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Pengembangan Alat Bantu Material handling untuk Meminimasi Beban Kerja Operator Produksi Crank Case di PT.X Theopilus, Yansen; Jonathan, William; Gustin, Yusan
Jurnal Rekayasa Sistem Industri Vol 7, No 2 (2018): Jurnal Rekayasa Sistem Industri
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1432.394 KB) | DOI: 10.26593/jrsi.v7i2.2832.85-98

Abstract

This research aims to evaluate the workload of production operators at PT. X and develop a product/tools that can minimize the workload of production operators in PT.X factory. PT.X is a motorcycle manufacture company that produces sport bike, duck bike, and scooter bike along with its components. One of the main components produced in PT. X is crankcase. Crankcase function as a house for motorcycle machine components such as generator, oil pumps, clutches, crankshaft, transmission gear, and lubricating oil. This research focuses on crankcase production because the crankcase production operators have the most complaints regarding workload compared to others.The research begins by evaluating the workload of the operators on the initial working system. The evaluation data is collected by some method such as direct field observation, direct measurement, and interview with the operators. After that, the data is processed to evaluate the mental and physical workload of the operators using NIOSH, RULA, and NASA-TLX methods. The Evaluation results show that there are several operators that have an excessive workload, especially for the material handling work. This activity results Lifting Index value of more than 1, a RULA value of more than 5, and a NASA-TLX value greater than 80.Based on the evaluation, this research developed a material handling tool in the form of workpiece basket lifting equipment using a combination of pneumatic and hydraulic principles that can minimize the workload of the crankcase production operator at PT. X. This tool can eliminate a bending movement which is the source of problem in the operators workload. The result of the evaluation of this tool application shows that the use of the tool can produce a reasonable workload for all crankcase production operators at PT. X.
Pengembangan Alat Bantu Material handling untuk Meminimasi Beban Kerja Operator Produksi Crank Case di PT.X Yansen Theopilus; William Jonathan; Yusan Gustin
Jurnal Rekayasa Sistem Industri Vol. 7 No. 2 (2018): Jurnal Rekayasa Sistem Industri
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1432.394 KB) | DOI: 10.26593/jrsi.v7i2.2832.85-98

Abstract

This research aims to evaluate the workload of production operators at PT. X and develop a product/tools that can minimize the workload of production operators in PT.X factory. PT.X is a motorcycle manufacture company that produces sport bike, duck bike, and scooter bike along with its components. One of the main components produced in PT. X is crankcase. Crankcase function as a house for motorcycle machine components such as generator, oil pumps, clutches, crankshaft, transmission gear, and lubricating oil. This research focuses on crankcase production because the crankcase production operators have the most complaints regarding workload compared to others.The research begins by evaluating the workload of the operators on the initial working system. The evaluation data is collected by some method such as direct field observation, direct measurement, and interview with the operators. After that, the data is processed to evaluate the mental and physical workload of the operators using NIOSH, RULA, and NASA-TLX methods. The Evaluation results show that there are several operators that have an excessive workload, especially for the material handling work. This activity results Lifting Index value of more than 1, a RULA value of more than 5, and a NASA-TLX value greater than 80.Based on the evaluation, this research developed a material handling tool in the form of workpiece basket lifting equipment using a combination of pneumatic and hydraulic principles that can minimize the workload of the crankcase production operator at PT. X. This tool can eliminate a bending movement which is the source of problem in the operator's workload. The result of the evaluation of this tool application shows that the use of the tool can produce a reasonable workload for all crankcase production operators at PT. X.
Analisis Risiko Produk Alat Pelindung Diri (APD) Pencegah Penularan COVID-19 untuk Pekerja Informal di Indonesia Yansen Theopilus; Thedy Yogasara; Clara Theresia; Johanna Renny Octavia
Jurnal Rekayasa Sistem Industri Vol. 9 No. 2 (2020): Jurnal Rekayasa Sistem Industri (Edisi Khusus COVID-19)
Publisher : Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (6008.953 KB) | DOI: 10.26593/jrsi.v9i2.4002.115-134

