Claim Missing Document
Check
Articles

Found 7 Documents
Search

Penerapan Metode SOSTAC dalam Perancangan Sistem Informasi Space Rent UMKM Stasiun Rugaiyah Balqis; Pacu Putra; Nabila Rizky Oktadini; Alsella Meiriza; Putri Eka Sevtiyuni
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.v4i3.3247

Abstract

The provision of Space rent or space rental for LRT station MSMEs in Palembang City is a form of sensitivity and concern for economic growth in Indonesia. Currently, the dissemination of information regarding the provision of space rent for MSMEs is only limited to several social media such as Facebook and Instagram. This research aims to be able to provide new opportunities in the form of designing a marketing information system for Space rent UMKM at the Palembang City LRT station using a website. System design must be by applying methods that can formulate, control, and evaluate the system so that it can be right on target according to user needs. This research is a descriptive qualitative research using the results of the analysis of direct interviews with five informants consisting of business development parties of the South Sumatra Light Railway Management Center, station UMKM business actors, and the general public which are used as reference materials for the formulation of analyses into the method used, namely the SOSTAC method which is implemented through a prototype website and tested through blackbox testing. The results of this research are in the form of the Palembang City LRT Station Space rent MSME website which can be used as a marketing media and MSME sales information system according to user needs. Based on testing through blackbox testing, it was found that the Palembang City LRT Station UMKM Space rent website had run well.
Perancangan Sistem Informasi Tender Bokar Menggunakan Metode Design Thinking Letty Latifani Arifah; Allsela Meiriza; Pacu Putra; Nabila Rizky Oktadini; Putri Eka Sevtiyuni
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 6 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i6.798

Abstract

The government has been established improving the quality of rubber by implementing the Gerakan Nasional Bokar Bersih directed through Unit Pengolahan dan Pemasaran Bokar or UPPB. In processing and marketing rubber, UPPB conducts a rubber tender system. One of the UPPBs that applies the rubber tender system is UPPB KT. Karya Tani-IV. However, the tender system is still carried out conventionally through the Whatsapp group, so that the marketing of rubber carried out is still less extensive and is only marketed to known tender participants. In addition, UPPB KT. Karya Tani-IV currently does not have a website-based information system that can store farmer rubber recording data using a database. Therefore, this research provides a solution to design a prototype of the rubber tender Information System using the Design Thinking method. The design thinking method is considered capable of overcoming the problems faced by creating solutions based on user needs. The Design Thinking method is used to solve problems through creative ways by involving users into thinking activities and the user's point of view is used as the main benchmark in an action or activity in solving problems. The prototype of this system is designed to expand the reach of rubber marketing and make it easier for UPPB KT. Karya Tani-IV in processing rubber data. After testing the prototype using the System Usability Scale method, a final score of 82.45 was obtained. The final score obtained is included in the Acceptability Ranges category of "Acceptable" with a grade scale of "A" and receives an adjective rating of "Excellent", so the prototype designed is acceptable and feasible to be developed as a system that can assist the marketing and processing of Bokar data at UPPB KT. Karya Tani-IV.
Perancangan UI/UX Fitur Asrama Mahasiswa Berbasis Website dengan Pendekatan User Centered Design Fika Febrika; Pacu Putra Suarli; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni; Endang Lestari Ruskan; Dedy Kurniawan
JURIKOM (Jurnal Riset Komputer) Vol 10, No 3 (2023): Juni 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i3.6154

Abstract

The rapid development of information technology makes easier for human accessing and exchanging information through digital media like websites. Since 2019, Badan Pengelola Usaha Universitas Sriwijaya started developing student dormitories booking system, namely Fitur Asrama Mahasiswa. This system can be accessed by Sriwijaya University students via bpu.unsri.ac.id. The types of dormitories shown in this feature consist of apartments, flats, and government dormitories. Based on interviews, it was stated that users still had difficulty accessing Fitur Asrama Mahasiswa, especially in user interface and user experience, so it was necessary to improve interface design with aim of making it easier for users to find information and book dorm room. Design improvement of Fitur Asrama Mahasiswa bpu.unsri.ac.id interface carried out through design process usingUser Centered Design (UCD) approach, so thataccommodate user needs. Design process begins with commitment from bpu unsri to involve users in design process through discussion. Then, determine the context of use through interviews, determine user needs and organizational needs through usability testing and interviews, interface designs based on user needs, and evaluate designsthrough usability testing. Using the UCD approach proven that system usability increased which consists of four parameters, namely success rate, efficiency, error rate, and satisfaction. Success rate increased from 52.86% to 94.76%. Efficiency increased from 45.12% to 96.05%. The error rate decreased from 50.12% to 3.69&. Satisfaction increased from 32.5 to 87.33
Penerapan Goal Directed Design dalam Perancangan Ulang User Interface pada Admin Marketplace BUILD ID Helmalia Sandy; Pacu Putra; Allsela Meiriza; Nabila Rizky Oktadini; Putri Eka Sevtiyuni
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.v5i1.4183

