scholarly journals Two Factor Authentication Berbasis SMS pada Layanan Single Sign-On Universitas Mataram

Author(s):  
Ahmad Zafrullah Mardiansyah ◽  
Ariyan Zubaidi ◽  
I Gde Putu Wirarama Wedaswhara W ◽  
Andy Hidayat Jatmika

Keamanan merupakan bagian yang penting dalam hal transaksi elektronik. Sistem informasi di Universitas Mataram secara umum menggunakan metode username dan password untuk melakukan autentikasi (Single Factor Authentication - SFA). Metode SFA rentan dengan serangan brute force terhadap layanan Single Sign On (SSO). Untuk menangkal serangan brute force, penelitian ini mengusulkan implementasi Two Factor Authentication (TFA) berbasis SMS pada SSO. Penelitian ini menemukan pengujian yang dilakukan dengan melakukan analisa pada simulasi serangan brute force tidak dapat menembus akses dari akun pengguna. Pengujian lainnya dengan menggunakan metode User Experience Questionnaire (UEQ) menemukan skor pada aspek Pragmatis adalah 1,927 (Excellent), pada aspek Hedonis adalah 1,667 (Excellent), dan secara keseluruhan adalah 1,797 (Excellent).

2021 ◽  
Vol 8 (5) ◽  
pp. 1057
Author(s):  
Fara Regina Isadora ◽  
Buce Trias Hanggara ◽  
Yusi Tyroni Mursityo

<p class="Abstrak">Rumah Sakit Semen Gresik merupakan fasilitas kesehatan yang ada di Kabupaten Gresik dengan akreditasi tingkat paripurna. Rumah Sakit Semen Gresik di kondisi pandemi saat ini mengalami penurunan jumlah pasien dan pendapatan, sehingga Rumah Sakit Semen Gresik berencana untuk menghadirkan layanan kesehatan yang dapat dilakukan di rumah menggunakan aplikasi untuk memudahkan pasien dalam mendapatkan layanan Kesehatan tanpa datang ke rumah sakit. Aplikasi yang dibangun harus memberikan kenyamanan saat digunakan oleh pengguna, maka dari itu perlu adanya rancangan <em>user experience. Design thinking </em>merupakan metode yang digunakan untuk merancang <em>user experience </em>pada aplikasi HomeCare dengan mendefinisikan permasalahan serta memberikan solusi desain yang dapat menyelesaikan permasalahan tersebut. Solusi desain selanjutnya diuji menggunakan <em>user experience questionnaire </em>(UEQ) untuk mengetahui apakah solusi desain yang dirancang sudah menyelesaikan permasalahan yang dialami oleh calon pengguna. Hasil dari pengujian menggunakan UEQ yaitu, untuk aplikasi HomeCare dengan pengguna pasien memiliki nilai <em>mean</em> tiap skala UEQ yang berada pada kategori positif dengan semua skala UEQ berada pada kategori baik kecuali skala <em>dependability </em>yang berada pada kategori sangat baik, sedangkan untuk aplikasi HomeCare Giver dengan pengguna tenaga kesehatan memiliki nilai <em>mean</em> tiap skala UEQ yang juga berada pada kategori positif dengan semua skala UEQ berada pada kategori baik kecuali skala <em>attractiveness </em>dan <em>novelty </em>yang berada pada kategori sangat baik<em>. </em>Sehingga aplikasi HomeCare dan HomeCare Giver memiliki rancangan <em>user experience </em>yang baik.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Judul2"><em>Semen Gresik Hospital is a health facility in Gresik Regency </em><em>with a paripurna level of accreditation</em><em>. Semen Gresik Hospital in a pandemic condition is currently experiencing a decrease in the number of patients, so that Semen Gresik Hospital plans to provide health services that can be done at home using an application to make it easier for patients to get health services without coming to the hospital. Applications that are built must provide comfort when used by users, therefore there is a need for a user experience design. Design thinking is a method used to design user experiences on the HomeCare application by defining problems and providing design solutions that can solve these problems. The design solution is then tested using a user experience questionnaire (UEQ) to find out whether the design solution designed has resolved the problems experienced by potential users. The results of the test using UEQ are, for the HomeCare application whose users are patient, the mean value of each UEQ scale is in the positive category with all UEQ scales in the good category except for the dependability scale which is in the very good category, while for the HomeCare Giver application whose the users are health workers, has a mean value of each UEQ scale which is also in the positive category with all UEQ scales in the good category except the attractiveness and novelty scales which are in the very good category. This can be concluded that HomeCare and HomeCare Giver applications have a good user experience design.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>


2021 ◽  
Vol 251 ◽  
pp. 02015
Author(s):  
Adeel Ahmad ◽  
Asier Aguado Corman ◽  
Maria Fava ◽  
Maria V. Georgiou ◽  
Julien Rische ◽  
...  

