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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.
Peranan KKN Tematik Sebagai Potensi Untuk Memulihkan Ekonomi di Desa Sindangmekar Yogaswara, Dendi; Ramdani, Hadi Sa’ban; Chaerunisa, Adinda; Putra, Aditia Pratama; Faujiah, Aeni; Ramadhana, Alfin; Muspiana, Ana; Rahayu, Asri Nurjati; Taofik, Fahmi Moh.; Gumilar, Febri; Gumilar, Gugum Rahmat; Jami, Hikmatu; Khoer, Miftahul; Ilmayasa, Muhammad Qalam; Nuraeni, Noni; Lestari, Putri Zakiyah; Nugeraha, Reksya Adi; Riyanto, Rival; Siswanti, Siswanti; Hamidah, Ucu Siti; Fathir, Mirza
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.3-2.1316

Abstract

Real Work Lecture (KKN) is a form of application of knowledge that has been obtained during lectures that is applied in social life. The KKN which was carried out in Sindangmekar Village, Wanaraja District, Garut Regency, West Java lasted for 1 month starting from August 1 to August 31 2022. Sindangmekar Village was the village chosen as the destination for the implementation of KKN by Group 7. The potential of the existing villages Most of them are in agriculture, where this is one of the livelihoods for the community. This is because agricultural land in Sindangmekar Village is more suitable for use in rainfed agriculture, where the agriculture relies on rainwater so that the type of plant that is widely cultivated is corn which is used as a livelihood for the surrounding community. But not only in the agricultural sector, the potential that exists in Sindangmekar Village is also in the textile sector, namely MSMEs that produce Muslim Clothing & Veils. KKN begins with the village observation process and sees the potential of the village which will be the main target in the implementation of KKN. The implementation of the KKN program is carried out in a balanced manner starting with planning, implementation, and evaluation. The results achieved from the entire KKN work program include developing community skills and helping in human resource development to increase the potential of the local village. As well as developing concepts in the processing and utilization of corncob waste for the community and students. Briefing on the importance of protecting the environment to avoid waste. And planting 1000 plant seeds as a form of greening activities.
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