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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 60 Documents
Search results for , issue "Vol 6 No 3 (2022): Mei 2022" : 60 Documents clear
Implementasi Algoritma Chaskey-12 Cipher untuk Mengamankan Data Sensor pada Komunikasi antara Node Sensor, Gateway dan Cloud Fanny Aulia Rifki; Adhitya Bhawiyuga; Ari Kusyanti
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Data is one of the objects in a technology that is vulnerable to attacks on cryptographic aspects of confidentiality and integrity. Attacks on confidentiality and integrity aspects can be prevented by building a data security mechanism that implements cryptographic algorithms. However, not all technologies have data security mechanisms because the devices used have limited resources. So in this study, the authors build a data security mechanism on communication between sensor nodes, gateways, and the cloud using the Chaskey-12 cipher algorithm which is suitable for devices with limited resources. The author implements the Chaskey-12 cipher algorithm with CBC operating mode in the encryption and decryption process to ensure the confidentiality of sensor data. Meanwhile, to ensure the integrity of sensor data, the author implements the Chaskey-12 cipher algorithm in the process of tag formation and tag verification. Based on several test results in this study, it is known that the sensor, gateway, and cloud nodes successfully implement the Chaskey-12 cipher algorithm and carry out their functions in securing sensor data. The test vector test results show that the Chaskey-12 cipher algorithm in this study has been implemented according to the paper of the Chaskey-12 cipher algorithm creator. The performance test results show that node sensor, gateways, and cloud require a low average execution time with a high throughput value. The security test results show that the Chaskey-12 cipher algorithm implemented by the author succeeded in guaranteeing the confidentiality and integrity aspects of the sensor data security mechanism.
Perancangan Tampilan Antarmuka Pengguna Aplikasi Web Praktik Kerja Industri (Prakerin) menggunakan Metode Design Thinking. (Studi Kasus: SMKN 2 Singosari) Maya Dwi Wijayanti; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Industrial Work Practice (Prakerin) is a mandatory activity held by every vocational high school (SMK) which is carried out for up to one year. During carrying out these activities, students are required to perform all sequences of activities manually or offline. Activities carried out manually are considered difficult from the side of students and teachers who have to manually ask the company, especially in this digital era. The existence of this internship web application will later be able to support and simplify the entire process of these activities, starting from information on companies that have collaborated, registration of activities, licensing activities, monitoring the activity process, to assessment and reporting. Before making the website application, of course, it is necessary to design a user interface. So a user interface design was made on the Industrial Work Practice (Prakerin) web application at SMKN 2 Singosari. In this study, the researcher decided to use the Design Thinking method in implementing the design implementation. This method has stages, namely Empathize which is a data collection process, Define is a problem analysis process and needs exploration, Ideate is the process of getting ideas and solutions, Prototype which is the process of implementing ideas and solutions into user interface designs and Testing, namely design testing. interface to the user. After being tested, the results of the design get a test score of 83, which can be categorized into a proper design as a school website application.
Pengembangan Sistem Informasi Manajemen Penjualan Suku Cadang dan Servis Sepeda Motor berbasis Web (Studi Kasus Anwar Motor) Muhammad Amin Iqbaal Alam; Adam Hendra Brata; Denny Sagita Rusdianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Anwar Motor has 3 branches, each branch has 453 types of spare parts and has an average 100 customers every day.. Anwar Motor has several activities such as spare parts sales and service transactions, loan applications, mechanic payroll, spare parts purchases, and low spare parts reports. The management of spare parts carried out by Anwar Motor often results in differences in recording so that they do not know the stock of spare parts in each branch. In addition, there is the problem of applying for loans that are often not recorded for managers and mechanics. Not only that, mechanic's salary is not known clearly or transparently between mechanic and manager. A web-based Motorcycle Parts and Service Sales Management Information System based on the Anwar Motor case study was developed to solve this problem. The development of this system uses the Waterfall model with an object-oriented approach. This system has been tested using unit testing, integration, validation and compatibility. Unit and integration testing using whitebox testing techniques, validation testing using blackbox testing techniques and compatibility testing using Sortsite software. The results of the test get 100% valid for all the tests..