The new CERN Single-Sign-On (SSO), built around an open source stack, has been in production for over a year and many CERN users are already familiar with its approach to authentication, either as a developer or as an end user. What is visible upon logging in, however, is only the tip of the iceberg. Behind the scenes there has been a significant amount of work taking place to migrate accounts management and to decouple Kerberos [1] authentication from legacy Microsoft components. Along the way the team has been engaging with the community through multiple fora, to make sure that a solution is provided that not only replaces functionality but also improves the user experience for all CERN members. This paper will summarise key evolutions and clarify what is to come in the future.


2020 ◽  
Vol 6 (2) ◽  
pp. 89-95
Author(s):  
Cerah Ayunda Prawastiyo ◽  
Indra Hermawan

Penggunaan internet di Indonesia khususnya di instansi pendidikan terutama perguruan tinggi yaitu mengandalkan internet untuk mencari kumpulan informasi dan referensi terkait dengan mata kuliah. Salah satu unit di sebuah perguruan tinggi yang menggunakan internet dengan memanfaatkan sistem informasi berbasis website adalah perpustakaan Politeknik Negeri Jakarta (PNJ). Website berperan penting untuk instansi sebagai acuan website yang baik salah satunya dapat dinilai dari sisi User Interface (UI) yang memiliki tampilan menarik dan User Experience (UX) untuk meningkatkan kenyamanan pengguna website. Dalam pengembangan front end website perpustakaan menggunakan metode User Centered Design (UCD), framework bootstrap, bahasa pemrograman HTML5, CSS dan Javascript. Pada tahap evaluasi design dalam bentuk wireframe menggunakan metode System Usability Scale (SUS) mendapatkan skor 83, pengujian black box untuk mengukur fungsionalitas website mendapatkan hasil sesuai dengan skenario, pengujian User Experience Questionnaire (UEQ) untuk mengukur tingkat kenyamanan pengguna website mendapatkan hasil positif.


Technologies ◽  
2019 ◽  
Vol 7 (2) ◽  
pp. 31 ◽  
Author(s):  
Costas Boletsis ◽  
Stian Kongsvik

The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusing on the text entry rate and accuracy as well as its usability and the user experience it offers. Seventeen participants evaluated the drum-like VR keyboard by having a typing session and completing a usability and a user experience questionnaire. The interface achieved a good usability score, positive experiential feedback around its entertaining and immersive qualities, a satisfying text entry rate (24.61 words-per-minute), as well as moderate-to-high total error rate (7.2%) that can probably be further improved in future studies. The work provides strong indications that the drum-like VR keyboard can be an effective and entertaining way to type in VR.


Author(s):  
Miguel Saona-Vallejos ◽  
Michael Thomas

This chapter investigates the user experience of the language learning platform Busuu as a tool for learning Spanish as a Foreign Language (SFL). Social constructionism has been highlighted by previous research as the theory on which Busuu is based, however, Álvarez concluded that Busuu constitutes an ecological system of nested semiotic spaces where pedagogical elements and principles from different theories of language learning interweave in complementary ways. Following a review of existing research, the chapter analyses data arising from a study involving a mixed group of university students who used the premium version of Busuu for four weeks. Data were collected via pre- and post-tests, a user experience questionnaire, and individual interviews, and were analysed using descriptive statistics and thematic analysis. Findings suggest that Busuu did not fully satisfy the requirements of a social network in terms of ease of participation, communication, and collaboration. Further research is required to explore the implications of usability testing for the design of effective SNSLL.


2015 ◽  
Vol 12 (7-8) ◽  
pp. 623-649 ◽  
Author(s):  
Jonathan Barbara

Comparison of user experience between multiplayer digital games and board games is largely unexplored in the literature, with no instrument found to suitably measure user experience across game formats. This study explores the use of the Social Presence module of the Games Experience Questionnaire to measure user experience in a multiplayer board game involving 12 participants across 3 separate sessions. Scale analysis and correlation with semistructured interviews held with the participants suggest that the instrument is reliable and valid and can thus be used for measurement and comparison of user experience across game formats. The Games Experience Questionnaire can therefore be used to scale-up board game research by diminishing reliance on interviews as well as to assist in the choice between digital and nondigital implementation of gameplay forming part of an overarching story, such as in transmedial productions.


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