cover
Contact Name
Brave A. Sugiarso
Contact Email
brave@unsrat.ac.id
Phone
+6282195447295
Journal Mail Official
ejournal.informatika@gmail.com
Editorial Address
Program Studi Teknik Informatika Fakultas Teknik Unsrat, Jl. Kampus Unsrat Bahu, Kec. Malalayang, Manado 95115
Location
Kota manado,
Sulawesi utara
INDONESIA
Jurnal Teknik Informatika
ISSN : 23018364     EISSN : 26856131     DOI : https://doi.org/10.35793/jti
Rekayasa Perangkat Lunak, IoT, Big Data, Cyber Security, Cloud Computing, Multimedia, Grafika Komputer
Articles 10 Documents
Search results for , issue "Vol. 19 No. 02 (2024): Jurnal Teknik Informatika" : 10 Documents clear
Sistem Traffic Light Otomatis Berdasarkan Panjang Antrian Kendaraan dengan Pengolahan Citra: Automatic Traffic Light System Based on Vehicle Queue Length with Image Processing Pierre Tawalujan; Sherwin R. U. A. Sompie; Pinrolinvic D. K. Manembu
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52144

Abstract

Abstract — This research is motivated by problems with traffic light as traffic signs which in several cases and certain places have not been able to overcome the problem of traffic jams which continue to occur accompanied by the rate of growth and population density in Indonesia. The traffic light system that is generally used today is the Fixed Time Traffic Light Controller, which in reality is less effective for this problem. For this reason, this research developed an Automatic Traffic Light System Based on Vehicle Queue Length with Image Processing with the aim of helping reduce congestion that occurs at intersections, by processing information through a working system on a computer. By using Image Processing, Python, Yolo, Matlab and going through testing stages, it can be concluded that the system can run and detect vehicles on every road lane. From overall car detection on each road section in five tests , it was found that the systems accuracy rate for detecting cars was 81%, and motorbike detection was 54%. Key words— Automatic Traffic Light; Fuzzy Mamdani; Image Processing; YOLO.   Abstrak — Penelitian ini dilatarblakangi oleh permasalahan pada traffic light sebagai rambu lalu lintas yang pada beberapa kasus dan tempat tertentu belum bisa mengatasi permasalahan macet yang terus terjadi diiringi oleh laju pertumbuhan dan kepadatan penduduk di Indonesia. Sistem lampu lalu lintas yang umumnya digunakan sekarang yaitu Fixed Time Traffic Light Controller, yang pada kenyataannya kurang efektif untuk permasalahan tersebut. untuk itu penelitian ini mengembangkan Sistem Traffic Light Otomatis Berdasarkan Panjang Antrian Kendaraan dengan Pengolahan Citra dengan tujuan untuk membantu mengurangi kemacetan yang terjadi dipersimpangan, dengan mengolah informasi melalui sistem kerja pada komputer. Dengan menggunakan Pengolahan Citra, Python, YOLO, Matlab dan melalui tahapan pengujian, dapat disimpulkan bahwa sistem dapat berjalan dan mendeteksi kendaraan pada setiap jalur jalan. Dari pendeteksian mobil secara keseluruhan pada setiap ruas jalan dalam lima kali pengujian didapatkan bahwa tingkat akurasi sistem mendeteksi mobil sebesar 81%, dan pendeteksian sepeda motor sebesar 54%. Kata kunci —Fuzzy Mamdani; Lampu Lalu Lintas Otomatis; Pengolahan Citra; YOLO.
Aplikasi Game Sejarah Perang Dunia II di Sausapor Papua Barat: World War II History Game Application In Sausapor West Papua Vincent Manemi; Arthur M. Rumagit; Yuri V. Akay
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52252

