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Analisis dan Implementasi Web Usage Mining Menggunakan Metode Self Organizing Map dan K-Means 
(Studi Kasus : Aktifitas Internet Telkom University) Tanri Hedresta; Eko Darwiyanto; Veronikha Effendy
Indonesia Symposium on Computing Indonesia Symposium on Computing 2015
Publisher : Indonesia Symposium on Computing

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

Abstract

Pertumbuhan internet yang melesat dengan cepat selama satu dekade terakhir membuat meledaknya populasi pengguna internet dan tentunya situs dimana para pengguna beraktifitas. Informasi bertebaran di berbagai penjuru dunia internet. Pencarian informasi dengan memanfaatkan teknologi internet telah memberikan manfaat yang sangat besar bagi berbagai bidang. Aktivitas pengguna internet dalam mengakses pages pada suatu website dapat menjadi informasi yang dapat digunakan untuk menjadi feedback untuk membantu pengguna internet lainnya melakukan pencarian informasi dengan lebih luas. Penelitian ini menggunakan ilmu web usage mining untuk membuat cluster url berdasarkan aktifitas pencarian user dalam mengakses situs baa.ittelkom.ac.id, website informasi kampus Telkom University. Aktivitas user pada suatu web yang direkam pada data log server diolah menggunakan metode Self Organizing Map (SOM). Sebelumnya dilakukan proses dimension reduction oleh metode K-Means pada data transaksi hasil dari preprocess data log, untuk memaksimalkan kinerja metode SOM. Data log diolah dengan mengambil beberapa bagian data yang diperlukan seperti IP address, url, dan waktu akses user pada proses preprocessing. Kemudian cluster yang dibentuk akan dianalisis.  
Implementation of Hierarchical Task Analysis for User Interface Design in Drawing Application for Early Childhood Education Mira Kania Sabariah; Veronikha Effendy; Muhamad Fachmi Ichsan
Journal of Education and Learning (EduLearn) Vol 10, No 2: May 2016
Publisher : Intelektual Pustaka Media Utama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (103.186 KB) | DOI: 10.11591/edulearn.v10i2.3470

Abstract

Draw learning in early childhood is an important lesson and full of stimulation of the process of growth and development of children which could help to train the fine motor skills. We have had a lot of applications that can be used to perform learning, including interactive learning applications. Referring to the observations that have been conducted showed that the experiences given by the applications that exist today are very diverse and have not been able to represent the model of learning and characteristics of early childhood (4-6 years). Based on the results, Hierarchical Task Analysis method generated a list of tasks that must be done in designing an user interface that represents the user experience in draw learning. Then by using the Heuristic Evaluation method the usability of the model has fulfilled a very good level of understanding and also it can be enhanced and produce a better model.
Sentiment Analysis on Twitter about the Use of City Public Transportation Using Support Vector Machine Method veronikha effendy
International Journal on Information and Communication Technology (IJoICT) Vol. 2 No. 1 (2016): June 2016
Publisher : School of Computing, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21108/IJOICT.2016.21.85

Abstract

Traffic jams that occur in big cities in Indonesia due to the increased use of private vehicles. One solution to overcome this problem is to increase the use of public transport. But, the existing public transport is still not much in demand by the community. Some people express their opinions regarding the use of city public transportation via Twitter.  The opinions can be processed as a sentiment analysis to determine the positive opinions and negative opinions. The opinion will then be analyzed to determine factors that are the main cause of the ineligibility use of public transport as well as the factors that make the public choose to use this type of transport. By upgrading of facilities and services based on the results of sentiment analysis, it is expected that people will switch to use city public transportation, which would reduce the traffic jam.  This research used SVM method to process sentiment analysis. The result has shown SVM accuracy reaches 78.12%, which indicates that the results of this reserach deserve to be considered.
Design Recommendation Information Architecture of Hospital Website Using Bottom-Up Approach on Card Sorting Method Risqi Puspa Dewi; Mira Kania Sabariah; Veronikha Effendy
International Journal on Information and Communication Technology (IJoICT) Vol. 5 No. 2 (2019): December 2019
Publisher : School of Computing, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21108/IJOICT.2019.52.190

