User experience describes the experience gained by users when using software products. Focus on the needs and emotions of users when using a product is one of the keys to the success of a software. As a software product, Student Academic Information Systems have an important role to improve services to students in Higher Education. Measurement of user experience aims to determine the experience gained by users when using the Student Academic Information System. Measurements were made using the User Experience Questionnaire (UEQ) on 179 active student of a higher education institution in Pekanbaru. The results obtained for each aspect of UEQ are 1.395 attractiveness, 1.586 clarity, 1.380 efficiency, 1.392 accuracy, 1,347 stimulation and 0.847 novelty. The lowest value is in the novelty aspect. The novelty aspect needs to be a concern because users feel the monotonous and usual novelty so that it has a negative impression value. The results of this study can be used as recommendations for designing a new Student Academic Information System user experience.
Warehouse is a place used to store and put items owned by company. There are many activities carried out in the warehouse, starting from data collection process to management of the items. However, there are still companies that have difficulty in collecting data and management of available items. As the process of collecting goods is still done manually, it takes a long time to find information from the item. Therefore, a Warehouse Management System (WMS) was built by implementing the ABC classification method to help the company in managing items at the warehouse. ABC classification method is a method used to group items into certain classes based on the annual demand of the item. This method is used to regulate the placement of items in the warehouse. After the ABC method is implemented on the system, the company is able to to arrange the items and to obtain the information of the most needed items by consumers easier. The result of User Acceptance Test (UAT), which was conducted 3 times, states that all of user needs have been fulfilled and accepted entirely. Then, based on the results of the questionnaire recapitulation distributed to employees as many as 30 respondents, it is obtained that as many as 91.33% of respondents state that the system is easy to use and provides complete and accurate information (strongly agree).
Stroke merupakan penyakit yang berhubungan dengan aliran darah ke otak. Biasanya, stroke disebabkan oleh adanya pembuluh darah yang pecah atau terhambat oleh gumpalan darah. Menurut data riset kesehatan dasar oleh Badan Litbangkes Kementerian Kesehatan RI (2013), stroke telah menjadi salah satu penyakit mematikan di Indonesia. Salah satu upaya yang dilakukan untuk mencegah stroke ialah dengan membuat sistem yang dapat mendiagnosa penyakit stroke. Berdasarkan penelitian Indraswari (2015), diperoleh hasil bahwa stroke dapat didiagnosis melalui kriteria faktor resiko. Namun, untuk mendapatkan data tersebut, tentunya pasien harus melakukan pengecekan ke rumah sakit atau laboratorium dahulu. Untuk mengatasi permasalahan tersebut, maka penulis membuat sistem pakar yang dapat mendiagnosis penyakit stroke tanpa harus berkonsultasi langsung kepada dokter. Sistem pakar ini mengadopsi kepakaran dari dokter spesialis saraf.. Hasil diagnosis sistem ini berupa jenis penyakit dan persentase nilai probabilitas terhadap penyakit stroke. Setelah dilakukan pengujian black box, didapatkan hasil bahwa seluruh fungsionalitas sistem telah terpenuhi. Lalu, berdasarkan hasil pengujian white box, nilai cyclomatic complexity yang didapatkan setelah dilakukan optimasi kode program adalah 8, hal tersebut menunjukkan kode program metode Dempster Shafer termasuk kode program sederhana tanpa banyak resiko. Tingkat keakurasian sistem pakar adalah 97% sehingga sistem dapat dijadikan alternatif bagi pasien untuk melakukan diagnosis penyakit stroke.
AbstrakUsability merupakan salah satu hal penting dalam situs web e-commerce. Hal ini terbukti pada penelitian yang dilakukan oleh User Interface Engineering, Inc., diketahui bahwa 60% waktu terbuang karena orang tidak dapat menemukan informasi yang ingin didapatnya pada suatu website dan ini berdampak pada penurunan produktivitas hingga mengalami kegagalan. Oleh karena itu, digunakanlah teknik yang harus berfokus kepada pengguna yaitu menggunakan pendekatan User Centered Design (UCD). Analisis akan dilakukan dengan membandingan antara existing product dengan development product. Development product adalah website yangakan dikembangkan dengan UCD menggunakan studi kasus toko online Dimahf. Existing product yang digunakan adalah Askalabel sebagai salah satu website e-commerce fashion hijab yang sudah berdiri tahun 2017.Evaluasi dilakukan dengan metode usability testing dan tools User Experience Questionnaire (UEQ). Setelah dilakukan pengujian dengan usability testing didapatkan hasil 100% task sukses dilakukan oleh responden meskipun pertama kali menggunakan kedua website. Kemudian berdasarkan hasil pengujian UEQ didapatkan hasil rata-rata dari seluruh aspek nilai Dima.hf lebih tinggi dari pada Askalabel yaitu 1,54 sedangkan Askalabel 1,26. Responden memiliki persepsi lebih positif terhadap Dima.hf dari pada Askalabel untuk aspek perpecuity, dependability dan novelty, sedangkan Askalabel unggul pada aspek attractiveness, stimulation, dan efficiency.
The thought process needed to formulate problems and solutions so that these solutions can become effective information processing agents in solving problems is called computational thinking (CT). The process of implementing learning using the CT approach is related to those provided by Google for Education, namely abstraction, algorithm design, decomposition, and pattern recognition. CT is a term that refers to the main ideas and concepts in the fields of informatics and computer science, so the proposed Community Service (PkM) activity this time will introduce looping and branching materials. Learning is taught and presented in a fun way, and then activities are carried out that discuss the problems that exist around the students of SMAN 5 Pekanbaru. It is hoped that by injecting the CT concept it can foster students' creativity, foster a culture of information, algorithms, and computational thinking, and involve students in utilizing information technology, computers, and applications from an early age
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