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Revised web impact factor analysis of Timor Leste University website during COVID-19 pandemic Tenia Wahyuningrum; Condro Kartiko; Ariq Cahya Wardhana; Teotino Gomes Soares
Bulletin of Electrical Engineering and Informatics Vol 10, No 3: June 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v10i3.3034

Abstract

The global coronavirus disease 2019 (COVID-19) pandemic requires the Timor Leste government to make a school from home policy. This policy has encouraged several universities to improve the quality of their distance learning services. However, it seems that the government has not gone deep enough to conduct a preliminary study on each university website's readiness to face this. Based on previous research, the university website impact factor is one of the criteria for increasing webometrics rankings. Still, it is not explained in detail the types of referring pages and domains that can affect webometrics rankings. This research investigates the extent to which R-WIF affects webometrics and examines the factors that can improve the university website's quality. We surveyed the revised web impact factor (R-WIF) at seven universities in Timor Leste to determine their academic sites' relative standing. The results show, although some universities have increased the number of backlinks, the webometrics university ranking prefers backlinks that come from high-authorization sites such as .edu and .gov. The correlation value indicates this phenomenon between R-WIF and Webometrics of 0.464, which means moderate. Universities in Timor Leste need to implement several strategies to improve Webometrics rankings, especially visibility.
Pengembangan Aplikasi Web Perancangan Agenda Perjalanan Wisata Menggunakan Metode User Experience Lifecycle Ariq Cahya Wardhana; Nenny Anggraini; Nurul Faizah Rozy
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 8, No 2: April 2021
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2021822548

Abstract

Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang itinerary. Itinerary merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi itinerary perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan itinerary sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk itinerary berbasis web. Metode User Experience (UX) Lifecycle berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner online dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, storyboard, skenario dan wireframe. Hasil desain diimplementasikan dalam bentuk prototipe high fidelity berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan dalam merencanakan perjalannnya. AbstractTraveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey. 
Rancang Bangun Aplikasi Suicide Risk Idea Identification Menggunakan Rapid Application Develoment Muhammad Amien Sidiq; Dr. Tenia Wahyuningrum; Ariq Cahya Wardhana
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 13 No 2 (2021): JUPITER Edisi Oktober 2021
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/3483.jupiter.2021.10

Abstract

Suicide is a deliberate act that results in death for oneself. Suicide is often associated with mental disorders such as depression, schizophrenia, bipolar disorder, and alcohol and drug abuse. Around 800 thousand people in the world are recorded to commit suicide each year, most of cases occur among teenagers. The lack of signs or symptoms in someone who wants to commit suicide is a big problem to reduce the number of deaths caused by suicide. Therefore, this research raised a theme related to these problems. research will design the Suicide Risk Idea Identification application using the Rapid Application Development method. RAD is a type of system development that is based on a series of iterative development cycles, using RAD method only takes 60-90 days. RAD has two types of methodologies, namely phase development and prototyping. The type of methodology used in this study is a prototyping methodology. Prototyping methodology applies all stages (analysis, design, and implementation) into action simultaneously. To facilitate early identification of suicidal ideation, a questionnaire is needed that discusses the severity of suicidal ideation and other attributes. SIDAS (suicidal identification attributes scale) is a questionnaire designed to identify suicidal thoughts and assess the severity of these thoughts.
Prototype Aplikasi Informasi Oleh-Oleh Di Purwokerto Dengan Menerapkan Metode User Experience Lifecycle Melani Eka Rahayu; Gita Fadila Fitriana; Ariq Cahya Wardhana
Jurnal Informatika Global Vol 12, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v12i2.1942

