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Eva Handriyantini; Bernard Dikson Gandawinata

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

Enhancing understanding and awareness of traffic safety is a critical challenge, particularly among younger generations. This study aims to develop a real-time Augmented Reality (AR)-based traffic sign simulation application integrated with gamification elements to improve user engagement and comprehension. The research employed a Research and Development (R&D) approach involving 30 respondents as application users. The development process included needs analysis, user interface design using a user-centered approach, implementation of markerless tracking technology, and integration of time-based challenges and virtual rewards as gamification elements. The testing results indicated a 30% improvement in post-test scores compared to pre-test scores, demonstrating the application's effectiveness in enhancing users' understanding of traffic signs. This application is not only relevant for formal education in schools but also holds potential as an innovative tool for traffic safety campaigns. The study supports the theory that the integration of AR and gamification can create engaging and effective learning experiences.

Moh. Rofiki; Nur Siska Aprilia Putri; Fatimatus Zahro

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The Community Service Programme at MA Mambaul Ulum Paiton focuses on improving the digital literacy of grade XII students through Microsoft Word training. This initiative addresses the urgent need for the students to acquire essential office software skills, which are critical for success in higher education and professional environments. The programme is implemented through three stages viz: planning, implementation, and monitoring and evaluation. It starts with identifying students' skill gaps, designing a phased curriculum, and delivering hands-on practice-based training. Training sessions covered basic topics, including an introduction to the Microsoft Word interface, formatting and organising documents, as well as advanced features such as creating tables and creating charts. To maximise learning outcomes, training was conducted in small groups, using interactive teaching methods and continuous evaluation. The results showed significant improvements in students' competencies, demonstrating the programme's ability to effectively bridge the digital skills gap. In addition, the initiative also provides long-term benefits by improving students' readiness to face academic and professional challenges. This effort not only fulfils an educational need, but also strengthens the overall quality of education contributing to the growth of digital literacy in MA mambaul Ulum.

Angga Madona; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Digitalization is the main pillar of change in various aspects of life, including education and social interaction. Balai Diklat Keagamaan Palembang has adopted digital transformation through the development of eL TV, a digital learning platform. This research aims to analyze the User Interface (UI) and User Experience (UX) on the eL TV website of the Palembang Religious Education and Training Center from an anthropological perspective using the Design Thinking method. This approach integrates aspects of culture, habits, and user behavior to create socially and contextually relevant designs. The research stages include Empathize through observations and interviews to understand user needs, Define to identify key problems, Ideate to generate creative solutions, Prototype to build an initial design that is responsive to local values, and Test to measure the effectiveness of the new design. This research concludes that an anthropological approach to UI/UX design through the Design Thinking method can increase user relevance and satisfaction with the eL TV website, while encouraging the use of technology that is more inclusive and oriented to the needs of local communities.  

Aldo Prima Aditia; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Efficient energy use in household appliances has become a primary concern as awareness of environmental sustainability grows. Smart electric stoves with automatic temperature control features offer an innovative solution to enhance energy efficiency while ensuring comfort and safety during use. This study aims to design and develop a smart electric stove system based on a microcontroller with automatic temperature control algorithms. The system employs temperature sensors to detect real-time temperature changes and a Proportional-Integral-Derivative (PID) algorithm to maintain stable temperatures as set by the user. A simple and intuitive user interface is designed to facilitate operation, while the automation feature allows the system to shut off the heating element independently when the temperature exceeds a safe threshold. Test results demonstrate that the designed system can reduce energy consumption by up to 25% compared to conventional electric stoves without automatic controls. Therefore, this research significantly contributes to the development of energy-efficient and safe smart kitchen appliances.

Bosya Perdana; Tata Sutabri

International Journal of Information Engineering and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Online learning has become an essential component of modern education; however, conventional online learning platforms often rely on two-dimensional interfaces that limit user engagement, interaction, and immersion. These limitations reduce learning motivation and hinder the creation of an effective learning experience, particularly for activities that require active participation. To address these challenges, this research focuses on the design of User Interface (UI) and User Experience (UX) for online learning implemented in a Virtual Reality (VR) environment. The objective of this study is to develop a user-centered VR-based online learning interface that enhances interaction, usability, and learning comfort. This research applies the Design Thinking methodology, which consists of five stages: empathize, define, ideate, prototype, and test. User needs and usability issues were identified through observations and interviews, followed by interface design and prototype development of a VR learning environment featuring chat rooms, whiteboards, slide presentations, and virtual representations of teachers and students. Usability evaluation was conducted using the Maze platform to measure user success rates in completing predefined tasks. The results show that 80% of users completed tasks through the expected interaction paths, exceeding the minimum usability threshold of 70%, while 20% of users failed to complete the tasks, indicating areas for improvement. These findings demonstrate that the proposed UI/UX design effectively supports user interaction and usability in a VR-based learning environment. In conclusion, this study confirms that integrating Design Thinking into the UI/UX design process contributes to the development of effective and user-centered VR-based online learning systems, while also highlighting the importance of usability evaluation for refining immersive educational interfaces.

