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PERANCANGAN PROTOTYPE APLIKASI MOBILE BOOKING LAPANGAN MINI SOCCER DI KOTA BANDUNG Yasin, Alif Adam; Putra, I Dewa Alit Dwija; Triani, Ananda Risya
eProceedings of Art & Design Vol. 12 No. 1 (2025): Februari 2025
Publisher : Telkom University

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Abstract

Kemajuan teknologi telah mengubah banyak aspek kehidupan, termasukolahraga mini soccer di Kota Bandung yang banyak digemari oleh para remaja danpelajar. Namun, keterbatasan akses informasi dan ketidakefisienan proses booking lapangan membuat penggemar kesulitan mencari tempat bermain, hal inimenunjukkan pentingnya solusi modern untuk mempermudah akses informasi sertapengefisienan proses booking lapangan. Untuk mengatasi masalah ini, dirancangprototype aplikasi mobile untuk booking lapangan mini soccer di Kota Bandung.Proses perancangan menggunakan data dari observasi aplikasi sejenis, wawancara denganahli, dan kuesioner kepada target pengguna. Data dianalisis dengan metode designthinking dan matriks perbandingan untuk menghasilkan desain user interface yangsesuai dengan harapan pengguna. Diharapkan, perancangan ini dapatmemudahkan warga Kota Bandung mendapatkan informasi ketersediaan lapangandengan cepat dan mudah. Kata kunci: booking lapangan, mini soccer, prototype
PERANCANGAN WEBSITE TOP UP GAMES DAN MEDIA PENDUKUNG UNTUK PT. MAPLE DIGITAL CREATIVE Balthazar, Fadhillah Musyaffa; Bastari, Rendy Pandita; Triani, Ananda Risya
eProceedings of Art & Design Vol. 12 No. 1 (2025): Februari 2025
Publisher : Telkom University

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Abstract

Perkembangan industri games di Indonesia menunjukkan peningkatan yang signifikan sehingga menciptakan permintaan yang besar untuk melakukan pengisian ulang (top up) games. Industri games sebagai penyumbang domestik bruto masih tergolong rendah dibandingkan industri lain namun memiliki potensi untuk mengalami peningkatan. Salah satunya, dengan mengembangkan bisnis top up games melalui media website. PT Maple Digital Creative merupakan layanan top up dan voucher games yang belum memiliki website sebagai media top up games. Maka diperlukan website dan media pendukung untuk meningkatkan keberadaan brand sehingga lebih dikenal oleh pemain games. Metode pengumpulan data pada perancangan ini melalui wawancara, kuesioner, observasi, dan studi pustaka. Data observasi dianalisis menggunakan analisis matriks perbandingan. Proses perancangan dengan metode design thinking, website, dan desain komunikasi visual menghasilkan rancangan website yang responsif dan media pendukung untuk PT Maple Digital Creative dapat meningkatkan keberadaan brand dan jangkauan pelanggan. Kata Kunci: games online, pengisian ulang, website, user interface
The Design of Klettern Media Promotion Nurvivi Hamdani; Ananda Risya Triani
VCD Vol. 1 No. 1 (2016)
Publisher : Universitas Ciputra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2626.777 KB) | DOI: 10.37715/vcd.v1i1.317

Abstract

The use of the Internet as a promotional and business media grows higher. Internet makes it easy for businesses to market their products or services. A brand named Klettern that sell outdoor gear products, market their products through online promotional media such as Facebook and Instagram. But, marketing is done through the media is not able to attract these consumers, because not every community or target market used the social media. Therefore, optimizing the strategy of content is very important for marketing the product. In marketing, it takes a strategy for the products offered to align with the needs of consumers. One of the route that can be used is the inbound marketing technique that comprised of content marketing and social media participation. In this study, the author conducted several data collection methods, such as literature studies, observation, interviews, questionnaire, and documentation. Through the research, it is expected that Klettern brand can devise a grand plan to promote and expand their market nationwide and overseas.
PERANCANGAN PROTOTIPE MOBILE GAME UNTUK MEMPERKENALKAN GAMELAN SUNDA KEPADA SISWA SD DI JAWA BARAT Khairy, Hilmy Hafizh; Hidayat, Dicky; Triani, Ananda Risya
eProceedings of Art & Design Vol. 12 No. 2 (2025): April 2025
Publisher : Telkom University

