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Perancangan User Experience Aplikasi Online Market berbasis Mobile di Masa Pandemi menggunakan Metode Design Thinking Carly Vyoletta Siagian; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In economic life, the market is something that has a very vital role. The market has a role as a place to shop for the daily needs of people's lives. However, starting in December 2019, where the Corona Virus appeared, there was a very fast spread of COVID-19 all over the world. As a result, people find it difficult to leave their homes to shop for their daily needs. Fears of being exposed to COVID-19 have made most people no longer shop for their daily needs directly at traditional markets. Due to this pandemic, people find it difficult to travel outside their homes so they tend to shop online. However, when shopping for needs online, of course there are still problems that are felt by the people. The perceived problems include the length of delivery time that is considered long, the products provided are not as numerous or varied as those on the market, there is a minimal nominal purchase, and cannot see the product directly. Based on the problems described previously, this research will design the user experience of the Online Market application to the high-fidelity prototype using the design thinking method. In the final stage, testing the high-fidelity prototype that has been designed using the usability testing method is carried out by involving 5 potential users. From the results of the testing stage, the design of this application solution got a score for the effectiveness aspect of 100%, the efficiency aspect got a score of 0.035 goals/second, and for the satisfaction aspect it got a SUS score of 88. Based on the SUS score, the Mapper application solution design got a B value, the word property rating is in the very good category, and is in the Acceptable category.
Perancangan User Experience Aplikasi Mobile Peminjaman Buku Online menggunakan Pendekatan Human-Centered Design (Studi Kasus : Rumah Baca Cerdas Malang) M. Hamaas Taqiyuddin A.; Herman Tolle; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 3 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Book lending is a service that enables customers to make the best possible use of the library's holdings. However, several libraries that lend books have been shuttered as a result of the large number of instances of Covid-19 distribution.. Due of the restricted availability of books for borrowing, adaptive methods are required to combat the Covid-19 epidemic in the modern digital age. With response to these issues, a mobile application for online book lending was created in the goal of resuming online book lending. The application provides lending services for both paper and digital books. This program was designed in collaboration with stakeholders that lend books in Malang, namely the Rumah Baca Cerdas Malang. To provide a positive user experience, a Human-Centered Design method is employed, which focuses on the broad user's requirements and involves stakeholders and potential users. Usability and user experience tests were used to evaluate the solution design with ten individuals. The effectiveness of the usability test is 88.6 percent, the efficiency is 0.131 goals/second, and the user satisfaction is 88.5 percent with an A grade. The findings of user experience testing conducted using the user experience questionnaire (UEQ) achieve good benchmark scores in all categories, including attractiveness 2.52, clarity 2.65, efficiency 2.53, accuracy 2.48, stimulation 2.38, and novelty 1.70..
Pengembangan Aplikasi Latihan Fisik untuk Menjaga Kebugaran Tubuh di Masa Pandemi berbasis Android Ismail Risky Rahmansyah; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 4 (2022): April 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The COVID-19 pandemic (Coronavirus Disease 2019) has changed most people's habits, people are encouraged to pay attention to health and obey health protocols, one way is by doing sports, but according to (Furkan, 2021) not all types of exercise can increase immunity, The right exercise will increase immunity, but on the other hand, exercise that does not pay attention to FITT (Frequency, Intensity, Type and Time) will actually weaken immunity. This prompted the author to develop physical exercise applications to maintain physical fitness during the pandemic. Application development is carried out using the SDLC waterfall with needs that have been defined at the beginning through interviews and literature studies. The stages of system development include requirements analysis which consists of an overview of the system, numbering rules, identification of actors, functional requirements and non-functional requirements. The design and implementation consists of designing activity diagrams, sequence diagrams, class diagrams, database design and implementation, program code, and interfaces. The results of the implementation were then tested using the black box method. The results of this black box test obtained a final value of 100% valid from all functionality. Other tests carried out are compatibility where test results are generated that the application can run on the Android platform version 5.1 and above and Usability testing produces a value of 70.5 with the Acceptable category.
