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Peningkatan Pengalaman Pengguna Pada Platform Sepulsa Sumarna, Ertansyah Rizal Priadi; Kalimat, Arul Budi; Rahayu, Yari Ardiansyah; Suparman, Tegar Radiansyah; Hestiyanti, Mita; Rahayu, Asri Nurjati; Nurhayati, Mila; Ramdhani, Nabila Aprilia
JuTI "Jurnal Teknologi Informasi" Vol 2, No 2 (2024): Februari 2024
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/juti.v2i2.1170

Abstract

Sepulsa.com, merupakan sebuah situs web yang menyediakan layanan pengisian pulsa, pembelian voucher game, dan beragam transaksi keuangan lainnya. Pentingnya usability pada sepulsa.com melampaui sekadar pertimbangan praktis karena hal ini mencerminkan tantangan nyata dalam menghadirkan pengalaman pengguna yang memuaskan. Metode yang digunakan pada penelitian ini yaitu menggunakan user centered design (UCD). Hal ini bertujuan untuk memastikan bahwa desain UI/UX produk atau sistem sesuai dengan kebutuhan pengguna, mengurangi kesalahan, meningkatkan efisiensi, dan mengurangi biaya pengembangan. Penelitian ini mengevaluasi fitur register, login, dan pembelian voucher game dengan menggunakan system usability scale (SUS). Hasil evaluasi awal menunjukkan nilai rata-rata di bawah 68, menandakan adanya masalah usability yang memerlukan perbaikan. Namun, analisis lebih lanjut menunjukkan bahwa fokus pada perbaikan fitur akses voucher game dan penyesuaian pada register serta login dapat meningkatkan skor evaluasi ke dalam kategori yang lebih baik sesuai dengan system usability scale (SUS), mencapai nilai rata-rata untuk login sebesar 71.625, diklasifikasikan sebagai "good" dengan grade scale c.
Penerapan Teknologi Dalam Program Kerja KKN Tematik di Dusun 1 Desa Wanamekar Fadli, Dicky Muhamad; Gani, Ilham Abdul; Sumarna, Ertansyah Rizal Priadi; Faturrahman, Muhammad; Mubarok, Husni; Khoerunisa, Sarah; Handihastuti, Sri Deti; Aisah, Sri; Ali, Fiqry Maulana; Hilmi, Rifqi Muhammad; Daffa, Muhammad Alfie Diyaulhaq; Mubarok, Erick Husni; Afgani, Farhan Fauzan Al; Awaludin, Anggi; Fadilah, Hikmatul; Fauziah, Syita; Yulianti, Lisna; Nurjaman, Muhammad Miftah; Ilmi, Bahril; Ramdhani, Rifaldi Muhamad; Febriana, Felinda
Jurnal PkM MIFTEK Vol 3 No 2 (2022): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.3-2.1310

Abstract

Real Work Lecture is a mandatory activity that combines the implementation of the Tri Dharma of Higher Education with the method of providing learning and work experience to students. Wanamekar Village is one of the villages located in Wanaraja District, Garut Regency. The area of ”‹”‹Wanamekar Village is 78.5 hectares. The rapid growth rate has made the development of settlements for the residents of Wanamekar Village so rapid. According to data obtained from the Village Head, the livelihood of most residents is traders in the market. The potential that can be developed in Wanamekar Village, especially in Hamlet 1, is MSME, including salt, knitting and noga. The method used is the ICT volunteer integration approach which consists of four stages. Based on the results of the KKN activities, several benefits were obtained in the economic field, including the knitting business getting a visual display as a form of implementing K3 in the work area. In the health sector, the results show that the environment is clean and encourages the community to carry out community service. In addition, the community is enthusiastic about visiting the posyandu and the community has adopted a healthy life such as carrying out routine healthy exercise. In the field of education, results were obtained based on data that had been collected from seminars and door to door activities of 500 digitally literate people. In the social field the KKN team succeeded in helping the community in welcoming Independence Day.
Analisis Dan Peningkatan Pengalaman Pengguna Pada Platform Sepulsa Menggunakan Metode Use Centered Design (UCD) Rahayu, Yari Ardiansyah; Kalimat, Arul Budi; Sumarna, Ertansyah Rizal Priadi; Suparman, Tegar Radiansyah; Hestiyanti, Mita; Rahayu, Asri Nurjati; Nurhayati, Mila; Ramdhani, Nabila Aprilia
Jurnal Teknologi Informasi Vol 4, No 1 (2025): Agustus 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/juti.v4i1.1174

Abstract

Sepulsa.com, is a website that provides credit top-up services, purchasing game vouchers, and variousother financial transactions. The importance of usability on sepulsa.com goes beyond just practicalconsiderations as it reflects the real challenges in delivering a satisfying user experience. The methodused in this research is user centered design. This aims to ensure that the UI/UX design of the productor system meets user needs, reduces errors, increases efficiency, and reduces development costs. Thisresearch evaluates the register, login and purchase game voucher features using the system usabilityscale (SUS). Initial evaluation results show an average score below 68, indicating a usability problemthat requires improvement. However, further analysis shows that focusing on improving the gamevoucher access feature and adjustments to register and login can increase the evaluation score into aJuTI “Jurnal Teknologi Informasi”Fakultas Teknologi InformasiUniversitas Teknologi Digital Indonesia (d.h STMIK AKAKOM)DOI: 10.26798/juti.v1i2.xxx vol.1, No.2, Februari, e-ISSN: 2962-4118better category according to the system usability scale (SUS), reaching an average score for login of71,625, classified as "good" with a grade scale of c.Keywords: Usability, UI/UX, Sepulsa, User Centered Design, System Usability Scale