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Abstract

Abstrak : Perkembangan musik modern dan globalisasi kini mengakibatkan kurangnyaminat masyarakat, terutama anak muda, terhadap alat musik tradisional. Oleh karena itu,perlu ada upaya lebih baik dari pemangku kebijakan maupun industri kreatif keseluruhanuntuk memperkenalkan alat musik tradisional sunda kepada masyarakat, khususnyaanak-anak, dengan metode yang sesuai. Adapun penelitian ini bertujuan untukmerancang media pengenalan gamelan sunda menggunakan media interaktif sepertimobile game dengan keunggulannya di target demografi anak-anak yang sedangmenempuh pendidikan sekolah dasar. Penelitian ini menggunakan metode kualitatifdengan menggunakan teknik pengumpulan data observasi, wawancara, dan studidokumentasi. Data-data selanjutnya dianalisis utk menghasilkan kesimpulan sebagailandasan bagi perancangan. Hasil perancangan akan berupa prototipe mobile game yangdapat dimainkan pada perangkat smartphone. Diharapkan dengan perancangan ini dapatmenjadi salah satu solusi untuk menarik minat anak-anak dalam mempelajari gamelansunda.Kata Kunci: mobile game, media interaktif, Gamelan Sunda, musik tradisional, permainananak
Redesign of the user interface for the career development center (CDC) website, Telkom University Bandung Muntaz, Ahmad Aqil; Putra, I Dewa Alit Dwija; Triani, Ananda Risya
Jurnal Desain Vol 12, No 3 (2025): Jurnal Desain
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jd.v12i3.28502

Abstract

Nowadays, the development of the job market is becoming increasingly competitive. Companies have various specific criteria for their prospective employees. In addition to having a degree, job candidates are also required to possess various soft skills. Therefore, Telkom University, through the Career Development Center (CDC), strives to prepare its students for employability. The Career Development Center (CDC) at Telkom University operates a website that serves as a digital platform for information sharing and interaction with both students and alumni. However, based on the results of the observation, issues were found on the website, including a user interface that is considered neither informative nor visually appealing. Considering the main function of this website is as a center for information and interaction among the academic community, a redesign of the CDC Telkom University website is necessary using a design thinking approach as the design method. Data was collected through observation and interviews, which were then analyzed using descriptive analysis methods to produce a user interface design that meets user needs. The result of this design process produced a new CDC website design in the form of a high-fidelity prototype that has undergone testing using the usability testing method and received positive feedback from end users. Through the redesign of this website's user interface, it is hoped that a good user experience will be achieved, allowing the Career Development Center of Telkom University to optimally convey information.
DESAIN KEMASAN FROZEN FOOD UMKM MR. BATAGOR Rahman, Yanuar; Triani, Ananda Risya
Charity : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2023): Special Issue
Publisher : PPM Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/charity.v6i1a.5911

