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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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Search results for , issue "Vol 5 No 8 (2021): Agustus 2021" : 50 Documents clear
Analisis Kualitatif Penggunaan Media Sosial Terhadap Bisnis Usaha Mikro, Kecil, dan Menengah (UMKM) Anindya Agustina Damayanti; Diah Priharsari; Tibyani Tibyani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

UMKM agar dapat berkembang harus bisa meningkatkan penjualan dan pangsa pasarnya. Salah satu cara agar usaha dapat berkembang adalah dengan melakukan pemasaran secara digital dengan memanfaatkan media sosial. Media sosial dapat digunakan untuk memasarkan produk atau jasa dengan lebih cepat dan mudah. Kemunculan media sosial dapat menjadi peluang yang sangat baik untuk UMKM karena penggunaan media sosial tidak membutuhkan modal yang banyak dan berbagai manfaat juga dapat diperoleh apabila media sosial dapat digunakan secara maksimal. Penelitian ini dilakukan untuk mengetahui bagaimana UMKM menggunakan media sosial untuk bisnis usahanya serta bisa menjadi referensi untuk membantu UMKM mempersiapkan penggunaan media sosial untuk pemasaran. Pengumpulan data dilakukan dengan melakukan wawancara semi terstruktur kepada pengusaha bisnis UMKM yang menggunakan media sosial. Kemudian hasil wawancara dengan narasumber diubah menjadi data verbatim dengan membuat transkrip wawancara. Data yang telah terkumpul kemudian akan dianalisis dengan menggunakan metode thematic analysis. Kesimpulan dari hasil penelitian yang sudah dilakukan ditemukan lima kategori yang menjelaskan bagaimana UMKM menggunakan media sosial, yaitu individual feature, alasan penggunaan media sosial, alasan tidak menggunakan media sosial yang lain, hambatan dari penggunaan media sosial dan pengalaman kurang menyenangkan dari penggunaan media sosial.
Deteksi Masker dan Suhu Tubuh untuk Kendali Portal Otomatis Menggunakan CNN sebagai Pencegahan Penularan SARS-CoV-2 Ichsan Ali Rachimi; Fitri Utaminingrum
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

COVID-19 can be spread through droplets from the nose or mouth that come from a patient infected with COVID-19. If people breathe in the splash with a person who is infected with this virus, they may be infected with COVID-19. Therefore, it is very important for us to maintain a minimum distance of 1 meter and always use a mask to prevent the spread of coronavirus. These splashes can stick to other objects and surfaces, such as tables, door handles and handrails. Because of the importance of using masks during the Covid-19 pandemic, this study will apply the Convolutional Neural Network method to detect mask users, so that in its implementation the system can detect when someone is not wearing a mask and has a body temperature above the normal number, which is above 37.5 ° C. then the system will automatically close the latch, this is intended so that people always use masks during the COVID-19 pandemic and care about the spread of the virus. The average error value is 1,48% on the infrared sensor and the accuracy at the integration testing stage of the mask detector and infrared temperature sensor MLX90614 at the 9G micro servo output gets an accuracy of 100%.
Evaluasi Usability dan Penyusunan Rekomendasi Rancangan Antarmuka Pengguna Sistem Informasi Aplikasi Guru Surabaya (SIAGUS) pada SMP Negeri 13 Surabaya Hasna Rizki Kurnia Annafi; Ismiarta Aknuranda; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SIAGUS is a teacher platform used to monitor the process of teachers' performances like teachers' promotion, teachers report to get performance allowances, teachers' data, performance appraisal, attendance, licensing or permission. SIAGUS facilitate teacher from Elementary teachers to Junior High School teachers whether they civil servants or not. This research is started by literature review. It is used as sources and references in doing the research. The next steps are choosing the respondents and design evaluation task which contains task scenarios which makes all the information gathered from the respondents is organized well. Next is usability testing evaluation and system usability scale questionnaire (SUS). In this step, data collecting is done by analyzing using ISO 9241-11 effectiveness, efficiency and satisfaction. From the problems found, the researchers compiled an interface design recommendation in the form of prototype based on the guidelines.
