Abstract:<p class="Abstrak">Pandemi COVID-19 mulai menyerang seluruh masyarakat dunia pada akhir tahun 2019. Penyebaran COVID-19 dapat terjadi secara cepat melalui percikan dari hidung atau mulut yang keluar saat orang yang telah terinfeksi batuk, bersin, atau berbicara. Masyarakat harus selalu waspada agar terhindar dari infeksi COVID-19. Banyak hal yang telah dilakukan sebagai bentuk pencegahan, seperti membuat aplikasi yang memberikan informasi terkait kesehatan khususnya COVID-19. Namun keberadaannya masih be… Show more
“…The method used in designing this application's user interface and user experience is human-centered Design (HCD). HCD is a method that directly involves users in developing a system by applying ergonomic factors (Wijaya et al, 2019). The goal is to ensure that the created system aligns with the desires and needs of the users (Setiadi & Setiaji, 2020).…”
Based on previous research conducted on elementary school students, it was found that there are still many errors in the use of EYD or KBBI rules, such as errors in the use of capital letters and the use of words. The lack of learning media outside of school triggers students' lack of understanding. Using technology-based learning media in games is exciting and can help improve students' understanding outside school. Using educational games as out-of-school learning media has several advantages, namely ease of access and higher student interest in playing. In developing games, an attractive appearance is needed and is the need of elementary school students. This is adequate and can increase students' interest in using the game as an out-of-school learning media. Therefore, an appropriate design method is needed to design the appearance to be attractive and by the needs of students, one of which is Human-Centered Design (HCD). This method involves users directly during the design process. By applying the HCD method, this research aims to design the interface of the "CerdasEYD" educational game that suits the needs and answers the problems that students have. Testing is carried out using the System Usability Scale to measure the success of the interface that has been designed. Through this test, the results obtained in the form of an average score of 95 indicate that the design has met the needs and answered the problems that students' problems.
“…The method used in designing this application's user interface and user experience is human-centered Design (HCD). HCD is a method that directly involves users in developing a system by applying ergonomic factors (Wijaya et al, 2019). The goal is to ensure that the created system aligns with the desires and needs of the users (Setiadi & Setiaji, 2020).…”
Based on previous research conducted on elementary school students, it was found that there are still many errors in the use of EYD or KBBI rules, such as errors in the use of capital letters and the use of words. The lack of learning media outside of school triggers students' lack of understanding. Using technology-based learning media in games is exciting and can help improve students' understanding outside school. Using educational games as out-of-school learning media has several advantages, namely ease of access and higher student interest in playing. In developing games, an attractive appearance is needed and is the need of elementary school students. This is adequate and can increase students' interest in using the game as an out-of-school learning media. Therefore, an appropriate design method is needed to design the appearance to be attractive and by the needs of students, one of which is Human-Centered Design (HCD). This method involves users directly during the design process. By applying the HCD method, this research aims to design the interface of the "CerdasEYD" educational game that suits the needs and answers the problems that students have. Testing is carried out using the System Usability Scale to measure the success of the interface that has been designed. Through this test, the results obtained in the form of an average score of 95 indicate that the design has met the needs and answered the problems that students' problems.
“…Solusi untuk mengatasi permasalahan tersebut, maka dibutuhkan suatu aplikasi dimana aplikasi tersebut akan menjadi sarana penyambung (wadah) antara penyedia jasa (merchant) dan pelanggan atau bisa disebut dengan e-marketplace katering, dengan harapan apliksi marketplace ini dapat memberikan kemudahan untuk pelanggan atau masyarakat umum dalam mencari informasi tentang catering. (Wijaya et al, 2019).…”
Perkembangan teknologi saat ini sangat mempengaruhi kehidupan manusia dalam segala jenis bidang, salah satunya adalah bisnis Katering. Teknologi membuat segalanya lebih praktis, para pebisnis masa kini pun banyak yang menggunakan teknologi. Pasar online atau e-market place berkembang sangat pesat hingga merambah ke berbagai bidang, hal ini tentunya menjadi peluang untuk pelaku usaha. Peluang ini juga berlaku bagi pelaku usaha Katering. Katering adalah suatu usaha dibidang jasa dalam menyediakan atau melayani permintaan makanan untuk berbagai macam keperluan, contohnya acara seminar, pernikahan, dan lain sebagainya. Pelaku usaha dibidang Katering masih kurang maksimal dalam menjalankan bisnisnya, karena banyaknya customer mencari informasi penyedia jasa katering melalui banyak saluran informasi, bisa melalui brosur, mesin pencarian (ex. google, yahoo), sosial media (ex. Instagram, Facebook) atau juga dari referensi keluarga atau kolega. Sehingga hal ini menyebabkan kesulitan baik customer maupun merchant banyak menemui kendala, seperti penipuan, kecurangan, pelayanan yang kurang memuaskan, lamanya proses pemesanan dan lain sebagainya. Oleh karena itu diperlukan wadah untuk memudahkan pemesanan, komunikasi, dan transaksi antara penyedia jasa katering dengan customer/pelanggan. Adapun metode yang digunakan dalam pembuatan system ini dengan dengan pendekatan perancangan sistem menggunakan UML (Unified Modeling Language) yang terdiri dari use case diagram dan activity diagram. Dengan adanya e-market ini, pelanggan dapat memilih berbagai menu katering yang sesuai dengan selera serta dapat menggunakan waktu secara efisien dan fleksibel, sedangkan untuk merchant penyedia jasa katering dapat memperluas jangkauan pasar serta distribusi sumber daya lebih tertata.
“…Pemanfaatan teknologi saat ini merupakan salah satu alternatif dan peluang dalam mengatasi masalah kesehatan mental di Indonesia (Muhammad et al, 2022). Seiring dengan kemajuan teknologi yang pesat, terbuka peluang untuk mengatasi permasalahan tersebut melalui penggunaan sistem berbasis mobile (Wulandari & Voutama, 2023).…”
Anxiety disorder is one of the mental health disorders that are still a challenge in Indonesian society. College students is one of the most vulnerable populations affected by anxiety disorders. Through questionnaires distributed to UII students, it was found that anxiety often arises when they face various problems This anxiety disorder causes several symptoms for students, both physical and psychological symptoms. This makes it difficult for sufferers to carry out daily activities normally. The implementation of a healthy lifestyle is one of the ways that individuals with anxiety disorders can use to reduce the onset of anxiety symptoms. Therefore, this study aims to design an application user experience that can help overcome anxiety disorders through the application of a healthy lifestyle. This research uses a design thinking method to ensure that the application designed has functionality that is in accordance with user problems and needs. To test the user experience of the application, usability testing is carried out by measuring three aspects, namely efficiency, effectiveness, and user satisfaction. The results of this measurement show that the application has a success rate value of 90% in the aspect of effectiveness, a time-based efficiency value of 0.0834 goals / sec in the aspect of efficiency, and gets a grade scale of "A" and the category "excellent" in the aspect of user satisfaction.
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