Bangga Alansyah; Diana Khuntari

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

The advancement of science and technology in society has become an important need, impacting the improvement of human resource quality and the emergence of new fields such as Visual Communication Design (DKV). One form of DKV development is User interface (UI), which helps users get information and interact with products. In supporting design processing, software assistance is needed, one of which is CorelDraw X7. To determine the quality of the CorelDraw X7 UI, an analysis was carried out using the theory of 8 Golden Rules of Interface Design which has indicators: Strive For Consistency, Seek Universal Usability, Offer Informative Feedback, Design Dialogs to Yield Closure, prevent errors, Permit Easy Reversal of Actions, Keep Users in Control, and minimize short-term memory load. The results of this study using the descriptive qualitative method show that the CorelDraw X7 UI is in the good category. Three indicators, namely Strive For Consistency, Seek Universal Usability, and Permit Easy Reversal of Actions, are applied optimally. Four indicators are applied well but not optimally, namely Offer Informative Feedback, prevent errors, Keep Users in Control, and minimize short-term memory load. The Design Dialogs to Yield Closure indicator is in the less than good category. Suggestions for improvement include reducing feedback delay, updating the status bar icon, adding languages ​​other than English-US, and updating the toolbox icon to reduce errors in selecting tools.

M. Fakhri Sholahuddin; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

In the animation industry, the effectiveness of user interface (UI) and user experience (UX) design in image processing software is crucial for enhancing user comfort and productivity. This study aims to evaluate the UI/UX design in software belonging to the Adobe family, such as Photoshop, Illustrator, and After Effects. The employed methodology is Design Thinking, which includes the steps of Empathize, Define, Ideate, Prototype, and Test, to analyze each aspect of UI/UX design. Data were gathered through surveys and interviews with industry professionals to understand their experiences and perspectives. Preliminary results indicate that while Adobe applications are generally satisfactory, some software like After Effects and Illustrator require specific adjustments to the workspace menu to better meet user needs. These findings highlight areas needing improvement in image processing software to enhance user comfort and work efficiency. This research is expected to contribute to the development of more user-centered software, thereby improving user experience quality in the animation.

Ramdani Agusman; Tata Sutabri; Nita Rosa Damayanti

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The design of a village fund assistance information system using the C4.5 algorithm aims to optimize the selection process for prospective aid recipients at the Ogan Ilir Regency Social Service (DINSOS). Currently, the village fund assistance selection process often takes a long time and is prone to inaccuracy and unfairness due to the limitations of the manual system. The C4.5 algorithm was chosen to build an effective decision tree in classifying based on predetermined criteria, such as income, number of dependents, employment, housing status, and expenses. By utilizing the Gain or Gain Ratio value of each attribute, the C4.5 algorithm is able to produce a clear decision tree, which makes it easier for DINSOS to make decisions objectively and transparently. This information system is designed with an easy-to-use user interface and a structured database to facilitate the management of aid recipient data. The results of the implementation of this system show increased accuracy in determining prospective aid recipients and time efficiency in data processing, thus supporting efforts to evenly distribute village fund assistance in Ogan Ilir Regency in a targeted manner.

Arjun Widiansyah; Sonhaji Sonhaji; Shofa Dai Robbi

Globe: Publikasi Ilmu Teknik, Teknologi Kebumian, Ilmu Perkapalan 2024 Asosiasi Riset Ilmu Teknik Indonesia

This research aims to design and developing a hydrofluorocarbon (HFC) leak monitoring system in the cold storage cooling system on the Anchor Handling Tug Supply (AHTS) ship by utilizing Internet of Things (IoT) technology. HFC leaks in cooling systems can cause environmental hazards and operational inefficiencies. The proposed system integrates sensors and IoT devices to continuously monitor HFC levels, detect leaks in real-time, and provide instant alerts to crew and management. The system architecture includes sensors for HFC detection, a microcontroller for data processing, and a communication module for data transmission to a central monitoring platform. Real-time data can be accessed through a user-friendly interface, enabling timely intervention and maintenance. Initial testing shows that the system is effective in identifying and reporting HFC leaks, potentially reducing environmental impacts and improving the safety and efficiency of cold storage operations on AHTS vessels. Further development and extensive field testing are planned to refine the system and validate its performance across a wide range of operational conditions.

