IKADO E-Journal (Institut Informatika Indonesia)
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Tinjauan Desain Personal Pods di Astha District 8 Jakarta: Perspektif Ergonomi dan Privasi Pengguna Dalam Ruang Publik Urban
Transformasi ruang publik urban menimbulkan kebutuhan akan area personal yang mendukung kenyamanan fisik dan psikologis. Personal pods hadir sebagai ruang mikro yang menawarkan keseimbangan antara aktivitas publik dan kebutuhan privasi individu. Penelitian ini bertujuan meninjau desain personal pods di Astha District 8 Jakarta dari perspektif ergonomi dan privasi pengguna. Metode penelitian yang digunakan bersifat kualitatif deskriptif melalui observasi lapangan dan wawancara terhadap pengguna. Hasil penelitian menunjukkan bahwa kenyamanan terbentuk melalui integrasi aspek ergonomi, pencahayaan, penghawaan dan akustik yang mendukung kontrol terhadap stimulus lingkungan. Personal pods sebagai ruang personal di tengah area publik, memungkinkan pengguna memperoleh privasi sementara tanpa kehilangan keterhubungan sosial. Temuan ini menegaskan pentingnya penerapan prinsip desain interior yang adaptif dan humanis dalam menciptakan ruang publik urban yang responsif terhadap kebutuhan personal
Pemberdayaan UMKM Mama Ni Melalui Redesain Identitas Visual dan Kemasan Saset Berbasis Pendekatan Partisipatif untuk Memperkuat Daya Saing Produk Lokal
Micro, Small, and Medium Enterprises (MSMEs) play a vital role in Indonesia’s economy, yet many still face challenges in visual identity, branding, and product packaging. Mama Ni, a sambal and seasoning producer from Malang, offers authentic flavors but lacks a competitive visual identity and packaging for modern markets. This community service project aimed to support Mama Ni through a participatory redesign of its visual identity and sachet packaging, rooted in local cultural elements. The activities included assessing partner needs, co-developing design concepts, creating a new visual identity that integrates the Kucecwara batik motif and an illustration of the owner as a brand icon, and testing the new packaging with consumer feedback. The project resulted in the creation of a new sub-brand, Nibumbu, accompanied by packaging for four flavor variants that is more attractive, informative, and professional. A survey of 108 respondents demonstrated improved consumer perceptions: 85% rated the new design as more visually appealing, 83% found the information clearer, 80% considered it more professional, and 82% expressed higher purchase interest compared to the old packaging. This program contributes to strengthening the competitiveness of local MSMEs through culturally grounded design and offers a replicable model for similar initiatives in other regions.
Analysis and Development of an Educational Game for Early Childhood Numeracy Learning through a Curriculum-Based and Functional Evaluation Approach
Digital transformation in education has become a crucial necessity in the era of globalization, especially in Early Childhood Education. Generation Alpha tends to comprehend information more easily through digital media, which requires educators to be creative in delivering learning materials using technology. Video games as educational media have been proven to enhance children\u27s learning motivation and create a joyful learning atmosphere. However, uncontrolled use of digital devices raises concerns regarding excessive screen time. To address this challenge, this study aims to design and develop a curriculum-based educational numeracy game for Early Childhood Education that can be collectively played in class using a projector and directly supervised by teachers. The method employed is Research and Development using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). The research process includes curriculum analysis, numeracy content design, interactive game scenario development, and functional testing using black box testing. Test results show that all core features of the application function as designed, with 100% validation. The educational game consists of three levels featuring various numeracy activities, pattern and shape recognition, tailored for Kindergarten levels A and B. This study demonstrates that pedagogically designed educational games integrated with technology can serve as an engaging, interactive, and developmentally appropriate solution for early childhood numeracy learning