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Kuliner merupakan salah satu pilihan bidang usaha yang banyak diminati oleh para pengusaha Usaha Mikro Kecil Menengah (UMKM) dalam merintis bisnisnya. Salah satu UMKM yang sedang merintis bisnis dan berpotensi untuk dapat berkembang baik dari segi produk maupun target pasarnya yakni UMKM Mr. Batagor, yang menjual penganan batagor dengan berbagai varian. Saat ini Mr. Batagor memiliki misi untuk memperluas target pasarnya, salah satu strateginya adalah menjual batagor versi beku atau lebih dikenal dengan frozen food, yang dikemas dengan kemasan vakum, agar dapat tahan lama untuk dikirim ke luar daerah. Namun, yang menjadi kendala saat ini adalah Mr. Batagor belum memiliki desain kemasan luar dari kemasan vakum yang representatif bagi target pasarnya. Melalui kegiatan pengabdian masyarakat, Mr. Batagor dibantu mendapatkan solusi berupa pembuatan desain kemasan frozen food yang representatif melalui metode design thinking, sehingga proses pembuatan desain kemasan dapat dilakukan dengan efektif dan tepat sasaran. Desain kemasan frozen food yang representatif, selain berfungsi mengamankan produk, juga dapat berfungsi sebagai media informasi dan persuasi terhadap suatu produk, lebih jauh lagi desain yang tepat juga dapat menunjang penjualan dan promosi suatu produk sehingga UMKM Mr. Batagor mampu bersaing di kancah global.
MEMBANGUN IDENTITAS PRODUK: PELATIHAN DESAIN LABEL KEMASAN MENGGUNAKAN CANVA DAN PACDORA BAGI PENYULUH PERTANIAN Swasty, Wirania; Komariah, Siti Hajar; Triani, Ananda Risya
Charity : Jurnal Pengabdian Masyarakat Vol. 8 No. 2 (2025): Charity-Jurnal Pengabdian Masyarakat
Publisher : PPM Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/charity.v8i2.9397

Abstract

Kemasan berperan dalam menjaga keamanan saat pengiriman, membantu pemasaran, hingga membangun identitas produk, Untuk itu diperlukan desain dan label kemasan sebagai identitas produk. Sebagai lembaga pelatihan pertanian yang terkemuka, Balai Besar Pelatihan Pertanian (BBPP) Lembang berfokus melaksanakan pelatihan fungsional di bidang pertanian, termasuk pelatihan pasca panen, mulai dari pengolahan produk pertanian hingga pembuatan desain kemasan. Namun, sebagian besar penyuluh pertanian adalah lulusan sarjana pertanian yang tidak memiliki latar belakang pendidikan atau pelatihan dalam desain grafis. Untuk mengatasi permasalahan ini, diperlukan pelatihan yang berorientasi pada pembelajaran praktis dalam merancang kemasan produk. Pelatihan pembuatan desain label kemasan menggunakan aplikasi Canva dan Pacdora ini dilaksanakan secara online dan onsite di kantor BBPP Lembang, Bandung Barat, Jawa Barat, Indonesia dengan masyarakat sasar adalah penyuluh pertanian, pegawai dan widyaiswara BBPP Lembang. Kegiatan ini dilaksanakan pada bulan Februari – Juli 2024. Metode pelatihan berupa penyampaian materi mengenai desain grafis dilanjutkan dengan praktek didampingi tutor. Manfaat kegiatan ini dapat meningkatkan softskill penyuluh pertanian dalam menggunakan aplikasi Canva dan Pacdora untuk membuat desain label kemasan, sehingga penyuluh pertanian dapat menularkan pengetahuan kepada para pengusaha pertanian yang memiliki produk yang dikemas. Berdasarkan survey yang dibagikan setelah kegiatan, terungkap bahwa 69.2% peserta sangat setuju bahwa materi kegiatan sesuai dengan kebutuhan dan  berharap kegiatan seperti ini dilanjutkan di masa yang akan datang.  
Evaluation of Website Prototype Based on Basic Ui/Ux Principles (Case Study: Eigen Natur Indo) Triani, Ananda Risya; Rahman, Yanuar
ULTIMART Jurnal Komunikasi Visual Vol 17 No 2 (2024): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v17i2.3829