Perancangan Pengalaman Pengguna Aplikasi Website Learning Management System (LMS) dengan Metode Goal-Directed Design (Studi Kasus: Dojobox Bootcamp Academy) Jonathan Frelispradana Musila; Agi Putra Kharisma; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Dojobox Bootcamp Academy is one of the intensive training for the Software Quality Assurance (SQA) which has been running for one batch. From the classes that were already running, several problems were found, including the difficulty of adjusting the time between participants and the class, unstable internet connection, and difficulties in adjusting the learning tempo. Therefore, learning media that can be accessed more flexibly so that participants can access learning content anywhere and anytime. This is in line with the stakeholder's desire to create a learning management system (LMS) as a material for branding the Dojobox Bootcamp Academy. In this study, Goal-Directed Design is used as an approach to link the needs, desires of users and organizational goals. The end result of this is an interactive prototype with a high-fidelity design. The design was evaluated using qualitative and quantitative tests. Qualitative testing was done by using user testing and getting 30 feedback on interaction and interface improvements. Qualitative testing was carried out using a user experience questionnaire (UEQ) and resulted in the following averages: attractiveness scale with 1.32 (above average), perspicuity scale with 2.02 (excellent), efficiency scale with 1.86 (good), dependability scale with 1.52 (good), stimulation scale with 1.54 (good), and novelty scale with 1.25 (good).
Perancangan User Experience Aplikasi Promosi Wisata Lahor di Masa Pandemi menggunakan Metode Design Thinking Nadia Putri Nur Ramadhani; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

At the beginning of 2020, the Covid-19 pandemic had a detrimental impact on many parties. The tourism sector is one of the sectors that have been disadvantaged by the arrival of Covid-19. Since the presence of Covid-19, many tourist attractions have been closed due to government regulations to limit people from doing activities outside. This has resulted in considerable losses for the owners of tourist attractions due to the reduced number of visitors since the pandemic, one of which is the Lahor tourist spot. Visitors to Lahor's tourist attractions are increasingly deserted and have experienced a decline in turnover of more than 50%. With the hope of helping tourism managers in re-promoting Lahor tourist attractions, the author designed a user experience application for promoting Lahor tourist attractions during the pandemic using the design thinking method so that people can travel virtually at Lahor tourist attractions and visit them in person in the future. The author uses the design thinking method because based on existing research, design thinking is able to produce innovative solutions to problems. This study provides the final result in the form of a high-fidelity prototype. This test uses usability testing to test aspects of effectiveness, aspects of efficiency, and aspects of user satisfaction. From the results of the tests carried out, the design of this application solution got a score of 99% effectiveness aspect, 0.0868 goals/sec efficiency aspect, and 91% user satisfaction aspect. Based on the results of the System Usability Scale, the design solution for the Visit Lahor application is in the Grade A category, adjective rating excellent, and in the acceptable category.
Perancangan User Experience Aplikasi Pemesanan Water Tank di Kota Kupang menggunakan Metode Human Centered Design Alexandrio Kharisma Putra Marasin; Ratih Kartika Dewi; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Kupang is one of the cities experiencing the impact of water shortages in Indonesia. This problem has arisen for many years because water sources in the city are pretty limited. Therefore, many from the private sector are developing clean water service businesses by utilizing underground water (bore well water with a depth of > 80 m) distributed to households using water tankers. However, bore healthy water entrepreneurs have difficulty selling their water to water tank car owners. This is because most of the people of Kupang City do not know about the existence of a water tank car taken from several borehole waters in Kupang City. In addition, from a customer perspective, it is also challenging to get clean water. The application design for ordering water tanks in the city of Kupang is carried out using an approach, namely the Human-Centered Design method. This method is very appropriate in this study because it is directly centered on the user. The application is in the form of mobile using the operating system in the form of Android. At the testing stage, it was carried out using the usability testing method on ten respondents with a background of being tank water customers in Kupang City. Furthermore, the usability value in the effectiveness aspect is 90%, in the efficiency aspect, it is 0.076 goals/sec, and finally in the user satisfaction aspect it is 82 which is category A. Then, at the last stage, re-evaluation is carried out in order to get the maximum results that the user can accept.
Perancangan User Experience Aplikasi Sistem Informasi Akademik berbasis Mobile menggunakan Metode Human-Centered Design (Studi Kasus: SDN Latsari I) Sinta Karidina; Agi Putra Kharisma; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 6 (2022): Juni 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

SDN Latsari I at this time manages academic data utilize Microsoft Excel, there are several complaints from teachers regarding confusion using Microsoft Excel because of so many features provided and it takes special space and time to open desktop device use the application properly. In addition, the management of its data is limited to school storage. The distribution of student grade uses a physical report that must be returned immediately, making it difficult to monitor progress of student scores. Therefore, it requires an application that is simple and easy to manage anywhere and anytime and is connected between stakeholders and users at SDN Latsari I. This research uses human-centered design method to develop solution that focus on human perspectives into all parts of problem-solving process. The output from this study is a prototype which is a high-fidelity design. The results of evaluation using usability aspects, effectiveness of school operators gets 94.73%, teachers 96%, and students / guardians 96.66%. The efficiency aspect gets 0.209 goals/sec. Aspects of user satisfaction using single-ease questions get quantitative data on an average scale of 6.71, and qualitative data are the suggestions from users. The test results using UEQ get all excellent results.
