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Exploring the Use of ChatGPT 3.5 in the Development of Rootine Website Front End Mahardhika, Bima Julian; Putri, Tiara Ariyanto; Rudiansyah, Cahya; Fami, Amata; Barus, Irma R.G
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 2 (2024): AUGUST 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i2.2536

Abstract

This study aims to investigate and assess the capabilities of ChatGPT. This chatbot communicates with people using artificial intelligence (AI) and can help with various activities. This study looks at how ChatGPT may help with the front-end development of the Rootine farmer helper website for Trinity Company. Through qualitative descriptive methodologies and practical investigation of ChatGPT, this study discovered that ChatGPT's response time to requests may have been enhanced. This is because the version of ChatGPT AI being used, the requirement for more user comprehension in request delivery, and restrictions on replying to requests based on the outcomes of prior answers are the causes of this. This study is anticipated to add to the most recent research on ChatGPT's capacity to assist front-end development.
Creating Instagram Feeds as Arts and Culture Weeks Promotional Media with Canva Application and EPIC Method Devyanti, Kharisma Nur; Faylasuf, Hafiz Fadli; Zahir, Rafi Hilal; Fami, Amata; Wahyoedi, Bontisesari
International Journal Software Engineering and Computer Science (IJSECS) Vol. 4 No. 2 (2024): AUGUST 2024
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v4i2.2581

Abstract

This study aimed to develop an engaging Instagram feed design to enhance visitor participation at the Cultural Arts Week event. The research employed a case study method with a qualitative approach. The sample consisted of 16 respondents, including the chief executive of Cultural Arts Week, 2 computer experts, 2 graphic design experts, and 11 visitors to the event, all of whom were students at the IPB Vocational School. The effectiveness of the design was assessed using the EPIC method, which evaluates Empathy, Persuasion, Impact, and Communication. The results indicated a score of 4.25 for Empathy, 4.1 for Persuasion, 4.12 for Impact, and 4.27 for Communication, yielding an overall EPIC Rate of 4.18.
Analyzing User Experience in KAI Access Application using the UEQ Method Maulidya, Icha; Salma, Cynthia Octavania Putri; Beda, Glorian Hilarius Kiantin; Barus, Irma Rasita Gloria; Fami, Amata
JISA(Jurnal Informatika dan Sains) Vol 7, No 1 (2024): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v7i1.2007

Abstract

This research aims to provide a comprehensive analysis of the User Experience (UX) components within the KAI Access platform framework, with a particular focus on the need to evaluate the platform's UX. This evaluation is very important because of the emergence of user complaints and usability problems in the KAI Access application rating on the Appstore and Playstore which can affect user satisfaction and overall user engagement. This study leverages insights from previous research in UX analysis, particularly in transportation applications, it identifies key areas for improvement. It implements best practices to ensure a smooth and intuitive user experience. Leveraging frameworks and theories from the field of UX design, the methodological approach revolves around conducting UEQ surveys to comprehensively understand user behavior and interactions. Through systematic evaluation, this research assesses the UX dynamics of the KAI Access system, by carefully examining the strengths, weaknesses, and areas that require improvement to increase user satisfaction and system usability. This research succeeded in showing that the KAI Access platform has good performance in terms of efficiency and reliability. However, from the evaluation there are deficiencies in various areas such as user interface design and interactive responsiveness which are shown in the discussion results indicating the potential for increasing user satisfaction and system usability through pragmatic improvements. Additionally, this paves the way for future research to explore the impact of these improvements on user satisfaction and consider the integration of new technologies for a richer user experience.
Menganalisis Perbandingan E-commerce dan UMKM pada Mahasiswa Sekolah Vokasi IPB University Zahra, Afnan; Bintang, Denty Nirwana; Barus, Irma Rasita Gloria; Fami, Amata
Jurnal EMT KITA Vol 8 No 3 (2024): JULY 2024
Publisher : Lembaga Otonom Lembaga Informasi dan Riset Indonesia (KITA INFO dan RISET) - Lembaga KITA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/emt.v8i3.2662