Abstract

The Information Application for Souvenirs in Purwokerto is a mobile-based application that can be used to find information about souvenirs and gift shops in the city of Purwokerto. This application is intended for local tourists, immigrants and local residents to make it easier to find souvenirs in Purwokerto. Of course, when discussing travel or tourism, it cannot be separated from souvenirs, souvenirs, or souvenirs. This application is designed to provide information about souvenirs in the city of Purwokerto from products, shops, location of gift shops, prices for souvenirs and others. This study designed a prototype of information application for souvenirs in Purwokerto using the User Experience Lifecycle method, the method proposed by Hartson and Pyla to develop user experience with an emphasis on usability and user experience aspects. This method is divided into four stages, namely analysis, design, prototype, and evaluation. Testing in this study uses usability testing on the results of the medium fidelity level prototype with the System Usability Scale (SUS) method at the evaluation stage. The results of usability testing using the SUS method get a score of 74.17 or B (Good) where the score meets the minimum standard of the SUS score of 68. Usability measurement on the prototype application for souvenirs in Purwokerto has met the efficiency level with an overall relative efficiency value of 88 .5%, and the percentage effectiveness level is 91.3% of the results of task completion by all respondents. Thus the application prototype for souvenirs in Purwokerto has met the usability value in terms of efficiency, effectiveness and satisfaction. Based on this, this research has succeeded in applying the User Experience Lifecycle method to application design and usability testing with the System Usability Scale (SUS) which has exceeded the minimum standard. Therefore, the application design for souvenirs in Purwokerto based on user experience and needs can be carried out to the application development or production stage.   Keywords : Gift, Application Prototype, User Experience Lifecycle, Usability, System Usability Scale (SUS)
Designing a mobile user experience student knowledge management system using Lean UX Condro Kartiko; Hesa Abda Arrasyid; Ariq Cahya Wardhana
Journal of Engineering and Applied Technology Vol 2, No 1 (2021): (March)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jeatech.v2i1.39476

Abstract

Student Affairs at Telkom Purwokerto Institute of Technology has a lot of information and knowledge that all students need to know. However, this information and knowledge have not been maximally conveyed to students. Student affairs have a scope of work to handle the Student Creativity Program (PKM), Student Organization (Ormawa), scholarships, Student Activity Transcripts (TAK), and lectures. Therefore, one of the efforts to facilitate Student Affairs in conveying various knowledge is a Student Knowledge Management System mobile application. User Experience student KMS mobile application designed for mobile devices that focus on interface design. The development of this application interface uses the Lean UX method. The Lean UX method has four stages: Declare Assumptions, Create an MVP, Run an Experiment, and Feedback and Research. The application design is evaluated using the Enhanced Cognitive Walkthrough (ECW) to produce a prototype of a knowledge management system or Knowledge Management System for IT Telkom Purwokerto student affairs according to the user's wishes. The test results show success in all tasks, so it can be concluded that the application design has achieved a good user experience. 
DEVELOPMENT OF IOT-BASED PRESENCE SYSTEM FOR SCHOOL USING PROTOTYPE METHOD (CASE STUDY: YPPMNU AJIBARANG) Teguh Rijanandi; Ariq Cahya Wardhana; Rini Adelina Siagian
Jurnal Teknoinfo Vol 17, No 1 (2023): Vol 17, No 1 (2023): JANUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jti.v17i1.2364

Abstract

Today's rapid development of technology makes it easy to do everything from shopping to reading today's news to studying online and more. This technology has been widely used, for example in government agencies, schools, hospitals, clinics, and so on. Digital or computerized information technology can improve work efficiency. The technology present in the current era of globalization has developed, including attendance or attendance systems using fingerprints, irises, and RFID cards. Many large companies, SMEs, and schools take advantage of technological developments, therefore this research wants to implement IoT technology developments at YPPMNU Ajibarang because of the large number of employees, there are around 200 active employees. Moreover, the attendance itself is carried out every day, of course, the attendance data that they process is very large. The Ma`arif NU Education Organizing Foundation (YPPMNU) Ajibarang is a foundation engaged in education in the Ajibarang area. YPPMNU has four technical implementing units (UPT), Ma'arif NU 1 Ajibarang Vocational School, Ma'arif NU 2 Ajibarang Vocational School, Ibnu Sina Ajibarang STIKES, and Ibnu Sina Ajibarang Modern Islamic Boarding School, with an active number of around 200 active employees. YPPMNU already uses an information system called the YPPMNU Ajibarang Personnel Management Information System, which has functions such as employee capabilities. The pandemic has brought the work system from working directly from the office to working from home. Previously, YPPMNU had its own attendance system using a web-based application. This study aims to develop an IoT-based attendance system using the prototype method and evaluate an IoT-based attendance system using the UAT testing technique so that it can be well received by users. The research method used in this design is to use the prototype method. The results of this study are an evaluation of how the IoT-based attendance system uses the UAT method, and the IoT-based attendance system uses the prototype method.
PENERAPAN TEKNOLOGI AUGMENTED REALITY SEBAGAI MEDIA INFORMASI DAN SIMULASI TES PRAKTIK PADA PEMBUATAN SIM C BERBASIS ANDROID Fadlan Sani Mubarok; Novian Adi Prasetyo; Ariq Cahya Wardhana
Journal Information System Development (ISD) Vol 8 No 1 (2023): Journal Information System Development
Publisher : UNIVERSITAS PELITA HARAPAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19166/isd.v8i1.578

