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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
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Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian dan memberikan kontribusi yang berarti untuk meningkatkan sumber daya penelitian dalam Teknologi Informasi dan Ilmu Komputer.
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Articles 82 Documents
Search results for , issue "Vol 5 No 6 (2021): Juni 2021" : 82 Documents clear
Perancangan Antarmuka Sistem Informasi Simpan Pinjam Pada BUMDES Karangtengah Gemilang Dengan Menggunakan Metode Human Centered Design (HCD) Amanda Puti Wibawa; Satrio Hadi Wijoyo; Nanang Yudi Setiawan
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

BUMDES Karangtengah Gemilang has a Savings and Loans Unit which is used by Karangtengah Village residents to loan and save money. In facilitating lending activities, BUMDES Karangtengah Gemilang has entered into a contract with an IT team appointed by the village to create a savings and loan information system. But in developing information, the IT team did not take the right approach to a design display system that was suitable for the needs and circumstances of the objects that the system would implement. With this problem, the Chairman of BUMDES and the management are afraid that the appearance of the system design is not appropriate. Therefore, before developing the system required interface design using an approach tailored to the needs and circumstances of the Karangtengah Gemilang BUMDES. From the interview results, it is known that the Human Centered Design (HCD) approach is suitable for designing a savings and loan information system interface. Research is carried out by planning a human-centered design process, understanding and specifying the context of use, specifying user needs, producing design solutions, and design evaluation. The resulting design solution is a prototype that the user can try for evaluation with focus group discussions, to find out whether the design of the design solution is in accordance with the user's wants and needs. The result of FGD was 15 repair agreements that it had to re-iterate the HCD stage.
Analisis Perbandingan Pengalaman Pengguna Pada Aplikasi Dompet Digital (Studi Kasus Pada OVO dan DANA) Ahmad Nur Hidayat; Buce Trias Hanggara; Bonda Sapta Prakoso
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Smartphone users in Indonesia are increasing every year so that many application development companies have created application-based non-cash payment services to make it easier for users to make non-cash payments. Many digital wallet applications have sprung up, including the Ovo and Dana application. The purpose of this research is to compare 2 digital wallet applications that have almost the same business processes and characteristics in the experience of using the two digital wallet applications. This study provides a comparison of user experience analysis based on scenario testing with parameters of time per completed task, error during task performance, number of clicks during task completion and task success rate as well as user experiance questionnaire (UEQ) parameters which have six aspects of assessment, including attractiveness, perspicuity, efficiency, dependability, stimulation and novelty. Scenario testing was carried out on 10 respondents who had never previously used these two applications and the UEQ questionnaire was distributed to 20 respondents. The results of the test assignment or scenario show that the respondent's success is quite high even though the previous respondent has never used these two applications. Funding applications have a higher value in two parameters, namely the error during task performance and number of clicks during task completion and the Ovo application is better in the time per completed task parameter and the task success rate parameter aspects of both applications have the same good value. The results of the UEQ questionnaire show that respondents have a positive tendency towards the two digital wallet applications where the fund application has a better value in four aspects of the measurement scale, namely attractiveness, perspicuity, dependability and novelty. Meanwhile, the ovo application has a better value in terms of efficiency and stimulation.
Evaluasi Dan Rekomendasi Perbaikan Website PT. Fokus Solusi Utama Dengan Menggunakan Metode Usability Testing Dan Heuristic Evaluation Ayu Pratiwi; Retno Indah Rokhmawati; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Fokus Solusi Utama is a company engaged in information technology that uses the website as a marketing medium. Based on observations and pre-research interview results there are shortcomings of the website, including content structuring problems, inconsistencies between content, image size, and others. Excavation of the problem is also done to the web design, where the company needs an improvement of the website in terms of appearance. This research aims to evaluate the current website as well as provide improvement recommendations to improve the company's branding. The methods used are usability testing and heuristic evaluation. The usability testing method was conducted on 5 respondents based on work background and age. The heuristic evaluation method is done to 4 expert level double and 1 expert level regular, the results obtained from this study are complete because it is obtained from experts and users. Based on the evaluation results, the problems found were 62 problems. The improvement recommendations follow U.S. Department of Health and Human Services (HHS) guidelines and expert solutions, after prioritizing recommendations produced 33 recommendations using prototypes and 10 functionality recommendations, a much-changed section that is website navigation and home page. After the improvement recommendations are given, a final test is conducted to compare the value before and after the evaluation, the results obtained are the learnability, efficiency, and satisfaction components have improved, and the error component has decreased.