Abstract

The rapidly developing digital economic context, including Indonesia, has changed the global business landscape. Understanding the preferences and involvement of the younger generation, especially students, is crucial. This research aims to compare the preferences and involvement of IPB University Vocational School students in the use of E-commerce and involvement in Micro, Small, and Medium Enterprises (MSMEs). This research uses a quantitative method, with a survey conducted using a questionnaire of 32 students to obtain students' perspectives and experiences regarding comparing e-commerce and MSMEs. The data collected was then analyzed to identify significant differences between students who were more likely to use E-commerce platforms for online shopping compared to those who preferred shopping in MSMEs. This research also digs deeper into the factors that influence student preferences and ways to optimize their potential in encouraging inclusive and sustainable economic growth
Pembuatan Background untuk Teaser Jingle Lembaga Bahasa LIA Berbasis Motion Graphic Fami, Amata; Sundari, Nita; Shabilla, Kanaya; Athallah, Ananda Salma
JoMMiT Vol 7 No 2 (2023): Artikel Jurnal Volume 7 Issue 2, Desember 2023
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jommit.v7i2.923

Abstract

Background menjadi salah satu elemen visual yang penting untuk diperhatikan dalam pembuatan motion graphic. Untuk meningkatkan kualitas motion graphic, background harus dirancang dengan tepat sesuai dengan ide dan pesan yang ingin disampaikan. Penerapan teori pada pembuatan background dapat menjadi salah satu usaha untuk meningkatkan kualitas background sebagai elemen visual. Penelitian ini bertujuan untuk membahas pembuatan background dengan penerapan teori layout pada motion graphic teaser jingle Lembaga Bahasa LIA. Metode penelitian yang digunakan adalah metode terapan dengan pendekatan teori layout menurut Surianto Rustan dan metode pengumpulan data dengan dokumentasi. Hasil penelitian ini menunjukkan proses pembuatan background dengan penerapan teori layout yang sesuai dengan ide dan pesan yang ingin disampaikan serta implementasinya pada motion graphic.
Creating a Video for TikTok Social Media Content Kelirskin with the Theme of Balinese Kecak Dance Local Wisdom Azizi, Jovita Nabilah; Damara, Rafli; Holik, Wildan; Fami, Amata; Barus, Irma Rasita
JoMMiT Vol 8 No 1 (2024): Artikel Jurnal Volume 8 Issue 1, Juni 2024
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The use of social media, especially TikTok, has become an integral part of digital marketing strategies for many brands, including Kelirskin. In this study, we explore the potential of TikTok as an effective marketing tool to boost Kelirskin product sales with a focus on the theme of Balinese Kecak dance local wisdom. Through pre-production, production, and post-production stages, we designed and created promotional videos that combine the beauty of Bali's nature and culture with the messages inherent in the Kelirskin brand. Despite facing some challenges, such as selecting appropriate settings and proper lighting, the authors successfully overcame these obstacles with creativity and dedication from the production team. By implementing additional strategies, such as researching TikTok user trends, collaborating with influential users, and utilizing TikTok's interactive features, Kelirskin can maximize TikTok's potential as an effective marketing tool to boost their product sales and strengthen their brand position in the digital marketing market.
Website Design for Kelirskin Product Reseller Registration using the Prototype Method Thahir, Raisa Mutia; Pratama, Reza; Fami, Amata; Barus, Irma Rasita Gloria; Mindara, Gema Parasti
JoMMiT Vol 8 No 1 (2024): Artikel Jurnal Volume 8 Issue 1, Juni 2024
Publisher : Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Online registration of resellers through a website has become a crucial strategy for many companies, including Kelirskin, to enhance business efficiency. This research proposes the development of a dedicated website for registering as a Kelirskin product reseller using a prototype method. With this method, an analysis of system requirements, modeling, and prototype development is conducted, incorporating various essential features such as login, registration, product management, shopping cart, and reseller management. The result is a prototype with a user-friendly interface and functionality tailored to the needs. In conclusion, digital reseller registration via a website using the prototype method has the potential to enhance business efficiency and competitiveness. Suggestions for further research include conducting trials with representative users and paying attention to user training and regular system maintenance to ensure smooth operation.
Pembuatan Logo Desa Wanurejo sebagai Media dalam Pembelajaran Mata Kuliah Aplikasi Desain Grafis di Sekolah Vokasi IPB Muthiah Humaira Marwa; Fedrianingsih, Devi; Alen, Shereen; Fami, Amata
GESTALT : JURNAL DESAIN KOMUNIKASI VISUAL Vol. 6 No. 1 (2024): Jurnal Gestalt : Desain Komunikasi Visual
Publisher : Program Studi Desain Komunikasi Visual. Fakultas Arsitektur dan Desain Jalan Raya Rungkut Madya, Gn.Anyar, Surabaya, Jawa Timur 60294