Abstract

The rapid development of Science and Technology (IPTEK) makes the number of motorcycle vehicles increase every year. It was recorded that in the last 5 years from 2015 – 2019 there was an increase in the number of motorcycles by 24.12 million. With this, the riders also experience an increase. So with this increase, it must be balanced with SIM C ownership so that motorists can understand traffic regulations and are skilled at driving motorized vehicles. On the other hand, Information and Telecommunications Technology is progressing rapidly. One of the technologies that are currently busy is Augmented Reality. Therefore, this study makes an application that aims to provide information and Simulations regarding practical tests on SIM C making by utilizing Augmented Reality technology will be much easier. Making this application using Unity and Vuforia by using the Marker Based Tracking method. This study uses the MDLC (Multimedia Development Life Cycle) method as a Multimedia application development. The final results will be tested using the system performance test and user satisfaction using the System Usibility Testing (SUS) method. In the SUS method, there are 10 questions with 5 answer options for each question, ranging from strongly disagree to strongly agree. The SUS questionnaire involves at least 10 system users.
Evaluasi User Experience Aplikasi Google Meet Menggunakan Metode Usability Testing Afzal Ziqri; Aditya Abi Riestianto; Ariq Cahya Wardhana
Journal ICTEE Vol 3, No 2 (2022): Juli
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jictee.v3i2.2603

Abstract

The pandemic forced almost everyone in the world to work from home. Almost all work is done online from home. With the Google Meet application, it can help make it easier for everyone to do their work even online. Since 2020 the Google Meet application has become a very popular application among the public. Google Meet is one of the many meeting applications that have been widely used by the public. To find out the usability value of the application, it is necessary to carry out a testing process through a usability test. SUS (System Usability Scale) is an evaluation that is used as a result of software usability. 
Requirements Engineering of Village Innovation Application Using Goal-Oriented Requirements Engineering (GORE) Condro Kartiko; Ariq Cahya Wardhana; Wahyu Andi Saputra
JURNAL INFOTEL Vol 13 No 2 (2021): May 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v13i2.602

Abstract

The delay in the absorption of village funds from the central government to the village government is due to the village government's difficulty preparing village development innovation programs. The innovation tradition will grow if the cycle of transformation of knowledge and acceptable practices from one village to another, especially villages with similar conditions and problems, can run smoothly. For the process of exchanging knowledge and experiences between villages to run smoothly, it is necessary to codify best practices in a structured, documented, and disseminated manner. This research aims to design an application that functions as a medium for sharing knowledge about the use of village funds through government innovation narratives. The application is expected to become a reference for villages to carry out innovative practices by conducting replication studies and replicating acceptable practices that other villages have done. Therefore, it is necessary to have a system requirements elicitation method that can explore the village's requirements in sharing knowledge so that the resulting system is of high quality and by the objectives of being developed. There are several Goal-Oriented Requirements Engineering (GORE) methods used, such as Knowledge Acquisition in Automated Specification (KAOS) and requirements engineering based on business processes. In this research, the KAOS method was demonstrated as the elicitation activity of a village innovation system. Then the results were stated in the Goal Tree Model (GTM). Model building begins with discussions with the manager of the village innovation program to produce goals. The goals are then broken down into several sub-goals using the KAOS method. The KAOS method is used for the requirements elicitation process resulting in functional and non-functional requirements. This research is the elicitation of the requirement for the village innovation system so that it can demonstrate the initial steps in determining the requirements of the village innovation system before carrying out the design process and the system creation process. The results of this requirement elicitation can be used further in the software engineering process to produce quality and appropriate village innovation applications.