Perancangan Desain Interaksi Modul Informasi Objek Kesehatan Pada Aplikasi Malang Sehat Dengan Menggunakan Metode Human-Centered Design (HCD) Chika Apsari Dinda; Herman Tolle; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The increase in the number of population is a problem for the local government. This encourages the government to improve the quality of public services, one of which is health information. One of the initiatives undertaken by the Malang City Information and Communication Office is by implementing the Smart city concept in Malang City which is targeted to be realized in 2020. Therefore, it is necessary to create an interaction design of an information system in the form of a mobile application based on health information object. Information object has centralized and integrated by information on the concept of technology with health, thus presenting health information that can be accessed by the public efficiently and effectively. This interaction design design applies the Human-Centered Design (HCD) method which involves users and stakeholders in each stages. The solution design was evaluated by testing using the remote Usability testing technique and System Usability Scale (SUS) qustionnaire on 20 participants who obtained a score of 98% on the aspect of effectiveness, 92% in the aspect of efficiency and 75 in the aspect of user satisfaction based on the results obtained it falls into the “Acceptable” category with a grade scale of C that was included in the 'Good' category of adjective ratings.
Pengembangan Sistem Pergudangan Produk Teknik Berbasis Web Menggunakan Metode Waterfall (Studi Kasus PT. Fajria Fajar Asia) Moch Ilham Nurmansyah; Achmad Arwan; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The warehouse management of Fajria Fajar Asia Ltd is everything that related to warehouse goods management of the Fajria Fajar Asia Ltd. Warehouse goods management that happen in Fajria Fajar Asia Ltd including procurement of goods, sales of goods, rental goods, and service goods. Problem is there less effective in the process of goods management of Fajria Fajar Asia Ltd because process of the goods management the goods management still carried out manually and conventionally along with Fajria Fajar Asia Ltd has three seperate warehouse buildings which make it difficult to coordinate one building with another. Because of the length of procedure starting from makes goods submission, check the completeness of goods data, approval from the financial administration, checking goods, until provide a goods report to the warehouse manager. Ineffective management of goods will waste time in the management of goods Fajria Fajar Asia Ltd. A system developed in this study is a goods management system to solve the problem of goods management at Fajria Fajar Asia Ltd. Waterfall is a system development used in this research. The stages carried out by the researcher in the study were problem identification, namely identifying problems in PT. Fajria Fajar Asia, literature study, needs engineering, design, implementation, testing, conclusions and suggestions. This system has been testing by performing unit testing, integration testing, and validation testing. Validation testing has 68 test case that produce valid status, unit testing has eight test case that produce valid status, integration testing has one test case that produce valid status.
Analisis Sentimen Masyarakat Terhadap Mass Rapid Transit Jakarta Menggunakan Metode Naive Bayes Dengan Normalisasi Kata Tania Malik Iryana; Indriati Indriati; Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Since the Jakarta mass rapid transit (MRT) was operated, there have been various opinions from the public regarding facilities and services of the Jakarta MRT which have been conveyed through social media such as Twitter, Instagram, TikTok, and YouTube. In writing opinions on social media, errors are often found such as slang words, abbreviated words, and typographical errors which can complicate the classification process. Based on that thing, this research will use word normalization with a dictionary of slang words and abbreviations and also use word normalization with Peter Norvig. Opinions that have been conveyed by the public must be analyzed properly in order to produce useful information for PT MRT Jakarta. In conducting sentiment analysis, a classification method is needed and the classification method to be used is the Naive Bayes method. Testing in this research used 5-fold and for each fold 200 training data and 50 test data were used. Based on the test results, it can be concluded that the classification is better to use word normalization because the existence of word normalization can equate two words that have the same meaning so that it can increase the weight of the words. The 5-fold average evaluation results of the Naive Bayes classification with word normalization using a dictionary of slang words and abbreviations and also word normalization using Peter Norvig yielded 0.903 for precision, 0.944 for recall, 0.922 for f-measure, and 0.903 for accuracy.
Pengembangan Sistem Pelaporan Daerah Pasca Bencana Menggunakan WEBGIS (Studi Kasus Badan Penanggulangan Daerah Pasca Bencana Daerah, Kabupaten Ponorogo) Estrisantya Irsyadi Azzahrah; Faizatul Amalia; Fatwa Ramdani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The potential for disasters in Ponorogo Regency is handled by the Badan Penanggulangan Bencana Daerah (BPBD). Recording of post-disaster reports at BPBD Ponorogo Regency is still done manually using Microsoft Excel and Microsoft Power Point for disaster publications to the public through the WhatsApp application. So we need a website-based system to facilitate reporting and publication of reports to the public as a form of data transparency. TRC (Quick Reaction Team) can record reports directly on the system. After being reviewed by PUSDALOPS and verified by the Kepala Pelaksana, the results of report verification can be accessed by the public via the website and using a GIS (Geographic Information System) to facilitate accurate reading of data by the public by directly looking at the affected areas on the map. This study uses the Waterfall method, data collection for needs analysis is carried out by interviewing one of the BPBD employees of Ponorogo Regency. The requirements analysis resulted in 23 functionalities which were implemented using the PHP programming language and the Laravel Framework, Leafleat js as a library for displaying maps, and the mySQL database. The implementation results tested using white-box, black-box testing, usability testing, Pearson product testing, split half testing and testing matrix model testing. From these tests, it was obtained valid results for white-box testing, one test was invalid from a total of 23 test-cases in black-box testing. For usability testing, a score of 62.5 was obtained or it was in the 'good' category. Meanwhile, for the feature validation test, there are 4 valid features, 6 invalid features and the rest cannot be calculated because there is a costant variable. The accuracy of GIS (Geographic Information System) using a test matrix model, the value is 80%.