Perancangan User Experience pada Aplikasi Pembukuan UMKM berbasis Mobile menggunakan Metode Human Centered Design (Studi Kasus: Suto Architect) Revino Datya Baventa; Agi Putra Kharisma; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 7 (2022): Juli 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Suto Architect is an SME that operates in designing a various building designs and construction development projects in accordance with previously designed designs. The problem with Suto Architect's business is that they can only save their project requirement's note manually. This resulted in evidence of the project requirement's notes which was often tucked away and hampered to record their financial notes of project. Therefore, Suto Architect needs a solution in the form of an application that can make it easier to record and store their project requirement's notes. This research will focus on designing the user experience of a note-type mobile application called SME Accountancy using the Human Centered Design approach. Human Centered Design was chosen because the approach prioritizes user needs, capabilities, and behavior. The results of this study are in the form of mockup which is tested to end users. Tests include usability testing and user experience testing. The results of usability testing on the effectiveness aspect are 87.55%, the efficiency aspect is 0.106 goals/sec, and the user satisfaction aspect is 5.958 if interpreted in the SEQ assessment including the easy category. Then the user experience test using the User Experience Questionnaire (UEQ) with the results of the clarity rating scale being categorized as above average, the attractiveness, efficiency, and novelty rating scale having good categories, and the accuracy and stimulation rating scale being categorized as excellent.
Perancangan Antarmuka Aplikasi Perangkat Bergerak Pengelolaan Sampah MyGarbage menggunakan Metode Human Centered Design (HCD) (Studi Kasus: Warga Perumahan Juanda Harapan Permai, Sidoarjo) Muhammad Najmi Faisal; Agi Putra Kharisma; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

In Indonesia, the most significant component of waste based on waste sources comes from household waste. Based on the problems that exist in the Juanda Harapan Permai housing, there are still many residents who have difficulty managing waste. In addition, the ease of interface in an application design becomes an important factor for a good user experience. Therefore we need an interface solution for a platform that is flexible and can be accessed anywhere. This study designed an interface for the MyGarbage waste management application using the Human-Centered Design (HCD) method. In interface design, research results are obtained through wireframe, high fidelity, and prototype design. The results of the usability testing get results from the effectiveness aspect using the success rate metric of 88.67%, the results from the efficiency aspect using the Overall Relative Efficiency metric of 100%. The results from the satisfaction aspect using the System Usability Scale (SUS) method an average of 72,5 with Good and High Acceptable categories. The results of the evaluation of user experience using the User Experience Questionnaire (UEQ), the attractiveness scale results in the Excellent category, the clarity scale in the Above Average category, the efficiency scale in the good category, the accuracy scale in the excellent category, the stimulation scale in the Excellent category, and the novelty scale in the good category. In the future, for further research, the application interface design is continued into coding stage.
Pengembangan Aplikasi Perangkat Bergerak berbasis Firebase untuk Startup Pet Runner Alvin Ariesta Wiyanto; Agi Putra Kharisma; Fais Al Huda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 8 (2022): Agustus 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pet Runner is a startup founded by several students of the Faculty of Veterinary Medicine, Brawijaya University. Pet Runner provides grooming services, health consulting and veterinary goods. In practice, Pet Runner uses the WhatsApp application to communicate with customers in determining schedules for grooming and ordering pet needs. As time goes by, the Pet Runner startup business experienced several problems, namely the limited number of WhatsApp accounts used so that the acceptance of customer requests became slower and the calculation of transactions and recording of customer data took longer due to the increase in the number of transactions. Firebase-based android mobile application development is the right solution because the majority of customers are android users and firebase can solve data processing problems with data integration. Application development is carried out using the waterfall software process model. The testing techniques used are scenario-based testing for functional testing and system usability scale (SUS) for non-functional testing. The results of scenario-based testing show a success rate of 100% with all test results valid. The score interpretation from SUS stated that the application is in Good application category for Adjective Ratings, obtained Grade C Scale and in Acceptable category in the Acceptability Ranges.