Perancangan User Experience Aplikasi Pembelajaran Digital Marketing Instagram untuk UMKM dengan Metode Human-Centered Design Dani Kurnianto; Ratih Kartika Dewi; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic has been ongoing since December 2019 and has harmed the community in the economic sector, one of which is MSMEs. The recommendation from the government is that buying and selling transactions are carried out indirectly. Therefore, MSME actors are urged to adapt by promoting their sales via digital, one of which is Instagram. However, of the 64 million MSMEs in Indonesia, only 300 thousand have switched to digital, so many MSMEs do not know how important digital marketing is. Understanding digital marketing is very important to understand the market environment, attract consumer interest, and expand marketing reach. However, it is not uncommon for MSME actors to find it difficult to find information about digital marketing. They need a digital marketing learning application that is interactive and comfortable to use by MSME actors. This research was conducted to design the user experience of the Instagram digital marketing learning application for MSMEs with a Human-Centered Design approach, this method focuses on the user because at every stage of the process it involves the user so that it can produce needs that are by the user and produce high satisfaction and are comfortable to use. The final result of the research is in the form of a prototype, the prototype that has been designed will be evaluated by 20 end-users as MSME actors using the user experience questionnaire method, suggestions, and responses. In user experience testing using the user experience questionnaire method, it scored 1.90 on the attractiveness aspect, 1.59 on the perspicuity aspect, 1.93 on the efficiency aspect, 1.85 on the dependability aspect, 1.90 on the stimulation aspect, and 1.60 on the novelty aspect. In the suggestions and responses, found 4 recommendations for improving the design of the solution that is used to improve the design of the solution to suit user needs.
Analisis Sentimen Angket Kepuasan Pasien Puskesmas menggunakan Metode Improved K-Nearest Neighbor Prais Sarah Kayaningtias; Indriati Indriati; Putra Pandu Adikara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The questionnaire is a data collection media done by giving written questions. Some agencies this day still have not used digital media as a medium. The use of digital media technology for filling out questionnaires can ease employees' work in the process of sentiment analysis, where data is automatically stored in the database and generates sentiment analysis results filling out the questionnaire. Based on this problem, we need systems that can automatically perform sentiment classification to make it easier for employees to get the report results used as an evaluation of the Local Government Clinic. The classification executed through several stages starting from pre-processing which consists of cleaning, case folding, tokenization, filtering, and stemming. Then proceed with the calculation of term weighting and cosine similarity to the sentiment classification process using Improved K-Nearest Neighbor method. Based on the results of the implementation and testing of the system using k-fold cross-validation get an average Precision value of 0.7657, a Recall value of 0.8088, F-Measure value of 0.7847, and accuracy value of 0.7738. In testing the amount of training data, the best test results were obtained with an average Precision value of 0.8544, Recall value of 0.78, F-Measure value of 0.8151, and an accuracy value of 0.823. It takes accuracy in determining the documents used as training data on the system to produce optimal accuracy. Some words in the document still use non-standard words, causing the system to be wrong in classifying sentiments. It would be nice if the documents used training data were normalized first to obtain optimal results.
Pengembangan Sistem Antrian Permohonan Paspor dengan menerapkan Metode User Centered Design (Studi Kasus: Kantor Imigrasi Kelas I Kota Malang) Amelia Achsandini Puteri; Adam Hendra Brata; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Indonesian passports work as identification or identity of Indonesian citizens abroad. Therefore Indonesian citizens who wish to visit abroad for tourism, service or diplomatic activities must have a passport. Applications for passport are generally submitted to the nearest Immigration Office / Passport Service Unit through the Online Passport Service application. With this application, the application queue process should be easy to do. But in fact, many complaints against the application found. App ratings indicate that the current app was unhelpful. In addition, there are several requirements for passport applicants that have not yet been applied to the queue application that is currently used. The design and implementation of a website-based passport application queue system is builded using the user centered design method. The user centered design method applied so that the resulting system can be more accepted and easier to use by passport applicants because system users have diverse demographic backgrounds. By applying the UCD method to the passport application queue system, the usability value is quite high (good). The average value generated by the PSSUQ questionnaire method obtained a value of 1.03 for the System usefulness criteria, 1.28 for the Information quality criteria, 1.40 for the Interface quality criteria and 1.20 for the Overall satisfaction category. The PSSUQ questionnaire has the principle that the smaller the value (closer to 1), the higher the usability value, so it can be concluded that this system is acceptable and easy to use by users.