Perancangan User Experience Pembelajaran Digital Marketing berbasis Mobile menggunakan Metode Design Thinking Bagas Noor Rachman; Herman Tolle; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Technological advances must be balanced with their human resources, to achieve that humans need an adaptation and learning. As is the case according to data from the Malang city government, micro, small and medium enterprises (UMKM) in Malang are still on a microscale and the development every year is not so rapid. It needs a supporting tool for UMKM actors in learning and understanding technology in managing their business, one of which is learning about Digital Marketing. The design of this interaction design uses desgin thinking method that focuses on what the user really needs, by going through several stages namely understanding and determining the system user, analyzing system needs, creating solution design and testing the design of the system. In the Usability test was conducted to 20 participants with Remote Usability Testing Technique and used system usability scale (SUS) questionnaire, then obtained test results that are effectiveness aspect by 99% then on efficiency aspect get a score of 98% and Satisfaction value 76,125 which means to get Grade B, with the results of the score obtained by the system design including to the category 'Good'.
Evaluasi Usability Pada Aplikasi Learn C++ Menggunakan Metode Usabilty Testing Studi Kasus SMKN 3 Malang Dimas Anugerah Asprila; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The android application is one of the supporters of today's digital education applications. According to the results of direct interviews conducted by researchers with one of the Computer Network Engineering teachers at SMKN 3 Malang, it can be concluded that the lack of computer learning media facilities and the limited number of students who have laptops are a problem when the teacher teaches basic programming lessons. To solve problems when the learning process takes place Learn C ++ is a solution application from the teacher, to learn programming and writing code. The purpose of this study was to determine the level of usability Learn C ++ and make recommendations for improvements from the user. The method used is Usability testing using the System Usability Scale (SUS) questionnaire. Based on the research conducted, it was found 7 problems, and provided 7 recommendations for improvement solutions, the conclusions obtained increase the parameter values ​​of efficiency, effectiveness, and satisfaction. Where on the old interface the effectiveness rate was 90.4%, then on the new interface it increased to 100%. The efficiency level of the mean number of touch value in the first evaluation got a value of 3.7 while in the second evaluation it got a value of 3.02, therefore, it can be seen that there is a decrease of 0.68 which means that the recommendation for interface improvements given gives better application efficiency. The satisfaction obtained through the first evaluation received a value of 67%, while the second evaluation received a value of 76%. Experienced an increase in value of 18%, which means that respondents are more satisfied with the recommendations for interface improvements given.
Lima Fitur Gray Level Co-Occurence Matrix Untuk Deteksi Kemanisan Buah Semangka Tanpa Biji Dengan Klasifikasi Support Vector Machine Berbasis Raspberry Pi Amalia Septi Mulyani; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 6 (2021): Juni 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Watermelon in Latin from Citrullus Lanatus Tunb is one of the vines that is developing very rapidly in Indonesia, besides that Indonesia is also the largest producer of watermelons in the world. It was found that the interest of many people is fond of watermelon. It can be seen that watermelon yield data in 2014 was 653,974. The type of watermelon that is often in demand is watermelon which has no seeds, which has a soft texture, does not contain too much water, and has a paler flesh than the seeded watermelon. This research carried out feature extraction on the texture of watermelon rind using the Gray Level Co-Occurrence Matrix (GLCM) method, then using the Support Vector Machine (SVM) to classify the sweetness or unsweetness of watermelon fruit without seeds with a distance of 10-11 cm. This research requires a camera on the system to be able to take images for detection and class classification can be done. If the system can detect the sweetness of watermelon without seeds, it will be displayed on 16x2 LCD. The GLCM features used in this study are correlation, contrast, homogeneity, energy, and dissimilarity. Tests conducted using the SVM kernel, namely linear, RBF, and polynomial kernels. To get the best d and θ values ​​in this study, several trials were carried out with values ​​of d=1,2 and θ=0⁰, 45⁰, 90⁰, 135⁰. The best d and θ values ​​after testing the detection of the sweetness of watermelon without seeds were d=2 and θ=45⁰ with an accuracy of 95%. Hardware integration testing is carried out from various sides of the image taking, namely from the front, back, and top. Obtained the best accuracy in testing the integration of hardware using the best d and θ values, which is 80% on the back side using a polynomial kernel. In testing the computation time of the system with a value of d=2 and θ=45⁰, the best kernel was obtained, namely the polynomial kernel to detect the sweetness of watermelon without seeds, which took 13.13 seconds.

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