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/gestalt.v6i1.164

Abstract

Perancangan identitas visual pada mata kuliah Aplikasi Desain Grafis di Sekolah Vokasi IPB menjadi bagian yang mendasar untuk dipelajari. Pembuatan logo pada mata kuliah ini merupakan sebuah inovasi pendidikan yang bertujuan untuk menggabungkan teori desain grafis dengan pengalaman praktis dalam konteks dunia nyata. Tujuan penelitian ini untuk menggambarkan pembelajaran mata kuliah Aplikasi Desain Grafis dengan proses pembuatan logo yang mencerminkan identitas dan nilai-nilai desa dengan mempertimbangkan kebutuhan dan harapan yang sesuai dengan brief. Pendekatan desain logo memanfaatkan 7 Stage of a Creative Logo Design Process yang dikembangkan oleh Erik Mesakki. Proses ini menjadi pedoman umum dalam merancang logo untuk beragam komunitas desain, karena mengikuti konsep tahapan ini akan menghasilkan logo yang sesuai, visual yang sempurna, dan memiliki makna yang kuat. Dengan penelitian ini, mahasiswa mampu memahami proses pembuatan logo, menghasilkan konsep, dan implementasi desain logo yang kuat untuk system identitas visual.
Project Based Learning: Pembuatan Motion Graphics “Affordable” untuk Klien LB LIA Hidayat, Daffala Viro; Fami, Amata; Prayudo, Galih Ario; Mu'taz, Faris Afra
Jurnal Mahasiswa Kreatif Vol. 2 No. 1 (2024): Januari : Jurnal Mahasiswa Kreatif
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jmk-widyakarya.v2i1.2246

Abstract

Project-Based Learning (PjBL) is a learning approach where students learn by actively participating in real projects or tasks. This approach aims to prepare learners to face real-world situations and develop skills relevant to careers and everyday life. The (PjBL) approach was used in the creation of this motion graphics titled "Affordable" with the client LB LIA. The PjBL process involved planning, client needs analysis, conceptualization, production and evaluation. The results show that PjBL helps learners develop a deep understanding of graphic design and effective communication skills with clients. PjBL helped learners develop a deep understanding of graphic design and effective communication skills with clients. Although time management and communication challenges arose, collaboration between students and clients successfully overcame these obstacles so that this motion graphics project could run smoothly. With a focus on project-oriented learning, this article can serve as a guide for those interested in maximizing students' educational experience in the real world.
PEMBUATAN MOTION GRAPHICS PENDAFTARAN NPWP PRIBADI DENGAN MODEL PENGEMBANGAN 4D DI KPP PRATAMA BOGOR Putri, Evlyn Jane; Nurfitriana, Andi; Putra, Nanda Wijaya; Fami, Amata
VISWA DESIGN: Journal of Design Vol. 3 No. 2 (2023): Viswa Design: Journal of Design
Publisher : Pusat Penerbitan LP2MPP ISI Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59997/vide.v3i2.2889

Abstract

Hingga saat ini masih banyak masyarakat yang belum memiliki Nomor Pokok Wajib pajak (NPWP) dikarenakan seringnya mengalami kendala dalam melakukan pendaftaran NPWP yaitu karena kurangnya pemahaman masyarakat mengenai penggunaan sistem E-registration dalam proses pendaftaran NPWP. Sehingga dibutuhkannya sosialisasi yang benar terkait proses pendaftaran NPWP kepada masyarakat. Penelitian ini bertujuan untuk menggambarkan proses pembuatan motion graphic Pendaftaran NPWP Orang Pribadi secara online melalui website E-registration Penggunaan motion graphic oleh KPP Pratama Bogor merupakan langkah penting yang dapat digunakan dalam mendekati perpajakan dengan pendekatan yang lebih efektif, edukatif, dan terdepan. Penelitian ini menggunakan teknik metode pengembangan motion graphic 4D (Define, Design, Develop, Disseminate) untuk menghasilkan motion graphic yang berkualitas dan sesuai dengan kebutuhan pengguna. Hasil dari penelitian ini adalah terciptanya video motion graphic yang berisi prosedur pendaftaran NPWP pribadi sesuai dengan sumber data yang telah diberikan oleh pihak KPP Pratama Bogor. Penggunaan software Adobe Illustrator, Adobe After Effects, dan Adobe Media Encoder telah terbukti sebagai alat yang efektif dalam merancang, menganimasikan, dan menghasilkan karya motion graphic untuk membantu penulis dalam proses pembuatan motion graphic. Pemanfaatan berbagai elemen seperti tipografi, warna, dan ilustrasi digunakan untuk menciptakan video yang menarik dan mudah dipahami oleh masyarakat.