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Alat Pengukur Keatomikan Kebutuhan Perangkat Lunak Berbasis Kemajemukan Kalimat Jati Hiliamsyah Husen; Rosa Reska Riskiana
Techno.Com Vol 18, No 3 (2019): Agustus 2019
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (965.361 KB) | DOI: 10.33633/tc.v18i3.2383

Abstract

Keatomikan kebutuhan perangkat lunak adalah bagian penting dalam pengembangan perangkat lunak. Kebutuhan yang bersifat tidak atomik dapat mengakibatkan masalah serius dalam proses pengembangan perangkat lunak. Kami membangun metode perhitungan keatomikan kebutuhan perangkat lunak berdasarkan kemajemukan kalimat spesifikasi kebutuhan perangkat lunak. Untuk menguji metode tersebut kami membuat alat pengukur keatomikan yang hasilnya kami bandingkan dengan hasil perhitungan ahli. Kami mendapatkan sistem kami memiliki akurasi sebesar 75%. Kami juga menemukan masalah-masalah seperti pendeteksian konteks dan ketergantungan terhadap kebenaran struktur kalimat yang harus diperbaiki agar metode kami dapat digunakan dengan baik.
Analisis dan Evaluasi Website Layanan Jasa Menggunakan Webqual 4.0 dan Metode Analytical Hierarchy Process (AHP) Indira Firli Widodo; Yudi Priyadi; Rosa Reska Riskiana
Techno.Com Vol 20, No 4 (2021): November 2021
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/tc.v20i4.5260

Abstract

Website pada internet tidak hanya digunakan untuk memperoleh informasi saja, melainkan dapat digunakan sebagai media untuk melakukan bisnis, oleh karena itu untuk menambah minat pengguna internet dalam mengakses dan membaca isi website, website harus bisa disajikan dengan menarik dan informatif. Pada proses analisis kualitas website terhadap kepuasan pengguna kali ini dilakukan pada website Coredinate Laboratory Indonesia karena setelah dilakukan proses elisitasi dengan metode wawancara ditemukan banyak kekurangan dalam sisi Usability. Usability sendiri dinilai penting untuk mengukur kualitas kelayakan sistem. Analisis kualitas dilakukan untuk mengetahui faktor apa saja yang sekiranya dapat meningkatkan kualitas website Cordinatelab sehingga dapat mengukur kepuasan pengguna. Untuk melakukan analisis kepuasan pengguna terhadap kualitas website Coredinatelab, digunakan metode Webqual 4.0 dan Analytical Hierarchy Process (AHP). Dikarenakan Webqual lebih berfokus pada kualitas website dan AHP digunakan untuk menyusun rekomendasi prioritas pada tiap kriteria yang nantinya akan menjadi patokan perbaikan website. Setelah dilakukan perbaikan website, dilakukan penyebaran kuesioner kedua terhadap responden yang sama untuk perbandingan antar website saat ini dan website perbaikan dan didapatkan nilai tertinggi dengan pernyataan “Setuju” pada dimensi Usability, Information Quality, dan Interaction Quality. Hal tersebut menunjukkan bahwa pengunjung dinilai puas dengan perbaikan website yang dilakukan.
Evaluasi Usability Website dengan Website Usability Evaluation tool dan Importance-Performance Analysis Hovely Wahyu Simatupang; Rosa Reska Riskiana; Sri Widowati; Aqila Fitri Alitu
Techno.Com Vol 21, No 1 (2022): Februari 2022
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/tc.v21i1.5584

Abstract

Pariwisata merupakan program unggulan pemerintah khususnya pemerintah daerah. Dalam menyebarkan informasi dan meningkatkan pelayanan publik pada bidang pariwisata, Dinas Kebudayaan dan Pariwisata Kota Bandung telah menerapkan sistem informasi e-government berbasis website. Namun, terdapat berbagai keluhan dari pengguna website Dinas Kebudayaan dan Pariwisata Kota Bandung yang menyebutkan bahwa informasi pada website sulit ditemukan, respon website cukup lama, dan lain sebagainya. Maka dari itu, perlu dilakukan evaluasi usability pada website tersebut untuk meningkatkan kemudahan dan efisiensi saat digunakan. Untuk mengevaluasi usability website digunakan metode pengukuran dari sudut pandang pengguna, yaitu Website Usability Evaluation Tool (WEBUSE). Hasil evaluasi WEBUSE diukur menggunakan metode Importance-Performance Analysis (IPA) untuk mengetahui perbaikan-perbaikan yang perlu diprioritaskan. Hasil pengukuran menunjukkan usability website saat ini berada pada level Moderate dengan nilai 0,56, sedangkan website perbaikan berada pada level Good denga nilai 0.78. Hasil performance (kinerja) website saat ini memiliki nilai rata-rata 3,25, sedangkan performance website perbaikan memiliki nilai rata-rata 4,10. Sebelas permasalahan website saat ini yang masuk ke dalam kuadran concentrate here meningkat pada website perbaikan menjadi kuadran keep up the good work.
PENGEMBANGAN KOMPETENSI APARATUR SIPIL NEGARA DENGAN PENDEKATAN PEOPLE CAPABILITY MATURITY MODEL Rosa Reska Riskiana; Jati Hiliamsyah Husen; Ejo Imandeka
Majalah Ilmiah UNIKOM Vol 19 No 1 (2021): Majalah Ilmiah Unikom
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/miu.v19i1.5066