Abstract

History is a series of significant events or occurrences in the past that have influenced the development of a civilization, nation, state, or the world. There are many historical stories that have been adapted into works of art such as paintings, monuments, films, games, and more. It is through these adaptations that history serves as a medium of learning for individuals who seek to understand the world's past. Therefore, an engaging learning approach is needed, especially for the younger generation. By designing a game that integrates historical events, particularly the struggle for independence, we can enhance the interest of the youth in learning history through an exciting and enjoyable method. The objective of this research is to develop a First Person Shooter (FPS) warfare game set in Sausapor in the year 1944, which will be used as an educational tool to increase public interest in learning history. The game development process will utilize Unreal Engine as the game engine, combined with the Game Development Life Cycle (GDLC) methodology. Based on the research objectives and outcomes, it is anticipated that this game will enhance the enthusiasm for learning history and improve understanding of the events surrounding World War II in Sausapor in 1944.
Sistem Informasi Pariwisata di Kabupaten Sangihe: Tourism Information System In Sangihe District chisandro giandompas; Dirko G. S. Ruindungan; Yaulie D.Y Rindengan
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52403

Abstract

Abstract — Current technological developments have developed very quickly and brought big changes, because with this technology we can receive information quickly and accurately. One of the areas that is developing is the tourism sector, tourism is a sector that has great potential to support regional economic growth, one of which is Sangihe Regency which is known for its natural beauty and cultural diversity. With the development of information technology, it can make it easier for tourists to find information about tourism in Sangihe Regency, so an effective tourism information system for Sangihe Regency is needed to help promote tourist destinations. A tourism information system can help improve the quality of services offered to tourists so that it can encourage economic growth. A good information system makes it easier for tourists to get tourist information, get the services they need, and get a satisfying travel experience in Sangihe Regency. In this research, the researcher chose the RAD (Rapid Application Development) method, which is a software development method that combines several structured methods and techniques. In the RAD method, the main goal is to develop applications quickly, so that developers can easily make software iterations and updates without having to start from scratch, the RAD method allows for more responsive development and minimizes the risk of development that is excessive or irrelevant to actual needs   Keywords – Information; Information Systems; RAD method; Sangihe Regency; Tourist; Website   Abstrak — Perkembangan teknologi saat ini telah berkembang dengan sangat cepat dan membawa perubahan yang besar, karena dengan teknologi ini kita dapat menerima informasi dengan cepat dan akuraT. Salah satu bidang yang berkembang adalah sektor pariwisata,pariwisata merupakan sektor yang sangat potensial untuk mendukung pertumbuhan ekonomi daerah,salah satunya Kabupaten Sangihe yang dikenal dengan keindahan alam dan keragaman budayanya. Dengan berkembangnya teknologi informasi dapat memudahkan wisatawan untuk mencari informasi tentang pariwisata di Kabupaten Sangihe sehingga diperlukan sistem informasi wisata yang efektif Kabupaten Sangihe untuk membantu mempromosikan destinasi wisata. Sistem informasi pariwisata dapat membantu meningkatkan kualitas pelayanan yang ditawarkan kepada wisatawan sehingga dapat mendorong pertumbuhan ekonomi.Sistem informasi yang baik memudahkan wisatawan untuk mendapatkan informasi wisata, mendapatkan pelayanan yang dibutuhkan, dan mendapatkan pengalaman berwisata yang memuaskan di Kabupaten Sangihe. Pada penelitian ini peneliti memilih Metode RAD (Rapid Application Development) yaitu metode pengembangan perangkat lunak yang menggabungkan beberapa metode dan teknik terstruktur. Dalam metode RAD, tujuan utamanya adalah mengembangkan aplikasi dengan cepat, sehingga pengembang dapat dengan mudah membuat iterasi dan pembaruan perangkat lunak tanpa harus memulai dari awal,metode RAD memungkinkan pengembangan yang lebih responsif dan meminimalkan risiko pengembangan yang berlebihan atau tidak relevan dengan kebutuhan yang sebenarnya   Kata Kunci – Informasi; Kabupaten Sangihe; Metode RAD; Pariwisata; Situs Web; Sistem Informasi
Sistem Informasi Bisnis Digital Bunga di Kota Tomohon: Flower Digital Business Information System in Tomohon City Treysi Maria Valleyn Pusung Treysi
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52431

