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Sistem Pendukung Keputusan Kelayakan Penerima Hadiah Tahunan Menggunakan Metode Simple Additive Weighting (SAW) Berbasis Android : (Studi Kasus: Koperasi Bunda Gandasari) Anggraini, Nenny; Siti Ummi Masruroh; Muhammad Yusuf Nurpariz; Cahya Wardhana, Ariq
Jurnal E-Komtek (Elektro-Komputer-Teknik) Vol 4 No 2 (2020)
Publisher : Politeknik Dharma Patria Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/e-komtek.v4i2.236

Abstract

Guna mempertahankan dan memotivasi anggota serta menarik non anggota menjadi anggota, koperasi Bunda mempunyai program kerja yaitu pemberian hadiah kepada anggota setiap tahunnya. Penentuan penerima hadiah, koperasi Bunda masih menggunakan cara manual yaitu melakukan pengundian, yang berpotensi terpilihnya anggota yang berkontribusi minimum yang dinilai kurang layak untuk menerima hadiah. Penentuan kelayakan penerima hadiah pengurus koperasi memberikan standar kriteria yaitu besarnya jumlah pinjaman, banyaknya jumlah tabungan, transaksi menabung, lama menjadi anggota dan banyaknya membawa nasabah non anggota. Upaya membantu koperasi menentukan anggota yang layak menerima hadiah, diperlukan sebuah sistem pendukung keputusan. Sistem dirancang mengggunakan metode Simple Additive Weighting (SAW) yang merupakan salah satu metode Multiple Attribute Decision Making (MADM). Hasil penelitian ini menyatakan bahwa dari 10 data sampel anggota koperasi, didapat nilai tertinggi adalah v_10 dengan nilai 0,861, yang artinya anggota koperasi tersebut layak menerima hadiah tahunan dari pihak koperasi.
Peningkatan Kualitas Citra pada Citra Digital Gelap Adhinata, Faisal Dharma; Wardhana, Ariq Cahya; Rakhmadani, Diovianto Putra; Jayadi, Akhmad
Jurnal E-Komtek (Elektro-Komputer-Teknik) Vol 4 No 2 (2020)
Publisher : Politeknik Dharma Patria Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/e-komtek.v4i2.373

Abstract

Salah satu tahap utama dalam pemrosesan citra digital adalah peningkatan kualitas citra. Citra yang berwarna gelap tidak terlihat detail informasi yang terkandung pada citra. Bahkan objek yang tampak pada citra bisa tidak terlihat karena pengambilan citra dilakukan pada pencahayaan kurang. Citra gelap perlu dilakukan peningkatan kualitas citra supaya detail informasi citra dapat terlihat secara visual. Beberapa algoritma peningkatan kualitas citra digital diantaranya negative transformation, log transformation, contrast stretching, bit plane slice, dan histogram equalization. Pada penelitian ini akan dikaji beberapa algoritma peningkatan kualitas citra untuk melihat hasil terbaik dari kasus citra gelap. Berdasarkan hasil percobaan, diperoleh hasil terbaik menggunakan algoritma histogram equalization. Algoritma histogram equalization menghasilkan histogram citra yang tersebar rata sehingga detail informasi citra dapat dilihat secara visual.
Pengembangan Sistem Manajemen Pengetahuan pada Unit Kemahasiswaan : (Studi Kasus: Institut Teknologi Telkom Purwokerto) Andhika Prasetyo Utomo; Ariq Cahya Wardhana; Cepi Ramdani
Jurnal E-Komtek (Elektro-Komputer-Teknik) Vol 4 No 2 (2020)
Publisher : Politeknik Dharma Patria Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/e-komtek.v4i2.400