Abstract

Penelitian ini bertujuan untuk melakukan appraisal terhadap praktik pengembangan kompetensi di Kemenkumham RI saat ini dan memberikan rekomendasi perbaikannya berdasarkan pendekatan People Capability Maturity Model (P-CMM). Satu-satunya metode appraisal P-CMM yang diakui oleh Software Engineering Institute (SEI) adalah Standard CMMI Appraisal Method for Process Improvement (SCAMPI) with People CMM. Appraisal dilakukan pada 3 Process Area P-CMM yang dipilih berdasarkan kesesuaiannya dengan ruang lingkup penelitian, yaitu Training and Development, Competency Analysis, dan Competency Development. Dari hasil appraisal yang dilakukan pada 3 Process Area tersebut, terdapat total 17 praktik yang belum diimplementasikan dengan baik. Untuk memperbaiki ketiga Process Area tersebut, beberapa aktivitas direkomendasikan untuk diimplementasikan, yaitu mengidentifikasi pelatihan dan keahlian kritikal yang dibutuhkan untuk sebuah kompetensi, mengevaluasi alternatif pelatihan, mengadakan diskusi formal terkait pengembangan dengan setiap ASN secara periodik, memberikan kesempatan pengembangan berdasarkan hasil diskusi tersebut, melakukan pengukuran terhadap aktivitas pelatihan dan pengembangan, membuat dan mengevaluasi 3 dokumen penting (Workforce Competency, Competency-based process dan Competency information) secara periodik, membentuk unit baru khusus untuk mengelola kompetensi ASN, mengevaluasi aktivitas analisis kompetensi, dan mengaudit data definisi pengembangan kompetensi secara periodik untuk menyesuaikan dengan kebijakan organisasi. Kata Kunci: Competency Analysis, Competency Development, People Capability Maturity Model, Standard CMMI Appraisal Method for Process Improvement with People CMM, Training and Development
Towards Generating Unit Test Codes Using Generative Adversarial Networks Muhammad Johan Alibasa; Rizka Widyarini Purwanto; Yudi Priyadi; Rosa Reska Riskiana
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 6 No 2 (2022): April 2022
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (702.844 KB) | DOI: 10.29207/resti.v6i2.3940

Abstract

Unit testing is one of the critical software development steps to ensure the software’s quality. Unit testing is often neglected despite its importance since it requires a significant amount of time and effort from the software developers to write them. Existing automated testing generating systems from past research still have shortcomings due to the limitations of the Genetic Algorithm (GA) in generating the appropriate unit test codes. This study explores the feasibility of using Generative Adversarial Networks (GAN) models to generate unit test code with the ability of GAN to cover GA’s drawbacks. We perform experimentations using four state-of-the-art GAN models to generate basic unit test codes and compare the results by analyzing the generated output codes using novel metrics proposed from past studies and performing a qualitative evaluation of the generated outputs. The results show that the generated codes have satisfactory quality scores (BLEU-2 of around 99%) from the models and adequate diversity scores (NLL-Div and NLL-Gen) in most models. Our study shows positive indications and potential in the use of GAN for automatic unit test code generation and suggests recommendations for future studies in GAN-based unit test code generation systems
Test Case Analysis with Keyword-Driven Testing Approach on Angkasa Website Using Katalon Studio Tools Reynaldi Prama Octavially; Rosa Reska Riskiana; Kusuma Ayu Laksitowening; Dana Sulistyo Kusumo; Monterico Adrian; Nungki Selviandro
Ultimatics : Jurnal Teknik Informatika Vol 13 No 2 (2021): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v13i2.2391

Abstract

Abstract— Testing a software is an important stage of a series of software development. Functional testing of each feature on the Angkasa website is intended to try out the function to match the required specifications. To achieve a functional test result, there are elements of features on the web page that require keywords. These keywords are used to perform actions or actions in running a web page, these keywords will help in making Test Cases for the testing process. Because it takes the right keywords to test on the web. To overcome this problem, this study analyzes the use of the Keyword Driven Testing approach for making Test Cases through the Katalon Studio tools. Keyword Driven Testing is one of the concepts in ISO/IEC/IEEE 29119, namely Keyword Driven Testing in The Test Design Process. The results of the analysis show that making Test Cases with Keyword Driven testing is easier to understand and is fully supported by the Katalon Studio tools. However, when creating test cases, not all keywords can be added automatically, so they need to be added manually.
Evaluation and Recommendation User Interface of Batamnews Based on User Experience using User-Centered Design Angelino Sandy Kusuma; Indra Lukmana Sardi; Rosa Reska Riskiana
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 3 (2022): Juli 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i3.4424