Kamal, Angelina Gabriella; Wahyono, Teguh

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2024 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Distance learning has become a supporting tool in education in the digital era. Improving the quality of education requires changing new, more efficient learning methods by designing E-Learning applications for learning media. The Manado State Christian Institute already has an Information System platform which aims to facilitate student registration and administration. To improve the quality of education, an E-Learning application is needed. The aim of this research is to design an E-Learning application as a distance learning platform that facilitates communication between students and lecturers in accessing material, assignments, challenges and exams. System design is carried out using Unified Modeling Language (UML) based modeling. Based on the results of usability testing, a score of 95.2% was obtained, which means that the E-Learning application is very good to use based on the experience of 5 respondents representing the Manado State Christian Institute.

Rifani Khairani Pohan

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The information system for making invitation letters for guest stars at TVRI North Sumatra is designed to increase efficiency in managing invitations and guest information. This research aims to identify various challenges faced during the implementation of practical work at TVRI, such as administrative problems and employee delays. Through the use of web-based technology, this application is expected to provide practical and relevant solutions, facilitating the process of making invitations, managing guest data, and confirming attendance. The system development method used includes requirements analysis, user interface design, and implementation using HTML, CSS, JavaScript, and PHP for database management. It is hoped that the results of this research will be able to make a significant contribution to the efficiency of TVRI's internal processes, as well as creating valuable practical experience in the field of information technology.  

Zubaidah Zubaidah; Nurhasanah Tambunan; Rifani Khairani Pohan

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

This research aims to design and build a web-based broadcast equipment inventory information system at TVRI North Sumatra. This information system was developed to overcome existing inventory management problems, such as tracking, managing and maintaining broadcast equipment. The development method used includes requirements stages, system design analysis, implementation, and testing using the black box method. This system was built using PHP as the programming language, MySQL as the database, and CSS and JavaScript for the user interface. Test results show that this system can manage equipment inventory effectively, including the functions of borrowing, returning and maintaining equipment. This system also allows integration with other existing systems at TVRI and provides long-term benefits such as increasing data accuracy and operational efficiency. The implementation of this information system is expected to support smooth operations and improve the quality of inventory management at TVRI North Sumatra.  

Muhammad Ali Imran; Achmad Fauzi; Husnul Khair

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The Internet of Things (IoT)-based automatic bell system is designed to enhance the efficiency of bell operations in educational institutions by utilizing modern technology. This research aims to develop a system that can control the bell automatically according to the class schedule, while also enabling remote control via a mobile application using the Blynk platform. The system is built using an ESP8266 as the main microcontroller, a DFPlayer Mini module for audio playback, and an RTC DS1307 for time management. The results show that the system functions as expected, both in automatic mode based on the schedule and in manual mode through the mobile application. Testing and debugging demonstrated that integration with WiFi networks allows for flexible and effective bell control. For further development, it is recommended to add a power backup feature, web interface, and push notifications to improve system reliability and flexibility. This system provides an efficient and practical IoT solution for automating bell operations in educational environments.

Muhammad Agus Saputra; Aini Ahofi Achanti

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

Nowadays, more and more e-commerce platforms are emerging, creating a highly competitive environment for both individuals and groups. User experience and interface are key factors in attracting users' attention and fulfilling various needs to survive in a crowded market. In this context, the author proposes the prototyping of a chicken egg sales application named EiTech Supply in Cilacap Regency. This application is designed to overcome the problems that chicken egg farmers often face, such as competition between regions and the entry of new farmers with very low prices to attract customers. With the EiTech Supply application, it is expected to reduce these problems and increase the competitiveness of chicken egg farmers both inside and outside the region.    

Hita Hita; Djoni Djoni; Culita Culita; Roni Yunis

Nusantara: Jurnal Pengabdian kepada Masyarakat 2024 Pusat Riset dan Inovasi Nasional

The user interface is an important element in an application or website. The choice of font type, color and layout in the user interface can be attractive and make it easier for users to explore applications or websites. The aim of this service is to provide training for participants consisting of 12th grade high school students to know and understand the basics of designing e-commerce user interfaces. The application used in user interface design training is Figma. The methods of this training service are introduction, understanding, teaching, testing and evaluation. The results of the evaluation show that the participants can design e-commerce user interfaces well and attractively. Of the total participants, 90% of participants had scores above 70 and only 2 participants scored 65 and 61. So it can be concluded that the use of Figma in designing e-commerce user interfaces increases the knowledge and understanding of the training participants.

