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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 dan Perbaikan Usability Aplikasi Bangbeli dengan menggunakan Metode Usability Testing dan Use Questionnaire Khoirul Abdul Jamil; Komang Candra Brata; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 9 (2022): September 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Bangbeli is a mobile application engaged in fintech. Bangbeli's main goal is to help UMKM traders who want to compete in credit transactions, game vouchers, service payments, etc. Bangbeli entered the Google market for the first time on January 26, 2020. Bangbeli has been downloaded more than 10,000 times and has more than 1000 reviews with a rating of 4.6. Bangbeli has quite interesting and good reviews. After conducting an interview with the Bangbeli developer, there was an urgency from the Bangbeli business team to create an account tier system to boost user interest in making transactions more often. In the Oxford dictionary it is described as a row or level in a structure, which is placed one above and shrinks in size. Therefore, the need for usability testing to measure the level of feasibility and explore the problems of the new feature. Meanwhile, usability testing is a process that involves people as test participants who evaluate the extent to which a product meets the usability criteria. This study author used usability testing and the USE Questionnaire. According to ISO international standards, usability includes three aspects, namely efficiency, effectiveness and satisfaction. he Usefulness and Ease of Use parameters in the USE questionnaire have correlations in these three aspects. Two tests will be performed to get a good score, initial testing and final testing. To get analysis values and evaluating recommendations requires Initial testing. The final score will be obtained from the final test conducted after the evaluation process. The usability result before the improvement recommendation was 75.59% with a good value and the usability value after the display improvement recommendation was 75.36% with an excellent value.
Pengembangan Aplikasi E-Commerce Anggrek berbasis Android menggunakan Clean Architecture (Studi Kasus: PT. Java Indo Arjuna) Aransa Fitra Prawira; Widhy Hayuhardhika Nugraha Putra; Welly Purnomo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-Commerce is the application of technology that is often used and is growing rapidly to date, this is because it facilitates the process of buying and selling goods between sellers and buyers can be done anywhere and anytime. Supported by the spread of the COVID-19 virus, the community is forced to comply with government regulations, namely the implementation of community activity restrictions (PPKM) so that offline buying and selling activities are difficult to carry out. PT Java Indo Arjuna (JAVINA) is a company buying and selling orchid plants and their equipment which has also been affected by COVID-19. At first, Javina carried out buying and selling activities with consumers using WhatsApp social media. Due to the increasing number of customers during the pandemic, the services provided via WhatsApp were not handled properly, Javina needed to reply one by one, from product-related info to confirming payments. This research was conducted to build an Android-based Orchid E-Commerce Application using Clean Architecture. The application is developed on the android platform. IsiTaman application is built using the Scrum method. This method was chosen because the initial requirements are still few, it can increase or change during development. IsiTaman testing is done by testing Blackbox and usability. Blackbox testing resulted in a 100% system success rate. In usability testing, the application has a System Usability Scale (SUS) value of 81.4. This value makes this application classified as acceptable category.
Analisis Peran Pengalaman Kerja dan Linearitas Background Pendidikan terhadap Produktivitas Kerja Karyawan Work From Anywhere Muhammad Faisal Shabri; Diah Priharsari; Fajar Pradana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Amid the “new normal” period after the receding of the Covid-19 pandemic and the change in the Work From Home (WFH) work system to Work From Anywhere (WFA). Every company must be able to maximize every element they have in order to survive, such as the productivity of their WFA employee. This research goal was to analyze the role of work experience and the educational background linearity of a WFA employee on his productivity using a mixed method. Techniques in qualitative methods are semi-structured interviews involving 10 informants processed using thematic analysis methods. While the quantitative method will use a questionnaire technique that gets 138 respondents. In qualitative data analysis, work experience has a role in the productivity of a WFA employee in terms of ease of adaptation. Meanwhile, it was found that employees with non-linear education directly would not have problems with their productivity as long as these employees were able to make up for their lack of knowledge. It is confirmed in the quantitative method, where there was a significant difference in average productivity between group levels of work experience of WFA employees and no significant difference in average productivity between linear and non-linear WFA employees.
