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Perancangan User Experience Aplikasi Forum Dan Jual Beli Bibit Tanaman Dengan Menggunakan Human-Centered Design Galistyawan Caesanova; 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

The COVID-19 pandemic has given birth to the trend of caring for plants. The demand for plant seeds for plant sellers increased. However, several obstacles arise such as low ability to bargain for products, lack of available market information, and lack of clarity on the product marketing network. This happens because of the limited reach of marketing and no place to wider their market. The design of the application user experience on the android system can be an answer to this problems by creating forum for product marketing from seed traders to buyers and by a forum for mutual questions and answer discussion. This research using the Human-Centered Design (HCD) approach. The results of usability testing evaluations by traders get 100% effectiveness, time base efficiency 0.10054 goals/sec, with the predicate SUS excellent and for attractiveness aspects 2.23, praise 2.15, efficiency 2.10, accuracy 2.10 , stimulation 2.20, novelty 1.90. testing on buyers, 100% effectiveness, 0.201 efficiency, system usability scale 8.3 with very good category, and user experience questionnaire on aspects of attractiveness 2.23, game 2.75, efficiency 2.20, accuracy 2.25, stimulation 2.30, and novelty 0.90. The Buyer User Experience Questionnaire was in the very good category except for novelty getting above average.
Perancangan User Experience Aplikasi Toko Air Minum menggunakan Metode Pendekatan Human Centered Design (Studi Kasus: Toko Berkat di Cibubur) Reynard Euginio Tjokro; Agi Putra Kharisma; Riswan Septriayadi Sianturi
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

Water Drinking Store application designed to help store owners in providing good service and help customers make transactions easier. This research conducted to design a good user experience for its users. In making this design using the HCD (Human-Centered Design) method that has 3 main stages, namely inspiration, ideation, and implementation. Application testing is carried out using usability testing and filling out User Experience Questionnaire (UEQ) for 2 types of users. The test results for the owner's application show an effectiveness value of 92.5%, an efficiency value of 0.12 goals/second, and a user satisfaction value of 82.5. Meanwhile, the customer application shows an effectiveness value of 90.18%, an efficiency value of 0.216 goals/second, and a user satisfaction value of 81.43. Then the UEQ results on owner's application, showed excellent value in the attractiveness, efficiency, dependability, stimulation, and novelty aspects and had good value in the perspicuity aspect. Meanwhile, the customer application had good value in the attractiveness, efficiency, and dependability values and had above average value in the perspicuity, stimulation, and novelty aspect. These results shows that the design solution is acceptable with good usability values ​​and has user experience values ​​that each aspect is above average.
Perancangan User Experience Aplikasi Konsultasi Kesehatan Mental Online di Masa Pandemi berbasis Mobile menggunakan Metode Design Thinking Fadhil Arif Muhammad; Agi Putra Kharisma; Riswan Septriayadi Sianturi
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