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Abstract: In this digital era, businesses both on a small and large scale are required to be able to keep up with developments and utilize digital technology (digital platform), especially in sales and marketing activities for product or service, for example a website. Just like PT. Eigen Natur Indo, which continues to follow technological developments to be able to increase its sales and marketing activities, namely through marketplaces, social media, and websites. The website is a medium that is currently being developed in prototype, in the future the use of the website as a medium for product transactions for customers (e-commerce) and advertising. However, no evaluation has been carried out, especially to end users. To produce an optimal website, it is necessary to apply the principles of user interface (UI) and user experience (UX). So in this research, an evaluation of the Eigen Natur Indo website prototype was carried out based on the basic principles of UI and UX. The research method used is a qualitative method, which is based on data from observation, interview, and analysis, including usability testing activities. The user test involved five end users who were asked to run certain scenarios on the prototype website, and then evaluated and interviewed the users regarding the problems faced on the interface. In general, findings or insights were obtained that can be used as recommendations for website development, namely the need for more effective user flow, certain navigation with shapes and sizes that are more recognizable and consistently placed, the selection of appropriate design elements, and the addition of notification features. Keywords: prototype; website; user interface; user experience; usability testing.
Feasibility Comparative Analysis of Providing Earthquake Sensor Services and Video on Demand by Utilizing Frequency License 3.3 GHz and Bandwidth 12.5 MHz Siti Hajar Komariah; Ananda Risya Triani; Rohmat Saedudin
Jurnal Rekayasa Sistem & Industri Vol 9 No 01 (2022): Jurnal Rekayasa Sistem & Industri
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jrsi.v9i01.484

Abstract

several companies. One of the license holders is a telecommunications company located in Bandung andJakarta. This 3.3 GHz frequency, in the map for the performance of 5G telecommunication services,includes candidates for the medium class working frequency which is predicted to be auctioned by thegovernment to become the working frequency for 5G performances. Several companies have an interest inidentifying the use of 3.3 GHz and 12.5 MHz BW licenses outside the stand-alone performance of 5Gtechnology-based broadband telecommunications services. Initial identification and studies show that thereare two services that have the potential to be deployed by utilizing the frequency range and BW, namelyearthquake sensor network services and Video on Demand (VoD) in DKI Jakarta. To ensure the feasibilityof performing these two services based on the technology owned by the telecommunications company,further studies are needed by analyzing them from the market aspect, technical aspect, and financial aspect.This research was conducted using a techno-economic approach and analysis. The novelty in this research is the implementation of new 5G technology licensed with 3.3 GHz frequency and 12.5 MHz bandwidth inthe new case, namely the earthquake sensor network compared to other services, namely video on demand.The next process is the comparison of the performance feasibility parameters (NPV, IRR, and PaybackPeriod) based on the results of a study of the two services that can be carried out to determine the priorityservice candidates to be provided by the telecommunications company. The results show that in terms ofoperational and financial aspects, the earthquake sensor project will be more profitable for the companybecause the effort spent is not too large.
Media Promosi Bisnis Potensi Wisata Daerah Bandung Dengan Aplikasi Virtual Reality Triani, Ananda Risya; Adriyanto, Andreas Rio; Faedhurrahman, Deny
Jurnal Bahasa Rupa Vol. 1 No. 2 (2018): Jurnal Bahasa Rupa April 2018
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v1i2.215

Abstract

One of the industrial sectors that can increase foreign exchange in Indonesia is the tourism industry. In 2019, the tourism industry in Indonesia is projected to be the largest foreign exchange earner through oil and gas, coal and palm oil. One aspect that supports the development of industry is the readiness of ICT. Bandung is one of the cities in West Java, which has sought to develop ICT, but needs to be improved further from the central / regional government, to the executant of the tourism industry. Bandung has a tourism potential that consists of natural attractions, culture, shopping, and culinary interesting to explore both by domestic tourists and foreign tourists. Thus, information technology that contains relevant and interesting information by using the right business model. Research methodology in data list technique which is measurement, interview, and literature study. Mobile apps are one of the information technology tools used by today's society, therefore interactive and can be used via mobile devices. Creative concepts applied to the 360​​° Virtual reality Panorama app. Through Virtual reality Panorama will create a different visual location, which can attract potential tourists to visit Bandung city destinations directly. In addition, the appropriate business model will be used on the system as part of the activity. It is expected that this research can support previous research in the field of visual communication design, ICT, and management.