Abstract

Batamnews is a media that presents news about Batam. Batamnews currently has an application that aims to make it easier for users to continue to be updated regarding news in Batam. But from the results of interviews and the distribution of questionnaires with Batamnews users, there are problems experienced by application users due to the User Interface which makes users uncomfortable using the application. Users feel that Batamnews is not optimal in terms of appearance, and the user's uninterested use of icons (symbols). In addition, Users complain about features that should be available but not in the app. Therefore, this study aims to make a design using the User-Centered Design (UCD) method because UCD focuses on user needs. Then for testing the design, the System Usability Scale (SUS) evaluation method will be used because it can be measured for effectiveness, efficiency, and satisfaction from users. The results of this study are recommendations for the User Interface Design of the Batamnews application and have an increased value on usability from 54 to 74 which is expected to be a reference for Batamnews application developers. So, it can be concluded that the UCD method can increase the SUS usability value in an application as well.
Evaluation UX Design on GGWP Tourney Application Using HCD and Heuristic Evaluation Methods Heri Setyo Nugroho; Anisa Herdiani; Rosa Reska Riskiana
Journal of Computer System and Informatics (JoSYC) Vol 3 No 4 (2022): August 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v3i4.2168

Abstract

The rapid developments in technology make the information spread faster, especially in the electronic sports industry (eSports). Game tournament information is essential to gamers since they strive to obtain accurate and easy-to-understand information about esports. The GGWP Tourney application is a mobile application that provides information and means to purchase e-sports competitions online. However, the GGWP Tourney application is still in the development stage so there are still many user experience problems, especially in the usability and journey of the application. Therefore, analysis and evaluation of the usability of the GGWP Tourney application are carried out so that it is in accordance with what users expect. In this study, usability evaluation was carried out using Heuristic Evaluation as a method of evaluating usability values and designing solutions using the Human Centered Design (HCD) method according to user perceptions based on the results of the evaluation carried out. The evaluation has been carried out in two stages, namely the initial stage and the stage after designing the solution design. The results of the initial evaluation found 12 problems and the severity rating value had an average greater than 2 so improvements were made to the application user interface. While the second evaluation stage in the solution design shows the number of problems found only 3 and the severity rating value is less than 2 so that no further repairs are carried out. Based on these results, the heuristic evaluation method can reduce the number of problems in the GGWP Tourney application from 13 problems to 3 remaining problems. This methods be used to determine the usability value of an application that can be used to improve the user experience of the application.
EVALUATION AND REDESIGN USER INTERFACE METOOCEL APPLICATION USING HUMAN CENTERED DESIGN METHOD Muhammad Shalahuddin Aldi Baihaqi; Indra Lukmana Sardi; Rosa Reska Riskiana
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 7, No 4 (2022)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v7i4.3262

Abstract

Metoocel application is the name of the application from a shop that sells smartphone and laptop accessories in the Surabaya area. Metoocel application was created to make it easier for users to view product catalogs and make product purchases online through the application without the need to come to the location. However, Metoocel application has never been evaluated regarding usability since the application was created. Therefore, it is necessary to evaluate to determine the usability value of the Metoocel application. Through the initial evaluation of the study using the System Usability Scale questionnaire, the Metoocel application obtained a score of 54 so that it was included in the "F" grade scale category and the "Low Marginal" acceptability ranges category. This shows that Metoocel application still has shortcomings related to application usability. To overcome these problems, a redesign of the user interface was carried out using the Human Centered Design method which focused on user needs in Metoocel application. The result of the redesign is a prototype of Metoocel application. Then, the prototype that has been designed is evaluated using SUS to compare the usability value of the application before and after redesigning the user interface. The test results show that the prototype gets a score of 80 including the grade scale category "B" and the Acceptability Ranges category "Acceptable" which means the function of the application prototype has worked well and can increase the usability value of the application.      
Analysis and Design of Game-Based Learning Applications for Early Childhood Using Children-Centered Design Method Stefanus Wisnu Adi Nugroho; Indra Lukmana Sardi; Rosa Reska Riskiana
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 4 (2022): Oktober 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i4.4453

Abstract

Early childhood education is a very important stage to prepare early childhood to enter a higher level in basic education. Therefore, appropriate learning methods are needed so that children can be motivated to learn, because early childhood requires interactive and fun learning methods by playing. Based on observations and interviews conducted, early childhood education still uses conventional learning methods. The conventional learning method makes children feel bored while learning and less motivated to learn, especially recognizing the letters of the alphabet and numbers. Game-based learning is a learning method that is an innovation for early childhood learning because it can motivate children to be more enthusiastic in learning. According to existing research, mobile game-based learning is very effective in motivating early childhood learning. Children-centered design is used as a research method because this method places children as the main object of research. Quality in Use Integrated Measurement is used as a usability testing method. The user experience obtained from the results of the analysis will be implemented into a game-based learning application that suits the user's needs. The results of the tests carried out showed results of 87% for low personas, 91% for mid persona, and 95% for high persona.