The COVID-19 pandemic is an epidemic that not only affects the physical condition, but also the mental condition of a person. For students in particular, the COVID-19 pandemic has an impact on student acceleration in experiencing a quarter-life crisis so that students become anxious, insecure, and stressed. Therefore, researchers designed a mobile application user experience to help the community, especially students with an age range of 18-25 years, to reduce the stress experienced by consulting online and offline experts. The method that the researcher uses in this research is Design thinking because this method focuses on the user experience so it is suitable for mental health consulting applications. For validation, usability testing was carried out on 10 respondents by getting the success rate effectiveness aspect value of 90.5%, efficiency aspect using Time Based Effieciency calculation of 0.078 goals/second, and satisfaction aspect by getting a score of 83.25 which classified as B, Excellent rating, and acceptable category. Furthermore, user experience testing was also carried out on 20 respondents using the User experience questionnaire (UEQ) questionnaire with the results of the attractiveness aspect of 2.16, the perspicuity aspect of 2.06, the efficiency aspect of 2.28, the dependability aspect of 2.15, the stimulation aspect of 2.08, and the novelty aspect. of 1.43. Then the test results become the basis for researchers to make improvements to the interface in accordance with the feedback given by the respondents.
Perancangan User Experience Aplikasi Mobile Online Therapy untuk Mengatasi Depresi bagi Remaja menggunakan Metode Human-Centered Design Lalu Muhamad Arfian Arya Gandhi; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Every individual have problems that must be faced, both physically or mentally. Data from the World Health Organization in 2014, showed that depression was the cause of global disease and illness for youth, with suicide as the third largest leading cause of death behind road traffic injuries, and HIV/AIDS. Data from Basic Health Research (Riskesdas) in 2018, it was found that the prevalence of mental health disorders with age 15 years old and over reached around 6.1% of the total population of Indonesia or the equivalent of 11 million people. From a study conducted with adolescents with an age range of 15-24 years old had a percentage of 6.2%, and major depression will experience a tendency from self-harm to suicide. From these problems, there is a solution offered, is to conduct online therapy. Online Therapy aims to help people with depression to be able to cure their depression with proper treatment through online therapy services. This method is devoted for mental health healing, where a therapist provides psychological advice and support via the internet. In this design, the researcher uses the Human-Centered Design method approach in order to create application designs according to user needs. The final result of this research is a high-fidelity prototype with a good usability score. The three aspects of the usability value was obtained were the effectiveness aspect from the user side gets a score of 88%, and from the psychologist side gets a score of 84%. The efficiency aspect using time based efficiency from the user side gets a score of 0.103 goal/sec, and from the psychologist side gets a score of 0.077 goals/sec. And the satisfaction aspect by using the SUS questionnaire from both sides of user and psychologist gets a score of 80.5 with grade A-, adjective good, and acceptable.
Perancangan User Experience Aplikasi Self-Checkout di Supermarket menggunakan Metode Human-Centered Design Febby Anggara Putra; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Due to the Covid-19 pandemic, the government has implemented restrictions with various policies, one of which is social distancing. The implementation of this policy changes people's habits, including in shopping activities, which must now pay attention to the distance limits set by the government, while people must interact directly with other people, which is very high risk. This research aims to design a self-checkout application user experience in supermarkets to help overcome the limitation problem, so that people can do shopping activities without worrying if they have to interact with other people. Self-checkout is a facility that allows users to pay and pack their own groceries without the help of a cashier. This facility is very easy to use because users only need to scan shopping items, then pack and pay for them on the provided machine. Human centered design method is used in this research. This method has several stages, namely literature study, usage context analysis, user needs analysis, solution design design, solution design evaluation, result analysis and drawing conclusions. The design of this application produces visual designs in the form of wireframes, mockups, and prototypes. The test results with the help of Maze and Google Forms get an effectiveness aspect value of 94.29%, an efficiency aspect of 0.200 goals per second, and a user satisfaction aspect of 85.25 with an excelent adjective rating and grade A.
Perancangan User Experience Aplikasi Jasa Pengiriman Kendaraan Bermotor menggunakan Metode Pendekatan User Centered Design (Studi Kasus: Cakwar888) Mohammad Lukman Wibowo; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Cakwar888 is a premium delivery service specializing in the delivery of goods and motorcycles. Cakwar888 faces obstacles in the ineffectiveness of operational activities and communication with customers. Currently, operational activities and communication with customers are carried out through Instagram and WhatsApp. Customers have to wait for a reply to get information and services. This causes the services provided to be less than optimal. This study aims to design the user experience of a motorized vehicle delivery service application. Mobile applications have the potential to solve communication problems with customers, support operational activities, improve brand identity, and increase customer satisfaction. To produce an application design that meets user needs, a user centered design (UCD) approach is used which involves the user in the design process. The testing and evaluation phase is carried out using usability testing and a user experience questionnaire. Usability testing was conducted on 6 respondents. The usability test results on the effectiveness aspect got 96.43% results, the efficiency aspect got 0.085 goals/sec, the satisfaction aspect got 88.75 results, including in grade A+, best imaginable adjective, and acceptable category. User experience testing was conducted on 20 respondents. The user experience test results on the attractiveness aspect got 2.20 results, the perspicuity aspect got 2.21 results, the efficiency aspect got 2.34 results, the dependability aspect got 2.11 results, the stimulation aspect got 2.40 results, and the novelty aspect got 2.18 results.
Perancangan User Experience Aplikasi Monitoring dan Konseling Pertanian dengan menggunakan Metode Human-Centered Design (Studi Kasus Kabupaten Magetan) Eko Nur Adi Prasetyo; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

