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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.
Pemberdayaan Masyarakat Dalam Bidang Linkungan, Ekonomi dan Kelembagaan Permana, Sulwan; Hadi, Muhamad Rizal Nurul; Suparman, Tegar Radiansyah; Sulastri, Dewi; Khaerunisa, Nisrina; Maulina, Wina Senja; Purnama, Alpin; Maulana, Mochamad Dilla; Giandhani, Mochammad Rizky; Nurahman, Zamzam; Munawar, Arby Muhyi; Firdausa, Muhamad Arga; Firzatullah, Belva Prana; Mubarok, Abil Miftahul; Maelani, Rega; Sukma, Ersa Hermalia; Aminah, Siti Nur; Fardiansyah, Bagas; Hilmayanti, Hilmayanti; Zaman, Muhammad Badru
Jurnal PkM MIFTEK Vol 4 No 1 (2023): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.4-1.1320

Abstract

At this time there are many problems faced by the community, especially in facing challenges in life in the future. Recent issues that are often faced regarding digitalization, environment, economy and institutions. The purpose of this KKN-Thematic is to empower the community in Wanamekar Village, Wanaraja District, especially hamlet 2 and hamlet 3 according to the field of cultivation. Digitalization is currently being driven by the government so that people are literate about the benefits and understand technology now, as was done by the Garut Institute of Technology KKN-Thematic participants in Wanamekar Village, Wanaraja District. The main problems in digital literacy start from people often misusing technology, difficult business development, ethics in social media. Apart from that, the issue of recognizing the environment by making biopore wells, socialization on making eco enzyme about processing organic waste into soap, applying visual displays about prohibitions and warnings, giving directions about online business for MSME business actors in Wanamekar Village, especially in hamlet 2 and hamlet 3. And National Computer-Based Assessment of elementary school students.
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