Abstract

One of the public facilities that use websites is the hospital. However, there are some shortcomings complained by users related to the hospital website, which is the lack of information, confusing view of the menu, etc. Therefore, we need the information architecture to manage related content and website structure. The build of information architecture is done by using a bottom-up approach in card sorting. There are five stages in the research, which the first stage is a strategy to equalize the goal in the development of the hospital website either from the point of view of the organization or company and the user's point of view of the hospital website. The second stage is a scope to find out what are the needs of the user in order to build the hospital website. The third stage is structure, which is the formation of the initial structure of information architecture by using a bottom-up approach to the card sorting method. The type of card sorting that is commonly used is the open card sorting. The fourth stage is the skeleton stage, which is used to make information architecture model design using wireframe and prototype. The fifth stage is the test using findability testing and usability testing. From the test, the design of information architecture is made to fulfill the desires and needs of users, as proven by the results of findability testing achieved 15.9 seconds, and the results of usability testing achieved 80.33. Hence, by the results of these tests, it can be concluded that the design of information architecture at the hospital website has a good value from findability testing and usability testing.
ANALISIS SENTIMEN BERBAHASA INDONESIA DENGAN PENDEKATAN LEXICON BASED (STUDI KASUS : SOLUSI PENGELOLAAN SAMPAH) Veronikha Effendy
Komputa : Jurnal Ilmiah Komputer dan Informatika Vol 4 No 1 (2015): Komputa : Jurnal Ilmiah Komputer dan Informatika
Publisher : Program Studi Teknik Informatika - Universitas Komputer Indonesia (UNIKOM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (171.948 KB) | DOI: 10.34010/komputa.v4i1.2411

Abstract

Sampah diketahui menjadi problem yang dominan hampir di setiap kota besar, tidak terkecuali di Indonesia. Hampir setiap rumah tangga dan industri ikut berkontribusi terhadap penambahan jumlah sampah. Setiap hari, jumlah produksi sampah semakin tidak terkendali. Hal ini menjadi pemicu utama terjadinya bencana yang diakibatkan oleh tumpukan sampah, diantaranya : banjir, pencemaran tanah, air , udara. Saat ini, cukup banyak aktifitas para pencinta lingkungan dalam menanggulangi permasalahan sampah ini, seperti : melakukan kampanye pengelolaan sampah, memberikan pelatihan dan sebagainya. Aktifis mulai banyak melakukan kampanye dan menyampaikan informasi lewat berbagai social media. Cukup banyak ide kreatif solusi pengelolaan sampah bertebaran di social media, terutama di twitter. Penelitian ini menggali informasi seputar solusi sampah dengan pendekatan analisis sentimen berdasar kamus pada data twitter. Sejumlah opini dari twitter diproses dan dikelompokkan ke dalam sentimen positif atau negatif. Sentimen positif diharapkan berisi solusi untuk pengolahan sampah. Beberapa diantaranya memiliki link web address yang diharapkan dapat lebih menjelaskan tentang solusi tersebut.
User Interface Modeling for Basic English Learning Applications using the Child-Centered Design Method Kanita Nur Intan Awaliyah; Ati Suci Dian Martha; Veronikha Effendy
Journal of Information System Research (JOSH) Vol 4 No 1 (2022): October 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (804.116 KB) | DOI: 10.47065/josh.v4i1.2225

Abstract

Interactive media convey information through videos or images that can move with computer control in their presentation. Interactive media have a positive effect on children's language development. A language is a tool that humans need to communicate with each other. With the development of technology, especially in communication, Indonesian people have begun to learn English which is used as a means of communication between nations around the world. According to the English Proficiency Index, Indonesia will be ranked 80th out of 112 countries in the world in 2021. This shows that Indonesia is included in the low ability group. One of the efforts to improve English language skills is to introduce basic material from an early age. Children aged 0-6 years quickly absorb and receive various information. This study aims to build a UI modeling of basic English learning applications according to the needs and criteria of kindergarten-age children, which was built using the Child-Centered Design method to analyze the tasks required by the user and evaluate the level of usability using the USE Questionnaire method with a Likert Scale of 1-5. The findings of this study provide user interface design recommendations for basic English learning applications and have a usability score of 88.75. These findings indicate that this application is easy to use and provides a positive experience in learning basic English for kindergarten-age children.
Designing User Experience for Improving Mobile Application Accessibility Online Transport Booking for Visually-Impaired User With User-Centered Design: A Case Study of Grab Maulidatul Aulia Zahib; Veronikha Effendy; Eko Darwiyanto
Journal of Information System Research (JOSH) Vol 4 No 1 (2022): October 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (833.793 KB) | DOI: 10.47065/josh.v4i1.2246