Peramalan Debit Inflow Waduk Gajah Mungkur menggunakan Metode Extreme Learning Machine Yudha Irwan Syahputra; Indriati Indriati; Achmad Ridok
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Gajah Mungkur Reservoir is one in all the most largest dams or reservoirs in Java which is categorized as a multipurpose reservoir. With various benefits, it is necessary to forecast the inflow discharge to avoid excess or shortage of water in the reservoir as well as errors in water disposal. A common mistake is the release of water which can cause flooding in areas lower than the reservoir. Discharge forecasting can also be used to plan water allocations such as power generation and irrigation. Changes in inflow discharge that occur are always fluctuating, so from these problems forecasting inflow discharge is needed to overcome the large amount of water discharge that comes out. The data used is inflow discharge from January 2009 to December 2019 and the method used is Extreme Learning Machine (ELM) because it has fast learning speed and good generalization. The test results obtained are the optimal number of features as many as 7, the optimal number of hidden neurons as many as 9, with the percentage of training data 80% and 20% of the test data producing RMSE 28.7303, MAD 21.8002 with a runtime of 0.0272s. With an RMSE value that is far from zero, the error rate obtained is high and bad. And also with a runtime that is in seconds or less than seconds, this research also confirms that ELM has advantages in fast learning speed.
Evaluasi dan Perbaikan Tampilan Website Masterprima menggunakan Pendekatan Human-Centered Design (HCD) Hanif Naufal Ashari; Hanifah Muslimah Az-Zahra; Kariyoto Kariyoto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Lembaga Bimbingan Belajar Masterprima is a company engaged in the educational field that has a website to help students or the public who want to find information about tutoring easily. However, this website has several problems, like the inconsistent content layout and the arrangement of tryout score information is too tight and small. The study includes evaluation and improvement of existing problems using the Human-Centered Design (HCD) approach. This study aims to produce a design solution that meets the aspects of usability learnability, efficiency, error, and satisfaction by using the help of the Indonesian Computer System Usability Questionnaire (CSUQ). In the initial test, the learnability value was 72.2%, efficiency was 51.1%, satisfaction was 76%, and error was 22.2%. The results become a reference for making design solutions that can improve the usability score of the website. The design solution then tested in the final test and obtain an increase in the value of learnability by 16.7%, efficiency by 33.2%, satisfaction by 7%, and a decrease in error value by 12.5%. From the comparison results of the initial and final tests, it is known that the design solution has succeeded in increasing the usability value of the Masterprima website.
Pengembangan Website Sekolah Sebagai Media Penyampaian Nilai Rapor Siswa (Studi Kasus : SD Negeri 1 Gunung Madu) Bella Dwi Rahmatulia; Agi Putra Kharisma; Ratih Kartika Dewi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The school website is a set of page that contain school information connected to each other with a link. An example of information that can be shared by the school is the student's rating. Currently, the process of submitting the value of student report card at SD Negeri 1 Gunung Madu is done by meeting parents or guardians directly. However, the process used today is having problems when the COVID-19 pandemic hits as it is now. With the COVID-19 pandemic, zoning systems were implemented in various regions including SD Negeri 1 Gunung Madu. Zoning enforcement causes the process of delivering student report card grades directly can not be carried out. Based on the problems that arise, the school website is created that aims to convey and manage the value of student reports. The development of the school website at SD Negeri 1 Gunung Madu using waterfall method resulted in 46 functional needs for administration, 29 functional needs for homeroom parents and 4 functional needs for students after passing 2 iterations. The implementation of this school website uses the AngularJs framework and the PHP framework SLIM. Functional testing includes unit testing and integration testing. Both unit testing and integration testing successfully obtained passed status. In addition, validation tests out of a total of 80 test cases get 100% valid results. Non-functional testing includes compatibility testing using website testing tool SortSite and usability testing using System Usability Scale (SUS).
Perancangan Pengalaman Pengguna Aplikasi Survei Online Berbayar Antar Mahasiswa berbasis Mobile menggunakan Metode Design Thinking Nur Fajri Hayyuni Maulidya; Herman Tolle; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Student colleges as civitas academica have duty to research and develop, it could be homework, contest, until thesis. To get the data as research and development material, student colleges usually do surveys. The main problem in doing surveys is the low response rate in data collection. Based on Green Book data, the reason respondents participated in the survey is 36.6% because of the reward provided by the surveyor and 8.9% participants found an interesting survey. However, only a few surveyors that give reward to the respondents and the distribution of the survey is less widespread and centered becomes an obstacle for respondents to find interesting surveys. This research intends to design user experience for place the student colleges in spread the surveys as wide and centered so that it can facilitate in getting much and matching criteria respondents with give worth reward to them. The Design Thinking method used because focuses on user experience and is very effective at solving complex problems. In the testing stage, the researcher did the usability tests with the results of the effectiveness aspect of 91.25%, the efficiency aspect with an overall relative efficiency of 100% and with a time based efficiency of 0.034 goals/sec, and the satisfaction aspect of 74.5%. Beside that, the researcher did the user experience test to be measured by User Experience Questionnaire with the results of the Attractiveness, Stimulation, and Novelty aspects getting the Excellent category, while the Efficiency and Dependability aspects got the good category, and the Perspicuity aspect got the Above Average category.
