scholarly journals Imparting Gestalt Essence in Identifying User Preferences towards Interior Design

2020 ◽  
Vol 5 (1) ◽  
pp. 25-33
Author(s):  
Nur Syatirah Othman ◽  
Mohd Nizam Osman ◽  
Nor Arzami Othman

We believe that interior design has becoming more popular in this century nowadays. The purpose of this study is to design and develop multimedia application that can identify human behavior and preferences in interior design. Alessi and Trollip Instructional Design Model has been utilized as a methodology in this study which consist of planning, design and development. Heuristic Evaluation and User Acceptance Test has been applied in completing this experiment. Three multimedia experts selected randomly to identify usability problems that occur in the user interface (UI) design. After the refinement was made to the application, the User Acceptance Test was conducted to the user. A total of 60 participants at random selected from certain district of Perlis and Langkawi as a target user to participate in this study. The results demonstrate this multimedia application is effective in satisfying the user needs and demand of the decoration of their dream house. Thus, the researcher was able to identify user behavior and preferences in interior design. With three dimensional (3D) features that were applied in this multimedia application, it helps the user to feel more self-assured with their interior design. At the end of this research, the development of this application bring numerous benefits for both parties either the users or the developer in many aspects. Thus, the society will be disclosing to the use of technology in the interior design in this sophisticated era.

2019 ◽  
Vol 5 (2) ◽  
Author(s):  
TITO SUGIHARTO

AbstrakPenelitian ini dibuat bertujuan untuk menghasilkan suatu aplikasi multimedia panduan Skripsi menggunanakan adobe flash CS6. Target penelitian yang ingin dicapai adalah adanya sebuah media informasi alternatif yang menarik dan mudah untuk dipahami mengenai panduan Skripsi di Fakultas Ilmu Komputer Universitas Kuningan. Penelitian ini akan membahas bagaimana merancang dan mengembangkan aplikasi multimedia panduan Skripsi menggunakan adobe flash CS6. Pada saat ini panduan Skripsi yang ada di Fakultas Ilmu Komputer Universitas Kuningan masih berupa buku. Media buku sebagai panduan Skripsi menjadi media tunggal dalam menyebarkan informasi mengenai panduan Skripsi. Media buku memiliki kekurangan sebagai media informasi panduan Skripsi, diantaranya adalah menjadi media yang kurang menarik untuk diperhatikan, masih sedikitnya mahasiswa yang menggunakan media buku sebagai media informasi untuk panduan Skripsi, pemahaman yang berbeda dari media buku,� dan kesulitan dalam mengakses media buku sebagai panduan Skripsi. Oleh karena itu, untuk menyelesaikan permasalahan tersebut maka diperlukan sebuah inovasi dalam pengembangan aplikasi multimedia panduan Skripsi menggunakan adobe flash CS6. Diharapkan dengan adanya aplikasi tersebut dapat menarik dan mempermudah mahasiswa dalam mencari informasi mengenai panduan Skripsi di Fakultas Ilmu Komputer Universitas Kuningan. Proses pengujian dilakukan dengan menggunakan User Acceptance Test (UAT).�Kata Kunci : Inovasi, Aplikasi, Multimedia, Panduan Skripsi, Flash.��Abstract�This research was made aiming to produce a thesis multimedia application application using adobe flash CS6. The research target to be achieved is the existence of an interesting and easy alternative information media to understand about the Thesis guide at the Faculty of Computer Science, University of Kuningan.This research will discuss how to design and develop multimedia applications using Thesis guides using adobe flash CS6. At this time the Thesis guide in the Faculty of Computer Science at the University of Kuningan is still a book. Media books as a thesis guide become a single medium in disseminating information about Thesis guidelines. Media books have shortcomings as a Thesis guide information media, including being less attractive media to note, there are still few students who use book media as information media for Thesis guidance, different understandings of book media, and difficulties in accessing media books as Thesis guidelines.Therefore, to solve these problems, we need an innovation in developing multimedia applications for Thesis guides using adobe flash CS6. It is expected that the existence of these applications can attract and facilitate students in finding information about Thesis guidelines at the Faculty of Computer Science, University of Kuningan. The testing process is carried out using the User Acceptance Test (UAT).�Keywords: Innovation, Application, Multimedia, Thesis Guide, Flash..�


2020 ◽  
Vol 1 (2) ◽  
Author(s):  
Mamay Syani ◽  
Nindi Werstantia

Ordering catering is an activity undertaken by customers to buy products in the form of food packages. In Cimahi Catering catering ordering process is done by customers by coming directly to the location or calling to Cimahi Catering. Based on interviews with the authors related parties, in the process of ordering catering there are some customers who complain about the order process is due to take time, energy and more costs. In the case of recording data ordering was deemed less effective because the data is still conventional. This is at risk of logging errors. As a solution of these problems the authors build an Application Ordering Catering Based Android Mobile to assist in the process of ordering catering by customers and the management of reservation data catering by the Cimahi Catering. Research methodology used is Extreme Programming method. In making this application the author uses android programming base and MySQL as the data storage. This application is made to efficiently time, effort and produce accurate information. The results of testing the built application has a performance that suits the needs of the user. Based on the results of User Acceptance Test get a positive response with 85% percentage. Keyword: Android, application, catering, mobile, ordering, uat


2017 ◽  
Vol 2017 ◽  
pp. 1-10 ◽  
Author(s):  
Wen-Jun Li ◽  
Qiang Dong ◽  
Yan Fu

As the rapid development of mobile Internet and smart devices, more and more online content providers begin to collect the preferences of their customers through various apps on mobile devices. These preferences could be largely reflected by the ratings on the online items with explicit scores. Both of positive and negative ratings are helpful for recommender systems to provide relevant items to a target user. Based on the empirical analysis of three real-world movie-rating data sets, we observe that users’ rating criterions change over time, and past positive and negative ratings have different influences on users’ future preferences. Given this, we propose a recommendation model on a session-based temporal graph, considering the difference of long- and short-term preferences, and the different temporal effect of positive and negative ratings. The extensive experiment results validate the significant accuracy improvement of our proposed model compared with the state-of-the-art methods.


2021 ◽  
pp. 178359172110553
Author(s):  
Ishani Patharia ◽  
Anjana Pandey ◽  
Sanjay Gupta

Technological developments have a major impact on user behavior. The rapidly evolving communication system and technology have provided numerous choices for people. The ever-shifting changes in the generation of communication networks have posed challenges for mobile network service providers to attract and retain customers. This study aims to prioritize the determinants of the adoption of mobile network service providers using the unified theory of acceptance and use of technology (UTAUT-2). In this study, data were collected from 660 mobile phone users in Haryana, India. A fuzzy analytical hierarchy process (F-AHP) was applied to arrange the priority or rank the factors based on the significance of the factors in explaining the adoption of mobile network service providers. Results of the study reveal that efforts expectancy is the highest-ranked and prioritized factor for the adoption of mobile network service providers followed by performance expectancy and facilitating conditions. However, social influence emerged as the least important factor. The present study provides theoretical implications for future researchers by synthesizing and prioritizing the important factors affecting technology acceptance. The practical implications offer a clearer insight to marketers for developing focused pragmatic strategies to retain customer loyalty. The study has considered only UTAUT-2 model constructs and used the F-AHP technique. Other factors may be considered in future studies. Other priority analysis techniques can also be used such as ISM and MICMAC analysis for further study. The research has been conducted in Haryana, India, and therefore, it needs to be tested in other areas/countries for generalizability. JEL Classification: O1, O2, O4


2021 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Novia Sulistyowati ◽  
Rahmat Robi Waliyansyah ◽  
Febrian Murti Dewanto

A traditional house is a house that has a unique building characteristic in an area that describes the culture of the area itself. Traditional houses are also unique in terms of form, function and meaning of the building. As Indonesians, we must introduce one of the existing cultures so that it is not forgotten by the community, especially school children. Judging from the development of technology, we must make new things in introducing traditional houses. From the results of research conducted at SD IT BINA INSANI, the teachers there still use conventional media in the form of textbooks and thematic books for the learning process. Therefore, the authors created an application to introduce western Indonesian traditional houses using Augmented Reality called RA-IBB as an introduction medium. This application is based on Android so that teachers can easily explain material about traditional houses and can show traditional houses in 3D without having to come directly to the province. And for students to be able to study traditional houses wherever and whenever. The making of this application uses the waterfall method for the development stage. The RA-IBB application contains materials about western Indonesian traditional houses and their 3d objects and quiz questions that use random shuffle algorithm questions. The random shuffle algorithm is a randomized question from an array or record. Based on the User Acceptance Test (UAT) for teachers, the results obtained from several aspects, namely the design aspect yields a percentage of 91%, the application information aspect produces a percentage of 91.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


