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Penerapan Metode Design Thinking Dalam Pengembangan UI dan UX Herfandi Herfandi; Yuliadi Yuliadi; Mohammad Taufan Asri Zaen; Fahri Hamdani; Azzahrah Maulya Safira
Building of Informatics, Technology and Science (BITS) Vol 4 No 1 (2022): Juni 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (990.827 KB) | DOI: 10.47065/bits.v4i1.1716

Abstract

Website is a computer service that is connected with hypertext facilities. A bad user interface that is made carelessly will affect the user experience (UX), so that the information to be conveyed cannot be received properly. The Design Thinking method is proven to be able to provide solutions in designing user interfaces based on the experience, emotions, and situation of the user (user experience). PD. BPR NTB Sumbawa has a website that can be said to have not maximized the function of the user interface and user experience in the manufacturing process. The results of the questionnaire with a Likert scale to 30 respondents resulted in 47% of users agreeing with the inaccurate website layout. Based on these problems, this research applies the Design Thinking method to analyze and develop user interfaces and user experiences. This research resulted in user empathy map, user persona, user interface design based on define, wireframe and prototype stages in responsive form made using Figma. The prototype results have gone through a direct testing process by the user and produced a better display design based on the Design Thinking Method stage. The prototype display design is expected to make it easier for users to use Thinking and increase interaction satisfaction between users and products.
RANCANG BANGUN SIMULASI EDUKASI TATA CARA SHOLAT 5 WAKTU DAN PENGENALAN HURUF HIJAIYAH BERBASIS VIRTUAL REALITY (VR Rahmat Hidayat; I Made Widiarta; Fahri Hamdani
Jurnal Informatika Teknologi dan Sains Vol 1 No 1 (2019): EDISI 1
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (744.68 KB) | DOI: 10.51401/jinteks.v1i1.377

Abstract

Penelitian ini bertujuan unuk merancang dan membangun Game Edukasi Tata Cara Sholat 5 Waktu dan Pengenalan Huruf Hijaiyah Berbasis Virtual Reality (VR) agar dapat dimanfaatkan oleh guru mata pelajaran pendidikan agama Islam dalam melakukan proses belajar mengajar. Adapun metode penelitian yang digunakan yaitu metode kualitatif yang bersifat deskriptif dan metode pengumpulaln data yang digunakan dalam penelitian ini yaitu metode observasi, wawancara, dokumentasi, dan studi pustaka serta menggunakan metode Prototype sebagai metode pengembangan perangkat lunak. Game Edukasi Tata Cara Sholat 5 Waktu dan Pengenalan Huruf Hijaiyah Berbasis Virtual Reality (VR) ini dibangun menggunakan bahasa pemrograman C# dan Photoshop, Blender untuk membuat desain gambar 3 dimensi (3D). Dalam Game Edukasi Tata Cara Sholat 5 Waktu dan Pengenalan Huruf Hijaiyah Berbasis Virtual Reality (VR) nantinya guru mata pelajaran pendidikan agama Islam memiliki wewenang untuk menggunakan metode ini untuk melakukan proses belajar mengajar yang efektif
RANCANG BANGUN APLIKASI MEDIA PROMOSI HIDUP SEHAT BERBASIS ANDROID (STUDI KASUS DI DINAS KESEHATAN KABUPATEN SUMBAWA) Shinta Esabella; Fahri Hamdani; Fahmi Yuliono
Jurnal Informatika Teknologi dan Sains Vol 1 No 2 (2019): EDISI 2
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1042.609 KB) | DOI: 10.51401/jinteks.v1i2.420

Abstract

This research aims to design and build an Android-based healthy life promotion Media application in order to be utilized by the Health Department (DIKES). The research method used is a qualitative method of descriptive analytic and the method of data collection used in this research is the method of interviews, observations, and literature studies as well as using the method of spiral as Software development methods. The Android based healthy Live promotion Media app is built using the Java programming language and MySQL database as the Database Management System (DBMS). In the application of Healthy life promotion Media based on Android will be around especially in Sumbawa district can facilitate the viewing of health information wherever and whenever in the form of digital Media.
RANCANG BANGUN SISTEM INFORMASI PENJUALAN PADA TOKO OMG BERBASIS WEB DI KECAMATAN EMPANG KABUPATEN SUMBAWA Yudi Mulyanto; Fahri Hamdani; Hasmawati
Jurnal Informatika Teknologi dan Sains Vol 2 No 1 (2020): EDISI 3
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (905.169 KB) | DOI: 10.51401/jinteks.v2i1.560