Perancangan Interaksi dan Antarmuka Pengguna Sistem Informasi Penjualan Produk Pada Toko Teampolos Menggunakan Pendekatan Human Centered Design (HCD) Mohamad Rifky Pramadanianto; Ismiarta Aknuranda; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Information technology in modern times is currently growing rapidly so that it can facilitate all human activities such as shopping through websites. The existence of a special shopping website can make it easier for humans to find or buy products quickly and can help buying and selling business actors to get maximum profit. Looking at the opportunities resulting from the development of information technology, business actors should take advantage of the momentum of using online media or web-based internet. One example of a business actor engaged in the clothing sector is Teampolos. Teampolos is a clothing retail store whose sales process is carried out online, namely using Instagram and Whatsapp, as well as offline to serve transactions with customers directly at the store. In the sales process there are obstacles such as customers looking for products displayed via Instagram that are not always complete and actual, there is limited time in serving customers on Whatsapp, and sales recap is done manually. To overcome these obstacles, a solution is proposed in the form of a website-based information system that has a user interface as the user's first glance in using it and aims to make interactions simpler in achieving goals. To design interactions and user interfaces, a Human Centered Design (HCD) approach was used with usability testing and a Single Ease Question (SEQ) questionnaire as an assessment of user convenience in testing, and chose 5 participants, namely 2 as administrators and 3 as customers. The initial design that has been completed is then tested with usability testing and SEQ questionnaires to participants who have been determined based on their respective personas. After the initial design is completed at the evaluation stage, it will enter the design improvement stage which produces two alternative versions. The first alternative on the customer side has a value of 6.36 while the administrator side has a value of 6.53, while the second alternative on the customer side has a value of 6.6 and the administrator side 6.6. So that in the second alternative design it can be said that the given task is a little easier for participants to do.
Analisis dan Perancangan Aplikasi Manajemen Organisasi Karang Taruna dalam Membantu Mengelola Sumber Daya Karang Taruna Bambang Pramudhita Budhiman; Diah Priharsari; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

To help address the problem of lack of participation of youth in Karang Taruna due to the lack of a system that is able to accommodate all organizational activities carried out by Karang Taruna, the author felt it was necessary to create an organizational management application that could help the performance and internal management in the Karang Taruna named Makna. The design of this Makna application is done using the Prototype Model method because in this method, it can be done the design of an interactive application prototype. as well as in the collection of data is also conducted interview methods and analysis of Business Processes. This research resulted in Unified Modelling Language (UML) design, diagrams and application interface design. After that, in order to ensure the feasibility of the application prototype to be accepted by prospective users, an application interface test with a Usability Testing approach is conducted. Usability Testing test on the design of this Makna application gets enough results to be accepted by prospective users later.
Perancangan User Experience Aplikasi Mobile Informasi Pajak dan Pembayaran Terpadu Kota Malang dengan Metode Human Centered Design Eko Ardyanto; Herman Tolle; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 8 (2021): Agustus 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Regional Revenue Agency (Bapenda) of Malang City in its efforts to implement a smart city wants to create a mobile application for regional tax information. The application is expected to be a bridge between Bapenda and the community to make services and payments online through the application. Of course, the application needs to be well-made and easy to use so that people don't get confused when using the application. Based on this background, it is necessary to design a user experience for tax information and integrated payment mobile applications using the Human Centered Design (HCD) method. The research stage is carried out by determining user characteristics, identifying user needs, designing prototype and conducting tests. Identification of user characteristics and needs is done by creating empathy maps, personas and user journey maps. After that, for the designing prototype it is necessary to create a user flow and information architecture from the application. The design results are in the form of wireframes, screen flow and high-fidelity prototypes. Testing is done by assessing the effectiveness and efficiency aspects of usability. Based on the test results, the success rate is 91% and the time-based efficiency (TBE) is 0.15 goals / sec.

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