Abstract

The Coronavirus Disease of 2019 (COVID-19) that is transmitted through the human respiratory system has a very high infection rate worldwide, including Indonesia. To cut off this outbreak, Indonesia has implemented some social distancing strategies that have an impact on the significant decrease of economic growth rate and the increase of poverty rate. To meet basic needs, people should continue their work in the middle of COVID-19 fear. Informal workers are among the most vulnerable groups to COVID-19 transmission because they frequently interact with the outsiders and find it difficult to comply with the health protocols. One way to prevent the COVID-19 transmission is the use of Personal Protective Equipment (PPE) such as masks, face shields, and gloves. Although these products to some degree are effective in preventing transmission, several risks that may endanger its users, such as incorrect or excessive use, incorrect maintenance, bad PPE design, and others. Therefore, this research aims to analyze the risks of the COVID-19 PPE and review the prevention recommendations for these risks. Risk analysis was carried out using the Failure Mode and Effect Analysis (FMEA) to analyze the use of masks, face shields, and gloves for the context of general informal workers in Indonesia. There are 5 aspects analyzed: product design, preparation for use, use, storage, and disposal. Based on the analysis, there are 10 mask risks, 15 face shield risks, and 12 gloves risks that need to be considered by informal workers and PPE designers and manufacturers as well.
CUSTOMER PREFERENCES AND SATISFACTION ANALYSIS OF VIDEO CONFERENCE APPLICATION FOR PRODUCTIVE ACTIVITIES USING KANO MODEL Yansen Theopilus; Michael Purwoko
JRSI (Jurnal Rekayasa Sistem dan Industri) Vol 8 No 02 (2021): Jurnal Rekayasa Sistem & Industri - Desember 2021
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jrsi.v8i02.460

Abstract

Perkembangan teknologi komunikasi yang pesat dan kebutuhan komunikasi jarak jauh yang semakin meningkat di era new normal pandemi Covid-19 membuat berbagai aplikasi video conference memiliki peran vital dalam kegiatan produktif manusia, seperti bekerja, belajar, menekuni hobi, dan lain-lain. Peningkatan kebutuhan ini memacu berbagai aplikasi video conference untuk meningkatkan kepuasan konsumen agar tetap menjadi pilihan utama bagi konsumen. Untuk memenangkan persaingan, penyedia aplikasi video conference harus memahami dan menyediakan rancangan aplikasi video conference yang dapat memberikan kepuasan yang maksimum bagi konsumen. Oleh karena itu, penelitian ini bertujuan untuk menganalisis preferensi dan kepuasan konsumen terhadap atribut rancangan aplikasi video conference yang mengacu kepada tiga aplikasi video conference terpopuler di Indonesia, yaitu Zoom, Google Meet, dan Skype. Penelitian ini menggunakan Model Kano untuk mengidentifikasi preferensi dan kepuasan konsumen terhadap 46 atribut rancangan aplikasi video conference yang teridentifikasi. Analisis Model Kano menggunakan pendekatan kuantitatif dan kualitatif untuk menghasilkan prioritas kepentingan setiap atribut rancangan berdasarkan preferensi konsumen serta dampak tiap atribut terhadap kepuasan konsumen. Berdasarkan hasil penelitian, terdapat 19 atribut attractive, 1 atribut must-be, 15 atribut one-dimensional, dan 9 atribut indifferent. Selain itu, didapatkan pula usulan atribut rancangan terbaik dimana 37 atribut mengacu pada rancangan aplikasi Zoom, 6 atribut mengacu pada rancangan aplikasi Google Meet, dan 3 atribut mengacu pada rancangan aplikasi Skype. Penelitian ini berkontribusi untuk menjadi referensi bagi para penyedia aplikasi video conference untuk mengembangkan produknya dan bagi pihak yang ingin mengembangkan aplikasi video conference yang dapat memuaskan konsumen. Penelitian ini juga berdampak sebagai acuan dalam mengevaluasi kepuasan konsumen terhadap aplikasi video conference di Indonesia.
Pengembangan Kemasan Makanan untuk Menghasilkan User Experience yang Positif: Studi Kasus pada Salah Satu UMKM Makanan di Kota Bandung Yansen Theopilus; Kristiana Asih Damayanti; Thedy Yogasara; Paulina Kus Ariningsih
Jurnal Ergonomi dan K3 Vol 3, No 2 (2018): September 2018
Publisher : Perhimpunan Ergonomi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (445.222 KB) | DOI: 10.5614/j.ergo.2018.3.2.2

