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Raymond Sutjiadi, S.T., M.Kom
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p3m@ikado.ac.id
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+62317346375
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INDONESIA
Teknika
ISSN : 25498037     EISSN : 25498045     DOI : https://doi.org/10.34148/teknika
Teknika is a peer-reviewed journal dedicated to disseminate research articles in Information and Communication Technology (ICT) area. Researchers, lecturers, students, or practitioners are welcomed to submit paper which has topic below: Computer Networks Computer Security Artificial Intelligence Machine Learning Human Computer Interaction Computer Vision Virtual/Augmented Reality Digital Image Processing Data Mining Web Mining Computer Architecture Software Engineering Decision Support System Information System Audit Business Information System Datawarehouse & OLAP And any other topics relevant with Information and Communication Technology (ICT) area
Articles 356 Documents
EduSawit: Implementation of Augmented Reality in Environmentally Friendly Palm Oil Plant Education Muhammad Ramadhan Putra Pratama; Fathoni; Muhammad Arif bin Zulkepli
Teknika Vol. 14 No. 3 (2025): November 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i3.1368

Abstract

The palm oil industry in Indonesia continues to face serious problems related to environmental degradation and small farmers limited access to information on sustainable cultivation practices. To address these challenges, this study developed EduSawit, an Augmented Reality (AR)-based educational application that supports the implementation of environmentally friendly palm oil cultivation practices. The application was designed using the Multimedia Development Life Cycle (MDLC) method, which consists of six main stages: concept formulation, design, material collection, assembly, testing, and distribution. Its main feature is interactive 3D visualization that displays important processes such as site selection, provision of superior seeds, mixed planting patterns, use of organic fertilizers, water management, biological pest control, and palm oil waste management. Validation was carried out using Black Box testing to ensure that all functions, including AR marker scanning, 3D object display, and information panels, worked as expected. The research results show that EduSawit is a technically reliable and pedagogically relevant learning medium, with the potential to improve farmers understanding of sustainable cultivation practices. The next step is a field trial with smallholder farmers to assess the application's effectiveness in increasing knowledge, confidence, and adoption of environmentally friendly practices.
Toward Immersive Commerce: A Systematic Review of Augmented Reality Adoption in Retail Maria Gracelina; Lisana Lisana
Teknika Vol. 14 No. 3 (2025): November 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i3.1371

Abstract

Augmented Reality (AR) has emerged as a prominent solution to address customer concerns in online shopping. This study aims to conduct a literature review on the factors influencing the adoption of AR in the retail industry. The reviewed literature spans the last five years, from 2020 to 2025, and was sourced from databases such as Scopus, Semantic Scholar, Web of Science, and Google Scholar. The PRISMA method was applied to facilitate the selection of relevant studies, resulting in a final dataset of 34 publications. The review identified 94 variables and 13 moderators commonly used in 11 prior studies. Among these, the Technology Acceptance Model (TAM) and the Unified Theory of Acceptance and Use of Technology (UTAUT) were the most frequently applied frameworks. Research on AR adoption in retail has been conducted across various countries in Asia, Europe, and the Americas. This study is expected to provide insights beneficial for both researchers and retail practitioners in integrating AR technology into their business processes.
Human Computer Interaction Design in Web Based Warehouse Management Systems Using the Task Centered System Design (TCSD) Method Muhammad Izzan Fieldi; Fathoni; Muhammad Aiman
Teknika Vol. 14 No. 3 (2025): November 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i3.1375

Abstract

In the digital transformation era, web-based warehouse management systems play an essential role in ensuring operational efficiency, yet their effectiveness depends not only on functional accuracy but also on a user-centered interface design. This study aims to redesign the interface of Company XYZ’s warehouse management system using the Task-Centered System Design (TCSD) method within the Human-Computer Interaction (HCI) framework. TCSD emphasizes mapping real user tasks, analyzing user-centered requirements, prototyping through scenarios, and conducting usability evaluations. Data were collected through direct observation, structured interviews, and literature review, followed by interface prototyping in Figma and testing with the Maze platform. Six main warehouse tasks login, item distribution, returns, receiving, cycle counting, and searching were evaluated with five participants. The results demonstrated a Task Success Rate (TSR) of 100% across all tasks, with the shortest average Time on Task (ToT) for login (7.89 seconds) and item search (8.58 seconds), and the longest for cycle counting (58.10 seconds). Click Rate (CR) and Error Rate (ER) varied depending on task complexity, with login and item search showing higher ER values, which were influenced by predefined task flows. Overall, findings confirm that TCSD yields a practical and measurable design aligned with user workflows, producing an interface that is efficient, user-friendly, and adaptable to warehouse operations. This research contributes to HCI studies by demonstrating the effectiveness of scenario-based design in logistics systems, while also highlighting the need for larger-scale usability testing in future work.
Quiz Quest: An Open-Source Ephemeral Quiz Application For Efficient and Low Cost Interactive Education Yustus Eko Oktian; Evelin Alim Natadjaja; Evelyn Komalasari Hartono
Teknika Vol. 14 No. 3 (2025): November 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i3.1383

