Ruly Dwi Arista
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Perancangan UI/UX Aplikasi Untuk Meningkatkan Efisiensi Pemesanan Jasa Fotografi Terhadap Maka Studio Menggunakan Metode Design Thinking Febriansyah; Ruly Dwi Arista; Randi Rian Putra
Bulletin of Computer Science Research Vol. 5 No. 2 (2025): February 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i2.426

Abstract

As technology advances increasingly rapidly, especially in the field of e-commerce, Studios experience difficulties in handling orders for photography services. Ordering methods that still rely on WhatsApp (WA) show inefficiency and lack of optimization. This research focuses on designing the UI/UX of the application with the aim of increasing the efficiency of ordering photography services at Maka Studio. The testing process involves two methods, namely SUS (System Usability Scale) and analysis of data collected through questionnaires. The research subjects consisted of 10 respondents who were potential Maka Studio customers and 20 respondents among students. This research applies the Design Thinking method, through the stages of Empathize, Define, Ideate, Prototype, and Test. These stages aim to understand user needs, identify problems, come up with solution ideas, create prototypes, and test prototypes. The research results show that the application of design thinking was successful in creating the Maka Studio online booking system. This system is expected to be able to overcome various obstacles previously experienced by customers when placing orders at photo studios. Usability testing results shows that the UI/UX design of the photography services ordering application has achieved excellent results and meets user expectations. This can be seen from the majority of respondents who gave positive assessments of various aspects of the application, as well as the SUS test results with an average score of 94.3%.
Desain dan Pembangunan Aplikasi Augmented Reality untuk Pengenalan Huruf Alphabet secara Interaktif pada Siswa dan Siswi Raudhatul Athfal Al Hasan Kota Binjai Astria Dwi Yanti; Heni Wulandari; Ruly Dwi Arista
Jurnal Nasional Teknologi Komputer Vol 5 No 3 (2025): Juli 2025
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v5i3.233

Abstract

Humans today are very dependent on technology. Technology is a basic need of every individual. Raudhatul Athfal Al-Hasan has not utilized technology optimally in the teaching and learning process. Researchers have a goal to design and build Augmented Reality (AR) applications for interactive introduction of alphabet letters. The method used is Marker Based Tracking. This application is designed so that children can understand the material and use it easily in classroom learning activities. The focus of the research lies on the design and development of Augmented Reality (AR) applications. The users gave a positive assessment. The average System Usability Scale (SUS) score reached 80.8. The value is equivalent to Grade B. The application quality assessment is in the Excellent category. The level of user acceptance is in the Acceptable category. The results show that the application provides significant benefits in the learning process.
Perancangan Media Pembelajaran Hewan Berkaki Empat Berbasis Augmented Reality Untuk Siswa Paud Harapan Bunda Dengan Metode Design Thinking Devi Fitriani; Ruly Dwi Arista; Heni Wulandari
Jurnal Nasional Teknologi Komputer Vol 5 No 3 (2025): Juli 2025
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v5i3.251

Abstract

This study is to design an interactive learning media about four-legged animals based on Augmented Reality (AR) for students of PAUD Harapan Bunda. Conventional learning methods are often less effective in attracting the interest of early childhood learning, so innovation in learning media is needed. The Design Thinking approach is used in the development of this media, including the stages of Empathize, Define, Ideate, Prototype, and Test. The Empathize stage is carried out through observation and interviews with teachers and students to understand the needs and challenges of learning. The Define stage identifies the main problem, namely the lack of interesting and immersive media. At the Ideate stage, various AR learning media concepts are developed. Then, the Prototype stage involves building an AR application that allows students to see 3D models of four-legged animals in the real environment through mobile devices. The Test stage is carried out by direct trials on PAUD Harapan Bunda students to evaluate the effectiveness and ease of use of the media. The results of the study are expected to show that this AR learning media can significantly increase the motivation, understanding, and learning experience of PAUD Harapan Bunda students regarding four-legged animals.
Desain UI/UX Aplikasi Website Pemesanan Foto Studio Menggunakan Metode Design Thinking Nurani, Sutra; Ruly Dwi Arista; Hermansyah
Journal of Informatics Management and Information Technology Vol. 5 No. 3 (2025): July 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jimat.v5i3.676