Abstract

The online transportation ordering mobile application is an application that helps users in ordering transportation facilities that can be accessed by anyone using mobile phones and internet users are no exception for people with visual impairments. Users with visual impairments with limited accessibility will have difficulty accessing the application. Based on the results of the initial survey, it was found that the online grab transportation ordering application is currently still less accessible and an increase in accessibility is needed. This study aims to design the right user experience to improve the accessibility of the application so that users with visual impairments can access the application properly. In this research, the method used is User Centered Design (UCD) which focuses on user needs and characteristics who are visually-impaired users. The study's findings are recommendations for the interaction design of the Grab application. Based on the needs and characteristics of the users, the resulting accessibility improvements are in the form of a simpler design than the previous design and features designed to overcome the pain points of users with visual impairments. Furthermore, the design that has been made is tested using the Cognitive Walkthrough method, which contains user scenarios to achieve certain goals. The evaluation results show that the scenario completion rate has increased and the number of errors made when completing the scenario has also decreased. It can be concluded that using the UCD method can improve the usability of the application.
Modeling the Digital Al-Quran User Experience as Tahfidzul Quran Media using the Task-Centered System Design Adinda Rahma Khumairah; Mira Kania Sabariah; Veronikha Effendy
JURIKOM (Jurnal Riset Komputer) Vol 9, No 4 (2022): Agustus 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i4.4649

Abstract

The development of technology in the world from time to time continues to progress so rapidly that various kinds of tools in the world are now converted into digital tools that facilitate the activities of human life. However, with the development of this technology, unfortunately, it has not had much impact in the realm of Tahfidz Al-Quran. Media Tahfidz Al-Quran, currently available in the community, is to follow a program that learns under the guidance of a teacher or study together in one place. Based on a survey conducted by interviews using several digital Al-Quran applications available in the android play store as a media for Tahfidz Al-Quran. The usability aspect that has not been fulfilled in using digital Al-Quran as a media for Tahfidzul Quran is efficiency and satisfaction. Therefore, to properly use Tahfidz al-Quran in digital form, it is required to have the appropriate UX modeling in line with the needs of Tahfidz Al-Quran. Because Task-Centered System Design (TCSD) method puts a strong emphasis on user demands and task requirements, this study intends to create a design using TCSD.Furthermore, to ensure that the model developed is within the circumstances and user characteristics, the product model outcomes will be assessed using the System Usability Scale (SUS). The findings of this study provide recommendations for the Tahfidz Al-Quran application's user interface design and have an improved usability score at 88.75, which is expected to be a benchmark for the Tahfidz Al-Quran application. Therefore, the TCSD method can also raise the SUS usability value in the application
REDESIGNING USER INTERFACE OF TEMAN BUS APPLICATION USING GOAL-DIRECTED DESIGN Yogi Putra Prastiawan; Veronikha Effendy; Anisa Herdiani
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 8, No 1 (2023)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v8i1.3333

Abstract

In these modern era, it is very easy to create an investment portfolio, an investment portfolio can be formed by buying a shares. By creating portfolio investation, our can expect score return which makes it an advantage. However, there is also a risk value that will be obtained when buy shares. In the formation of an investment portfolio for active investors, it is expected to create an optimal investment portfolio, there are many models that can be used to create an optimal investment portfolio. In this final project, will discusses the use of the Black-Litterman Model in optimizing portfolios for active investors. The Black-Litterman model is one of the models that can be used to optimize the investment portfolio, the Black-Litterman model provides additional information for the return and risk values based on the views of experts. This model builds on the MV and CAPM using a Bayesian framework that allows investors to effectively incorporate their views of the market into the allocation process asset. Based on several tests that have been carried out during the research with different days, the value of the investor's view will always be different every day, the value of an optimistic view will have a good impact on the stock, even though the stock price is falling, if the investor's view is expressed optimism, the weight of the shares will remain high.
Model User Experience Aplikasi Pengenalan Belajar Membaca Untuk Pendidikan Anak Usia Dini Menggunakan Metode Hierarchical Task Analysis Avian Rinandhi; Mira Kania Sabariah; Veronikha Effendy
eProceedings of Engineering Vol 2, No 1 (2015): April, 2015
Publisher : eProceedings of Engineering

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Abstract

Media interaktif dengan menggunakan aplikasi menjadi solusi untuk memberikan pembelajaran pada anak usia dini di era teknologi saat ini, salah satunya dalam pengenalan membaca. Berdasarkan hasil survey yang dilakukan pada sebuah   aplikasi   belajar   membaca   menunjukan   masih terdapat beberapa kekurangan dalam penerapan task user dan usability. Kebutuhan dari task user dan usability ini selanjutnya dilakukan penelitian dengan menganalisa task dengan menerapkan pendekatan hierarchical task analysis. Penelitian ini menghasilkan model user experience sebuah model aplikasi pengenalan pembelajaran membaca dengan analisis task menggunakan hierarchical task analysis yang sesuai dengan karakteristik pengguna dan kurikulum pendidikan anak usia dini di Indonesia. Kata Kunci : Pendidikan anak usia dini, media interaktif, user experience, hierarchical task analysis, quality in use integrated measurement.