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wibowo, khalaya azizah; Widyasari Widyasari

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2024 International Forum of Researchers and Lecturers

In the accelerating digital age, video thumbnails have become an important element in attracting users' attention and encouraging further interaction. Video thumbnails play an important role as a visual attraction to attract the audience. Graphic design strategies focus on elements such as creativity, color, typography, and illustration to create interesting and informative video thumbnails. Experimental research methods are used to test the effectiveness of new video thumbnail designs in improving user retention. This research focuses on improving YouTube user retention through the introduction of an innovative graphic design approach to video thumbnails. Research results show that an innovative graphic design approach can significantly improve YouTube user retention, demonstrating the importance of the role of graphic design in the context of digital marketing and social media user interactions. This study contributes significantly to the practice of graphic design and digital marketers in optimizing the user experience through interesting and informative video thumbnails.        

Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wildan Holik; Reza Pratama; Muhammad Galuh Gumelar +2 more

International Journal of Computer Technology and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

In recent years, virtual assistants have become an integral part of everyday life, simplifying routine tasks and allowing users to focus on more important matters. This research aiming to design GiggleGate, a virtual desktop assistant integrated with both face and speech recognition technology to enhance authentication security. The objective is to develop an authentication system that not only verifies user identity but also provides a more intuitive experience and seamless interaction. The research employs a development methodology to create and implement the system, which integrates face recognition via OpenCV and speech recognition via a Python library. The findings indicate that the integration of these technologies enhances security and user experience by offering dual-factor authentication. The system is expected to contribute to more secure and accessible virtual assistant applications, offering both a practical and efficient solution for users. The implications of this study suggest that the combination of face and speech recognition can provide an effective means to protect user privacy and improve the overall functionality of desktop assistants.

Dini Nurul Azizah; Ibnu Aqil Mahendar; Muhammad Fillah Alfatih; Setiady Ibrahim Anwar; Nabil Malik Al Hapid +2 more

International Journal of Electrical Engineering, Mathematics and Computer Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

This research focuses on evaluating the Combox web application, a digital tool designed to help Food and Beverage (F&B) business owners strengthen their online presence. The analysis was carried out through Black Box Testing, specifically using the Equivalence Partitioning method, to assess core functionalities like login, logout, product management, and pagination. The findings reveal that while most features function as intended, there are issues with product addition and editing, as well as pagination when no data is available. These results highlight areas that need refinement to improve the application’s reliability and user experience. In summary, this research supports the advancement of a digital platform that enables F&B businesses to harness technology effectively in today’s competitive landscape.

Rivina Kayla Nazeva; Tata Sutabri

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

This research focuses on designing and simulating a makeup robot control system with a Human-Robot Interaction (HRI) approach. The main goal is to develop a robot that is not only efficient in applying makeup, but also able to interact directly with users. The design of this robot is designed with attention to anthropomorphism and non-verbal interaction, in order to improve user comfort and experience during the use process. This control system leverages cutting-edge sensor technology, such as facial recognition and expression analysis, to detect user emotions and adjust the robot's response in real-time. The simulation process is carried out using the Robot Operating System (ROS) to develop an algorithm that supports task coordination between robots and humans as well as interactive feedback. The results of the simulation show that the robot is able to recognize the user's emotions and adjust their actions, thus creating a more intuitive and responsive interaction experience. This research has made a significant contribution to the development of robotics technology in the field of beauty, thereby improving the user experience in personal care. The findings also pave the way for further research into more complex human-robot interactions that are responsive to individual needs.

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.

Rajhaga Jevanya Meliala; Nur Indah Chasanah; Jonser Steven Rajali Manik; Anggito Rangkuti Bagas Muzaqi; Syah Bintang +2 more

International Journal of Electrical Engineering, Mathematics and Computer Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The development of technology with digital image processing is often utilized to solve various problems in image processing, such as facial recognition, object detection, and interaction between users. In this study, we developed an interactive hand gesture-based game titled "Slap Mosquito" that utilizes image processing techniques to control the game through hand gestures. Using Rapid Application Development (RAD), Python, OpenCV, and Pygame methodologies, this game allows users to slap mosquitoes virtually in real-time through hand gesture recognition that is read by the camera and translated into in-game actions. RAD allows rapid development iterations and improvements based on user feedback, which is essential for improving system responsiveness and accuracy. This study focuses on detection precision, system responsiveness, and the impact of lighting on game performance, as measured using frames per second (FPS) and user gameplay results. The test results show that optimal lighting meets high detection accuracy, while low lighting conditions have a negative impact on accuracy and responsiveness. The results of this study provide insights for further development of gesture-based applications, especially regarding the importance of optimizing technical parameters and RAD methodology in improving user experience.    

