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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
Pengembangan Gim Edukasi Mengetik menggunakan Metode Touch-Typing untuk Meningkatkan Kecepatan Mengetik Muhammad Wahyu Pamengas; Tri Afirianto; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 4 No 1 (2020): Januari 2020
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Typing skill is an important ability to have in modern times. According to Norb Winslow, the average typing speed of adults (classified as beginners) is 30 WPM, while the average typing speed for those who use the keyboard quite often (intermediates) is 40 WPM. The problem is, the minimum typing speed required for efficient work is 40 WPM. One way to increase typing speed is by practicing touch-typing techniques. The typist's focus remains on the reading source and at the same time typing it. Users of this technique use muscle memory to determine the position of each key on the keyboard. With this technique, the typist does not need to look at the keyboard when typing, so the typing speed becomes faster. This research aims to develop an educational game that can help improve typing speed. The game is developed using the DGBL-ID model and the drill method is used as a learning method in the game. Testing is done by observing three respondents who have been selected using convenience sampling. The results of the test analysis show that there is a positive impact of the use of game on player's typing speed.
Evaluasi Usability dan Perbaikan Antarmuka Pengguna Aplikasi Mobile Malang Menyapa Menggunakan Metode Usability Testing Dhiki Sekti Wibawa; Yusi Tyroni Mursityo; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Malang Menyapa is a tourism information application for Malang City based on Android Mobile, developed by the Malang City Culture and Tourism Office. Based on a study conducted by researchers of user reviews on the Google Play Store, Malang Menyapa application has usability issues including the use of background that is too crowded, the design used is still too old school, the colors are too flashy, the content design is not representative, the use of fonts is too much, and less user friendly. Therefore, it is necessary to evaluate and improve user interface design to increase its usability value using the usability testing method. Usability testing is a process that employs people as test participants who represent the target audience to evaluate the extent to which a product meets certain usability criteria. The usability aspects measured in this study are in accordance with ISO 9241-11 namely effectiveness, efficiency and user satisfaction. The usability testing process includes testing tasks, giving questionnaires, and interviews. Based on the results of the interview, found as many as 30 usability problems that will be corrected using 28 compilation guidelines. The results of the effectiveness value measured using completion rate increased from the initial design which was only 78% to 100% for design improvement, the value of efficiency that was measured using overall relative efficiency increased from the initial design ie 82.26% to 100% for design improvement, and the value of satisfaction users measured using the System Usability Scale (SUS) questionnaire increased from the initial design of 27.88 to 81.75 for the design improvement. The results of the application design improvement Malang Menyapa can prove that it can improve the usability problems found.
Sistem Pengaturan Nyala Lampu Berbasis Gerakan Tangan Melalui Wearable Device dengan Metode K-Nearest Neighbor Abdul Rahman Halim; Dahnial Syauqy; Wijaya Kurniawan
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

Motion recognition is a technology that enables a system to recognize movements carried out on human body parts using cameras, sounds and sensors. Parts of the human body that can be used as indicators include cases, hands, feet, heads, etc. In this study a system was built that could classify hand movements using the MPU6050 sensor on wearable devices used on the hands. The K-Nearest Neighbor (KNN) classification method is used in this study because it has a fast data processing speed in doing classification. The test data is obtained through a wearable device that has a device to read the accelerometer sensor data, then sent using the RF24 wireless module to Arduino Uno as a receiving device to enter the movement classification process and display the classification results on the LED conditions. Tests in this study give 100% accuracy in gesture recognition in hand waving movements to turn on the lights, 100% in left hand waving movements to dim the lights, and 100% in hand movements down to turn off the lights. Besides that, the computation time is tested to classify the movement with the KNN method in this study. computational time from testing gives an average time of 94.3 milliseconds on 30 motion tests or 10 tests on 3 types of motion.
Evaluasi User Experience Pada Social Application Mobile HAGO Menggunakan Metode Enhanced Cognitive Walkthrough Tri Andre Mahadika Putra; Satrio Hadi Wijoyo; Retno Indah Rokhmawati
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

