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Journal : KLIK: Kajian Ilmiah Informatika dan Komputer

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.
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.