Eko Nor Cholis; Riyan Abdul Aziz

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

The multimedia development process involves character design, animation, and interactive scenarios using Adobe Animate. This multimedia is designed to be easily accessible to various user levels, taking into consideration the aspects of user experience design.Evaluation results indicate that interactive multimedia created with Adobe Animate is effective in improving the biological concepts understanding of the human body. The interactive interface provides a more engaging learning experience, motivating users to explore further information and enhancing the retention of the concepts taught.This research contributes to the utilization of Adobe Animate as an effective tool for creating educational multimedia. With this approach, it is expected that the teaching of the human body can become more interesting and accessible to various learner groups. Additionally, the findings of this research may pave the way for the development of interactive multimedia based on Adobe Animate in the context of science education.

Yuvela Handriani; Soetam Rizky Wicaksono

Saturnus: Jurnal Teknologi dan Sistem Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research focuses on the design and development of a Software Requirements Specification (SRS) document for the Cost Accounting Information System at PT. ABC, a rubber manufacturing company in Indonesia. In an effort to enhance the company's efficiency and productivity, this SRS document is prepared based on the international standard ISO/IEC/IEEE 29148:2018, which covers essential aspects such as functional requirements, performance, usability, interfaces, and others. The large number of business processes carried out manually, especially in the scope of cost accounting, means that the absence of an integrated cost accounting information system is one of the main factors preventing PT. ABC from achieving optimal efficiency in its business processes. In the context of the manufacturing industry, cost accounting plays a crucial role in controlling production costs, overhead, raw materials, and indirect labor. The results of this research will produce several modules, including factory overhead cost transactions, raw material cost transactions, direct labor cost transactions, manufacturing goods transactions, finished goods transactions, purchase return transactions, sales transactions, component purchase transactions, component mastering, position mastering, user mastering, cost mastering, supplier mastering, employee mastering, raw material cost reports, factory overhead cost reports, direct labor cost reports, cost of goods sold reports, cost variance reports, budget cost reports, and profit and loss reports.

M. Iqbal Has; Eko Purnomo

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Learning Management System is a software platform designed to support and manage online teaching and learning activities. One of the educational institutions that have used the LMS platform is Padang State University. The UNP LMS platform itself has been released since 2019 which is called E-Learning UNP. At that time its use was fairly rare because it was still in the development period. However, the use of the UNP LMS platform has problems with its user interface and user experience which causes online teaching and learning activities to be less effective. The unrest felt is the usability of the UNP LMS platform which still cannot meet user needs efficiently and effectively. The design of the Padang State University mobile learning management system application uses the Design Thimgking method, so it can be concluded that this design is a problem sourced from empathy, the need for a solution to an existing problem, then continue to test for improvement. Then the mobile learning management system application was created as the main media, and accompanied by other supporting media such as Motion Graphic, Poster, X-Banner, Sticker, Acrylic Stand, and High Fidelity Flow.  

Latifah Nurul Habibah; Indrawan Ady Saputro

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

This study focuses on the design of the user interface (UI) and user experience (UX) for a pizza shop application using the Design Thinking method. Aiming to enhance convenience and efficiency in the ordering process, the method involves five stages: empathize, define, ideate, prototype, and test. The UI design is developed to ensure an attractive and user-friendly interface, while the UX emphasizes ease of navigation and user satisfaction. The resulting prototype includes essential features such as product menus, shopping cart, and order tracking. Usability testing shows that the application effectively simplifies online pizza ordering, improving the overall shopping experience for users.

Gunawan Prayitno; Jenny Tandi

International Journal of Information Engineering and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The church plays a crucial role in spreading Christian values and nurturing the growth of faith within its community. However, in the context of GPSI EFATA, there are several challenges in effectively conveying church information. These challenges include the unappealing presentation of physical congregation news, the accumulation of paper, and limited distribution of information. In order to address these issues, this research project utilizes the Design Thinking method to develop a smartphone-based application for congregational news. The Design Thinking method consists of five stages: empathy, definition, ideation, prototype, and testing. During the empathy stage, the needs of the congregation are identified, particularly the need for more accessible and engaging information. The ideation stage then generates a solution in the form of a smartphone application. This application includes various features such as notifications, prayer schedules, financial reports, photo galleries, and management profiles. A prototype of the application was developed to meet these needs and was subsequently tested using a questionnaire. The results of the testing indicated that the application had an easy-to-understand interface, adequate features, and received suggestions for improvement. Overall, this smartphone application offers a modern and efficient solution to the challenges of delivering information within churches. It enhances accessibility and improves the quality of communication with the congregation.