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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 6,923 Documents
Evaluasi Pengalaman Pengguna pada Aplikasi E-Commerce Tapp Market Menggunakan Parameter UX Honeycomb Priska Suseta; Retno Indah Rokhmawati; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tapp Market is a location-based e-commerce mobile application that provides online purchases with cash easily and reliably. As of January 10th, 2019, Tapp Market e-commerce mobile application has been downloaded 50,000 times and received 2,000 reviews. However, Tapp Market e-commerce mobile application only gets a total rating 3.2 out of 5.0. The purpose of this research is to map the problems from every aspect offered, each contributing to improvements. UX Honeycomb is used as a parameter to measure user experience from Tapp Market e-commerce mobile application. Aspects which measured in this research are credible, valuable, useful, and usable. The number of samples used are 60 respondents. As requirement, respondents are users who have used or new to using Tapp Market e-commerce mobile application. The data collection method used is questionnaire transferred in the form of online and offline. The data obtained consisted of quantitative and qualitative data (triangulation). Data analysis was performed using simple descriptive statistical formula to find the average value and standard deviation. The results of the analysis show the percentage score average from credible aspect is 64.45% with good category, the percentage score average from valuable aspect is 69.27% ​​with good category, the percentage score average from useful aspect is 77.19% with good category, and percentage score average from usable aspect is 64.93% with good category. Based on the Mobile Principles of the Retail Application and Site, recommendations are given in the form of improvements to each indicator. Indicators that need to be improved on credible aspect are indicators with codes CR1, CR2, CR3, and CR4. Indicators that need to be improved on valuable aspect are indicators with codes VL1, VL2, and VL4. Indicators that need to be improved on useful aspect are indicators with codes UE1 and UE3. Indicators that need to be improved on usable aspect are indicators with codes UA2, UA4, and UA6.
Pengembangan Media Pembelajaran Interaktif Materi Pengenalan Komponen PC pada Siswa Kelas X TKJ SMK Negeri 5 Malang Suryo Utomo; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

When implementing PPL at State Vocational High School 5 Malang, many students find it difficult to take lessons in the introduction of Personal Computer (PC) components because class X is still unfamiliar with the components of Personal Computer (PC) devices that when they were in middle school they had not learned about any components that are in the Personal Computer because of the limited facilities and infrastructure. So that these deficiencies can be overcome and covered, an Interactive Learning Media (MPI) product is created using the APPED model. This APPED model consists of 5 systematic and logical steps, namely: Initial Analysis and Research, Design, Production, Evaluation, Dissemination. Based on the respondents 'pre tes results, students' completeness is determined by KKM. Completeness of the pre tes scores of two respondents, 70 with the category "complete". But for the other three respondents, the results obtained from the pre tes are still below the KKM so that it falls into the "unfinished" category. For the total number of respondents' pre tes results of 310 with an average rating of 62. While in the post tes results, the five students get a complete score in accordance with the KKM value and above the KKM so that it can be categorized as "complete". From the results above, it can be seen the difference from before and after the respondent is given interactive multimedia-based learning. For the total number of respondents' post tes results of 400 with an average rating of 80. MPI learning proved to be effectively used in learning in class X students of TKJ Negeri 5 Malang.
Evaluasi User Experience Game Ragnarok M: Eternal Love dengan Metode Cognitive Walkthrough Achmad Arif Kusamiaji; Agi Putra Kharisma; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Ragnarok M: eternal love is an online game that released on October 30, 2018, is a mobile game version of the Ragnarok computer. Ragnarok is a popular game in Indonesia until now the players in this game reach 62 million people. With it, this game has the potential to attract old and new players to play, even though the platforms are different. So the user experience is important for the success of this game on the market, especially if the application has just been released. Applications that are made poorly and are difficult to use will make it difficult for users to use and learn, so it will rarely be used and not sold in the market. To get a good user experience, an evaluation is necessary. The Cognitive Walkthrough is a user experience evaluation method where evaluators provide scenario-based tasks and questions to users to find problems that interfere with the learning and understanding process. The method is well used in new applications because they can find the cognitive processes of users when they first use the application and get the weakness of it. The results of the evaluation show that the problem that occurs is the lack of understanding of the game in the gameplay tasks, displays that are difficult to understand on the task of logging and hidden key issues in gameplay tasks. Even though there is a problem, the problem is a mild problem that does not affect the main function in the game.
