Setiya Nugroho
Universitas Muhammadiyah Magelang, Magelang

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Network Automation pada Beberapa Perangkat Router Menggunakan Pemrograman Python Setiya Nugroho; Bambang Pujiarto
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 9 No 1: Februari 2022
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2022913947

Abstract

Perkembangan teknologi dalam bidang jaringan komputer memberikan efek semakin banyak vendor yang memproduksi perangkat jaringan. Perancangan topologi jaringan dengan tipe Wide Area Network (WAN) membutuhkan lebih banyak perangkat jaringan termasuk router. Seorang network administrator yang mengkonfigurasi lebih dari satu router akan memberi peluang adanya human error. Selain itu waktu yang dibutuhkan untuk menyelesaikan semakin banyak karena harus berpindah dari satu interface ke interface lain. Untuk mengatasi permasalahan tersebut, penulis merancang aplikasi network automation pada beberapa perangkat router. Tujuan penelitian ini adalah membuat sebuah dashboard berbasis web yang bisa mengontrol beberapa router melalui satu interface. Metode yang digunakan dalam penelitian ini melalui beberapa tahap. Tahap pertama adalah perancangan topologi perangkat keras pada network automation. Tahapan kedua adalah perancangan perangkat lunak menggunakan Unified Modelling Language menggunakan use case diagram dan aktivity diagram. Pengujian yang digunakan pada penelitian ini menggunakan metode white box dan black box. Hasil penelitian ini penulis telah membangun sebuah aplikasi network automation berbasis web menggunakan pemrograman Python dengan framework Django dan library paramiko. Aplikasi telah diuji coba untuk mengkonfigurasi tiga buah roter Cisco dan tugas buah router Mikrotik secara bersamaan.AbstractTechnological developments in the field of computer networks have an effect that more and more vendors are producing network devices. Designing a network topology with a Wide Area Network (WAN) type requires more network devices including routers. A network administrator who configures more than one router will give an opportunity for human error. In addition, the time needed to complete more and more because they have to move from one interface to another interface. To overcome this problem, the authors designed a network automation application on several router devices. The purpose of this research is to create a web-based dashboard that can control multiple routers through one interface. The method used in this study went through several stages. The first step is designing the hardware topology in network automation. The second stage is software design using Unified Modeling Language using use case diagrams and activity diagrams. Tests used in this study use the white box and black-box methods. The results of this study the author has built a web-based network automation application using Python programming with the Django framework and paramiko library. The application has been tested to configure three Cisco routers and the Mikrotik router tasks simultaneously.
Penerapan Metode Design Thinking dalam Website Waste4Change untuk Mengoptimalkan Fitur Pengiriman Sampah Ade Suryadana; Dimas Sasongko; Setiya Nugroho
Journal of Information System Research (JOSH) Vol 4 No 3 (2023): April 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i3.3274

Abstract

The The large population and daily activities of Indonesian people can trigger an increase in waste production. Proper waste management efforts require the role of all parties such as the government, the community, and even the support of the private sector in order to be able to overcome problems related to waste. One of the private parties that plays a role in waste management in Indonesia is Waste4Change. This company provides services and services related to waste transportation, waste recycling, as well as waste management education and consultation. These services can be accessed online through the website owned by Waste4Change. Based on the website, there are several programs and features that can be used by users, one of which is the Send Your Waste program. However, in the program, there is a waste delivery flow which has drawbacks, namely flow mismatch and copywriting on the Send Your Waste page. Therefore, this study aims to improve and develop the waste delivery flow in the Send Your Waste program to make it more user-friendly for users. The research method used is the design thinking method to find out what are the complaints and needs of users regarding the experience and appearance of the website interface. This method was chosen because it can solve complex problems with empathy to understand the needs and motivations of users and there is also an iterative process in order to find the best design solution. From the results of usability testing on experience and interface appearance, an increase in user satisfaction was found. With these improvements, it is concluded that the results of usability testing from the Waste4Change website can be accepted by users.
Sistem Layanan Surat Pengantar Kependudukan dengan Menggunakan Telegram Bot: (Studi Kasus pada Dusun Ngipik, Desa Mayungsari, Kecamatan Bener, Kabupaten Purworejo) Dian Adiyoko; Purwono Hendradi; Setiya Nugroho
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 1 (2023): Agustus 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i1.1055