Manual Clustering Approach for User Group Mapping in Facility Management System UI/UX Design
The facility management process at Politeknik Caltex Riau is still conducted manually, using paper media and Excel records, which causes inefficiency, delays, and difficulties in monitoring real-time facility availability. To address these problems, a web-based information system was developed with a UI/UX approach using the Design Thinking method. The uniqueness of this study lies in the use of manual clustering as a user segmentation method during the initial stage, performed based on survey results. This technique resulted in three user groups: (1) active borrowers who need tracking and notifications, (2) infrequent borrowers who require clear information, and (3) non-borrowers who focus more on attractive and easy-to-use interface design. These clusters serve as the foundation for creating personas, defining problem statements, and designing key system features. This study was conducted in two cycles. The first cycle involved initial design and testing, while the second cycle involved iterative improvements based on previous evaluation results. Testing using the System Usability Scale (SUS) showed an increase in scores from 75 to 77. Meanwhile, the User Experience Questionnaire (UEQ) exhibited all dimensions in the positive range (>0.8), with the highest score in Stimulation (2.202) and the lowest in Novelty (1.721). These results demonstrate that the manual clustering approach is effective in identifying user needs contextually and supports the design of an efficient, relevant, and user-friendly system
Desain Makna Visual Citra Politik Berbasis AI: Kajian Hermeneutika Fenomena "Gemoy"
Di era komunikasi digital, kecerdasan buatan (AI) memunculkan fenomena hiperealitas yang mengaburkan batas antara representasi dan realitas. Penelitian ini menganalisis konstruksi visual "Gemoy Prabowo" dalam kampanye Pilpres 2024 sebagai bentuk hiperealitas politik yang diproduksi melalui teknologi AI. Dengan menggunakan pendekatan hermeneutika Gadamer dan Ricoeur, penelitian ini menafsirkan makna yang muncul dari representasi tersebut serta bagaimana audiens membangun pemahaman melalui horizon budaya digital. Metode penelitian yang digunakan adalah kualitatif melalui studi literatur, analisis visual, dan studi kasus. Hasil penelitian menunjukkan bahwa citra "gemoy" tidak hanya berfungsi sebagai strategi estetika, tetapi menjadi simulasi identitas politik yang menciptakan kedekatan emosional artifisial dengan pemilih muda. Representasi ini membentuk makna baru yang melampaui keaslian figur politik dan menegaskan pergeseran komunikasi politik menuju estetika pop-digital. Temuan ini memperlihatkan bahwa AI berperan signifikan dalam membangun realitas politik baru yang memengaruhi persepsi publik dalam konteks budaya media sosial
Eksplorasi Bentuk Arsitektur Pada Elemen Desain Fashion Studi Kasus: Penciptaan Karya pada Matakuliah Desain Mode Lanjut FSRD IKJ
Penelitian ini merupakan studi kasus matakuliah desain dasar lanjut mahasiswa semester tiga Desain Produk Mode Fakultas Seni Rupa dan Desain Institut Kesenian Jakarta, dimana mahasiswa mengeksplorasi bentuk pada bangunan arsitektur. Eksplorasi bentuk dituangkan kedalam elemen desain yang memberikan pengaruh yang sangat besar dan lebih bernilai guna, pada bidang fashion. Bentuk atau siluet serta detail pada fashion desain tidak terlepas dari imajinasi desainer dalam memvisualisakan pada konsep menciptakan busana. Pengaruh seni dan desain serta teknologi salah satu kebutuhan mahasiswa mode dalam proses desain dalam kemampuan kreativitas, eksperimental, modern dan kontemporer. Metode penelitian ini menggunakan metode kualitatif dengan pendekatan eksplorasi dan eksperiment. Pengumpulan data dilakukan dengan cara observasi, penelusuran melalui literasi, serta dokumentasi berupa foto dan vidio. Penelitian ini diharapkan dapat memberikan pemahaman mengenai perkembangan fashion desain dalam menciptakan bentuk detail.