INOVA-TIF ◽  
2018 ◽  
Vol 1 (2) ◽  
pp. 61
Author(s):  
Ardiyantoko Ardiyantoko ◽  
Novita Br. Ginting ◽  
Dewi Primasari

<p>Proses data barang di Balai Karantina Pertanian Bogor masih dilakukan secara manual dengan kinerja yang sangat lamban serta pencatatan dalam buku besar yang sangat sederhana. Dalam proses pengelolaan data barang sangat diperlukan ketelitian, kecepatan serta ketepatan dalam pendataan barang yang akan dikelola, sesuai dengan kebutuhan administrasi sehingga tidak terjadi kesalahan dalam proses pelaporan. Diperlukan sebuah pengelolaan data barang yang tepat agar mendapatkan laporan yang sesuai seperti yang diinginkan. Diperlukannya keakuratan kinerja dalam pembuatan pengelolaan data barang dan laporan yang rapi, cepat dan akurat. Aplikasi yang akan dibangun menggunakan metode waterfall dalam pengembangan sistemnya. Perancangan sistem informasi pengelolaan data barang di Balai Karantina Pertanian Bogor meliputi (1) Perancangan sistem (2) Diagram Konteks (3) Interface (antar muka) (4) Perancangan data base. Metode pengujian sistem ini menggunakan User Acceptance Test. Maka, telah diperolehnya hasil rancang bangun sistem informasi pengelolaan data barang di Balai Karantina Pertanian Bogor. Sistem ini menghasilkan laporan keseluruhan data barang, laporan barang yang tidak layak pakai, laporan permintaan barang dari setiap ruangan, laporan data barang yang masuk ke setiap ruangan yaitu : ruang gudang, ruang preparasi, ruang isolasi, ruang koleksi, dan ruang sortir dalam bentuk print out. Sistem pengelolaan data barang di Balai Karantina Pertanian Bogor menghasilkan efektifitas kinerja, serta ketepatan perkiraan dalam perencanaan pengelolaan data barang di Balai Karantina Pertanian Bogor. </p>


Author(s):  
Muhammad Fikry ◽  
Yusra Yusra ◽  
Taufik Hidayat

Dalam membangun sistem informasi berbasis web, terdapat di dalamnya sebuah tahapan membangun formulir data isian sebagai representasi basis data didalam sistem informasi. Formulir menjadi jalan utama untuk memasukkan data kedalam basis data melalui sistem informasi. Dalam membangun formulir sistem informasi berbasis web, seorang user interface programmer akan merancang formulir dengan elemen-elemen HTML yang sesuai dengan struktur basis data. Penelitian ini membahas tentang bagaimana membangun aturan-aturan pembangkitan formulir dan mengimplementasikan aturan-aturan tersebut kedalam aplikasi pembangkit formulir. penelitian dilakukan terhadap standar bahasa SQL dan standar penulisan tag HTML, kemudian dilakukan pemetaan elemen SQL menjadi elemen formulir HTML sebagai acuan dalam membangun aturan-aturan membangkitkan formulir. Setelah itu dilakukan analisa terhadap model hubungan data pada RDBMS serta menganalisa dampaknya terhadap formulir. Hasil analisa aturan-aturan pembangkitan formulir akan diimplementasikan kedalam aplikasi pembangkit formulir berbasis web berdasarkan metadata SQL. Berdasarkan hasil pengujian yang dilakukan menggunakan Black Box dan User Acceptance Test, aplikasi pembangkit dapat dibangun dan berjalan dengan baik dalam membangkitkan formulir HTML.Kata kunci - Basis Data, HTML, Pembangkit Formulir Web, SQL, iraise, keluhan, klasifikasi, rapidminer, support vector machine 


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