Abstract

Tomohon City is known as the "City of Flowers" due to its abundant flower production. Therefore, many of its residents are engaged in farming and selling flowers for their livelihoods. The wide variety of flowers in the city attracts people from outside Tomohon who come to search for flowers in the city. However, often,many people arrive, but the desired type of flower is unavailable because the sales process is still manual. Furthermore, manual transactions often pose challenges. This research aims to develop an information system based on an Android application that enables customers to purchase and explore various options of fresh flowers from local flower vendors in Tomohon City.The development method of this application involves analyzing customer requirements, designing an intuitive user interface, and developing an Android-based application. This application allows users to search, view descriptions, and order various types of flowers, as well as provides information on prices and availability. Additionally, customers can select a suitable delivery address and pay for their orders online through provided payment methods.The research results show that this application successfully connects consumers with local flower vendors, facilitates online transactions, and enhances the accessibility of fresh flowers in Tomohon City. The research is expected to improve customer service and assist local flower vendors in competing more effectively in an increasingly competitive market.
Aplikasi Pendataan Pengunjung Perpustakaan Universitas Sam Ratulangi Manado Menggunakan Pemindai QR Code: Sam Ratulangi University Manado Library Visitor Data Collection Application Using a QR Code Scanner Yeremia Senduk; Sherwin R. U. A. Sompie; Agustinus Jacobus
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52478

Abstract

The rapid development of Information Technology (IT) has an impact on almost all aspects of life. With the existence of information technology, in this case the internet, all information in the form of text, images, sound or video can be accessed or sent quickly. The Sam Ratulangi University Library (UNSRAT) is one of the places to support the lecture and research activities of students and lecturers managed by the university. Currently the Unsrat library uses attendance books for members registered at the library. The process of collecting data on visitors to the Unsrat Library still uses traditional data collection, namely writing visitor data in books by the library admin. This process has shortcomings that the author found, such as the attendance book being lost and the data not being backed up elsewhere, recapping visitor reports having to be done manually and taking a long time and there being no report on how long visitors spend in the library. QR Code is a matrix code that can store up to thousands of alphanumeric information. So, by just using one code we can store and get the information we need. Based on the problems previously presented, using QR Codes can be a solution to facilitate the visitor data collection process. Visitors' personal data can be stored on the internet and the process of collecting data on visit times can be done easily and quickly by using a QR Code. Here the author recommends that there is a need for an application for data collection on Unsrat library visitors using a QR Code scanner. Key words — Library; Data Collection; QR Code.
Analisis Penerimaan Pengguna Sistem Informasi Hibah dan Bantuan Sosial Dengan Technology Acceptance Model: User Acceptance in Social Grant System Using Technology Acceptance Model VELISYA UMBOH; Dirko G.S Ruindungan; Sary D.E Paturusi
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.53348

