Literasi keuangan menjadi hal yang penting seiring meningkatnya popularitas layanan keuangan digital karena dapat berpengaruh terhadap bagaimana seseorang mengelola keuangannya dan berakibat pada kesehatan keuangan seseorang di masa depan. Untuk meningkatkan literasi keuangan dapat dengan membaca buku, artikel maupun dukungan aplikasi personal asisten keuangan yang memenuhi kebutuhan pengguna. Penelitian ini bertujuan untuk memahami pengalaman pengguna dalam mengelola keuangan personal sehingga peneliti dapat mendefinisikan kebutuhan pengguna untuk dijadikan pertimbangan dalam merancang aplikasi pengelolaan keuangan personal. Metode yang digunakan yaitu five planes method yang terdiri dari strategy, scope, structure, skeleton dan surface dengan pendekatan analisis fenomenologis interpretatif. Penelitian dilakukan dengan melakukan survey terhadap 41 orang dan dilanjutkan dengan wawancara analisis fenomenologis interpretatif dengan tujuan untuk lebih memahami kebutuhan target pengguna. Penelitian dilanjutkan dengan analisis dan pembuatan user journey map yang kemudian digunakan untuk merancang user flow. Hasil akhir penelitian berupa rekomendasi antarmuka presisi tinggi aplikasi asisten keuangan personal yang mencakup semua fitur yang dibutuhkan oleh pengguna.
This study aims to design and analyze the user interface (UI) and user experience (UX) of mobile-based learning (m-learning) applications that implement Adaptive learning. The design method is Design Science Research Methodology (DSRM). A poorly designed user interface can lead to a negative user experience, not using the software properly and continuously. On the other hand, UI can make using software easy and enjoyable, so a well-designed UI of learning apps can produce a pleasant learning experience for students. Adaptive learning is expected to be a method used as a means to balance learning needs to make it more efficient and effective to use. In the Evaluation stage, the User Experience Questionnaire (UEQ) is used which is grouped into six parameters, namely: attractiveness, clarity, Efficiency, accuracy, Stimulation , and Novelty. Based on the results of the Evaluation using UEQ, the mean values obtained for all parameters are in the range of positive values of more than 0.8. The user experience aspect in the form of Attractiveness is in the good category, the clarity aspect is in the above average category, the Efficiency aspect is in the good category, the accuracy is in the above average category, the Stimulation aspect is in the good category, and the Novelty aspect is in the above average category. The implementation of Adaptive learning on the UI and UX of the application has been well received by potential users based on the results of the Demonstration and Evaluation stages.
COVID-19 is a global pandemic that significantly impacts all aspects. The number of victims who died makes this disease so terrible. Various policies continue to be pursued to reduce the spread and impact of COVID-19. The spread of a disease can be modeled in differential equation modeling. This differential equation modeling is known as the SIR Model. A differential equation can be expressed in a state-space model. The state-space model is a model that is widely used to design a modern control system. This research carried out the transmission rate and recovery rate estimates in the SIR pandemic model. Estimation of the transmission rate and recovery rate in this study poses a challenge to the value of the number of people confirmed as infected. The experimental result shows that the transmission and recovery rates can be estimated using the data for the infected and recovered persons. Estimates of infected and recovered people were conducted using the Kalman Filter.
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