Abstract

Kemahasiswaan merupakan wadah bagi mahasiswa untuk mengembangkan minat dan bakat mahasiswa baik sesuai dengan bidang keilmuannya atau lintas bidang. Sehingga kemahasiswaan memiliki fokus membahas informasi mengenai program-program yang akan di perguruan tinggi. Masalah yang timbul di Institut Teknologi Telkom Purwokerto adalah pengetahuan yang dimiliki mahasiswa belum terdokumentasi dengan baik sehingga proses berbagi pengetahuan menjadi tidak efektif. Sistem manajemen pengetahuan merupakan salah satu cara untuk menumbuhkan budaya saling berbagi knowledge (sharing knowledge) antar individu maupun organisasi. Salah satu cara pengembangan manajemen pengetahuan adalah dengan membuat aplikasi dengan berbasis web yang nantinya berfungsi untuk mengumpulkan, menyimpan dan membagian pengetahuan yang ada. sistem yang akan dibangun menggunakan metode Knowledge Management System Life Cycle. Dalam perancangannya sistem yang akan dibangun berbasis website dengan menggunaan framework laravel dengan bahasa PHP dan MySQL sebagai database server. Sistem ini memiliki klasifikasi KMS yang berjalan dengan baik yaitu knowledge capture, knowledge sharing, serta knowledge discovery.
Perancangan aplikasi pengukuran tingkat kesiapan inovasi menggunakan user experience lifecycle Wardhana, Ariq Cahya; Fitriana, Gita Fadila
TEKNOLOGI: Jurnal Ilmiah Sistem Informasi Vol 11, No 1 (2021): January
Publisher : Universitas Pesantren Tinggi Darul 'Ulum (Unipdu) Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/teknologi.v11i1.2067

Abstract

Innovation is a process to generate new ideas and change something of value in meeting user needs. Innovation requires measuring the readiness level of innovation in universities to monitor and carry out the resulting innovations. This research was conducted to design an application for measuring the level of innovation using the User Experience Lifecycle (UXL) method. This application can assist in submitting activities and measuring the level of innovation carried out by lecturers or students. This application is made in four stages, namely, analysis, design, prototype, and evaluation. Analysis of user needs is carried out at the Innovation Unit of the Institut Teknologi Telkom Purwokerto through interviews. The interaction design requirements are generated in the form of design requirements and work activity affinity diagrams with two main tasks, namely proposing innovation measurements and obtaining progress reports. After that, a discussion was held in the form of a design thinking and ideation session with the innovation unit that produces personas, sketches, and scenarios. Furthermore, the design implementation is done by creating a medium-fidelity prototype, and the results are tested using the System Usability Scale (SUS). Of the ten questions that must be answered distributed to lecturers and students, the results of the test by the lecturer got a value of 69.17 or B (Good), and students rated 69.40 or B (Good). Based on these results, the application's medium-fidelity prototype has exceeded the minimum requirements of 67 or C (Enough) so that the prototype can be produced so that it can be delivered to the public or the public.
Perancangan aplikasi pengukuran tingkat kesiapan inovasi menggunakan user experience lifecycle Wardhana, Ariq Cahya; Fitriana, Gita Fadila
TEKNOLOGI: Jurnal Ilmiah Sistem Informasi Vol 11, No 1 (2021): January
Publisher : Universitas Pesantren Tinggi Darul 'Ulum (Unipdu) Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26594/teknologi.v11i1.2067

Abstract

Innovation is a process to generate new ideas and change something of value in meeting user needs. Innovation requires measuring the readiness level of innovation in universities to monitor and carry out the resulting innovations. This research was conducted to design an application for measuring the level of innovation using the User Experience Lifecycle (UXL) method. This application can assist in submitting activities and measuring the level of innovation carried out by lecturers or students. This application is made in four stages, namely, analysis, design, prototype, and evaluation. Analysis of user needs is carried out at the Innovation Unit of the Institut Teknologi Telkom Purwokerto through interviews. The interaction design requirements are generated in the form of design requirements and work activity affinity diagrams with two main tasks, namely proposing innovation measurements and obtaining progress reports. After that, a discussion was held in the form of a design thinking and ideation session with the innovation unit that produces personas, sketches, and scenarios. Furthermore, the design implementation is done by creating a medium-fidelity prototype, and the results are tested using the System Usability Scale (SUS). Of the ten questions that must be answered distributed to lecturers and students, the results of the test by the lecturer got a value of 69.17 or B (Good), and students rated 69.40 or B (Good). Based on these results, the application's medium-fidelity prototype has exceeded the minimum requirements of 67 or C (Enough) so that the prototype can be produced so that it can be delivered to the public or the public.
PERANCANGAN SISTEM INVENTORY RUANG KELAS DENGAN PENDEKATAN METODE QUALITY CONTROL STATISTICAL SAMPLING BERBASIS WEB STUDI KASUS : INSITUT TEKNOLOGI TELKOM PURWOKERTO Diovianto Putra Rakhmadani; Faisal Dharma Adhinata; Ariq Cahya Wardhana
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 6 No 1 (2021): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v6i1.1620