Abstract

Ngipik Hamlet provides various types of population introduction letter services including creating birth certificates, updating family cards due to the addition of new family members, updating family cards due to the death of a family member, updating family cards due to a family member's relocation, issuing new Identity Cards for individuals turning 17 years old, updating Identity Cards due to changes in status, issuing marriage certificates, issuing certificates of insufficient financial capability, issuing business certificates, and issuing death certificates. However, these services are currently manual, resulting in inefficient processing time and the risk of document loss or incomplete documentation during the application process. Therefore, there is a need for a system that can support the application process for population introduction letters. The objective of this research is to develop a Telegram bot utilizing Google Form and Google Spreadsheet. The "Bot Layanan Surat Pengantar Kependudukan Dusun Ngipik" was tested using the black-box method, where each service was tested using dummy resident data and the required documents were inputted according to the specified requirements. The results show the status of the complete file and the evaluation of the file according to the requirements. With the existence of this "Bot Layanan Surat Pengantar Kependudukan", residents can easily submit their introduction letter requests conveniently from anywhere and at any time. This serves as an alternative solution that simplifies the process of requesting population introduction letters for residents.
Penerapan Metode Design Thinking dalam Perancangan UI/UX Aplikasi Mobile SIPROPMAWA Soni Ansori; Purwono Hendradi; Setiya Nugroho
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3648

Abstract

Sipropmawa is a web-based system designed to manage, monitor, and oversee the online submission of proposals. However, the use of the Sipropmawa website is still suboptimal and lacks attention to user interface (UI) and user experience (UX) design, especially when accessed through mobile devices, resulting in user discomfort when using the application. Therefore, the motivation behind this testing is to update the UI/UX of the Sipropmawa application from a website to a mobile-based application by implementing the design thinking method. The choice was made to adopt a design thinking approach because it emphasizes creativity in creating new solutions and places a strong emphasis on understanding user needs. This study involves the collection and analysis of data, which includes five stages of the design thinking method: empathize, define, ideate, prototype, and testing. The implementation of the design thinking method in the development of the user interface (UI/UX) yields results that can achieve the goals of the method, which is to enhance user satisfaction and utility. In this regard, the support relies on the results of usability testing, which achieved a final score of 86 and obtained a B classification on the rating scale. Thus, this indicates that users highly appreciate the usability of the Sipropmawa mobile application. The UI/UX design of the Sipropmawa application is expected to serve as a model for future development of the Sipropmawa application.
Sistem Informasi Geografis Pemetaan Kawasan Pembibitan Buah Muhammad Rafly; R Arri Widyanto; Setiya Nugroho
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3672

Abstract

Sriwedari Village, Salaman District, is one of the villages in the Salaman region which is known as a fruit nursery center. Favorite fruit seeds in this area, including durian, avocado and longan fruit seeds. The diversity of types of fruit seeds, often causes problems for farmers who need fruit seeds as desired, because the information needed is not yet available, to overcome this it is necessary to build a geographic information system for mapping fruit nursery areas that are used to make it easier for users to find the fruit seeds needed. The method used in developing this system is prototyping, using the Model-View-Controller (MVC) framework. The results of this study are in the form of a geographic information system used by fruit nursery entrepreneurs to inform their whereabouts on the map and the types of seeds they provide. This Geographic Information System makes it easy for users to find the desired fruit seeds by displaying several entrepreneurs who have the seeds the user wants. Based on the results of the tests that have been carried out, the user perception is Strongly Agree of 0.73% which indicates the system is easy to use and easy to understand. Black box testing also shows that this system is successful. This research is expected to help users find information about fruit seedlings in the village of Sriwedari Salaman.
Penerapan User Centered Design Pada Desain Interaksi dan Arsitektur Informasi Prototype Aplikasi Asisten BasketMu Raden Kartika Satya; Dimas Sasongko; Setiya Nugroho; Ridwan Anam Syabani; Raka Putra Anggarawan
Journal of Information System Research (JOSH) Vol 5 No 1 (2023): Oktober 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v5i1.4416

Abstract

Coaches have a very important role in the achievements of sports athletes. The coach has the responsibility to organize training methods that suit the athlete's needs and goals. Coaches generally record the performance of team members during training. Recording athlete performance can be used to measure athlete development and improve athlete abilities. Based on the results of interviews and observations with several basketball coaches, they still record on paper forms. The main contribution of this research is to produce an application design that has an information architecture and interaction model to help improve the coach's user experience in recording and monitoring anthropometric developments, physical development, and athlete skill development during training and recording player statistics during matches. Apart from recording the resulting application, it is hoped that it can improve the user experience of coaches and players in analyzing performance data during training and matches. This research uses the User Centered Design method. This research has produced a prototype in high fidelity form. Based on functionality testing using the black box testing method, it shows that the prototype feature can be successful as expected. The User Experience test results show that the average Task Success value from testing the player's user interface is 77%, while the average Task Success value from testing the trainer's user interface is 82%.