Abstract

The increasing integration of technology in educational settings has highlighted the efficacy of interactive tools, such as online quizzes, in fostering student motivation and engagement. However, the widespread adoption of commercial platforms is often impeded by substantial financial and logistical challenges, including high costs and complex manual setup procedures. To address these limitations, this paper presents Quiz Quest, a novel open-source, ephemeral quiz application. Quiz Quest is engineered using contemporary web service development technologies and features a streamlined, JSON-based question import mechanism, enabling educators to host interactive quizzes on their personal devices. Preliminary assessments indicate that Quiz Quest offers both efficiency and competitive performance. Specifically, compared to established alternatives like Kahoot and Google Forms, Quiz Quest demonstrates a reduction in question setup time of 67-74% during initial use and 71-83% in subsequent uses. Furthermore, it exhibits minimal system resource consumption in low-density classroom environments, with CPU utilization ranging from 0.05% to 0.1% and memory usage stabilizing around 90-95 MB, thereby ensuring compatibility across a variety of hardware configurations. The application also achieved a favorable System Usability Scale score of approximately 75, performing comparably to its counterparts. Consequently, Quiz Quest is posited as an accessible, efficient, and engaging solution for interactive education, offering significant benefits to educators seeking to enhance learning experiences without incurring considerable resource expenditure.
Enhancing User Interface & User Experience on Digital Learning Platforms Through a Design Thinking Approach Ridwan Setiawan; Nadia Fitriani; Muhammad Rikza Nashrulloh
Teknika Vol. 14 No. 3 (2025): November 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i3.1385

Abstract

Thinkoguru is an educational platform under development. This study redesigns its user interface and user experience using the Design Thinking framework through five stages: empathize, define, ideate, prototype, and test. User needs were elicited through interviews, synthesized into personas and pain points, and mapped to information architecture, user flows, and a cohesive design system. The outcome is a high-fidelity prototype based on a role-based dual-platform architecture, consisting of a mobile application for learners and a web dashboard for mentors. This paper presents and evaluates the web prototype, which was tested with fifteen participants using the System Usability Scale and achieved an average score of 85.5 (Grade A), indicating excellent perceived usability. The study contributes a clear separation of roles to clarify tasks and reduce cognitive load, together with a traceable linkage from user needs to design decisions that support reuse. These findings provide a structured foundation for the continued development of Thinkoguru and for improving the learning experience on similar educational platforms.
Performance Comparison of 10 Machine Learning Algorithms in Sentiment Classification on Platform X Regarding the Government’s Priority Program: Makanan Bergizi Gratis (MBG) Deni Utama; Rauhil Fahmi; Muhammad Ridho Kurniawan Pratama
Teknika Vol. 14 No. 3 (2025): November 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i3.1386

Abstract

This study evaluates public sentiment on Platform X regarding the Government’s Priority Free Nutritious Food Program. A total of 2031 user comments were analyzed using 10 machine learning algorithms: Naive Bayes, Gradient Boosting, AdaBoost, Random Forest, Extra Trees, Logistic Regression, Linear SVM, SGD Classifier, Ridge Classifier, and Bagging. The dataset underwent preprocessing including lowercasing, stopword removal, stemming, and tokenization, followed by TF-IDF vectorization with 5000 features. Models were evaluated using accuracy, precision, recall, weighted F1-score, and 5-fold cross-validation. Bagging achieved the highest accuracy (81%) and weighted F1-score (81%), followed by Gradient Boosting (81%) and Random Forest (77%). Feature analysis revealed negative sentiment indicators such as ‘racun’, ‘stop’, ‘korupsi’, and positive indicators like ‘sehat’, ‘enak’, ‘bergizi’. These findings provide actionable insights for policy communication and program improvement.
Website Design Innovation Strategy for Brand XYZ Using the Design Thinking Approach Haifa Sausan; Ellya Zulaikha
Teknika Vol. 14 No. 3 (2025): November 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i3.1387