HAGO is a miniature social game app made up of various fun and challenging types of games. Since its launch at the playstore on March 23, 2018, few months have become the number one on the "top free apps" playstore. This success is not far from the user experience provided by hago itself. But a system must have some problems or constraints found in particular the new release system. To find those issues needed to hold an evaluation especially in the usability section. The enhanced cognitive walkthrough is one of the usability evaluations based on the user experience. This method would give the scenario a series of tasks to be worked on and 10 questions about the assignment to the evaluation. Six expert examiners, 2 expert, and 2 novice. The evaluation of the hago application shows most troubling problems in hidden (h) type of hidden (h) problems in the main functions of the social application mobile hago. The average issues issues arise in the problem of seriousness and 3 and affect the major function of hago applications. Thus, hago's applications are quite easy for both experienced and new visitors. But new users take quite a while to understand this application
Perancangan Antarmuka Sistem Informasi Kependudukan Desa Pandanarum Kec. Pacet Kab. Mojokerto dengan Metode Human-Centred Design (HCD) Elistya Maghfiroh; Satrio Hadi Wijoyo; Buce Trias Hanggara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pandanarum Village Head's Office is an office which located at the frontier of two villages in Pandanarum Village, Mojokerto Regency, especially on Pacet Subdistrict. The Village Head's Office performing population record activities on its administration. On the recording of its populations, the Village Office doesn't have a good data structure yet and inefficient recap process that affects the overall evaluation performance of the population when Village Head need data immediately. Based on the problems in this research, it inflicts the Village Head can't give the right decision for village development. This research produces interface design that focuses on the user's perspective and their needs to increase data recording efficiency and providing information to Head Office at Pandanarum Village Office using Human-Centred Design (HCD) method. There are several phases in HCD, there are understanding and specify the context of usage, specify the user requirements, produce design solution and evaluating the design of wireframe and high fidelity prototypes. The features are based on accordance with user requirements and then evaluating design solution qualitatively through direct interviews with users to meet user needs and consist of user agreement. This research result interface designs, 9 improvement recommendations and interface design that have been improved.
Pengembangan Sistem Manajemen Inventaris Laboratorium Rumah Sakit Berbasis Web (Studi Kasus: Laboratorium Rumah Sakit Jiwa Prof.Dr.Soerojo Magelang) Tesa Putri Cendani; Denny Sagita Rusdianto; Heru Nurwarsito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Laboratory of Prof.Dr.Soerojo Magelang Mental Hospital is medical support installation that has a function of serving the community to carry out examinations in diagnosing, healing, and recovering diseases. Operational and productivity in the laboratory need to be supported by good inventory management. However, this laboratory has several problems in inventory management. The main problem is finding a stock card to use an item which take a lot of time, so that the officers often make use of the item even before writing it in the stock card, it causses disrepancy between the physical data and data in the list. In the other hand, the receipt data records is written conventionally inside a book which causes the records to be piled up. Because of there are too many number of item, makes the recapitulation of the received and used items will be prone to errors. To reduce these problems, a system that could manage laboratory inventory should be developed. This system was developed based on web and using codeigniter framework with progressive web application technology to provide easy access. This research resulted in 91 functional needs and 1 non-functional needs with the features of managing demand, receipt, use, and report. The results of the system testing on unit testing produced valid status in 3 sample units, integration testing produced valid status, validation testing produced valid status on 91 needs and the alternatives, and compatibility testing shows that the system is free from critical issues so means that the system meet the compatibility aspect.
Pengembangan Aplikasi Geotagging Pelaporan Keluhan Masyarakat pada Dinas Perhubungan Kota Mojokerto menggunakan Restful Web Services berbasis Mobile Nizar Rahman Kusworo; Achmad Arwan; 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

Transportation Department of Mojokerto City is one of the Regional Work Unit of the Mojokerto City Government whose task is to serve road use permits, carry out community satisfaction surveys and receive complaints regarding various problems that occur in the field of transportation and traffic. Problems related to tasks such as the existence of people who are reluctant to carry out road use permits, the difficulty of the process of distributing community satisfaction survey questionnaires and complaints from the public make the Transportation Department of Mojokerto City overwhelmed. To overcome these problems in this study an application was developed for the community to take care of road use permits, fill out a community satisfaction survey online and be able to report their complaints through a smartphone with the waterfall development method. Applications built with hybrid technology use NodeJS as a back-end, VueJS as a front-end framework combined with Framework7 that provides components to get a feel of native applications and Apache Cordova that functions to package applications as packages using the Software Development Kit (SDK). This application aims to provide maximum service both in road use permits, community satisfaction surveys and complaints. The results of the study were then tested using unit testing, integration testing, validation testing and compatibility testing which produced 100% valid on each test so that it can be said the system was in accordance with the results of engineering needs and design.
Klasifikasi Fungsi Senyawa Aktif berdasarkan Data Simplified Molecular Input Line Entry System (SMILES) menggunakan Metode Support Vector Machine (SVM) Dwi Febry Indarwati; Dian Eka Ratnawati; Syaiful Anam
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

