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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
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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.
Arjuna Subject : -
Articles 6,923 Documents
Evaluasi User Experience pada Game Mobile Legend menggunakan Cognitive Walkthrough Drajat Khoirul Muslim; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Video games that are played online require a gaming device to be linked to the internet in order to function. Online games that may be played on a mobile device are among the most accessible. In digital games, the display—also known as the game interface—allows players to interact with the game. The interface of the game contains every sign, text, image, and hint. The developer must assess the produced interface in order to obtain a nice interface. Cognitive walkthrough is one of the analytical techniques that may be used to assess the usability of the user interface. Three versions of Cognitive Walkthrough are available The cognitive idea that the individual doing the evaluation must possess is highlighted in the first version. Because it is extremely complicated and time-consuming, the second version can be viewed as a failure. Preparation, analysis, and follow-up are the three stages in the third iteration of Cognitive Walkthrough. Both of the respondents—two individuals—had never played the mobile phone game. The respondents' findings will then be tabulated and presented in a table with an explanation to help with a more in-depth understanding. The responses included individuals in elementary school, junior high school, high school, college, and even those who were already employed.
Perancangan User Experience Aplikasi Thriftshop di Masa Pandemi berbasis Mobile menggunakan Metode Design Thinking Atikah Nabila; Ratih Kartika Dewi; Riswan Septriayadi Sianturi
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At the beginning of 2020, Covid-19 attacked the whole world and claimed many lives, thus limiting community activities, one of which was direct buying and selling activities. Based on the survey, researchers found that as many as 95.6% of buyers found it difficult to visit a thrift shop during the pandemic. Furthermore, as many as 91.3% of buyers also find it difficult to find suitable used clothes at affordable prices. Then, as many as 73.9% of buyers feel that a lot of time is wasted when buying used clothes directly at a thrift shop. Finally, as many as 69.5% of buyers find it difficult to find a place to sell used clothes. Therefore, to overcome the difficulties felt by buyers, it is necessary to design a mobile application user experience to help make it easier for buyers to make purchases of used clothes online. The design of user experience in this study uses the design thinking method which consists of 5 stages, namely empathize, define, ideate, prototype, and test. The last stage is testing using usability testing to test aspects of effectiveness, efficiency aspects, and aspects of user satisfaction. The test results on the design of the application solution that have been made show that the effectiveness aspect test gets 100% results, the efficiency aspect test gets a result of 0.0724 goals/sec, and the satisfaction aspect test gets a System Usability Scale (SUS) score of 94 out of 100. The SUS score indicates that the solution design from the thriftshop application user experience design is in the grade A category, adjective rating excellent, and also in the acceptable category.
Pengembangan Sistem Informasi Point of Sales Rumah Makan berbasis Web (Studi Kasus: Rumah Makan Pindang Ombai Kota Prabumulih) Nadir Ruayuanda Bakri; Satrio Agung Wicaksono; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pindang Ombai Restaurant is one of the restaurants located in Prabumulih City. This restaurant has several problems, including has no reservation activity, the cashier is still manual without a machine, and long income calculation. This study uses four initial stages in the waterfall method, namely the stages of requirements analysis, system design, system implementation, and system testing. Requirements analysis stage will produce 2 as-is business processes, 3 to-be business processes, 12 identification features to be made, 19 functional requirements, and 18 use cases and use case scenarios. System design stage will produce 10 sequence diagrams, 2 class diagrams, 1 relational data model, and 13 user interfaces. System implementation stage uses the PHP programming language with the Laravel framework and uses MySQL as the DBMS which produces 7 controllers and 4 models. System testing stage uses validation testing which is a black box test and produces 100% valid results for 29 test cases, which means the system has met the specified requirements. In addition to validation testing, user acceptance testing was also carried out and resulted in 93.78% which means strongly agree that the system can be accepted by users.