Abstract

The advancement of digital technology has significantly transformed consumer behavior in accessing and booking services, including in the photography sector. Maka Studio, as a provider of professional photography services, requires a digital platform in the form of a website application that offers an intuitive user interface (UI) and an optimal user experience (UX). This study aims to design the UI/UX of a web-based photography service booking application using the Design Thinking method, which emphasizes a user-centered approach. The design process follows five key stages: empathize, define, ideate, prototype, and test. Data collection was carried out through interviews and observations to identify users’ pain points, which were then translated into visual solutions in the form of wireframes and interactive prototypes using Figma. The main features of the application include service exploration, schedule selection, booking, and payment simulation. The prototype was tested by ten respondents representing the target users to evaluate usability, user flow clarity, and visual satisfaction. The results indicated that the interface design successfully met user expectations, achieving an average System Usability Scale (SUS) score of 93.75, categorized as excellent. These findings affirm that a user-centered design approach is effective in producing functional, efficient, and user-preferred digital solutions.
Perancangan UI/ UX Untuk Website Kasir Toko Sembako Agung Berbasis Prototype Menggunakan Metode Design Thinking Hafiz Rakan Pradiva; Sri Wahyuni; Ruly Dwi Arista
Jurnal Teknologi Informasi (JUTECH) Vol 6 No 2 (2025): JUTECH: Jurnal Teknologi Informasi
Publisher : ITB Ahmad Dahlan Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32546/jutech.v6i2.3162

Abstract

Toko Sembako Agung faces challenges in recording transactions that are still done manually, which has the potential to cause errors in calculating and managing stock. To overcome this problem, this study aims to design a user interface (Ui) and user experience (Ux) for a prototype-based cashier website using the Design Thinking method. The Design Thinking method is applied through five main stages, namely Empathize, Define, Ideate, Prototype, and Test. In the Empathize stage, observations and interviews were conducted with users, namely cashiers and shop owners, to understand the needs and obstacles faced. The results of the study show that the application of the Design Thinking method in designing UI/UX is able to produce a cashier system design that is more user-friendly, efficient, and easy to use. This cashier website has main features such as transaction recording, stock management, and sales report generation. Testing of the prototype shows that the designed system can increase transaction efficiency and reduce recording errors compared to the manual method. Thus, UI/UX design based on the Design Thinking method can be an effective solution in developing a more optimal cashier system for grocery stores. Recommendations for further research are to develop this prototype into a system integrated with a real-time database and improve the security aspects of transaction data.
PERANCANGAN DESIGN PROTOTYPE ABSENSI ONLINE PADA KELAS lX-4 SMP NEGERI 2 TANAH JAWA MENGGUNAKAN METODE DESIGN THINKING Winda Septiana Simangunsong; Ruly Dwi Arista; Randi Rian Putra
Jurnal Nasional Teknologi Komputer Vol 5 No 3 (2025): Juli 2025
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v5i3.290

Abstract

The development of information technology in the era of Industry 4.0 Revolution has driven digitalization in various sectors, including education. This study aims to design a prototype of an online attendance system based on the web as a solution to the problems of manual attendance systems still used in SMP Negeri 2 Tanah Jawa. The identified problems include the potential for data manipulation, lack of efficiency, and difficulties in managing and reporting attendance data. The method used in this study is Design Thinking, which consists of five stages: Empathize, Define, Ideate, Prototype, and Test. The design process was carried out using Figma, Balsamiq, and Canva software. The resulting prototype design includes features such as login, account registration, lesson schedule display, daily attendance filling, and student profile. The design results show that the system is able to improve efficiency, accuracy, and transparency in the process of recording student attendance. It is hoped that this design will become the basis for the development of an online attendance system in reality and can support efforts to digitalize school administration. Further recommendations include integrating the system with notifications to parents and analyzing attendance data based on graphics for improved monitoring
PERANCANGAN SISTEM PEMESANAN ONLINE UNTUK USAHA KALUNA BERBASIS WEB DESIGN MENGGUNAKAN METODE DESIGN THINKING Atthia Rizki Wisista; Ruly Dwi Arista; Hermansyah
Jurnal Nasional Teknologi Komputer Vol 5 No 3 (2025): Juli 2025
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61306/jnastek.v5i3.298