Abstract

Salah satu produk kebutuhan manusia yang paling mendasar adalah makanan. Banyaknya bisnis makanan di indonesia membuat para pelaku usaha perlu meningkatkan kualitas produknya agar dapat bersaing. Selain rasa dan tampilan makanan, kemasan makanan juga merupakan salah satu faktor yang sangat penting ketika seseorang memilih makanan yang akan dikonsumsi. Kemasan yang menghasilkan pengalaman yang positif bagi konsumen menjadi daya tarik bagi produk untuk terus dikonsumsi oleh konsumen. Penelitian ini bertujuan untuk memaparkan metode dan pertimbangan yang perlu dilakukan untuk menghasilkan kemasan makanan untuk menghasilkan pengalaman positif bagi konsumen. Penelitian ini juga mengaplikasikan pengembangan kemasan kepada salah satu UMKM binaan KADIN di Kota Bandung yang bergerak di bidang catering makanan dan restoran. Aplikasi pengembangan kemasan tersebut menghasilkan kemasan makanan yang sederhana namun menghasilkan pengalaman yang menyenangkan (fun) bagi konsumen. Hasil evaluasi rancangan kemasan dengan metode observasi dan wawancara membuktikan bahwa rancangan kemasan menghasilkan pengalaman positif bagi konsumen.
Pengembangan Sistem Persuasif pada Smartphone untuk Mengatasi Perilaku Kecanduan Smartphone pada Anak menggunakan Metode Design with Intent (DwI) Yansen Theopilus; Brenda Cynthia Atmadja
Jurnal Ergonomi dan K3 Vol 7, No 1 (2022): MARET 2022
Publisher : Perhimpunan Ergonomi Indonesia

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

Abstract

Penggunaan smartphone yang multifungsi membuat produk ini diminati oleh hampir semua manusia, tidak terkecuali anak-anak. Pada era digitalisasi yang didukung adanya Pandemi Covid-19, smartphone menjadi penunjang utama anak dalam melakukan aktivitasnya. Namun, banyak orang tua memberikan smartphone tanpa pengawasan tepat, sehingga menimbulkan berbagai dampak negatif pada anak. Salah satu dampak negatif tersebut adalah masalah perilaku kecanduan smartphone yang dapat menimbulkan kelainan psikologis yaitu Nomophobia. Perilaku kecanduan smartphone rentan terjadi pada usia anak karena mereka belum memahami penggunaan smartphone secara bijak tanpa edukasi yang tepat. Oleh karena itu, penelitian ini berfokus untuk mengatasi perilaku kecanduan smartphone pada anak tanpa harus memisahkan anak dari smartphone, karena smartphone tetap dibutuhkan untuk berbagai aktivitas produktif pada era digitalisasi.Penelitian ini bertujuan untuk mengembangkan sistem persuasif smartphone untuk mengatasi perilaku kecanduan smartphone pada anak menjadi perilaku penggunaan smartphone yang produktif dan teratur. Penelitian ini menggunakan pendekatan perancangan persuasif berdasarkan model perubahan perilaku (FBM) dan metode Design with Intent (DwI) untuk merancang sistem persuasif. Pengembangan sistem terdiri dari 4 tahapan, yaitu identifikasi perilaku dan kebutuhan sistem, pengembangan teknologi persuasif, perancangan sistem persuasif, dan evaluasi. Penelitian ini menghasilkan rancangan mobile apps persuasif sebagai device management dan education system bagi anak dengan pendampingan orang tuanya. Penelitian ini berkontribusi dalam menghasilkan sistem yang membantu banyak keluarga untuk mencegah dan mengatasi perilaku kecanduan smartphone pada anak. Metode yang digunakan pada penelitian ini juga dapat diterapkan dalam berbagai pengembangan sistem atau produk untuk mempersuasi masalah perilaku lainnya.Kata kunci: Aplikasi Selular, Design with Intent, Kecanduan Smartphone, Perilaku, Sistem Persuasif, Teknologi Persuasif
ANALISIS KINERJA BERDASARKAN PERBEDAAN REALITAS DAN TINGKAT KESULITAN TUGAS: STUDI KASUS PADA PERAKITAN REPETITIF Clara Theresia; Debora Angela; Yansen Theopilus
J@ti Undip: Jurnal Teknik Industri Vol 18, No 2 (2023): Mei 2023
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jati.18.2.109-119

