AbstrakSistem informasi semakin dibutuhkan oleh banyak pihak, khususnya sistem informasi pada perangkat bergerak yang dapat membantu kegiatan sehari-hari atau hanya sekadar pemenuhan kebutuhan pribadi manusia. Lingkungan kampus merupakan salah satu tempat dimana sistem informasi sangat dibutuhkan, Salah satunya untuk pencarian infromasi gedung dan lokasi gedung yang tersebar di seluruh kampus serta rute atau jalur yang dapat ditempuh oleh pengguna untuk menuju ke sebuah gedung. Pada saat ini hanya tersedia informasi dan peta kampus yang bersifat offline, sehingga menyulitkan pengguna dalam mengkases informasi tersebut. Dengan melihat kondisi ini, maka dikembangkan sebuah aplikasi sistem informasi pencarian gedung yang diimplementasikan pada smartphone Android dengan menggunakan metode User-Centered Design yang mengacu pada user experience calon pengguna. Tujuan utama dari metode tersebut adalah untuk membuat suatu sistem informasi yang user-friendly dengan tingkat usability yang tinggi. Berdasarkan hasil pengujian pada tiga kriteria pengujian usability yaitu efektivitas, efisiensi, dan tingkat kepuasan pengguna, maka dihasilkan nilai pada pengujian usability menurut efektivitas yaitu 87.27%, menurut efisiensi yaitu 90% dan menurut kepuasan pengguna sebesar 83%. Serta sistem memiliki nilai validitas sebesar 100%. AbstractInformation systems are increasingly needed by many parties, especially information systems on mobile devices that can help daily activities or just fulfill human needs. The campus environment is one place where information systems are needed, one of them is to search for building information and building locations that are spread throughout the campus as well as routes or paths that can be taken by users to go to a building. Nowadays, only maps and campus information offline are available, making it difficult for users to access the information. By this condition, a building search information system application was implemented on an Android smartphone using the User-Centered Design method that refers to the user experience of potential users. The main purpose of the method is to make a user-friendly information system with a high level of usability. Based on the results of testing on the three criteria of usability testing namely effectiveness, efficiency and level of user satisfaction, then the value in usability testing according to effectiveness is 87.27%, according to efficiency that is 90% and according to user satisfaction is 83%. And the system has a validity value of 100%.
Abstract-Mobile based culinary recommendation system has received significant attention in recent mobile application research . Technique for Order of Preference by Similarity to Ideal Solution (TOPSIS) has regained popularity in supporting multi-criteria decision making due to this method allowing inclusion of many factors and criteria into the decision making process. Previous works on mobile based scenario culinary recommendation system reveal that TOPSIS stand out from other recommendation approaches like AHP and Fuzzy by providing a lightweight computation algorithm that have promising performance in time complexity. However, computing a culinary recommendation using TOPSIS has own limitations especially in the menu judgment processes due to the alternatives priority only include personal preferences for recommendation. In such a culinary recommendation system scenario, users more likely search culinary menus in group instead of alone. This research aims to develop a culinary recommendation system based on group decision support system (GDSS) using TOPSIS that possible to calculate a recommendation by using group preferences instead of personal preferences. The experimental results show that the overall functional of proposed GDSS gives better recommendation result. GDSS using TOPSIS have 100% rank consistency for 6 group of users with 5 combination of menus. The accuracy testing shows that 83,33 % recommendation of GDSS TOPSIS are match with real user preferences. Furthermore, it can be run well in various type of Android smartphone.
Indonesian people should actively preserve Indonesian culture. A way to preserve Indonesian culture can be done by using Javanese scripts as a local content subject at elementary to middle school level. In the conventional learning method, almost all teachers teach writing Javanese manuscript with conventional instructional media by using a white board. We proposed a mobile application that can help students to learn how to write Javanese script in attractive way by using their finger. Since this application still in prototype stage, further study and analysis of the usability of this application are necessary to validate the feasibility in real implementation. Usability testing using USE questionnaire had been conducted to find out if application of Javanese script writing can be accepted by users. We give 30 questions about usability to 5 respondents that are familiar with android application. The result show that, the proposed application is acceptable to users in term of Usefulness, ease of use, ease of learning and satisfaction.
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