Abstract

Kaluna is a product of a MSME operating in the contemporary beverage industry, specifically bubble tea or boba-based drinks. This business offers a variety of flavors, such as taro, cookies 'n' cream, matcha, strawberry biscotis, purple crumb, silverqueen, lava milo, apple tea, and others. The diverse menu and flavors offered make boba drinks consistently appealing to consumers. This research used UI/UX methods with a design thinking approach, encompassing five stages: empathize, define, ideate, prototype, and test. Data was collected through observation and questionnaires with app users to explore their needs, concerns, and preferences. The design results showed that the web application prototype was able to effectively display the decoration catalog, simplify the ordering process, and facilitate customer service confirmation.
SISTEM MONITORING HARGA PANGAN POKOK BERBASIS WEB PADA PASAR INFLASI KOTA MEDAN Habib Suyudi; Hendry; Ruly Dwi Arista
Jurnal Nasional Teknologi Komputer Vol 6 No 2 (2026): April 2026
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pangan merupakan kebutuhan pokok utama masyarakat yang memiliki peran penting dalam menjaga stabilitas ekonomi dan sosial. Fluktuasi harga pangan pokok, khususnya pada kelompok volatile food, dapat mempengaruhi daya beli masyarakat serta berdampak langsung terhadap tingkat inflasi. Kenaikan harga yang tiba-tiba akibat faktor-faktor seperti gagal panen, gangguan alam, atau perubahan harga domestik dan internasional dapat menimbulkan ketidakstabilan ekonomi dan mengancam ketahanan pangan. Oleh karena itu, diperlukan suatu sistem yang mampu memantau perubahan harga pangan secara cepat dan akurat. Penelitian ini mengusulkan pengembangan Sistem Monitoring Harga Pangan Pokok Berbasis Web pada Pasar Inflasi Kota Medan yang bertujuan untuk menyediakan informasi harga pangan secara realtime, tepat, dan terintegrasi. Sistem ini dirancang untuk membantu pihak terkait, seperti pemerintah daerah dan pengelola pasar, dalam melakukan analisis serta pengambilan keputusan strategis guna mengendalikan gejolak harga pangan. Dengan penerapan teknologi berbasis web, diharapkan sistem ini dapat meningkatkan efisiensi pemantauan harga, memperkuat ketahanan pangan, serta mendukung upaya pengendalian inflasi di Kota Medan.
Analisis Usability Website Museum Kopi sebagai Media Edukasi Produk Nabati dan Hewani dengan Pendekatan System Usability Scale Eriyan Pratama; Leni Marlina; Ruly Dwi Arista
Jurnal Nasional Teknologi Komputer Vol 6 No 2 (2026): April 2026
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Usability website merupakan faktor penting dalam menentukan keberhasilan media digital yang digunakan sebagai sarana edukasi. Website Museum Kopi berfungsi sebagai media edukasi yang menyajikan informasi mengenai produk nabati dan hewani yang berkaitan dengan kopi. Namun, tingkat kemudahan penggunaan website tersebut belum pernah dievaluasi secara sistematis. Penelitian ini bertujuan untuk menganalisis usability website Museum Kopi sebagai media edukasi produk nabati dan hewani menggunakan pendekatan System Usability Scale (SUS). Metode penelitian yang digunakan adalah metode kuantitatif deskriptif dengan menyebarkan kuesioner SUS kepada pengguna setelah mereka berinteraksi dengan website. Data dikumpulkan dari responden yang mengakses konten edukasi pada website Museum Kopi. Nilai SUS dihitung untuk mengetahui tingkat usability website. Hasil penelitian menunjukkan bahwa website Museum Kopi memiliki tingkat usability tertentu berdasarkan standar penilaian SUS, sehingga dapat digunakan untuk menilai tingkat kepuasan pengguna, kemudahan penggunaan, dan efektivitas website sebagai media edukasi. Hasil analisis ini diharapkan dapat menjadi dasar dalam pengembangan dan peningkatan kualitas website Museum Kopi.
Pendataan dan Profil Anak Panti Asuhan Berbasis Web Menggunakan Metode Moving Average (Studi Kasus:Panti Asuhan Harapan Amaris) Cesya Alfina; Hanna Willa Dhany; Ruly Dwi Arista
Jurnal Nasional Teknologi Komputer Vol 6 No 2 (2026): April 2026
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pengelolaan data panti asuhan memerlukan informasi yang akurat, terstruktur, dan selalu diperbarui untuk mendukung kegiatan administrasi dan pengambilan keputusan. Dalam praktiknya, pendataan anak panti asuhan masih banyak dilakukan secara manual sehingga menyulitkan proses pembaruan data, penyusunan laporan, serta pemantauan perubahan data dari waktu ke waktu. Penelitian ini bertujuan untuk merancang aplikasi pendataan dan profil anak panti asuhan berbasis web dengan menerapkan metode Moving Average untuk menganalisis tren perubahan data. Metode Moving Average digunakan untuk mengolah data periodik seperti jumlah anak, distribusi usia, dan tingkat pendidikan guna memperoleh nilai rata-rata dalam periode tertentu. Aplikasi dikembangkan berbasis web agar proses penginputan, pengolahan, dan penyajian data dapat dilakukan secara terintegrasi. Hasil penelitian menunjukkan bahwa aplikasi mampu membantu pengelola panti asuhan dalam mengelola data profil anak secara lebih efektif, sedangkan metode Moving Average dapat memberikan gambaran tren data yang berguna untuk perencanaan dan evaluasi.