Abstract

Build Id is a website and application-based marketplace that provides various construction needs, both products and services. The Build Id design by PT Semen Baturaja Tbk is aimed at the community as a form of implementing digital transformation in Indonesia. But the design process, to requires evaluation and improvement before it is inaugurated. This is done to avoid complaints, which can reduce the performance of applications and companies. This study aims to help design the Build Id user interface so that it is more focused on the features to be implemented so that the results can match the user's needs. In testing, this study uses the Goal Directed Design method which focuses on designing application designs by identifying user goals and needs. The results of the test prove that the Build Id marketplace for Admins is running well and as expected.
Analisis User Experience Aplikasi Disney+ Hotstar dengan Menggunakan Metode User Experience Questionnaire (UEQ) Danar Feriano; Nabila Rizky Oktadini; Allsela Meiriza; Putri Eka Sevtiyuni; Pacu Putra
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1470

Abstract

With the advancement of the times, people have started using apps to fulfill their daily needs, such as reading news, shopping, and watching movies. Disney+ hotstar is a video streaming platform that provides various types of movies. There are 107 people who have used the disney+ hotstar application throughout Indonesia as the subject of this research. The problem identified is why users prefer Netflix to watch videos compared to using the disney+ hotstar app. The purpose of the study was to analyze the user experience while using the disney+ hotstar app using the UEQ method and also to provide recommendations on what can be improved to enhance the user experience. After that, the UEQ tool was used to analyze the information that had been collected. The results show that the attractiveness aspect has a value of 1.72 which is a good value, perspicuity has a value of 1.67, which is an above average value, efficiency has a value of 1.49, which is an above average value; dependability has a value of 1.34, which is an above average value, stimulation has a value of 1.43, which is a good value and novelty has a value of 1.05, which is an above average value.
Analisis User Experience Pada Aplikasi Mobile Alfagift dengan Menggunakan Metode Heart Metrics Mulyadi Mulyadi; Allsela Meiriza; Nabila Rizky Oktadini; Pacu Putra; Putri Eka Sevtiyuni
Journal of Information System Research (JOSH) Vol 5 No 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v5i3.4993

Abstract

Alfagift is a mobile-based application launched in 2015 by alfamart. Alfagift mobile application has 6 interesting features in the form of making it easier for users to get various benefits provided by the Alfagift application. The six features in question include Offer (Promo), Voucher, Catalogue, Messages, Store Locator, and Contact Us. As a loyal alfamart customer, you must have this application to get the benefits that have been provided. Plus, using the Alfagift application will get various other benefits. There are problems such as frequent failed transactions, no information about expiration dates , applications often experience technical problems such as bugs and not all people can use it because the interface is too complex. The purpose of the study is to analyse the user experience of Alfagift users in the form of 5 variables in Heart Metrics and suggest improvements for the Alfagift application in the future so that it becomes a better application. This study used 100 people in Palembang city, based on the answers from respondents, the results of 5 different variables were obtained in the form of Happiness getting a percentage of 73.13%, Engagement getting a percentage of 77.2%, Adoption getting a percentage of 76.8%, Retention getting a percentage of 72.93%, Task success getting a percentage of 76.26%, and overall getting a percentage of 75.26% so that it can be stated that the alfagift application is classified as good.
Analisis Komparasi User Experience Pada Aplikasi OVO dan DANA dengan Metode User Experience Questionnaire Rabiatul Adawiyah; Nabila Rizky Oktadini
Journal of Information System Research (JOSH) Vol 5 No 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v5i3.5098

Abstract

The development of digital wallet technology, especially through smartphone platforms such as OVO and DANA, has changed the financial transaction landscape significantly. Both applications function as digital payment tools, but they have differences in features, layout, colors and performance. User experience (UX) is the basis of research because it is a crucial factor in the success of a product or service. By comparing the two applications through UEQ, we can provide valuable insight into the strengths and weaknesses of each platform, as well as provide a broader view of trends and best practices in user experience design in the digital payments industry, and hope to gain a deeper understanding of these aspects. -which aspects influence user satisfaction and how the two compare. The UEQ method will help identify the strengths and weaknesses of each application in terms of attractiveness, efficiency, perspicuity, dependability, stimulation and novelty. Thus, getting more comprehensive insights for application developers and other stakeholders to improve the quality of service and user experience of both applications. The User Experience Questionnaire (UEQ) questionnaire was given to 115 respondents. The results of the UEQ questionnaire on the OVO and DANA applications show positive evaluation aspects given to both applications. The mean value of the OVO application based on the aspects of attractiveness (1.99), efficiency (2.07), dependability (1.77), stimulation (1.79), novelty (1.75) obtained the "Excellent" category, perspicuity aspect (1.91) received the "Good" category. Meanwhile, the mean value obtained by DANA based on the aspects of attractiveness (2.10), perspicuity (2.23), efficiency (1.92), stimulation (1.94), novelty (1.64) obtained the "Excellent" category, the dependability aspect (1.59) obtained the "Good" category.