As an agricultural country, Indonesia should prioritize developments in the agricultural sector. Monitoring and counseling have a great effect on increasing the productivity and welfare of farmers. The aim is to monitor the activities carried out by farmers and provide education so that farmers' production techniques develop. The process of agricultural counseling activities still takes a long time. This is because counseling is hampered by distance and materials received by farmers. This was exacerbated during the COVID-19 pandemic because monitoring and counseling activities were constrained by the government's policy of limiting activities. The goal of this research to design a user experience for agricultural monitoring and counseling applications so that the monitoring and counseling process between farmers and extension workers can be done anytime and anywhere. The method used is human-centered design which consists of user context analysis, user needs analysis, solution design and solution design evaluation. the evaluation process uses usability testing and system usability scale. The test was carried out on 5 farmer respondents and 5 extension respondents. testing from the extension workers resulted in an effectiveness value of 82%, an efficiency value of 0.051 goals/sec and a satisfaction value of 80 with grade B. While testing from farmers resulted in an effectiveness value of 87%, an efficiency value of 0.108 goals/sec and a satisfaction value of 80, 5 with grade A.
Perancangan User Experience Website Marketplace dan Pemetaan Hasil Pertanian menggunakan Metode Five Planes Mahatva Zenggi Maggenta; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Farmers often have difficulty in marketing their agricultural products. Besides the small market, the game of middlemen is the biggest enemy for the farmers. So that in buying and selling activities, farmers receive sales results far from the actual profit. The solution to these problems, researchers provide a solution that is offered, namely a website platform Mepisar.id. Through the website, it will be able to contain information regarding education and price monitoring, mapping of commodity yields in an area. The five planes method is the approach method used in this study. The goal is to create application designs according to user needs. The evaluation carried out got a good usability value. The usability values ​​obtained include the effectiveness aspect from the user's side, getting a score of 88%, and from the seller's side it gets a value of 89%. Then the efficiency aspect from the user's side gets a value of 0.105 goals/sec, and from the seller's side it gets a value of 0.094 goals/sec. For the satisfaction aspect using the usability scale (SUS) system, the user gets a score of 91.5 and the seller gets a score of 85 with grade A, adjective excellent, acceptable, and promoter. The UEQ results on the attractiveness aspect got a score of 2.85. Perspicuity aspect got a score of 2.88. The efficiency aspect gets a value of 2.85. Dependability aspect got a value of 2.90. The stimulation aspect got a score of 2.83 and the novelty aspect got a score of 2.58 which was converted into a benchmark scale into the excellent category.
Pengembangan Lanjut Aplikasi Manajemen Persediaan Barang berbasis Android pada UMKM "Amira Shop" Ciganjur Hilmy Saeful Fatah; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Currently, mobile applications have been used in various aspects by most people in supporting their daily lives, including the entrepreneurship process. However, technology-based recording is still very rarely found in medium to low scale businesses, one of which is the MSME Amira Shop. Therefore, we need an application that can automate the management of incoming and outgoing stock of goods. In the process of developing, this application using the waterfall process model. At the requirements analysis stage, 14 functional requirements and one non-functional requirement were found which were implemented in the form of use case diagrams and use case scenarios. Based on the results of the needs analysis, a system is designed in the form of sequence diagrams, class diagrams, and wireframe interfaces as the initial design of the application. At the implementation stage, the application design that has been compiled will be implemented in the form of mockups and applications that use the Kotlin language. And on the test results, functionality testing was carried out with perfect results. Usability testing was carried out using a task scenario with metrics of success rate, time-based efficiency and system usability scale which resulted in a score of 76%. Finally, the compatibility test got valid results on all tests with a minimum version of android 8.0 or Oreo.
Perancangan User Experience Aplikasi Pusat Kebugaran dengan Pendekatan Human-Centered Design (Studi Kasus Kota Malang) Muhammad Fachri Pratama; Riswan Septriayadi Sianturi; Agi Putra Kharisma
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

Fitness center information is currently difficult to know because many potential users have to conduct a direct survey of fitness center information. The results of an interview with one of the informants, namely the data listed, are not by the user's wishes, such as the cost of exercising, contacts, and how to become a fitness center member. The design is carried out using the Human-Centered Design method, which aims to make a valuable system to meet user needs, Effectiveness, Efficiency, and user satisfaction. Testing is done using Usability Testing and UEQ. The results of this study are expected to make it easier for potential users to find detailed information from the fitness center. The Usability Testing results used to get results, Effectiveness is 97% for users and 100% for managers, Efficiency is 0.176 goals/sec for users, and 0.106 goals/sec for managers. The results of the calculation of the satisfaction aspect using SUS get an average value of 77.59, including a suitable category for users, and 70, including ok type for managers. UEQ calculations get benchmark results for users, namely Attractiveness (2.04 Excellent), Perspicuity (2.01 Excellent), Efficiency (1.91 Excellent), Dependability (1.88 Excellent), Stimulation (1.88 Excellent), and Novelty (1.60 Good). In addition, the manager's results are Attractiveness (2.28 Excellent), Perspicuity (2.00 Good), Efficiency (2.17 Excellent), Dependability (2.25 Excellent), Stimulation (2.25 Excellent), and Novelty (1.33 Good).