Li Cen
Universitas Internasional Batam

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Design and Development of Emergency Mobile Application Using Design Thinking and Agile Scrum: A Case Study of Batam City Li Cen; Martius Lim; Ricky Roy Nardson; Herman
Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika Vol. 23 No. 1 (2026): Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika.
Publisher : Program Studi Ilmu Komputer, Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33751/komputasi.v23i1.86

Abstract

Emergency response in Batam City, an area with high urban mobility and dynamics, is often hamperedby slow reporting mechanisms. Residents must contact different numbers for each service in differentareas, such as the fire department, ambulance, or police, causing confusion and wasting valuable time,especially in panic situations. The absence of an integrated system specifically creates significantinefficiencies in emergency service response. This study aims to design and develop an integrated mobileapplication that serves as a tool to accelerate the reporting and handling of emergency conditions andpublic utility services in Batam City. The methodology used combines the Design Thinking approach,which ensures that solutions are designed based on the real needs and experiences of users, with the AgileScrum method, which allows for a flexible and iterative development process. This research successfullyproduced a functional application that was then comprehensively tested. Functionality testing using theUsability Testing Method showed that all core features worked well, were valid, and performed asexpected. To measure usability, a System Usability Scale (SUS) test was conducted, resulting in anexceptional score of 88.82. This score places the application in the “Excellent” category, with an“Acceptable” user acceptance rating, indicating a highly intuitive and easy-to-use interface. The mainconclusion is that the developed application has proven to be highly viable, functional, and well-receivedby users. This application shows significant potential as an effective tool for improving the speed andefficiency of emergency service responses, and could serve as a model technological solution for publicservice integration in the City of Batam.
Analisis Kesuksesan Video Game Simulasi Depresi dan Kekeluargaan Menggunakan Model D&M ISS Li Cen; Febrianty Forrensa; Tony Tan
Progresif: Jurnal Ilmiah Komputer Vol 22, No 1 (2026): Januari
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v22i1.3442

Abstract

Depression is a critical mental health problem that is often difficult to understand empathetically, creating a need for interactive media to communicate psychological experiences. This study analyzes the success of a simulation video game addressing depression and family themes using the DeLone and McLean Information System Success Model. A quantitative experimental method involved 124 participants aged 18–21 who played Ruang Hampa and completed questionnaires based on their gameplay experience. The variables examined included System Quality, Information Quality, Service Quality, Intention to Use, User Satisfaction, and Net Benefits, analyzed using multiple linear regression. The study reveals that Information Quality and Service Quality significantly influence Intention to Use, which subsequently increases Net Benefits. In contrast, System Quality and User Satisfaction do not have a significant direct effect. These findings indicate that narrative and informational elements exert a greater impact than technical system aspects in achieving the success of psychologically themed educational games.Keywords: Video Game; Depression Simulation; Family; DeLone & McLean Model; Mental Health AbstrakDepresi merupakan isu kesehatan mental yang serius dan masih sulit dipahami secara empatik oleh masyarakat, sehingga diperlukan media interaktif untuk menyampaikan pengalaman psikologis. Penelitian ini bertujuan untuk menganalisis kesuksesan video game simulasi bertema depresi dan kekeluargaan menggunakan model DeLone & McLean. Metode eksperimen kuantitatif melibatkan 124 responden berusia 18–21 tahun yang memainkan video game Ruang Hampa dan mengisi kuesioner sesuai pengalaman bermain. Variabel yang dianalisis mencakup Kualitas Sistem, Kualitas Informasi, Kualitas Layanan, Niat Penggunaan, Kepuasan Pengguna, dan Manfaat Bersih, dengan analisis regresi linier berganda. Penelitian ini menemukan bahwa Kualitas Informasi dan Kualitas Layanan berpengaruh positif signifikan terhadap Niat Penggunaan yang kemudian meningkatkan Manfaat Bersih. Sebaliknya, Kualitas Sistem tidak menunjukkan pengaruh signifikan, dan Kepuasan Pengguna tidak berpengaruh langsung terhadap Manfaat Bersih. Simpulan penelitian ini menunjukkan bahwa aspek naratif dan informasional lebih menentukan keberhasilan game edukatif bertema psikologis dibandingkan aspek teknis sistem.Kata kunci: Video Game; Simulasi Depresi; Kekeluargaan; Model DeLone & McLean; Kesehatan Mental