Estimasi Biaya Pengembangan Perangkat Lunak Menggunakan Metode Fuzzy Use Case Point (Studi Kasus: Dinas Komunikasi dan Informatika Kota Batu) Krisdian Widya Ekatama; Widhi Hayuhardhika Nugraha Putra; Aditya Rachmadi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Department of Communication and Information (DISKOMINFO) of Batu does not yet have a specific method for estimating the development of information systems or applications, the thing that is used as a reference is the standard operating procedure that contains the application development flow with 3 months of time being carried out with assistance only. This raises several problems such as the lack of time from 3 months to develop the application. This research was conducted to analyze the comparison of estimation using the Fuzzy Use Case Point method with actual conditions. There are 6 applications that become case studies in this study. Data collection was carried out by observation, interviews, and the use of assessment sheets with respondent Head of Application Development Unit of DISKOMINFO Batu. Estimation using the Fuzzy Use Case Point method produces a smaller estimate compared to the actual condition with the average value of percent error is 36.62% for the duration of work and 69.99% for the total cost. Scheduling for each application development is represented in the Work Breakdown Structure (WBS) and then arranged into a Gantt Chart, based on predetermined activities.The results of this study can be taken into consideration for DISKOMINFO of Batu to carry out an analysis of resource estimates that are useful for improving standard operating procedure or also when collaborating with vendor in terms of agreement on estimating resource for application development.
Pengembangan Aplikasi Diagnosis Gejala Depresi pada Mahasiswa Fakultas Ilmu Komputer (Studi Kasus : Fakultas Ilmu Komputer Universitas Brawijaya) Enggarsita Auliasin; Denny Sagita Rusdianto; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The application to diagnose depression symptoms in students is an application intended to help counseling counselors in providing services to students to conduct consultations. In diagnosing a good depression, a system that can diagnose depression is needed and can store data on students who have come to consult and build a structured consultation approach. However, counseling counselors have problems in their services. Every student who came they could not know the extent of depression that students experienced so it was not too clear how the solution was handled, and the lack of data storage of student recordings that had come to consult. These problems lead to a lack of understanding of students about the services they receive, due to the limited ability of counseling counselors. If this problem is not addressed, the counseling service process cannot run optimally. The solution to this problem is to develop an application for diagnosing web-based depressive symptoms that can help counseling counselors in carrying out their services in knowing what students complain about, knowing the symptoms of depression, learning the symptoms of various types of depression, storing the results of students who have registered. Research produces engineering needs, namely 37 functional requirements and 1 non-functional requirement. Implementation is done using the PHP programming language, the Model-View-Controller (MVC) design pattern, and the phpMyAdmin database.
Implementasi Algoritme Kriptografi SIMON pada Arsitektur Amazon Web Services Sastra Ginata; Ari Kusyanti; Rakhmadhany Primananda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Amazon Web Services (AWS) is one of the cloud computing services which has been primarily used by most of the big industries recently. One of the AWS services which has the advantage to store online data is the Amazon Simple Storage Service (Amazon S3). In this particular service features, there is a data security options, specifically Amazon Client Side Encryption, that works by securing the object and using the key that has been stored by the user in the hand of the client which later would be uploaded to the bucket of the Amazon S3. One of the vital state organization in the United States, National Security Agency (NSA), has launched a cryptography algorithm named SIMON. SIMON Algorithm is a block cipher algorithm that could be applied either in the software or hardware depending to the needs of the users themselves. SIMON Algorithm is applied in the website system by using Python, that is used for encrypting the file which later would be uploaded to the chosen bucket. Based on the result of time performance test, the average speed of both encryption and decryption files are 33.7 seconds and 28.5 seconds. And in the variaton file testing, the result showed that the SIMON algorythm is capable of encrypting files with the extention file: .txt, .docx, .pdf, .png, .jpg, .mp3, .m4a, .mp4 dan .mkv.
Evaluasi Usability Aplikasi SIAP TARIK Dengan Menggunakan Metode Usability Testing dan System Usability Scale (SUS) Pada Puskesmas Tarik Sidoarjo Muhammad Ulul Albab Iryanto; Widhy Hayuhardhika Nugraha Putra; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Puskesmas Tarik Kabupaten Sidoarjo is one of the community service institutions of Health that has 12 poly for its service. Total patients of Tarik are listed in approximately 15,000 people and have 82 doctors. The number of patients arriving per day averages as much as 100 to 250 people, so there is always a buildup of queues in the Puskesmas building and resulted in a decrease in the comfort of patients who come. The Puskesmas has therefore developed facility information about the Puskesmas Tarik and has the feature of booking queues in a mobile platform named SIAP TARIK. after 2 years of SIAP TARIK-use application of the Puskesmas Tarik Sidoarjo, Parties The Puskesmas receives feedback from its users. After analysis of the problem, researchers draw conclusions related to the usability of the system about the user's ease of the system. Therefore, summative testing is conducted on the system using usability testing methods and system usability scales by assigning tasks, filling questionnaires and conducting interviews. The results of usability testing and system usability scale indicate the level of usability SIAP TARIK is at the rating OK-good, grade "D" and is at the marginal high with the score SUS 66.5 that the results still need improvement to improve Its degree of mobility. With existing guidelines will be a reference in providing recommendations for the development of applications SIAP TARIK to forward.