Analisis Pengaruh Node Density pada Vehicular Ad Hoc Network (VANET) dengan menggunakan Protokol Routing Dynamic Source Routing (DSR) di Model Jalan Perkotaan Rexy Marten; Dany Primanita Kartikasari; Fariz Andri Bakhtiar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

VANET is a wireless network which using vehicle as a moving node for exchange information and provide comfort and security for vehicle user. Characteristics of VANET are high mobility and different number of vehicle. Number of vehicle in urban area is affected by activity on the area at certain hour such as rush hour in the morning and evening, this caused number of vehicle varies. Previous research stated that DSR is a reactive routing protocol that able to work in VANET and produces good performances based on overhead, packet delivery ratio, and normalized routing load parameter. This study presents an analysis of the effect of node density in VANET network using DSR in urban model area as the simulation. Testing is based on changes in the number of nodes using 30, 60, 90, 120, 150 and 300 nodes with testing parameters end to end delay packet and delivery ratio, also using coefficient determination, F test, and T test for validity testing. The result showed that node density impacted VANET performance when using linier regression for validity testing. The performance of VANET by using DSR produces the best end to end delay in 30 nodes with 3057.79ms, and the worst in 300 nodes with 25432.9ms, while in packet delivery ratio parameter produces the packet successfully sent in 300 nodes with 92.79%, and the least in 30 nodes with 76.88%.
Implementasi Simple Network Management Protocol (SNMP) pada Bot Monitoring Telegram Muhammad Taruna Praja Utama; Arief Andy Soebroto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One useful network management function to determine whether the network is still practical, viable, or needs more capacity is network monitoring. If an administrator is looking to redesign an existing network, monitoring the results may also be helpful. Monitoring device status, such as CPU percentage, RAM, and traffic using SNMP, is one of many network monitoring techniques. To facilitate this monitoring process, it can be done remotely with a program that provides alert messages to the user. One of the communication media is using the Telegram application, Telegram also has bot facilities that can be programmed to run continuously without stopping. The purpose of the research is to find out how to design a monitoring bot program using SNMP that sends notification messages to Telegram and to find out how to test the Telegram monitoring bot program using SNMP.
Analisis Kesediaan Berbagi Identitas Digital Berdasarkan PMT: Faktor Self-Efficacy, Response Efficacy, dan SNS Experience Hanum Dwi Rosidi; Diah Priharsari; Buce Trias Hanggara
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The growth of the internet has led to a large number of users participating in various global online. Social Networking Sites (SNS) are virtual platforms that allow users ito interact with each other, participate in various social and collect information about other site members. Protection motivation theory (PMT) or protection motivation theory is a theory that explains how a person's situation manages his behavior when experiencing risk. This study aims to determine the effect of self-efficacy and efficacy responses on privacy information concerns and also to determine user privacy information concerns about their availability in various digital identities on SNS, and to find out whether there are differences between the experience of using social networks and their willingness to share identities digitally. This study used the CB-SEM method by distributing questionnaires to users of social networks and getting 309 respondents. After testing the hypothesis, it was found that one hypothesis was rejected (not accepted), namely that there was a difference between SNS experience and willingness to share digital identities because it had P-Value of 0.239. In this case, users are not necessarily willing to share their digital identities even though users have long or little experience in social networking.
Perancangan Antarmuka Pengguna Website Responsif Mobile Byboot Menggunakan Metode Design Thinking Naufal Zulfikar Priambodo; Satrio Hadi Wijoyo; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Byboot is a Micro, Small and Medium Enterprise (MSME) in Jombang Regency which is engaged in fashion, specifically selling various needs for sandals and women's shoes. Byboot wanted to expand its business reach and wanted an e-commerce website. This website will be used to assist transactions between Byboot and its customers so that the transaction process runs effectively and efficiently. Based on these problems, the researcher provides a solution for designing the user interface of an e-commerce website that will be made in the form of a high-fidelity prototype. This design will make it easier for Byboot and consumers to make buying and selling transactions that they will do. The process of designing this system will use the design thinking method in which there are five stages in the process, namely empathize, define, ideate, prototype and test. The testing process will include usability testing, user interviews, and a system usability scale (SUS) questionnaire. From the test results with the system usability scale questionnaire, it was obtained a value of 77 for the consumer system and a value of 75.5 for the stakeholder system. The results of the two systems are included in the high acceptability level, with a grade scale C, and also an adjective rating of Good.