Peningkatan Pelayanan dan Promosi Homestay Melati Di Desa Datara Kecamatan Bontoramba Kabupaten Jeneponto
Kualitas pelayanan homestay di Desa Datara, Kecamatan Bontoramba masih tergolong rendah, yang berdampak pada kurang optimalnya jumlah kunjungan wisatawan. Kondisi ini memerlukan upaya peningkatan baik dalam aspek layanan maupun strategi pemasaran agar potensi wisata lokal dapat berkembang secara berkelanjutan. Pemberdayaan Kemitraan Masyarakat ini menggunakan metode seperti observasi, wawancara, dan studi dokumentasi untuk mengumpulkan data terkait kebutuhan peningkatan pelayanan dan promosi. Tahap implementasi dilakukan melalui program pelatihan yang melibatkan anggota Kelompok Sadar Wisata Air Terjun Tuang Loe, dengan fokus pada peningkatan standar pelayanan homestay dan strategi promosi berbasis digital. Pelatihan ini mencakup teknik-teknik memberikan pelayanan prima, pengelolaan fasilitas, serta pemanfaatan media sosial sebagai alat promosi. Setelah pelatihan, dilakukan pengujian efektivitas melalui kuesioner yang diberikan kepada peserta untuk mengevaluasi pemahaman dan penerapan materi. Hasil pengujian menunjukkan adanya peningkatan pengetahuan dan keterampilan peserta dalam mengelola homestay serta mempromosikan layanan mereka secara lebih efektif yaitu sekitar 50% sampai 70%. Kesimpulan dari pelatihan ini adalah bahwa program pelatihan berbasis praktik mampu meningkatkan kualitas pelayanan dan efektivitas promosi homestay, yang diharapkan berdampak pada peningkatan jumlah kunjungan wisatawan ke Desa Datara. Dengan demikian, kegiatan ini tidak hanya memperbaiki kualitas layanan, tetapi juga membantu menciptakan lingkungan pariwisata yang lebih profesional dan menarik bagi wisatawan
Security Testing of XYZ Website Application Using ISSAF and OWASP WSTG v4.2 Methods
The research focuses on improving the security of information systems in ABC City, specifically on the XYZ website application developed by the Communication and Informatics Office ABC to assist in governmental administration and manage various critical data. This study is motivated by the high incidence of cybersecurity threats in the governmental administration sector, as reported by Badan Siber dan Sandi Negara in November 2023. The primary objective of this research is to identify security vulnerabilities within the XYZ website application. The research employs the Information Systems Security Assessment Framework (ISSAF) as the primary security testing framework and the OWASP Web Security Testing Guide (WSTG) version 4.2 as the guide for the penetration testing phase, one of the stages in ISSAF for validating vulnerabilities. Validated vulnerabilities are further assessed for severity using the OWASP Risk Rating guidelines to estimate the risk and impact of potential attacks on the Communication and Informatics Office ABC. The research methodology uses a black-box testing approach. To ensure a structured approach, it provides security recommendations using the SMAACT method. This research includes a report on the identified vulnerabilities and recommendations that the Communication and Informatics Office ABC can implement to address these vulnerabilities. The findings of this study are expected to provide insights into existing security vulnerabilities within the website application and practical recommendations for improvement, benefiting both the practical context of enhancing information security at the Communication and Informatics Office ABC and the theoretical context as a reference for similar future research
Optimizing UI/UX of AIMsCORE Application with Design Thinking to Enhance User Interaction and Engagement
The AIMsCORE student assessment application at the AIK and MKDU Institute faces challenges in terms of interface and user experience, including unresponsive design, unintuitive navigation, and reliance on administrators for grade updates. This study aims to optimize AIMsCORE\u27s UI/UX using the Design Thinking approach (empathize, define, ideate, prototype, testing) and usability measurement through the Single Ease Question (SEQ). In the empathize phase, in-depth interviews were conducted with 15 informants, including institutional leaders, lecturers, and administrative staff. Data were validated through triangulation comparing information from multiple sources and perspectives to ensure objectivity and minimize bias. This method strengthens data credibility and informs problem-based solution design. SEQ was used to assess usability, measuring user difficulty in interacting with the prototype. Results show improved usability: ease of use rose by 6.15% (from 65 to 69), visual design increased by 25% (from 56 to 70), and user expectation alignment improved by 18.03% (from 61 to 72). New features such as grade import and real-time notifications enhanced efficiency and user satisfaction. This study offers practical insights for institutions and organizations seeking to develop responsive, data-driven academic applications grounded in user-centered UI/UX principles
Utilization of MLP and LSTM Methods in Hero Selection Recommendations for the Game of Mobile Legends: Bang Bang
Mobile Legends is one of the popular MOBA games played in real-time. The game begins with each player selecting one hero in the draft pick phase. Choosing the right hero is very important because it can affect the chances of winning. This study uses datasets from rank mode matches conducted by streamers, top global heroes, and top leaderboards in Indonesia to compare the accuracy of the MLP and LSTM methods in recommending the fifth hero for one\u27s team. The Concatenate Layer is used in model development. Modifying the dataset was also done by reducing the number of target classes and performing data augmentation to increase data variation. The results show that LSTM excels in top-1 recommendations with an accuracy of up to 59%. Meanwhile, MLP outperforms in top-3 and top-5 recommendations, indicating that this model is more flexible in providing multiple hero alternatives. The conclusion is that players can use the LSTM method if they only want to select the best single hero. However, if players prefer a broader range of hero recommendations, the MLP method is more suitable