ results in the attractiveness aspect got the good category, perspicuity got the excellent category, efficiency got the good category, dependability got the good category, stimulation got the excellent category, and novelty got the above average category.
Perancangan Pengalaman Pengguna Aplikasi Manajemen Media Sosial untuk Online Shop berbasis Mobile dengan Metode Design Thinking Tifanny Rizka Faressi; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Many people start online shops to fill their spare time during the Covid-19 pandemic. Most online shops use social media as their marketing media. Pioneering online shop businesses are experiencing some problems in terms of social media management. Unmanaged social media may reduce the number of followers and impact sales. Social media management can bring a positive impact on online shop sales. The social media management activities include creating content, scheduling content, and analyzing posts. This study proposes a design solution to solve existing problems by designing a user experience for a social media management application called Socime. The design process is conducted through five stages of design thinking method, from empathize with users to solution design testing. Testing is performed using usability testing, focusing on three aspects: effectiveness, efficiency, and satisfaction. The solution design resulting from this research scored 100% for effectiveness, 0,059 goals/sec for efficiency, and got a SUS score of 90 out of 100 for satisfaction. The Socime design solution received A in grades, Best Imaginable in the adjective rating category, and Acceptable in the acceptability range category based on the SUS score.
Perancangan Pengalaman Pengguna Aplikasi Pelayanan Publik Online di Kelurahan menggunakan Metode Human-Centered Design (Studi Kasus: Kelurahan Sisir, Kota Batu) Pungky Aryati; Riswan Septriayadi Sianturi; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Services in Sisir Village, Batu City are performed offline by bringing the RT/RW cover letters and supporting document such as copies of ID cards and family card. Many of queues at the service office, making some requests have to be postponed, while residents didn't have free time to come back because of their business. This study aims to produce a user experience design that is under user expectations in terms of user experience and usability. Human-Centered Design was chosen as the method used in this study. This method prioritizes the user which is carried out in several stages; literature study, usage context analysis, the user needs analysis, solution design, and solution design evaluation. The test was carried out using usability testing which is carried out on 10 respondents. Usability aspects tested include effectiveness, efficiency, and user satisfaction. The results of the effectiveness test obtained a value of 86,43%, the efficiency test obtained a value of 0.1725 goals/second, and the user satisfaction test obtained a score of 68 which was categorized as good and grade scale D, which means the design is still acceptable.
Perancangan User Experience Aplikasi Salon Online dalam Menghadapi Pandemi di Lina Salon Alsiendo Dewantara; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic has brought losses to many parties. Since the pandemic, salon businesses in cities and regions have experienced large turnover losses that have brought the business to a standstill. Lina Salon is one of the salon businesses in the Pacitan area, East Java which has been running for more than 20 years. Although the business has been running for 20 years and is well known by the local community, Lina Salon's customers are increasingly quiet and have experienced a decrease in turnover of more than 50%. With the hope of reconnecting the disconnect between Lina Salon's business goals and the needs of its customers, the researcher designed an online salon application user experience so that Lina Salon's customers can still carry out beauty treatments and Lina Salon's business can resume running. The method used is design thinking because from existing research, design thinking can produce innovative solutions to problems. The final result of this research is a high-fidelity prototype with good usability value. The value of the three usability aspects obtained is for the effectiveness aspect, from the user side it produces a value of 91% and the admin side produces a value of 90%. In the aspect of efficiency using time-based efficiency, from the user side it produces a value of 0.282 goals/sec and the admin side produces a value of 0.083 goals/sec. Then to test the usability aspect of satisfaction using the SUS questionnaire, from the user side it produces a value of 80% and from the admin side, it produces a value of 83.125%.
Perancangan User Experience Aplikasi Thriftshop di Masa Pandemi berbasis Mobile menggunakan Metode Design Thinking Atikah Nabila; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At the beginning of 2020, Covid-19 attacked the whole world and claimed many lives, thus limiting community activities, one of which was direct buying and selling activities. Based on the survey, researchers found that as many as 95.6% of buyers found it difficult to visit a thrift shop during the pandemic. Furthermore, as many as 91.3% of buyers also find it difficult to find suitable used clothes at affordable prices. Then, as many as 73.9% of buyers feel that a lot of time is wasted when buying used clothes directly at a thrift shop. Finally, as many as 69.5% of buyers find it difficult to find a place to sell used clothes. Therefore, to overcome the difficulties felt by buyers, it is necessary to design a mobile application user experience to help make it easier for buyers to make purchases of used clothes online. The design of user experience in this study uses the design thinking method which consists of 5 stages, namely empathize, define, ideate, prototype, and test. The last stage is testing using usability testing to test aspects of effectiveness, efficiency aspects, and aspects of user satisfaction. The test results on the design of the application solution that have been made show that the effectiveness aspect test gets 100% results, the efficiency aspect test gets a result of 0.0724 goals/sec, and the satisfaction aspect test gets a System Usability Scale (SUS) score of 94 out of 100. The SUS score indicates that the solution design from the thriftshop application user experience design is in the grade A category, adjective rating excellent, and also in the acceptable category.