Abstract

This study aims to design and build a sales information system at web-based Omg stores in Empang Subdistrict, Sumbawa Regency, which makes it easy for consumers or customers to obtain information on purchasing and ordering products sold by Omg stores and providing convenience in processing product data and reporting reports. . The method used in this study is qualitative and uses qualitative methods and uses the waterfall method as a method of software development. This system is designed and built using the PHP programming language by using MySql as a database. With the existence of this sales information system can facilitate buyers or customers in the process of ordering and buying at the Omg store and can facilitate shop owners in checking product data available on the store through reports provided by the shop admin.
Aplikasi Pembayaran Iuran Bulanan Pada TPQ As-Salam Sumbawa Berbasis Android Shinta Esabella; Habib Shibghatallah; Fahri Hamdani
Bulletin of Information Technology (BIT) Vol 2 No 3: November 2021
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (523.976 KB) | DOI: 10.47065/bit.v2i3.106

Abstract

Pembayaran iuran adalah pembayaran setiap bulan dari murid yang menjadi kewajiban bagi murid di sekolah. Pembayaran iuran tersebut diambil berdasarkan kesepakatan rapat Komite sekolah dan orangtua murid. Tujuan dari penelitian ini adalah untuk mempermudah sistem pembayaran iuran yang ada pada TPQ As-salam. Penelitian ini menggunakan metode pengembangan perangakat lunak Rapid Application Development (RAD) dan black box sebagai alat penguji aplikasi. Metode pengumpulan data menggunakan observasi, wawancara, dokumentasi, studi pustaka dan kuesioner. Aplikasi pembayaran iuran bulanan pada TPQ As-salam ini menggunakan rest API, rest API digunakan untuk mengambil data dan menyimpan data di dalam database online. Adapun database yang digunakan pada aplikasi ini yaitu MySQL versi 5.1.
Design and Build a Web-Based People's Library Application in Jambi City Fahri Hamdani; Mohammad Taufan Asri Zaen; Yuliadi Yuliadi; M Julkarnain
The IJICS (International Journal of Informatics and Computer Science) Vol 5, No 3 (2021): November 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/ijics.v5i3.3240

Abstract

People's library is one of the libraries engaged in literacy and education that provides stalls for free. Free reading is prepared by the People's Library at certain locations, where the general public who are close to the lapak location can read their collection of books for free. The lack of literature and the desire to read the community requires special attention by collaborating with information technology which is used as a medium to publish writings and books by the people's library management and makes it easier for readers who are constrained by distance and time. The media is in the form of a Web-Based People's Library application in Jambi City which was built using the development method with the waterfall method. Programming using PHP programming language with laravel framework and MySQL database. This application can be used by the people's library manager to manage book data or visitors and the general public as a literacy medium to read books and view the collections owned by the people's library
PENGEMBANGAN APLIKASI SMART-BOOK SEBAGAI MEDIA PEMBELAJARAN BAHASA INGGRIS ANAK BERBASIS AR (AUGMENTED REALITY) Eri Sasmita Susanto; Fahri Hamdani; Fikri Nuryansah; Nabila Oper
Mnemonic : Jurnal Teknik Informatika Vol 5 No 1 (2022): Mnemonic Vol. 5 No. 1
Publisher : Teknik Informatika, Institut Teknologi Nasional malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/mnemonic.v5i1.4438

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi Smart-Book sebagai media pembelajaran bahasa Inggris anak Berbasis AR (Augmneted Reality) agar dapat dimanfaatkan oleh orangtua dan guru untuk mengajari dan membiasakan anak dalam berbahasa Inggris dengan metode belajar yang asik. Adapun metode penelitian yang digunakan dalam penelitian ini adalah metode gabungan dari kualitatif dan kuantitatif dengan metode pengumpulan data wawancara, studi Pustaka dan kuesioner, serta menggunakan metode prototype sebagai metode pengembangan perangkat lunak. Aplikasi Smart-Book sebagai media pemebelajaran bahasa Inggris anak berbasis AR dibangun dengan menggunakan bahasa pemrograman C# dan tools yang digunakan untuk mengembangan aplikasi ini adalah Unity Engine dan Vuforia sebagai SDK Augmented Reality sedangkan metode pengujian yang di lakukan adalah dengan pengujian black box testing dan pengujian beta testing. Berdasarkan hasil pengujian menunjukan bahwa aplikasi Smart-Book dapat digunakan sebagai media pembelajaran bahasa Inggris anak dimana dari 100 responden yang telah mengisi kuesioner diperoleh hasil 35% responden sangat setuju dan 61% responden setuju bahwa Fitur aplikasi Smart-Book sesuai sebagai media belajar bahasa Inggris anak.
Application of Information Gain to Select Attributes in Improving Naïve Bayes Accuracy in Predicting Customer's Payment Capability Herfandi Herfandi; Mohammad Taufan Asri Zaen; Yuliadi Yuliadi; M. Julkarnain; Fahri Hamdani
JISA(Jurnal Informatika dan Sains) Vol 4, No 2 (2021): JISA(Jurnal Informatika dan Sains)
Publisher : Universitas Trilogi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31326/jisa.v4i2.1044