Perancangan User Experience Aplikasi Laporkan untuk Mempercepat Proses Laporan Kehilangan di Polsek Larangan Ingke Ryastratika Milenia Efendi; Lutfi Fanani; Komang Candra Brata
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Larangan Sector Police is one of the police offices in Pamekasan Regency. In the Larangan Sector Police there is section of Integrated Police Service Center (SPKT) which is making a Loss Sign Certificate (SKTLK). There are three members of the SKTLK section with one person on duty every day, sometimes the community don't bring files completely causeing the process of SKTLK at the Larangan Sector Police to longer and causing queues. Besides that, the process of making SKTLK at the Larangan Sector Police is still done manually that can cause inefficient data search. Therefore, with the design of the user experience in the application of laporkan can provide a solution of making SKTLK at the Larangan Sector Police. The method used is the Design Thinking method which consists of the Empathize stage, Define, Ideate, Prototype, and Testing. Testing the design of the user experience in the application of laporkan using usability testing and User Experience Questionnaire (UEQ). The results of testing using usability testing consists of effectiveness aspect with result is 90,7%, efficiency aspect with result ranging from 0,3205 to 0,0266 goals/sec, and satisfaction aspect with the result is 83,5. The results of testing using UEQ from the aspect of attractiveness is 2,33, perspicuity is 2,09, efficiency is 2,30, dependability is 2,26, stimulation is 2,28, and novelty is 2,20.
Pengembangan Aplikasi Perangkat Bergerak Rekomendasi Co-Working Space di Kota Malang berbasis Android Stefanus Dany Supryatna Sinaga; Riswan Septriayadi Sianturi; Agi Putra Kharisma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One of the problems experienced by entrepreneurs is the difficulty of making decisions in finding a co-working space that is in accordance with the wishes of the entrepreneur. This problem was obtained based on the results of a survey conducted on five entrepreneurs in the city of Malang. These problems include high rental rates, long distances to locations, less comfort levels, and other problems. Therefore, this research was carried out with the aim of developing a mobile application for recommended co-working space in Malang City based on Android called CoSpace. The CoSpace application was developed using the SDLC waterfall method, Android OS, and Firebase. This research is divided into four steps, namely needs analysis, design, implementation, and testing. Requirements analysis resulted in twelve functional requirements of users and admins and two non-functional requirements. The design stage produces activity diagrams, sequence diagrams, class diagrams, algorithm designs, and interface designs. The implementation phase results in the implementation of program code and interfaces. Validation testing gets 100% valid results. Testing the usability effectiveness of users and admins gets 100% successful results. User and admin usability efficiency tests get 0.001501 and 0.001741 tasks/second. The results of the usability satisfaction (SUS) test are 90.625 (best imaginable). The results of this study can make it easier for entrepreneurs in Malang City to choose a co-working space that suits user needs.
Sistem Klasifikasi Kualitas Jenis-Jenis Madu berdasarkan Warna, Kecerahan, dan pH menggunakan Metode JST Backpropagation Muhammad Habib Jufah Alhamdani; Dahnial Syauqy; Barlian Henryranu Prasetio
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Honey is a food substance that has sweet taste and thick structure produced by bees. Honey can be distinguished by observing the color and clarity of honey, but it is quite difficult due to lack of knowledge and each type of honey has almost the same color and level of clarity. Based on these problems, this study designed a system to classify the type and authenticity of honey. The sensors used are the TCS3200 sensor, the LDR sensor, and the pH sensor. The TCS3200 sensor and LDR sensor are placed on the back side and on the front side of the sample glass an LED light is added, while the pH sensor is at the top of the glass and the pH sensor eye is immersed in the solution in an upright position so that the sensor can optimally determine each characteristic of the honey sample. The backpropagation ANN algorithm in this study is processed using Arduino Nano with a network structure of 3 inputs, 1 hidden layer containing 24 perceptrons, and 1 output which is divided into 6 classes. The structure design process uses 900 datasets, the learning rate is 0.001, the epochs are 28.451 and the training process is 2 hours 23 minutes 14 seconds. From the testing process the backpropagation neural network algorithm is proven to be able to classify each honey class well and the NN algorithm accuracy reaches 94.45%, with an average computation time of 0.80076 seconds.
Penerapan Metode Analytical Hierarchy Process (AHP) dan Metode Simple Additive Weighting (SAW) pada Pembiayaan Anggota (Studi Kasus: Koperasi Simpan Pinjam Pembiayaan Syariah Tunas Artha Mandiri (KSPPS TAM) di Kab. Nganjuk) Hinandy Nur Anisa; Edy Santoso; Lailil Muflikhah
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Tunas Artha Mandiri Sharia Financing Savings And Loan Cooperative (KSPPS TAM) is a Sharia financial institution in the form of a savings and loan cooperative located in Nganjuk Regency. In the past 3 years, the demand for member financing has increased, because it makes it difficult for cooperatives to determine whether members deserve financing assistance or not. The Simple Additive Weighting Method (SAW) and The Analytical Hierarchy Process (AHP) Method are two of the methods taken for this study. Things are obtained from both methods, namely the optimal level of accuracy and the accuracy of providing member financing. AHP method was chosen because a complex problem was converted into a hierarchy, while the SAW method was chosen because of the weighted addition to the performance rating. The study used 3 criteria, namely income, employment, and the ability to pay installments. Obtaining AHP accuracy with 5 data by 100% and 50 data by 90%. Meanwhile, the accuracy results obtained by the SAW method with 5 data by 80% and 50 data by 78%. The results of the accuracy assessment analysis obtained by the AHP method are more accurate than the SAW method.