Abstract

The classroom is the principal place in the implementation of teaching and learning activities. Classroom comfort indirectly affects the learning atmosphere and the comfort level of students in implementing teaching and learning activities. In its operational activities, classrooms have several supporting tools such as blackboards, projectors, air conditioners, chairs, and desks. These objects often experience problems such as minor damage, decreased function, to heavy damage. The existence of these obstacles can make teaching and learning activities less qualified in an academic classroom. Facilities and infrastructure to support quality teaching and learning activities require an inventory information system with quality control methods to ensure the classroom's quality of facilities is maintained. This research uses the Waterfall software development method and produces a web-based computerized system that can be used to monitor the quality of classroom facilities and follow-up. With this system, the quality of facilities and infrastructure in the classroom is maintained.
Usability Level Evaluation of Village Innovation Applications Using System Usability Scale Ariq Cahya Wardhana; Condro Kartiko; Wahyu Andi Saputra
Operations Research: International Conference Series Vol 3, No 1 (2022)
Publisher : Indonesian Operations Research Association (IORA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47194/orics.v3i1.125

Abstract

Usability is one of the important factors in an application. Village  Innovation Application is a  Knowledge Management System  (KMS)  that provides services to help village managers share innovation management knowledge with other villages.   To that end, the study proposes evaluating the level of useability of applications using the System Usability Scale to see the feasibility of the applications provided for use. The usability scale system has ten statements as an evaluation instrument and three assessment indicators, namely acceptability, grade scale, and adjective rating. Each statement becomes an indicator to see the level of usefulness of the application.  Evaluation of usability Application Innovation village using the System Usability Scale method can be drawn to the conclusion that the village Innovation application is categorized as meeting usability standards evidenced by the value of usability to aspects of acceptability, grade scale, and adjective rating with a final value of 68.3 meaning that the application can already be used directly by village devices
Pemberdayaan Bisnis melalui Adopsi Marketplace dan Penguatan Desain Kemasan dalam Upaya Peningkatan Pemasaran di Kelompok Tani Gula Semut Desa Kedungurang, Kabupaten Banyumas Aufa Rizka Azzumi; Muhammad Ridwan; Ariq Cahya Wardhana; Nastiti Nur Indrayani; Fala Sifah Maharani; Windi Septiani; Jilly Ayu Puspita
Jurnal Pengabdian Masyarakat Waradin Vol. 5 No. 1 (2025): Januari : Jurnal Pengabdian Masyarakat Waradin
Publisher : Sekolah Tinggi Ilmu Ekonomi Pariwisata Indonesia Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56910/wrd.v5i1.413

Abstract

This ponder investigates the selection of computerized marketplaces and the fortifying of item bundling plan to upgrade the showcasing of palm sugar delivered by the Maju Makmur agriculturist bunch in Desa Kedungurang. Through a community-based approach, we given preparing and item advancement to progress item quality and grow advertise reach. Workshops on advanced promoting procedures and commonsense bundling plan driven to noteworthy deals development and financial advancement for the community. The selection of omni-channel e-commerce stages too encouraged more extensive advertise get to, expanding item perceivability and competitiveness. Modern item variations beneath the "Satu Akar" brand, counting natural palm sugar and ginger-infused palm sugar, were presented to differentiate the item advertising.
Evaluasi Aplikasi My Telkomsel Menggunakan Metode Usability Testing Cintiari Devi , Pramita; Aulia Hanafi, Alya; Cahya Wardhana, Ariq
Jurnal Jaring SainTek Vol. 5 No. 1 (2023): April 2023
Publisher : Fakultas Teknik, Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/8mxcp788

Abstract

My Telkomsel application is a mobile-based application intended for Telkomsel starter card users in purchasing credit, quota and additional service features provided by Telkomsel as one of the services provided to its users. This research aims to produce an evaluation of an application design based on user experience. The research target to be achieved is the new design of the My Tekomsel mobile app building using user experience using the remote usability testing method and the questionnaire evaluation method, in which application users will be given a self-responsible questionnaire by the user which then becomes reference material for brought out a new design from My Telkomsel