Abstract

Abstract — The North Bolaang Mongondow Regency Government through Community Welfare (Kesra) has currently launched the Grant and Social Assistence Information System (SIABAS). This information system is intended to make it easier for applicants who will submit files for grant assistance and social assistance. The purpose of this study is to determine the status of user acceptance of the Grant and Social Assistance Information System (SIABAS). This research uses quantitative methods with the Thechnology Acceptance Model (TAM) model.  The sample in this study contained 100 respondents and data processing using the PLS-SEM method with the help of the SmartPLS application version 4.0. The result of this study is perceived usefulness affects the receipt of Information System Grants and Social Assistance. Of the three hypotheses proposed, one hypothesis was rejected, namely the relationship of perceived ease of use with acceptance of IT because the t-test value was 1.117. This research resulted in recommendations to the application development team to focus more on the services provided to application users to enable users to use the application. Keywords: Grant and Social Assistance Information System; Partial Least Squares Structural Equation Modeling; SmartPLS; Technology Acceptance Model; User Acceptance   Abstrak — Pemerintah Kabupaten Bolaang Mongondow Utara melalui Kesejahteraan Masyarakat (Kesra) saat ini telah meluncurkan Sistem Informasi Hibah dan Bantuan Sosial (SIABAS). Sistem informasi ini dimaksudkan untuk mempermudah pemohon yang akan memasukkan berkas bantuan hibah dan bantuan sosial. Tujuan dari penelitian ini adalah untuk mengetahui status penerimaan pengguna terhadap Sistem Informasi Hibah dan Bantuan Sosial (SIABAS). Penelitian ini menggunakan metode kuantitatif dengan model Technology Acceptance Model (TAM). Sampel pada penelitian ini terdapat 100 responden dan pengolahan data menggunakan metode PLS-SEM dengan bantuan aplikasi SmartPLS versi 4.0. Hasil penelitian ini adalah perceived usefulness mempengaruhi penerimaan Sistem Informasi Hibah dan Bantuan Sosial. Dari tiga hipotesis yang diajukan, terdapat satu hipotesis yang ditolak yaitu hubungan perceived ease of use dengan acceptance of IT karena nilai t-test sebesar 1,117. Penelitian ini menghasilkan rekomendasi kepada tim pengembang aplikasi untuk lebih fokus pada pelayanan yang diberikan kepada pengguna aplikasi untuk mempermudah pengguna dalam menggunakan aplikasi. Kata Kunci: Sistem Informasi Hibah dan Bantuan Sosial; Pemodelan Persamaan Struktural Kuadrat Terkecil Parsial; SmartPLS; Model Penerimaan Teknologi; Penerimaan Pengguna
Pemanfaatan Image Hashing Pada Klasifikasi Penyakit Kulit Terhadap Citra yang Terduplikasi: Image Hashing Utilization on Skin Disease Image Classification on Redundant Images Reiner Lantang; Agustinus Jacobus; Sherwin Sompie
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.53408

Abstract

Abstract — Skin disease is one of the most common diseases that attack humans when the skin cannot adapt to the environment or certain conditions. Skin diseases have various common causes, including fungal growth, virus infection, and hormonal factors. Early skin disease detection can make humans more cautious for further causes and eliminate the diseases. Some people don’t know which type of skin disease is attacking them. This study aims to develop a predictive model of skin disease images to classify skin diseases using a machine-learning model from 3 skin disease classes: Acne, Candidiasis, and Melanoma. This study develops a CNN model based on ResNet50 and VGGnet19 architecture and trials of image hashing algorithm to detect duplicated images on the dataset. The model with the highest learning performance achieves 96.62% training accuracy and the lowest overfitting indications on training and validation percentage differences. We also provide results from the trained models with cleaned and redundant data based on the study. Keywords— deep neural network; image hash; machine learning; skin diseases classification; skin disease imagery.   Abstrak — Penyakit kulit adalah salah satu penyakit yang paling sering menyerang manusia disaat kulit tidak dapat beradaptasi dengan lingkungan ataupun kondisi tertentu. Penyakit kulit memiliki penyebab yang bervariasi seperti pertumbuhan jamur, infeksi virus, dan faktor hormonal. Deteksi penyakit kulit yang lebih awal dapat membuat manusia lebih waspada terhadap kondisi yang lebih parah dan menangani penyakit tersebut. Beberapa orang tidak tahu jenis penyakit kulit apa yang menyerang mereka. Penelitian ini bertujuan untuk mengembangkan sebuah model prediktif terhadap citra penyakit kulit untuk mengklasifikasikan penyakit kulit menggunakan model pembelajaran mesin berdasarkan 3 kelas yaitu Acne, Candidiasis, dan Melanoma. Penelitian ini mengembangkan model CNN dengan arsitektur ResNet50 dan VGGnet19 serta mengimplementasikan algoritma image hashing untuk mendeteksi citra yang terduplikasi dalam dataset. Model yang memiliki performa pembelajaran terbaik mencapai 96.62% akurasi dan juga memiliki indikasi overfitting terendah. Berdasarkan hasil penelitian, kami juga memberikan hasil dari model yang dilatih dengan data bebas dari duplikasi dan juga data dengan jumlah duplikasi yang tinggi. Kata kunci — citra penyakit kulit; image hash; jaringan saraf mendalam; klasifikasi penyakit kulit; pembelajaran mesin.
DESAIN PORTAL E-LEARNING BERDASARKAN HASIL ANALISIS USER EXPERIENCE UNTUK MENENTUKAN USABILITY MENGGUNAKAN METODE HEURISTIC EVALUATION Geofani Waladow; Sary D. E. Paturusi; Arie S. M. Lumenta
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.53754