Perancangan User Experience Aplikasi Pesenin berbasis Mobile menggunakan Metode Design Thinking Rebecca Octaviani; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Purchasing through food delivery platforms is one of the ways that Indonesian people often buy food and drinks. The author conducted interviews with 5 respondents to explore obstacles when using food delivery platforms. All respondents felt the problem of daily menus that were too monotonous, the difficulty of finding viral food, and the inability to order large quantities of food for another day on the food delivery platform. Therefore, the solution to the problem is to create a user experience of Pesenin Application mobile-based. The Pesenin application is a food ordering application that is expected to make it easier for users to get food using catering or pre-order service systems. The design of this application user experience is designed using the Design Thinking method because this method focuses on potential users and problems and thinks broadly to find good solutions for potential users. The end of this research is usability testing by testing aspects of effectiveness, efficiency, and satisfaction. Testing the effectiveness aspect resulted in a value of 100%. Testing the efficiency aspect resulted in a value of 0.053 goals/second. Testing the satisfaction aspect using the System Usability Scale (SUS) and getting an average SUS score of 86.56. SUS score of Pesenin application gets B for grade scale, excellent for adjective rating, and acceptable for acceptability.
Pengembangan Aplikasi Perangkat Bergerak Rekomendasi Co-Working Space di Kota Malang berbasis Android Stefanus Dany Supryatna Sinaga; Riswan Septriayadi Sianturi; Agi Putra Kharisma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the problems experienced by entrepreneurs is the difficulty of making decisions in finding a co-working space that is in accordance with the wishes of the entrepreneur. This problem was obtained based on the results of a survey conducted on five entrepreneurs in the city of Malang. These problems include high rental rates, long distances to locations, less comfort levels, and other problems. Therefore, this research was carried out with the aim of developing a mobile application for recommended co-working space in Malang City based on Android called CoSpace. The CoSpace application was developed using the SDLC waterfall method, Android OS, and Firebase. This research is divided into four steps, namely needs analysis, design, implementation, and testing. Requirements analysis resulted in twelve functional requirements of users and admins and two non-functional requirements. The design stage produces activity diagrams, sequence diagrams, class diagrams, algorithm designs, and interface designs. The implementation phase results in the implementation of program code and interfaces. Validation testing gets 100% valid results. Testing the usability effectiveness of users and admins gets 100% successful results. User and admin usability efficiency tests get 0.001501 and 0.001741 tasks/second. The results of the usability satisfaction (SUS) test are 90.625 (best imaginable). The results of this study can make it easier for entrepreneurs in Malang City to choose a co-working space that suits user needs.
Perancangan User Experience Aplikasi Manajemen Keuangan Rukun Tetangga menggunakan Metode Human-Centered Design. Studi Kasus: Perumahan River Village Blok E2 Kota Malang Zalfa Rossana; Riswan Septriayadi Sianturi; Agi Putra Kharisma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Neighborhood pillars are institutions formed by the community which are under the community pillars. One of the activities carried out is managing finances including payment of monthly fees, bookkeeping, and financial audits. In its management, the treasurer still uses the manual method. So that the treasurer needs more time in recording and making monthly reports. Residents also often forget to pay dues so that they have dues dependents. So this study aims to design a neighborhood financial management application that is expected to help residents, treasurers, and chairmen at the River Village Housing Block E2 Malang City in managing financial activities. Human-centered design is used as a method in designing this user experience which begins with an analysis of the context and user needs which is then implemented in the form of a solution design. Then, a design evaluation was carried out using usability testing and a user experience questionnaire to 5 respondents which resulted in an effectiveness value of 82.8%, an efficiency value of 0.072 goals/second, with 85th score, grade A, adjective excellent, acceptable, promoter, and UEQ aspects with attractiveness 2.77, perspicuity 2.35, efficiency 2.85, dependability 2.9, stimulation 2.85, and novelty 2.5. In addition, design improvements and additional features were made according to the respondents' suggestions which resulted in an effectiveness value of 96.7% with an efficiency value of 0.088 goals/second. Thus, this research produces a prototype for further development.