Jovita Nabilah Azizi; Ester Olivia Silalahi; Rafli Damara; Muhammad Farhan Fahrezy; Fikri Saputra +2 more

International Journal of Multilingual Education and Applied Linguistics 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research focuses on the use of hand tracking technology in a drawing program based on the MediaPipe framework. The aim of this study is to develop a digital drawing system that can track hand movements in real-time without additional input devices like a mouse or stylus. This technology utilizes computer vision algorithms to detect and track the user's hand movements, which are then translated into strokes on the screen. The study employs a descriptive-qualitative method with a software experimentation approach. The results show that the system has a high level of accuracy and is responsive to hand movements, providing a more natural and intuitive user experience. The implications of this research are significant in supporting technology-based educational and creative applications.

Fahmi An Naafi; Fikri Aditnya Pratama; Fauzan Dwicah Saputra; Gilang Satria Mahardhika; Ito Setiawan

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

This study aims to evaluate the level of user satisfaction with the website of SMAN 1 Wangon by applying the End User Computing Satisfaction (EUCS) method. This method assesses user satisfaction based on five main dimensions: system quality, information quality, service quality, end user, and individual benefits. Data collection was conducted through questionnaires distributed to students, teachers, and administrative staff. The results of the analysis show that overall user satisfaction is in a good category, although there are some aspects that need to be improved, especially in terms of information and service quality. This research is expected to provide suggestions for further development of the school website, in order to improve user experience and support the learning process.

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.

Nur Adiya, Az Zahra Dwi; Anindya Fidela; Dea Lili Anggraeni; Ito Setiawan

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

This study aims to analyze user satisfaction with the Universitas Amikom Purwokerto repository website using the System Usability Scale (SUS) method. In the digital era, online repositories play a crucial role as a platform for storing, managing, and distributing academic work, supporting academic activities and knowledge exchange. However, observations indicate that the repository website faces challenges in accessibility, including unintuitive navigation, difficult-to-understand menus, and limited language options, as it is only available in English. Through a SUS survey involving 100 respondents, an average SUS score of 46 was obtained, falling into the "Not Acceptable" category with a grade of "F" and an adjective rating of "Poor." This result indicates that the website’s usability is insufficient and requires improvement. Recommendations include enhancing navigation, ensuring interface consistency, providing a dual-language option (Indonesian and English), improving website speed, and conducting regular user satisfaction evaluations. These improvements aim to optimize the Universitas Amikom Purwokerto repository website, thereby providing a better user experience and effectively supporting academic activities and the dissemination of academic work.  

Adinda Arininta Loysiana; Shafni Nur Hikma; Falia Nur Afifah; Ito Setiawan

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

This study aims to analyze user satisfaction with the website of Zahira Media Publisher, a publishing company that has been operating since 2012. Using a descriptive analysis method and a quantitative approach, this study collected data through a questionnaire designed based on the End User Computing Satisfaction (EUCS) model. The five main variables analyzed include content, accuracy, format, ease of use, and timeliness of information. The results showed that the quality of content and the accuracy of information greatly influenced user satisfaction. In addition, the ease of use of the website is also an important factor that improves user experience. that improves user experience. Although the Zahira Media Publisher website offers a wide range of publishing services, there are some obstacles, especially in the process of registering new user accounts, which can hinder access to key features. This research provides recommendations for improvements in website design and functionality to increase user satisfaction and customer loyalty.

Nur Ramadhini Kautsara; Rahmadina Rahmadina

Filosofi : Publikasi Ilmu Komunikasi, Desain, Seni Budaya 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

Humans themselves are social creatures who need to interact with other people to build relationships in their daily lives. Current technological developments make it easier for us as humans to communicate interpersonally, not only directly but can be done using platforms to make friends, one of which is the Bumble application. This research aims to analyze interpersonal communication in making friends. This research uses qualitative methods with data collection techniques, namely interviews, literature study, and observation to assess the effectiveness of communication on Bumble based on five aspects of interpersonal communication according to Devito (1997): openness, empathy, support, positivity, and similarity. The research results show that these five aspects support effective communication, facilitate interaction, and strengthen connections between users, especially if there are similar interests or backgrounds. However, challenges in the form of negative behavior, such as hate speech, are still often found. In conclusion, the Bumble app can facilitate positive interpersonal communication, but requires mutual respect to build a better user experience.

