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Implementation Of K-Nearest Neighbor Algorithm With SMOTE For Hotel Reviews Sentiment Analysis Firman Gazali Mahmud; Teguh Iman Hermanto; Imam Maruf Nugroho
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 2 (2023): Research Article, Volume 8 Issue 2 April, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i2.12214

Abstract

Indonesia has considerable tourism development potential, this phenomenon is in accordance with the number of foreign tourist visits to Indonesia from January to September 2022 recorded by Badan Pusat Statistik many as 2,397,181 visitors. This research focuses on super-priority destinations in Labuan Bajo, East Nusa Tenggara, based on the government's plan that the focus of developing this destination is to increase hotel development to meet the need for an additional 2,000 hotel rooms. Thus, the available hotel rooms are still limited. Then for need to choose a hotel based on the November 2021 survey by the Populix website, 76% of 1,012 respondents chose to book hotels online with the majority using the Traveloka website. However, making decisions in choosing hotels using the reviews feature in the Traveloka website still raises various problems, such as biased information and even the rating values ​​given do not match the reviews submitted. So that users to know what becomes the perception of positive and negative ratings, it is necessary to do in-depth research on satisfaction factors to find out positive and negative sentiments of hotel visitors. This study uses the k-nearest neighbor algorithm with SMOTE on the research objects of the three most popular hotels in Labuan Bajo. Data testing uses a value of k = 3 so that it produces an accuracy value of 87.71% - 93.47% with a maximum error tolerance of 12.29%. In addition, the performance of accuracy results is validated by the appropriate AUC value, namely the good classification category.
REDESIGN APLIKASI KAI ACCES MENGGUNAKAN METODE DESIGN THINKING Ilham Ferdiansyah; Meriska Defriani; Imam Maruf Nugroho
INFOKOM (Informatika & Komputer) Vol 11 No 1 (2023): JURNAL INFOKOM JUNI 2023
Publisher : POLITEKNIK PIKSI GANESHA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/infokom.v11i1.1045

Abstract

PT Kereta Api Indonesia is a mode of transportation that presents an innovation in the form of a mobile application to support users in ordering train tickets. In this study it aims to help users of the kai access application to be more comfortable to use, and provide information about train schedules, there are problems experienced by users in using the kai access application such as there is no forward and backward seat information in premium economy class, and no ticket information sold out. In this study, the design thinking method was used as a redesign of the user interface and user experience, and usability testing as usability metrics. This study obtained the results of the Prototype redesign of the Kai Access application with an average result of SUS 82 where these results are included in grade A and can be well received by user
PERANCANGAN USER INTERFACE DAN USER EXPERIENCE APLIKASI BERBASIS MOBILE KLINIK KECANTIKAN MENGGUNAKAN METODE DESIGN THINKING (STUDI KASUS : KLINIK KATIA DERMA) Shifa Silfiana; Imam Maruf Nugroho; Yudhi Raymond Ramadhan
INFOKOM (Informatika & Komputer) Vol 11 No 1 (2023): JURNAL INFOKOM JUNI 2023
Publisher : POLITEKNIK PIKSI GANESHA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/infokom.v11i1.1052

Abstract

The design of the User Interface and User Experience is very influential for user comfort, so accurate analysis is needed according to user needs. The Katia Derma Clinic is a clinic that is devoted to the treatment of facial skin health care and releases skincare products which are currently planning to create a mobile-based application. With the planning of making the application, the user interface and user experience will be designed first using the Design Thinking method. Testing the results of the design in this study was carried out using the User Experience Questionnaire (UEQ) testing method. Based on the test method used to test the design results in this study, positive results were obtained for all scales, namely the Attractiveness scale with a mean value of 2.028, Efficiency with a mean value of 2.075 and Dependability with a mean value of 1.725 included in the Excellent category, while the Perspicuity scale with a mean value of 1.825, Stimulation with a mean value of 1.525 and Novelty with a mean value of 1.225 are included in the Good category.
PERANCANGAN DESAIN USER INTERFACE DAN USER EXPERIENCE APLIKASI PENJUALAN BERBASIS MOBILE MENGGUNAKAN METODE USER CENTERED DESIGN (STUDI KASUS: CV MEGA STEEL) Pricillia Temmy Keliwulan; Imam Maruf Nugroho; Yudhi Raymond R
INFOKOM (Informatika & Komputer) Vol 11 No 1 (2023): JURNAL INFOKOM JUNI 2023
Publisher : POLITEKNIK PIKSI GANESHA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56689/infokom.v11i1.1054

