Rahmadi Wijaya
School of Applied Science, Telkom University, Indonesia

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Usability and User Experience Test on the Muezzin and Khatib Scheduling Mobile Application Using SUS and User Experience Questionnaire (Case Study: Al Abroor Mosque) Rahmadi Wijaya; Cahyana Cahyana; Bambang Pudjoatmodjo
IJAIT (International Journal of Applied Information Technology) Vol 5 No 01 (2021)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v5i01.2778

Abstract

One of the Dewan Kemakmuran Masjid (committee to serve public service in a mosque) main task is to provide prayer facilities in a mosque, such as managing schedules for muezzin and imam salat. Most of the time, the plan is executed manually. Moreover, preparing the schedule is not easy. It needs cautious and excessive effort as DKM members should be careful not to make an unbalanced schedule for each muezzin/ khatib. It is also an error-prone process since putting the unavailable person in the schedule slot is possible. To overcome the condition, we build a mobile application for managing schedules for muezzin and imam salat. The application has been tested with usability testing and a user experience questionnaire. The results from both testing tools yield excellent results; the application could implement and comfortably used for managing schedules. From the result, it can be inferred that Al Aboor meets the criteria for a good mobile application and can be developed further.
FloNa: Children Educational App for Indonesian Endangered Species Based on Augmented Reality Amir Hasanudin Fauzi; Rahmadi Wijaya; Alfian Ghazali; Endra Wahyu Wardana; Ageng Prasetio; Neca Aqila
IJAIT (International Journal of Applied Information Technology) Vol 3 No 02 (2019)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v3i02.2292

Abstract

Indonesia has an enormous number of endangered species of flora (plants) as well as fauna (animals). Several factors influence endangered species such as lack of early education in this problem. Whereas, children, especially in school ages, have the most potential role in the future to solve this problem. To influence the behavior and attitudes of children towards wildlife, Conservation Education is the solution. By providing appropriate and effective conservation education, future conservation behavior can change in a positive direction. To address this opportunity, we proposed FloNa, a mobile app to educate children about Indonesian endangered species. FloNa is empowered by augmented reality to help children imagine and observe the real form of endangered plants and animals. Furthermore, we conducted experiments to analyze the efficiency of this app to overcome this problem. The alpha testing result shows that FloNa has a robust design and implementation. Moreover, from the beta testing result, we could conclude that FloNa could significantly support and promote endangered species conservation education for children in Indonesia.