Perancangan User Experience Aplikasi Usaha Toko Kelontong dengan menggunakan Metode Human-Centered Design (Studi Kasus: Toko Assri Denpasar Bali) Putri Stephanie Lesilolo; Herman Tolle; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The rise of Covid-19 cases that occurred in Indonesia from 2019 harmed all existing sectors. This has resulted in micro-entrepreneurs having to accept the uncertainty of when their business will return to normal. Assri store which are included in micro, small and medium enterprises (MSMEs) are certainly required to be more optimal, both in terms of quality and service. The development of information technology that has existed until now is a factor in the emergence of innovative applications that can facilitate work and also people's daily activities. It was found that there were deficiencies in the current system, namely the Assri store using a standard cash register to support sales transactions and the Olsera POS system. However, the POS system does not support online delivery and customer satisfaction information management features. Apart from features, the easy-to-use interface also supports users to be comfortable using the application for a long time. From the existing problems, it is necessary to design the user experience for the Assri store application. This design uses the HCD method which focuses on what is needed by the user. After designing the solution design, usability evaluation was also carried out using the scenario task method and the SUS questionnaire to 6 evaluators. From the results of the buyer's evaluation, the usability evaluation value obtained is 83.86% and is included in category A (excellent).
Perancangan Pengalaman Pengguna Mobile Learning menggunakan Metode Human Centered Design (Studi Kasus: Madrasah Ibtidaiyah Hidayatul Athfal) Agus Purnomo Ruminto; Riswan Septriayadi Sianturi; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Covid-19 pandemic that has occurred since April 2020 has caused a change in online learning (offline) to online learning. Madrasah Ibtidaiyah Hidayatul Athfal is one of the elementary schools in Cinere, Depok city that is not ready to face the online learning process. Mobile-based online learning applications can help Madrasah Ibtidaiyah Hidayatul Athfal to organize an online learning process. This research aims to design the user experience to have good results in terms of user experience and usability. The method used in this research is Human Centered Design (HCD). HCD has 4 stages, namely identification of user context, specification of user requirements, design of solution design and evaluation of solution design. The user context identification stage was carried out by interviewing the Hidayatul Athfal Madrasah as a stakeholder. The second stage, the specification of user requirements is carried out by analyzing the results of interviews with stakeholders and users to obtain content requirements. The third stage, the design of the solution is carried out by implementing the results of the analysis and producing user flows, information architecture, wireframes, screenflows, mockups, and prototypes. The last stage is the evaluation of the solution design using the usability testing method and the User Experience Questionnaire (UEQ) to 10 respondents, namely 5 teachers and 5 students from Madrasah Ibtidaiyah Hidayatul Athfal. The design of the solution made obtained a score of 89.2% for the effectiveness aspect, 0.046 goals/second for the efficiency aspect, and 85.75 with grade A for the user satisfaction aspect. The UEQ results in the attractiveness aspect got the good category, perspicuity got the excellent category, efficiency got the good category, dependability got the good category, stimulation got the excellent category, and novelty got the above average category.
Perancangan Pengalaman Pengguna Aplikasi Pengenalan Batik berbasis Mobile menggunakan Metode Design Thinking Ivan Lianto; Lutfi Fanani; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Batik is the work of the Indonesian people and is one of the intangible heritages recognized by UNESCO in 2009. However, not many people understand the process behind making batik. The process of learning batik is done manually and is considered less effective for children and adults by visiting the batik gallery. Based on these problems, media is needed to be able to support the introduction of batik using gadgets. The purpose of this study is to propose a design solution that can solve the existing problems and limitations. User experience design is needed so that users get a good experience in terms of being easy to use and learn. The design thinking method is used with the aim of helping to develop user-focused solution designs. The results of the test using usability testing get an effectiveness value of 97.7%, an efficiency value of 0.03 goals/sec, and a satisfaction value using the System Usability Scale (SUS) of 62.5 which is at level D or poor. It can be concluded that the solution design has succeeded in providing a solution even though there are deficiencies in user satisfaction and improvements are needed in accordance with suggestions and input from respondents.
Penilaian Kualitas Layanan Undangan RSVP Digital dengan menggunakan Importance Performance Analysis (IPA) Mohammad Ilham Pratama Elba Wahid; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Service is any activity or benefit offered by one party to another and is essentially intangible and does not result in ownership of anything (Kotler, 2005). In the city of Malang, Redd One Digital is a service provider that works with event organizers. This department collaborates using technology by offering RSVP digital invitations and digital guest books. This department is one of the business actors who carry out a pivot strategy by providing information services towards digital technology such as making online invitations that can be used for various events. However, since Redd One Digital has implemented a pivot strategy, until now, Redd One Malang's digital invitation service has not evaluated the quality level of the digital invitations they have made. Based on this description, it is necessary to conduct an assessment of service quality using Service Quality and determine the Importance Performance Analysis (IPA) quadrant grouping. From the results of my research and analysis on the quality of services provided by Redd One Digital Malang, there are a total of 11 attributes that need improvement based on the attributes contained in the first and third quadrants of the Importance Performance Analysis.

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