Sistem Kendali Robot Beroda Wall-Follower pada Tembok Lurus dan Berbelok menggunakan Metode PID Haryanto Sihombing; Eko Setiawan; Sabriansyah Rizqika Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Wall following navigation is one of the navigation systems used in competitions, for example, in the Indonesian Intelligent Robot Contest (KRCI), where the robot's task is to follow the contours of the walls that form hallways and rooms or is called a wall follower robot. The method used in this wall follower robot is PID method, can make system movement more stable and capable to do an effective error correction. PID controller can hold motor speed at required fixed value and navigate the wall follower. Arduino Uno R3 microcontroller, ultrasonic sensor, and L298N motor driver are used in making this robot system. The determination of the PID controller parameters was obtained using the Ziegler-Nichols second method. This method was chosen to anticipate changes in distance that cause oscillations in the ultrasonic sensor. The combination of PID and Ziegler-Nichols second method will speed up the process of determining PID controller parameters without having to go through a trial-and-error tuning process. The results of the tests showed that with the help of the PID controller, the wall follower robot has been able to make decisions about the movements that must be carried out to follow the side of the wall. The results of the PID parameters achieved from this final project research obtained values of Kp = 6, Ki = 17.1, and Kd = 0.525.
Perancangan Arsitektur Sistem Informasi Pengelolaan Data Feedback di Perusahaan Pertambangan Batubara menggunakan TOGAF ADM Aisha Edna Alicia Sanyoto; Aditya Rachmadi; Andi Reza Perdanakusuma
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

PT Kaltim Prima Coal is the largest coal mining company in the world. PT Kaltim Prima Coal carries out the process of extracting coal to manage it until it is ready to be distributed to customers. One of the departments at PT Kaltim Prima Coal is the CPPM department where this department focuses on repairing and maintaining coal processing machines. The CPPM Department is required to carry out follow-up actions for machine damage quickly, effectively and efficiently. One of the business processes related to these demands is the business process for managing data feedback in the CPPM Department. Currently, the process of managing feedback data is still carried out using a manual system and simple applications such as Microsoft Excel and Whatsapp, so an effective, efficient and integrated IS/IT is needed. To overcome the problems that arise from the manual data feedback management process, it is necessary to design an enterprise architecture in the CPPM Department to align business strategy with IS/IT strategy and requires careful planning to plan and manage IS/IT. This study uses the TOGAF (The Open Group Architecture Framework) enterprise architecture framework design with the ADM (Architecture Development Method) method. This research is limited to phase C Information System Architecture. The design produces a blueprint of the proposed business architecture and information system architecture for managing data feedback in CPPM Department of PT Kaltim Prima Coal.Based on the evaluation results it is known that the business architecture model has 100% validity based on syntactic, semantic, and pragmatic quality and the degree of completeness between the quality attributes of the information system design that is built reaches 66.67%
Analisis Peran Jenis Pekerjaan dan Fasilitas IT Pendukung terhadap Produktivitas Kerja Karyawan Work From Anywhere Nadya Nur Fadhila; Diah Priharsari; Fajar Pradana
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 11 (2022): November 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

During the global COVID-19 pandemic information systems have overcoming the limitations of interaction when working, which is considered a digital transformation, such as the Work From Home policy, which is currently shifting to the WFA (Work From Home) work system. anywhere). The existence of this new work system certainly has an impact on employee work productivity which is influenced by several factors, especially technology. In this study, the factors that will be examined are the type of work and IT facilities owned by WFA employees through the Exploratory Mix Method. By conducting a Thematic Analysis, the results show that the type of work can be seen from the existence of work flexibility policies and the frequency of interaction needs which can cause overtime on the job, and in IT facilities it is found that the company's role in fulfilling IT facilities can increase productivity. To confirm the qualitative findings, a quantitative study was carried out through a questionnaire with 115 respondents, through the multiple linear regression analysis method, it was found that the final result of this study was on the type of work of employees during WFA who had work time flexibility coupled with a high frequency of interaction between employees who tended to make these employees work overtime and this has a significant effect on work productivity. Then for IT facilities, the company's role in fulfilling IT facilities in order to have standardized devices that have been determined, then these employees must have self-motivation in working to achieve increased work productivity.

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