Analisis Minat Penggunaan Cashless Payment dalam Transaksi Jual Beli Selama Pandemi pada UMKM Kota Malang Ananda Yuke Wahyu Putra Pratama; Intan Sartika Eris Maghfiroh; Diah Priharsari
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Cashless Payment is an innovation from the development of digital services in facilitating the transaction process. The benefits of digital payments that are felt by users are getting convenience in using the system, getting evidence of transaction results, practicality in conducting transactions, and the level of security of the system related to the transaction process. This study was conducted to ease identify the effect of interest in use of perceived ease to use and perceived usefulness. The digital payment applications studied in this study are OVO, GoPay, ShopeePay, Dana, and LinkAja. The sampling technique used was purposive sampling technique on two categories of UMKM respondents and buyers. Through questionnaire statements distributed through Google Form, 130 respondents were obtained from UMKM and 135 respondents were buyers. From the two categories of respondents, it is known that the variableso perceive ease to use and perceived usefulness have an influence on interest in using non-cash payment applications. It is known that in both categories of respondents there is a partial or simultaneous influence on interest in use from perceptions of ease of use and perceptions of usefulness with the results of the significance value below 0.05. From the results of the regression model equation, the intention to use of digital payments will increase positively according to the regression coefficient value getting a positive value, if it is known from perception ease to use of and perceived usefulness has increased positively.
Pengembangan Sistem Informasi Manajemen Simpanan dan Pinjaman (Studi Kasus pada USIP PAMMAS) I Putu Pradnyana Iswara; Ismiarta Aknuranda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

USIP PAMMAS is a non-governmental financial institution in Abiansemal District, Badung Regency, Bali Province, have task to managing the finances of their members within the scope of the local district community independently. Based on the results of an interview with Mr. Nyoman Piarsa as the chairman of the USIP institution, he said that there were difficulties in the implementation of the process of recording transaction activities within the organization. Currently, the process is still done manually and as the number of members increases, the tasks carried out by the staffs become increasingly difficult. Therefore, based on the problems described previously, the offered solution is to develop an information system for deposit and loan management to handle them. System development is done by using the Waterfall method and implemented with a web-based application, using the Laravel framework. The steps taken include requirement analysis, design, implementation, and testing. For system validation testing results based on functional requirements, from 8 test cases all get valid results. For the results of the compatibility test, the system runs with the same functionality on all tested browser using SortSite application. For the User Acceptance Testing result, the test is given to two actors, first one is admin actors represented by the USIP chairman (94% UAT percentage value) and secondly USIP management actors represented by USIP staff (95% UAT percentage value).
Perancangan User Experience Aplikasi Pemesanan Water Tank di Kota Kupang menggunakan Metode Human Centered Design Alexandrio Kharisma Putra Marasin; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Kupang is one of the cities experiencing the impact of water shortages in Indonesia. This problem has arisen for many years because water sources in the city are pretty limited. Therefore, many from the private sector are developing clean water service businesses by utilizing underground water (bore well water with a depth of > 80 m) distributed to households using water tankers. However, bore healthy water entrepreneurs have difficulty selling their water to water tank car owners. This is because most of the people of Kupang City do not know about the existence of a water tank car taken from several borehole waters in Kupang City. In addition, from a customer perspective, it is also challenging to get clean water. The application design for ordering water tanks in the city of Kupang is carried out using an approach, namely the Human-Centered Design method. This method is very appropriate in this study because it is directly centered on the user. The application is in the form of mobile using the operating system in the form of Android. At the testing stage, it was carried out using the usability testing method on ten respondents with a background of being tank water customers in Kupang City. Furthermore, the usability value in the effectiveness aspect is 90%, in the efficiency aspect, it is 0.076 goals/sec, and finally in the user satisfaction aspect it is 82 which is category A. Then, at the last stage, re-evaluation is carried out in order to get the maximum results that the user can accept.

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