Abstract

Perkembangan virtual reality serta penggunaannya dalam kehidupan tidak dapat terhindarkan. Dalam bidang industri manufaktur masih terdapat perbedaan hasil penelitian mengenai efek dari virtual reality terhadap aspek fisiologis. Penelitian ini bertujuan untuk mengetahui pengaruh realitas dan kesulitan task terhadap tingkat kinerja yang diukur melalui time completion, dan task completion serta pengaruhnya terhadap tingkat stress (diukur dengan Galvanic Skin Response) dan tingkat kewaspadaan (diukur dengan Psychomotor Vigilance Task). Penelitian ini melibatkan 28 orang partisipan dengan menggunakan rancangan between subject design yang terbagi menjadi variabel realitas (Virtual Reality, Real World) dan tingkat kesulitan tugas (berat, ringan). Pengolahan data secara statistika deskriptif dan uji pengaruh dengan menggunakan two-way ANOVA dilakukan pada setiap aspek yang diukur. Tidak ditemukan adanya pengaruh signifikan (p-value > 0,05) antara faktor realitas atau faktor kesulitan task terhadap tingkat kinerja, tingkat stress, maupun tingkat kewaspadaan. Perlu dilakukan penelitian lebih lanjut mengenai pengaruh virtual reality terhadap aspek kinerja dan fisiologis. Usulan rekomendasi penyesuaian diberikan untuk penggunaan dalam bidang industri dengan mempertimbangkan waktu pelatihan, gerakan yang diperlukan, serta tingkat keterampilan yang dibutuhkan. Abstract[Performance Analysis in Virtual Reality Based on Different Levels of Reality and Task Difficulty: Case Study on Repetitive Assembly] Virtual reality has already been used and implemented in many sectors. In the manufacturing field, research on this subject has been done for some time now, but there are still some variations regarding the effect of virtual reality on physiological aspects. This research aims to determine the effect of reality and task difficulty on performance level as measured by time and task completion, stress level by using Galvanic Skin Response and vigilance level (measured by Psychomotor Vigilance Task). There were 28 participants using between subject designs. Descriptive statistics and tests to check the influence of the two independent variables were done using Two-way ANOVA for all aspects considered. This research resulted in no influence (p-value >0,05) from either reality or task difficulty toward performance, stress level, or alertness. More research should be done to know if there are some influences from virtual reality to human aspects. Some recommendations were made to adjust the virtual environment usage in industrial sectors with some consideration about training period, types of movements, and the skills needed in that particular sector.Keywords: Virtual Reality; Stress; Alertness; Performance; Psychomotor Vigilance Task; Galvanic Skin Responses
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Dian Putrawangsa; Clara Theresia; Thedy Yogasara; Yansen Theopilus
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
Development Of a Persuasive and Universal Wearable Device to Promote Healthy Behavior and Enhance Exercise Self-Efficacy Yansen Theopilus; Johanna Octavia; Thedy Yogasara
Jurnal Internasional Teknik, Teknologi dan Ilmu Pengetahuan Alam Vol 3 No 1 (2021): International Journal of Engineering, Technology and Natural Sciences
Publisher : University of Technology Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.405 KB) | DOI: 10.46923/ijets.v3i1.97