Abstract

— E-learning Unsrat adalah sistem pembelajaran elektronik untuk mempermudah mahasiswa dalam belajar . E-learning unsrat ini perlu dilakukan evaluasi kualitas agar sejauh mana portal e-learning ini memenuhi standar desain yang diinginkan untuk mendapatkan hasil yang berkualitas. Penelitian ini menggunakan metode Heuristic Evaluation dengan menganalisis pengalaman pengguna untuk mengetahui permasalahan pada pengalaman pengguna dan memberikan sebuah usulan atau rekomendasi berupa prototype dengan menggunakan figma. Metode heuristic evaluation memakai 10 variabel metode Heuristic Evaluation dengan skala severity ratings. Hasil dari penelitian ini menunjukan tingkat dari aspek heuristic evaluation, dimana dari sepuluh aspeknya semuanya memiliki nilai rata-rata severity ratings 1 yaitu cosmetic yaitu visibility of system status, match between system and the real world, user control and freedom, consistency and standards, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, dan help users recognize, diagnose, and recovers from errors dan 1 aspek yang mendapatkan nilai severity ratings lebih tinggi dari aspek yang lain yaitu , aesthetic and minimalist design. Dari 10 aspek heuristic evaluation tersebut ada 1 apek yang tertinggi yaitu , aesthetic and minimalist design dengan nilai rata-rata severty rating 1,449 dengan aesthetic and minimalist design yang terbilang lebih tinggi presentase saverity ratings penulis membuat prototype tampilan home dan login.
Sistem Pengambilan Keputusan Pemilihan Produk Facial Wash Untuk Kulit Wajah Menggunakan Metode SAW: Decision Support System Selection Facial Wash Using The Saw Method Fryanda Rauan; Pinrolinvic D. K. Manembu; Salvius P. Lengkong
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.53880