Chemical compounds can be distinguished into active compounds or commonly called bioactive compounds and inactive compounds or commonly called passive compounds. At this time there are still many active compunds that the pharmacological role does not known yet, so the system being made for classify the functions of active compounds that expected to support chemists research in the laboratory. To simplify the process of making the system, the representation of molecular structure must be easily processed by a computer so that the SMILES notation will be used, the SMILES notation describes chemical formula in a row notation. This system is using the SVM (Support Vector Machine) method because the SVM method has high generalization capabilities without requiring additional datasets. In this research uses as many as 15 features and objects as many as 3 classes of active compound functions, including metabolism, infection, and anti-inflammation. The best test result is 83.33% when using the Gaussian kernel RBF, using a lambda value (λ) of 5, the complexity value is 0.1, the sigma value (σ) is 0.5, and with the number of iterations is 5.
Analisis dan Perancangan Sistem Informasi Pelaporan Sampah (Studi Kasus pada Dinas Lingkungan Hidup dan Kebersihan Kabupaten Sidoarjo) Irvan Dwiantono Kartomiharjo; Widhy Hayuhardhika Nugraha Putra; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 11 (2019): November 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the tasks of the Sidoarjo Regency's Office of the Environment and Hygiene is to ensure that the Sidoarjo Regency's environment is free of rubbish. The waste problem is one of the main problems in the Department of Environment and Cleanliness of Sidoarjo Regency. For this reason, the role of the community is important in terms of reporting the occurrence of garbage piles so that DLHK can swiftly handle it. At this time the reporting of waste discovery is still done manually where the public must come to DLHK to report so that it takes a long time in the reporting process and it is difficult to know the progress of the community reporting process. For this reason, an information system is needed to deal with the problem. For the information system to match what is needed, a design that analyzes the needs of the community and DLHK is needed. Then the OOAD (Object-Oriented Analysis and Design) approach is used. In the needs analysis phase, 53 functional needs and 1 non-functional needs were generated. At the design stage, UML diagrams are used which produce 22 sequence diagrams, 2 class controller diagrams, 2 class diagram models, physical data models, and 24 user interface designs. Then to evaluate the needs analysis and design made the requirement configuration structure is used which produces a value of 100%. Evaluation also uses the traceability matrix method in which the results explain that all designs are made following with the needs analysis.
Evaluasi Usability dan Rekomendasi Perbaikan Tampilan Aplikasi IBI Library menggunakan Metode Usability Testing Muhammad Rifqi; Hanifah Muslimah Az-Zahra; Admaja Dwi Herlambang
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 10 (2019): Oktober 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In the era of globalization, Bank Indonesia has created services that can support educational needs in Indonesia, one of which is the application of a digital library called iBI Library. The iBI Library application provides benefits to the public in reading books wherever they are without having to go and search for books in the library. Feedback from some users complained that there were some problems such as difficulty in finding features to register an account, some buttons that were unresponsive, and features that were less familiar to users. Therefore, it is necessary to evaluate the usability value in this application through 3 stages: initial evaluation to measure learnability, efficiency, error and satisfaction survey using LEMTool to measure satisfaction components, the second stage is making recommendations for improvement based on problems found through observation and interview, the third stage is to carry out further evaluation of the results of improvements that have been made based on a number of combined guidelines and then compared the value of the initial evaluation and further evaluation. The test participants who were respondents were library visitors (users) who were users who had the character of leisure or necessity factor, namely merely filling their free time and Subject of study, which meant having the subject of the field being explored. Overall, the improvement recommendations that have been made provide an increase in the value of the learnability component with a value of 71.45% to 91.62%, an increase in the value of the efficiency component with a value of 0.04 goals / sec to 0.07 goals / sec, a decrease in the value of the error component with a value of 17.5 % to 2.8%, and improvement in quality of satisfaction with an average value of positive emotions of 54.8% and negative emotions of 45.2% to 97.6% and negative emotions of 2.4% after improvement.

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