Abstract

CV Mega Steel is a business engaged in roof construction materials such as spandex, gypsum, ceiling, bondeck, wiremesh, and others. The problems found in CV Mega Steel in sales and transactions still use manual processes such as coming directly to the place. In addition, marketing at CV Mega Steel is less widespread, because the media used is only in the form of brochures and is marketed in the region around Purwakarta. This study aims to create an application interface display for CV Mega Steel with the help of an interface prototype. This application is expected to help and support business activities by expanding marketing reach and making it easier for customers and sellers through good design in terms of user interface and user experience. The method used in this study is the user centered design method which has 4 stages, namely specifying the context of use, specifying user and organizational requirements, producing design solutions and evaluating designs. Tests were carried out on 30 respondents using the user experience questionnaire method with calculations using a Likert scale. With the results of the value of Attractiveness 1.639, Clarity 1.733, Efficiency 1.775, Accuracy 1.450, Stimulation 1.142, and Novelty 0.867 shows that all aspects get a positive impression, this shows that the design of UI / UX mobile-based sales applications can be used by customers as a means of transaction in CV Mega Steel.
Penerapan User Centered Design pada Perancangan Ulang Aplikasi Starbucks Indonesia Decindy Merdyanti; Meriska Defriani; Imam Maruf Nugroho
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 12, No 3: Desember 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v12i3.1450

Abstract

Starbucks Indonesia, currently developing business idea through a mobile application. However, Starbucks Indonesia still faces some weaknesses in providing a comfortable user experience with its application. This research aims to improve the user interface and user experience of the Starbucks Indonesia application and measure the level of user experience with the services provided by the application, as well as provide solutions to the issues users face. The research follows the User-Centered Design method, The testing methods employed are User Experience Questionnaire and Concurrent Think Aloud method. The results of the UEQ testing indicate that the benchmark scores of the UEQ questionnaire for evaluating the new design excel in aspects of attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty, receiving an excellent rating compared to the benchmark scores of the UEQ questionnaire for evaluating the old design. Concurrent Think Aloud testing revealed users felt the redesign provided a better experience.Keywords: Redesign; Starbucks Indonesia; User Centered Design; User Experience Questionnaire; Concurrent Think Aloud AbstrakStarbucks Indonesia sedang mengembangkan ide bisnisnya dalam aplikasi mobile yaitu Starbucks Indonesia, namun Starbucks Indonesia tetap menghadapi kelemahan dalam membuat penggunanya nyaman ketika menggunakan aplikasi Starbucks Indonesia. Tujuan pada penelitian ini adalah untuk menghasilkan hasil perbaikan user interface dan user experience pada aplikasi Starbucks Indonesia. Lalu tujuan penelitian juga untuk mengukur tingkat user experience terhadap layanan yang diberikan oleh aplikasi Starbucks Indonesia dan membuat solusi dari masalah yang pengguna rasakan. Tahapan penelitian ini menggunakan metode User Centered Design, adapun metode pengujian dilakukan dengan metode User Experience Questionnaire dan Concurrent Think Aloud. Hasil pengujian UEQ menunjukkan bahwa nilai benchmark kuesioner UEQ evaluasi desain baru pada aspek attractiveness, perspicuity, efficiency, dependability, stimulation, dan novelty mendapat nilai excellent dibandingkan dengan nilai benchmark kuesioner UEQ evaluasi desain lama. Lalu pada pengujian Concurrent Think Aloud evaluasi desain baru didapat hasil bahwa pengguna merasa adanya perancangan ulang ini telah memberikan pengalaman yang lebih baik bagi pengguna.Kata Kunci: Perancangan Ulang; Starbucks Indonesia; User Centered Design; User Experience Questionnaire; Concurrent Think Aloud