Abstract

Abstract — A healthy facial skin appearance is a priority for many individuals. Meanwhile, in a world filled with various facial cleansing products, consumers often feel confused about choosing a product that suits their skin type. This research aims to provide an innovative solution in the form of an Android-based decision making system that utilizes the Simple Additive Weighting (SAW) method to provide guidance to users in choosing optimal facial cleansing products for facial skin needs. By building this Android-based application, it is hoped that the system built can become a practical solution in the current digital era to support consumer decisions in choosing facial cleansing products that suit their individual skin preferences and needs. The results of this research show that the decision making system using the SAW method developed can simplify the process of selecting facial cleansing products. Thus, the proposed system can play a role in improving the quality of facial skin care and help consumers achieve a healthier skin appearance. Keywords — Decision Support Systems(DSS) ; Facial Wash Products ; Simple Additive Weighting(SAW ) Method   Abstrak — Penampilan kulit wajah yang sehat adalah suatu prioritas bagi banyak individu. Pada saat yang bersamaan, dalam dunia yang dipenuhi oleh berbagai produk facial wash yang beragam, yang membuat konsumen sering merasa bingung dalam memilih produk yang sesuai dengan jenis kulit mereka. Penelitian ini bertujuan memberi solusi inovatif dalam bentuk sistem pengambilan keputusan yang berbasis android yang memanfaatkan metode Simple Additive Weighting (SAW) untuk memberikan panduan kepada pengguna dalam memilih produk facial wash yang optimal untuk kebutuhan kulit wajah mereka. Dengan di bangun aplikasi yang berbasis android ini, sistem yang dibangun diharapkan dapat menjadi salah satu solusi yang praktis di era digital saat ini untuk mendukung keputusan konsumen dalam memilih produk facial wash yang sesuai dengan preferensi dan keputuhan kulit masing-masing. Hasil penelitian ini menunjukkan bahwa sistem pengambilan keputusan dengan metode SAW yang di bangun ini dapat mempermudah proses pemilihan produk facial wash. Denga cara ini, sistem yang diusulkan dapat berperan dalam meningkatkan kualiatas perawatan kulit wajah dan membantu konsumen meraih penampilan kulit yang lebih sehat. Kata kunci — Produk Facial Wash; Simple Additive Weighting (SAW); Sistem Pengambilan Keputusan
Perancangan UI/UX Website UPT Bahasa menggunakan Heuristic Evaluation dan User-Centered Design: Designing UI/UX of UPT Bahasa Website using Heuristic Evaluation and User-Centered Design Mentari E.M. Pangkey; Xaverius B. N. Najoan; Sary D. E. Paturusi
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.53949

Abstract

Abstract — In the continuously evolving digital era, websites have become a crucial platform for conveying information and interacting with users. Ensuring optimal user experience on websites is an increasingly emphasized aspect. User experience encompasses how users interact with a website and perceive their experience while using it. Currently, the Language Center at Sam Ratulangi University has not yet adopted Heuristic Evaluation and User Centered Design. In light of this issue, this research aims to enhance the quality of the user interface (UI) and user experience (UX) on the Language Center's website at Sam Ratulangi University using the Heuristic Evaluation method with a User Centered Design approach, focusing on a case study of the Language Center's website. Through the application of heuristic evaluation and user centered design, this research successfully redesigned the UI/UX for the Language Center's website. With a SUS score of 99 for the Remote test and 95.50 for the In Person test, a significant improvement in UI/UX is evident. This supports the vision of creating a more effective and efficient digital environment for the learning process and interaction between the institution and users. Keywords— Heuristic Evaluation; Language Center User Centered Design;  UI/UX; Website;   Abstrak — Dalam era digital yang terus berkembang, website telah menjadi salah satu platform yang sangat penting dalam menyampaikan informasi dan berinteraksi dengan pengguna. Untuk memastikan bahwa pengalaman pengguna pada website optimal, menjadi aspek yang semakin diperhatikan. Pengalaman pengguna mencakup bagaimana pengguna berinteraksi dengan website dan merasakan pengalaman saat menggunakannya. Website UPT Bahasa UNSRAT saat ini belum mengadopsi Heuristic Evaluation dan User Centered Design. Berdasarkan permasalahan tersebut maka dibuatlah penelitian ini yang bertujuan untuk meningkatkan kualitas antarmuka pengguna (UI) dan pengalaman pengguna (UX) pada website UPT Bahasa UNSRAT menggunakan metode Heuristic Evaluation dengan pendekatan User Centered Design dengan studi kasus website UPT Bahasa UNSRAT. Melalui penggunaan metode heuristic evaluation dan user centered design, Penelitian ini berhasil merancang kembali UI/UX untuk website UPT Bahasa UNSRAT. Dengan skor SUS sebesar 99 untuk Remote test dan 95.50 untuk In Person test, peningkatan yang signifikan dalam UI/UX dapat diidentifikasi, mendukung visi untuk menciptakan lingkungan digital yang lebih efektif dan efisien untuk proses pembelajaran dan interaksi antara lembaga dan pengguna. Kata kunci — UI/UX; UPT Bahasa; Situs Web; Evaluasi Heuristik; User Centered Design;

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