Abstract

The rapid growth of e-commerce in Indonesia has transformed consumer behavior and increased expectations for seamless digital shopping experiences. Despite Brand XYZ’s popularity on social media and marketplaces, its official website performed poorly due to unintuitive navigation, outdated visuals, and inefficient checkout processes. This study applies the Design Thinking methodology, combined with the American Customer Satisfaction Index (ACSI), to redesign the Brand XYZ website. Qualitative data were gathered through empathy mapping, user journey analysis, and value proposition canvases, while quantitative data were measured using pre-test and post-test ACSI surveys. The SCAMPER method was used during the ideation stage to generate solution concepts, which were translated into prototypes using Figma and tested for usability. Results indicate a substantial improvement in satisfaction, with ACSI scores increasing from 44.42 (pre-test) to 80.53 (post-test). Key gains include simplified navigation, mobile responsiveness, consistent brand identity, and a streamlined three-step checkout. The findings confirm that integrating Design Thinking with ACSI provides a comprehensive framework for addressing usability and brand perception challenges in fashion e-commerce.
Application of Gamification in Digital Library Systems Based on MDA Framework Siti Aminah; Faris Purnomo; Hilman Nuril Hadi
Teknika Vol. 15 No. 1 (2026): March 2026
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v15i1.1389

Abstract

The digital library of Bhinneka Nusantara University has experienced low user engagement, with an average of only 166 visits per month as of June 2025. This study aims to design and evaluate a gamified digital library system to address this issue. The system integrates key gamification elements points, leaderboards, and challenges and badges based on the Mechanics and Aesthetics components of the Mechanics–Dynamics–Aesthetics (MDA) Framework. The system was developed using the System Development Life Cycle (SDLC), encompassing needs analysis, system design, gamification implementation, and testing. Functional testing and User Experience (UX) evaluation were conducted to assess the effectiveness of the system. The results show that the gamified features have a positive impact on user perception, satisfaction, motivation, and pleasure.
Analysis of the Impact of Dimensionality Reduction on Deep Learning Performance for the Classification of Microarray and RNA-Seq Gene Expression Data Duwi Lufita Marfiana; Muhammad Haris
Teknika Vol. 15 No. 1 (2026): March 2026
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v15i1.1400

Abstract

One of the most popular and widely used methods in various fields, not only in information technology, including bioinformatics. With the increasing complexity of data and problems faced, ML offers solutions for analyzing and interpreting very large and dense data. This study aims to analyze gene expression, which has a crucial role in disease diagnosis, especially cancer, requiring techniques capable of identifying patterns and relationships in complex genetic data. Several techniques that play a role in improving the performance of deep learning models, including PCA reduction techniques, TruncatedSVD, PaCMAP, and TorchDR, successfully simplified data with high dimensionality without eliminating important information structures, thereby speeding up the training process and improving prediction accuracy. DNN was able to achieve a perfect score with accuracy and F1-Score 1 and remained superior to TorchDR with accuracy using test data of 0.9990, PaCMAP 0.979, and TruncatedSVD 0.988. DNN is able to obtain a perfect score with accuracy and F1-Score 1, and remains superior to TorchDR with accuracy using test data of 0.9990, PaCMAP 0.979 and TruncatedSVD 0.988. The dimensionality reduction techniques of PaCMAP and TorchDR provide a more stable data representation, by producing a more separated data distribution and supporting high performance in DNN and MLP models, which makes it the right choice in the dimensionality reduction method of gene expression data.
Voice Command Recognition for 3D Endless Games Using Hybrid Transformer LSTM Oddy Virgantara Putra; Adrik Fikhtiyaril Amro; Adimas Arya Alief Riarta; Alvin Arya Pangestu
Teknika Vol. 15 No. 1 (2026): March 2026
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v15i1.1414

Abstract

Voice command recognition has become increasingly important for enabling natural human–computer interaction in gaming and embedded systems. However, achieving accurate and noise-robust recognition on small-scale datasets remains challenging due to the limited availability of data and computational resources. To address this, this paper presents a systematic study on architectural choices for small-scale speech command recognition. We compare three neural architectures, BiLSTM, Transformer, and a sequential hybrid, in a controlled framework using identical MFCC front-ends and standardized noise augmentation. Experiments include various configurations, varying sampling rates, and noise types, rigorously evaluated using repeated cross-validation to ensure reliability. The results show that the hybrid architecture achieves superior accuracy, clearly outperforming the standalone BiLSTM and standalone Transformer baseline architectures. The hybrid model exhibits lower variance across cross-validation folds and initialization processes, and demonstrates significantly higher training throughput compared to the BiLSTM model. The model demonstrates excellent robustness to acoustic noise; variants trained with pink and white noise augmentation show comparable accuracy, confirming robust feature learning under diverse data augmentation conditions. These findings support the hypothesis that BiLSTM's local temporal modeling complements Transformer's global self-attention, enabling more effective capture of multi-scale temporal patterns in short utterances. Real-time deployment feasibility was confirmed through integration with a 3D game engine, achieving an average total response time of 5.23 ms, demonstrating the model's suitability for low-latency interactive applications.