Evaluasi Usability dan Perbaikan Desain Website Dinas Pendidikan Kota Malang menggunakan Metode Heuristic Evaluation dengan Prinsip Usability G-Quality Hilyah Nadhirah; Niken Hendrakusma Wardani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

As a form of implementing e-government and to improve the quality services, Department of Education of Malang uses their official website as media for news publications and documentation of activities related to education in Malang. In addition, the website of the Department of Education of Malang also provides an online complaint feature that used by users to send complaints if they experience or know of law violations related to education in Malang. However, according to preliminary observations by looking at the user interface of the Department of Education of Malang website, it was found that usability problems were still found such as not offer a home menu to make users easier to return into the main page. Therefore, to find usability problems more specifically, we need to do usability evaluation. In this study, usability evaluation was carried out using a heuristic evaluation method with the principle of usability g-quality which is an extension of the Nielsen heuristic principle that was adjusted for e-government website. The evaluation involving four usability expert evaluators resulted in 35 usability problems. Of the 35 problems there are 33 interface design problems whose recommendations for improvement are realized in the form of a prototype. From the follow-up evaluation on the repair prototype, it was found that only four usability problems were still found from a total of 33 problems. It states that 88% of usability issues related to user interface design on The Department of Education of Malang website have been resolved and only 12% of the remaining problems but with a lower severity rating than the first evaluation.
Pengembangan Sistem Informasi Portal Banyuwangi Festival Berbasis Website Menggunakan Metode Rapid Application Development (RAD) Wahyu Putra Adi Permana; Nurudin Santoso; Bayu Priyambadha
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Banyuwangi Regency annually organizes a series of events entitled Banyuwangi Festival and it first held in 2012 with a total of 10 events, and now it is reaching 99 events. However, many problems must be faced by the organizers, for example, in 2016 there was a ticket forgery incident by an irresponsible person at the Banyuwangi Beach Jazz Festival. That incident happened due to the absence of a centralized system in the ticket reservation process at each event. Nowadays, web information systems and portals can help to integrate specific applications such as business intelligence, e-commerce or other application service providers. That ease was then integrated with the Banyuwangi Festival so that the BFEST website was developed, which could help organizers in festival management and ticket reservations more safely and centrally. The system was developed using the Rapid Application Development (RAD) method with needs analysis done twice and then produce 34 functional needs and one non-functional needs, then it was implemented using the PHP programming language in the CodeIgniter framework. This system has been tested with the white box testing method for unit and integration test and black-box testing for validation test which produces 45 test cases with 100% valid results, compatibility testing for non-functional requirements using SortSite tools and proven the system can run on several websites browser or mobile browser. Keywords: Banyuwangi festival, ticket reservation, management, website
Pengembangan Lightweight Data Analytic Pada Perangkat Edge Agus Adyandana; Eko Sakti Pramukantoro; Fariz Andri Bakhtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nowdays, Internet of Things (IoT) technology developed to solve human problem. IoT technology developed in many fields already. Internet of Health Things (IoHT) is an IoT technology that developed in health field. IoT device produce an unuseful data for human before it's analyzed and visualized. Therefore we need an application that can store data, analyze data, and show analysis result. Researcher tried to solve it by developing a lightweight data analytic on resource constrained device in edge computing environment. Lightweight data analytic is an application that can store data, analyze data, and show analysis result which in order implemented by MongoDB, Sklearn, dan Flask. This research decided to focus on applications ability to analyze data with lightweight technology. This research use machine learning as application data analyzer. Testing is done by functional testing and scalability performance testing. The results of functional testing found that all application lightweight data analytic functional was running accordance what it needed. While scalability performance testing divided into data analytic testing and resource usage with runtime, CPU usage, memory usage, and disk I/O usage parameters. The results of data analytic performance testing found that application could handle 1000 data on used devices. But application still work on edge device, that is Raspberry Pi Zero W device and Raspberry Pi 3B+ device. Based on it, researcher can conclude that this application could be a solution of lightweight data analytic development on edge device with resource constraint.

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