Abstract

The customer is the main factor in the running of PT. XYZ. A good understanding of customers is very important for predicting the capability of customers to pay. The implementation of credit collectibility is used to determine the quality of customer credit, one of which is the customer's capability to pay interest and principal on time. While manually, it is very difficult to accurately predict the capability of customer credit payments. Data mining techniques with the Naïve Bayes algorithm were chosen to classify customers to be able to find patterns, analyze and predict, because they have good performance, are efficient, and simple. The Naïve Bayes algorithm has a weakness in terms of sensitivity to many attributes, so the accuracy is low. Based on the problem stated, his study will apply the Information Gain method to select the most influential attribute on the label in order to increase the accuracy of the Naïve Bayes algorithm. This research produces a new dataset with seven attributes: TENOR, SALARY, DOWN PAYMENT, INSTALLMENT, APPROVAL, OTR CLASS, AGE with Labels: Status and Id: Id number based on the Information Gain method. The dataset comparison process with 995 data records showed an increase in accuracy, precision, and AUC using the new dataset compared to the old dataset, but in the t-Test test with an alpha value = 0.05 there is a difference but not significant. In the evaluation process, performance experienced a significant increase in the use of new datasets with the following percentages of performance improvement: accuracy = 8%, precision = 18.42%, recall = 17.65% and AUC= 0.057%. The results of this study obtained AUC of 0.876, accuracy of 87.88%, precision of 61.90%, and recall of 76.47%, and classified into good classification. 
Implementasi Sistem Informasi Manajemen Masjid Berbasis Web Herfandi Herfandi; Fahri Hamdani
INFORMAL: Informatics Journal Vol 7 No 3 (2022): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v7i3.34233

Abstract

The mosque is a place of worship for Muslims. The mosque plays an important role as the center of Muslim activities. However, behind the mosque's very important role in social activities, it is not balanced with the needs of today's modern society. Therefore, this study implements a management information system (MIS) in mosques. This study resulted in a mosque SIM which was developed on a web-based basis so that it was easily accessible and the software development method used the waterfall so that the SIM that was built was quickly resolved and the development process to implementation and hosting. The features for mosque SIM visitors: information on the call to prayer/prayer schedule, parameter information (qibla direction), financial data information (incoming and outgoing), information on mosque donations/alms, and contact information for contacting the mosque SIM manager. Admin features: manage mosque staff data (create, edit and delete), input data types for donation/alms categories, backup and restore SIM, print officer data, and view the history of what activities have been done by the admin. Officer features: managing activity agendas, managing mosque funds (transfer confirmation, mosque cash profit, income data, expenditure data), and managing report management that will be used as a reference for making decisions/policies. The mosque SIM is expected to help and facilitate mosque officials and administrators in managing mosque activities and finances.
OTOMATISASI PORTAL DAN HAND SANITIZER MENGGUNAKAN MIKROKONTROLER NODEMCU UNTUK MEMINIMALKAN PENYEBARAN VIRUS Yuliadi Idrus; Halid Nuryadi; Fahri Hamdani; Fadhli Dzil Ikram
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 4 No. 1 (2023): Juni 2023
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v4i1.105

Abstract

This study aims to design a hand sanitizer and automated portal based on the NodeMCU microcontroller using an infrared sensor. This study uses the development model developed by Borg and Gall. The development procedure includes the exploration and product testing stages. The results of the development obtained a tool in the form of a hand sanitizer and an automated portal based on the NodeMCU microcontroller using an infrared sensor to prevent the spread of virus in West Sumbawa Regency. The trial of using the product was carried out in class XI of SMA Negeri 1 Brang Rea. The trial was carried out twice, namely the initial field trial with 10 test subjects by the teacher and the final field trial with 20 student test subjects. Initial trials obtained assessment data on media/products, namely 62 of the maximum number of assessments of 69 with a percentage of 89.2% which stated that the hand sanitizer product and the NodeMCU microcontroller-based automated portal using infrared sensors were feasible to be used as a tool to prevent the spread of virus in West Sumbawa Regency. The final trial obtained data on student assessment of the product, namely 154 of the maximum number of assessments of 171 with a percentage of 90.1% which was categorized as suitable for use. These results indicate that the design of the Hand Sanitaizer and automatic portal based on the nodemCU microcontroller is feasible to be used as a product/media to prevent the spread of virus in West Sumbawa Regency.