Abstract

Exercising is a key activity to prevent diseases and strengthen our immune system. Unfortunately, people often find it difficult to have healthy behavior, especially for exercising regularly. There are some reasons for that problem, such as lack of exercise knowledge, lack of equipment, lack of available time and space, lack of exercise partner, and poor physical conditions. This behavior problem would make people vulnerable to illness. Therefore, this research aims to develop a wearable device to assist users’ exercise activity and encourage them to have exercise self-efficacy while ensuring a positive experience. The device development method used a combination of persuasive design, universal design, and rich experience design approach. The persuasive approach aims to design the product that can change the behavior problem into the behavior goal, while the universal design principle ensures that the device suits various user characteristics. We also use a rich experience design approach to generate a positive experience from negative emotions. This research has invented a smart exercise band that acts as an exercise instructor, partner, and reminder that recommends various personalized exercise programs according to the user characteristics (gender, age, physical condition, schedule, and other preferences). The device was evaluated using Task Completion Method, Retrospective Thinking Aloud, and Perceived Persuasiveness Questionnaire to assess the usability, persuasiveness, and experience. The evaluation results have shown that the product has good usability, effective persuasion, and positive experience.
ANALISIS INDIKATOR EYE TRACKING UNTUK MENDETEKSI KEWASPADAAN YANG DIPENGARUHI PEMBATASAN DURASI TIDUR DAN WAKTU PEMERIKSAAN Thedy Yogasara; Rosi Filia Kristina Sidabutar; Daniel Siswanto; Yansen Theopilus
J@ti Undip: Jurnal Teknik Industri Vol 18, No 3 (2023): September 2023
Publisher : Departemen Teknik Industri, Fakultas Teknik, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jati.18.3.160-170

Abstract

Eye tracking (ET) banyak digunakan untuk mendeteksi perubahan okular, namun belum banyak penelitian yang menganalisis kemampuan indikator ET dalam mendeteksi kewaspadaan. Padahal indikator okular banyak dikaitkan dengan kelelahan yang dapat menurunkan kewaspadaan. Penelitian ini bertujuan menentukan indikator ET yang dapat mendeteksi kewaspadaan pada pembatasan durasi tidur dan waktu pemeriksaan. Penelitian melibatkan 28 pria yang diminta melakukan inspeksi cacat (scratch, dirt, missing part, dan poor assembly) pada 50 senter sambil dilakukan pengukuran Psychomotor Vigilance Task (PVT) dan indikator ET. Durasi tidur dibatasi 4 dan 8 jam, serta waktu pemeriksaan terdiri dari waktu yang dibatasi dan tidak dibatasi. Variabel terikat adalah mean RT (reaction time), % minor lapses, dan mean 1/RT dari PVT. Dari ET diukur durasi fiksasi, diameter pupil, jumlah sakadik, dan kecepatan sakadik. Hasil eksperimen diolah dengan Two-way Repeated Measures ANOVA dan Pearson Correlation. Hasil ANOVA dengan signifikansi α=0,05 menunjukkan terdapat pengaruh durasi tidur terhadap mean RT, % minor lapses, dan mean 1/RT. Sedangkan waktu pemeriksaan berpengaruh terhadap durasi fiksasi dan jumlah sakadik. Berdasarkan uji Pearson Correlation, indikator ET dan PVT berkorelasi lemah atau sangat lemah. Hasil penelitian menunjukkan tidak terdapatnya indikator ET yang cukup baik untuk mendeteksi kewaspadaan pada pembatasan durasi tidur dan waktu pemeriksaan.  Abstract [Analysis of Eye Tracking Indicators to Detect Vigilance Affected by Sleep Duration and Inspection Time Constraints] Eye tracking (ET) is widely used to detect ocular changes. However, few studies analyze the capability of ET indicators for detecting vigilance, albeit ocular indicators are often associated with fatigue which can reduce vigilance. This study aims to determine ET indicators that can detect vigilance on limited sleep and inspection duration. This study involved 28 men who were asked to perform inspection tasks for defects (scratch, dirt, missing parts, and poor assembly) on 50 flashlights while Psychomotor Vigilance Task (PVT) and ET indicators were measured. Sleep duration was limited to 4 and 8 hours, while inspection duration consisted of two levels, i.e. limited and not limited. Dependent variables were mean RT (reaction time), % minor lapses, and mean 1/RT of PVT. Furthermore, ET indicators included duration fixation, pupil diameter, number of saccades, and saccades velocity. The data were processed using Two-way Repeated Measures ANOVA and Pearson Correlation. ANOVA with significance of α=0,05 shows that there was an effect of sleep duration on mean RT, % minor lapses, and mean 1/RT. In addition, inspection duration had an effect on fixation duration and number of saccades. Based on Pearson Correlation test, all ET and PVT indicators had weak or very weak correlation. This research indicates that there is no ET indicator that is adequate to detect vigilance in limited sleep and inspection duration.Keywords: eye tracking; inspection duration; sleep duration; vigilance