Ariq Cahya Wardhana
Institut Teknologi Telkom Purwokerto, Banyumas

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User Experience Lifecycle pada Aplikasi Knowledge Management System Inovasi Desa Ariq Cahya Wardhana; Condro Kartiko; Wahyu Andi Saputra; Tio Fani
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 1 (2022): Januari 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i1.3431

Abstract

Indonesia is a country based on the village. The number of villages in Indonesia increases every year due to regional expansion in several regions. The division serves to reduce disadvantaged areas. Development management is needed to reduce underdeveloped areas. One of them is village development activities that must be able to give birth to creative and innovative habits. The Village Innovation Knowledge Management System is a medium to initiate the transformation of knowledge and practice between villages. The system needs to be assessed and evaluate its performance to see how far the level of success is on the user side. Based on these problems, it is necessary to develop the User Experience Lifecycle (UXL) method. UXL has four stages, namely analysis, design, prototype, and evaluation. Interviews were conducted with 7 participants to find the main problems. The problems obtained are then analyzed and converted into a system that can be used by users. The system that has been created is then started with the use of testing using think-aloud and System Usability Scale. The results of think-aloud show a positive impression of the participants. While the System Usability Scale gets a score of 74.5 which is categorized as good (B).
Pengembangan Mobile Learning Management System Dengan User Centered Design (UCD) Menggunakan Flutter Framework Condro Kartiko; Ariq Cahya Wardhana; Diovianto Putra Rakhmadani
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 2 (2022): April 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i2.3524

Abstract

The Learning Management System is a supporter of online learning management so that the teaching and learning process remains quality like face-to-face. This study aims to develop a mobile learning management system application using the flutter framework for students at the Telkom Purwokerto Institute of Technology with the User Centered Design method. This research creates a mobile-based Learning Management System that can be accessed and functions according to the needs of users, namely students. The application test results show that all functions run according to user needs so that this system can help make online learning easier via smartphones.
Sistem Pintar Penyiram Tanaman Menggunakan Teknologi IoT dan Fuzzy Inference System dalam Rangka Mewujudkan Green Campus di UIN Syarif Hidayatullah Jakarta Nenny Anggraini; Kahfi Del Vieri; Luh Kesuma Wardhani; Ariq Cahya Wardhana; Deny Saputra
Building of Informatics, Technology and Science (BITS) Vol 4 No 2 (2022): September 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i2.2227

Abstract

In recent years, there has been a change in climate which has had quite a negative impact on various sectors of life. The existence of extreme climate change has become a widely discussed issue, including at the university level. The academic community as agents of change should be an example of sustainable development in the campus environment. One of the efforts to realize the concept of sustainable development is to apply the Green Campus concept. Several indicators in realizing a green campus are campus management policies that are oriented towards environmental management, including activities to save water, paper, and electricity, procurement of Green Open Space (RTH), and waste management by applying the 3R principles (reduce, reuse, recycle). UIN Jakarta currently focuses on the green environment, which focuses on activities related to the conservation and maintenance of environmental quality in all energy and natural resource consumption activities. However, the frequent changes in weather, shifts in the seasons, and the size of the land that must be maintained have made watering plants unable to rely on human labor alone. Moreover, the pandemic conditions in Indonesia have caused almost all employees to work from home, so plant maintenance will be hampered for plant watering activities. In this regard, this research proposes the creation of an automated plant watering system using a Fuzzy Inference System. The experiment was carried out using input from three scenarios including soil moisture sensors, temperature sensors, and rain sensors on the output valve. From the experiments carried out, the expected valve output is in accordance with that produced by the raspberry pi. Such as when the ground is dry, the weather is not raining, and the temperature is moderate, the valve remains on according to the fuzzy rules that have been made. The results of the study noted that this tool was in accordance with what was needed and could operate properly
Pengembangan Sistem Pendeteksi Masker Sesuai Protokol Kesehatan dengan Algoritma Mobilenetv2 dan Raspberry Pi Imam M Shofi; Luh Kesuma Wardhani; Nenny Anggraini; Nashrul Hakiem; Denny Saputra; Ariq Cahya Wardhana
Building of Informatics, Technology and Science (BITS) Vol 4 No 2 (2022): September 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i2.2250

Abstract

A new type of human coronavirus was discovered in December 2019 in Wuhan, China. In humans, coronaviruses usually cause respiratory tract infections, ranging from the common cold to serious diseases such as Middle East Respiratory (MERS) and Severe Acute Respiratory Syndrome (SARS). This new type of coronavirus was later named Severe Acute Respiratory Syndrome Coronavirus 2 (SARS-COV2) and caused Coronavirus Disease-2019 (COVID-19). COVID-19 can cause mild to severe symptoms. So, wearing a mask and keeping a distance is very important to stop the spread of COVID-19. In previous research, a deep learning model has been developed to identify whether the person is wearing a mask or not. In previous studies, the classification was limited to whether humans wore masks or not. There is no classification as to whether the use of masks is right or wrong and whether the masks worn are masks that are in accordance with the recommendations of the Ministry of Health. So that in this study, the detection system for the use of masks is able to detect the use of masks in accordance with the recommendations of the Indonesian Ministry of Health which refers to the interim WHO Guidelines June 5, 2020, regarding recommendations regarding the use of masks in the context of COVID-19, namely the use of cloth masks, medical masks, and masks. can ensure the cover of the mouth and nose, and adjust to the bridge of the nose. The result is a system with the SSDLite Mobilenet V2 model has the highest FPS compared to a system using a system with SSDMNV2. That is, the maximum FPS obtained is 3.57 FPS and the minimum FPS is 3.45 FPS
Evaluating Village-owned Enterprises and SMEs Businesses Engagement Through Web Application Using System-Usability Scale Ariq Cahya Wardhana; Fauzan Romadlon; Gita Fadila Fitriana; I Anna Tul Munikhah; Novian Adi Prasetya; Aiza Yudha Pratama; Ade Yanyan Ramdhani; Suparyo Suparyo
JURIKOM (Jurnal Riset Komputer) Vol 9, No 6 (2022): Desember 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i6.5035

Abstract

Village-owned enterprises (BUMDesa) and Small and Medium Enterprises (SMEs) are enabled to strengthen the rural economy. The two entities shall collaborate and will help the rural economy become more adaptive and sustainable. One approach to collaborate is using digital technology, such as web applications. It will allow businesses to survive by gaining potential networking and cross-border markets through online marketing. This collaboration can be done using a digital technology approach where both roles are needed to improve the village economy. If this technological approach is not implemented, then marketing will be limited so that it will have an impact on the village economy. The qualitative and scrum approach is used to develop the digital web. The result shows differences between BUMDesa and SMEs' roles toward the web application. BUMDesa can make better managerial through digital businesses so that BUMDesa can accelerate SMEs' productivity by opening new markets and business perspectives to SMEs. The testing process is carried out to prevent the failure of website development by implementing a usability test, namely the Usability Scale (SUS) System. The tests carried out show that the proposed design gets a good score of 69.63, so it is effective and efficient to be implemented in website development. SMEs can gain a broader market, improve their production standard, and add production capacities. The collaboration will map and profile their strengths and weaknesses to minimize the implementation gap. In addition, the BUMDesa and SMEs will invest in social capital, which means the ability to establish cooperation, trust, and participation, in the local community to benefit from the social network. It will improve innovation capability