Ito Setiawan; Zulfa Ummu Hani; Serli Serli; Syawalia Rahayu; Wini Audiana

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

The purpose of this research is to evaluate the usability of the website by students of Amikom University Purwokerto using the usability testing method. In today's digital world, websites have become the primary tools for communication and information for educational institutions. Therefore, it is important to ensure that the website meets the needs and expectations of users. The methods used in this study include data collection through a questionnaire designed to measure five key variables: learnability, efficiency, memorability, errors, and user satisfaction. This questionnaire was distributed to students to gather comprehensive feedback regarding their experiences while using the website.The research results indicate that there are many aspects that need improvement to enhance the user experience, including ease of navigation and the speed of information delivery. The lower scores on the memorability index suggest that users experience difficulties recalling how to use certain functions after not visiting the website for a certain period. Additionally, several performance issues and errors were found that could hinder users from achieving their goals on the website. We hope that these findings can provide useful recommendations for the development of educational websites to be more efficient and user-friendly. Given the negative aspects identified, it is hoped that the user experience can be improved so that the website can function as a source of information and services for students.  

Wandarman Lombu; I Made Wardana

International Journal of Economics, Commerce, and Management 2024 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

The increasing number of businesses using e-commerce in Bali, the use of e-wallets like OVO is expected to integrate technology into daily life and drive the growth of the digital economy in the region. Factors indicated to influence the intention to reuse include satisfaction, perceived usefulness, and perceived ease of use. This study employs an associative research design with causal relationships and was conducted in Badung Regency. The sample size consisted of 105 respondents. Data was collected through questionnaires and then analyzed using descriptive analysis and structural equation modeling (SEM) based on PLS. The results showed that perceived usefulness has a positive and significant influence on the intention to reuse. Perceived ease of use also has a positive and significant impact on the intention to reuse. Perceived usefulness has a positive and significant effect on satisfaction. Perceived ease of use has a positive and significant effect on satisfaction. Satisfaction has a positive and significant influence on the intention to reuse. Satisfaction significantly mediates the indirect effect of perceived ease of use on the intention to reuse. It also significantly mediates the relationship between perceived usefulness and the intention to reuse. These findings underscore the importance of usefulness, ease of use, and satisfaction in increasing users' intention to continue using the technology. OVO e-wallet managers should focus on enhancing the benefits, ease of use, and user experience to improve user retention and loyalty.    

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.    

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.

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.  

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.                                         

Tri Putra Aditya; Aisyah Aisyah; Rakhmadi Rahman

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

In the context of rapidly evolving mobile technology, memory management has become an important aspect that determines the efficiency and effectiveness of Android operating systems, particularly on mid- range smartphones. The objective of this research is to identify, analyze and develop memory management strategies that can improve the performance of the Android operating system on resource-constrained devices. Using an experimental approach, this study evaluates various memory management techniques, including the use of optimized caches, memory compression, and page replacement algorithms, to determine the most effective combination to improve system responsiveness and performance. The results show that the implementation of appropriate memory management strategies can significantly improve operating system performance and user experience while extending battery life. These findings provide valuable information for application developers and device manufacturers to optimize their products for mid-range smartphone competition.

Nadya Destiyana; Meriska Defriani; Minarto, Minarto

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

User Interface (UI) dan User Experience (UX) memainkan peran integral dalam membantu aplikasi agar lebih menonjol. Oleh karena itu harus memiliki UI/UX yang terintegritas dalam aplikasi seluler tidak hanya membantu bisnis untuk menarik lebih banyak pengguna tetapi juga meningkatkan kepuasan pelanggan. Toko Kue Global adalah salah satu toko yang masih mengguanakan metode manual hanya melalui whatsapp dan instagram saja mempromosikan penjualan toko ini, untuk memajukan bisnisnya membutuhkan desain aplikasi penjualan untuk membantu pelanggan dalam melakukan proses pemesanan. Dengan pembuatan aplikasi tersebut akan dilakukan UI dan UI terlebih dahulu dengan menggunakan metode User Journey Map (UJM). Hasil perancangan  ini akan dilakukan  dengan menggunakan metode pengujian System Usability Scale (SUS). Berdasarkan metode perancangan dan metode pengujian pada penelitian ini didapatkan nilai rata-rata 85 dengan grade A (Excellent) melalui kuisioner yang dilakukan pada 20 responden. Berdasarkan hasil tersebut membuktikan bahwa hasil perancangan UI dan UX aplikasi penjualan ini dapat diterima dan sesuai dengan kebutuhan pengguna.