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1 – 4 of 4Arrad Fajri and Afan Galih Salman
The purpose of this study is to build an iOS-based application to provide quick and easy access to information on food and beverages that are tailored to an illness.
Abstract
Purpose
The purpose of this study is to build an iOS-based application to provide quick and easy access to information on food and beverages that are tailored to an illness.
Design/methodology/approach
The method used is the method of analysis, i.e. collect the necessary data from various sources that contain the issues to be examined. Software development life cycle used the Waterfall Model that has seven stages to its completion: the requirements analysis and specification, architectural design, detailed design, coding, unit testing, integration testing and system testing and acceptance.
Findings
Existing applications were evaluated from the user point of view. The evaluation was performed by 25 users trying directly on the application. After conducting experiments on the application, users were asked to answera questionnaire that included questions on the problems they may have faced and whether the problem was solved. The results of user evaluation were as follows: 72 per cent of users found that the application view is quite good and 88 per cent of users felt the speed and ease of getting enough information.
Originality/value
The authors report that the development of the application reference, menu of healthy food on the IOS platform, can make users get a healthy diet and abortion based on the illness quickly and easily.
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Keywords
Irwanto Widyatri, Afan Galih Salman and Bayu Kanigoro
The purpose of this study is to build the Android-based applications for parent to supervise, control and restrict the children’s usage of the smartphone and tablet.
Abstract
Purpose
The purpose of this study is to build the Android-based applications for parent to supervise, control and restrict the children’s usage of the smartphone and tablet.
Design/methodology/approach
The method used is the method of analysis, i.e. collection of necessary data. The data are collected from journals, articles, books, questionnaires and the similar application analysis.
Findings
The GPS tracking feature of the parental control application facilitates searching the children’s location by indicating the location where they used their Android device. The history feature of the parental control facilitates finding out what application was accessed by their children through their Android-based application, and the time limit feature of the parental control application facilitates restriction on time that the children spend on their Android-based gadgets, so that they will not be addicted to the gadget.
Originality/value
The parental control application for the Android platform provides users or parents a means for managing the young generation’s usage of an Android-based mobile device.
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Keywords
Marcos Barata, Afan Galih Salman, Ikhtiar Faahakhododo and Bayu Kanigoro
The purpose of this study is to discuss the development of Android-based Intelligent Software Assistant application for visually challenged or blind people. The application is…
Abstract
Purpose
The purpose of this study is to discuss the development of Android-based Intelligent Software Assistant application for visually challenged or blind people. The application is intended to help people with visual limitations or blind people to access Android-based devices so that they can use library resources by using android devices.
Design/methodology/approach
The necessary data are collected from journals, articles, books and questionnaires, and similar applications are analyzed. The application design method used is the Scrum method, which consists of Backlog, Sprint and Scrum Meeting. From the operational side of the application, the method used is speech-to-text and text-to-speech.
Findings
This application has been tried with some users who have total blindness and low vision, and all provided a good response to this application. From the performance side, the user gives a very satisfied response to this application. While the ease of using the application, the user also provides a satisfactory response to the ease of using this application.
Research limitations/implications
The application still has limitations in penetration to the user, and the application is only built using Android as its platform. In addition, the dependence on libraries from Google has caused difficulties in implementing this application with local dialect, which is only understood by the local community.
Social implication
This application has implications for the society, especially those with limitations in eyesight can be so much more productive and independent. This can reduce the social burden in society.
Originality/value
This application provides an easy access of an android device to blind people and people with low vision, as well as access to library resources with devices that have been installed with this application. This facility can improve the library accessibility to the blind and visually challenged community.
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Afan Galih Salman and Christian Antonius
The purpose of this paper is to develop and evaluate a mobile educational application that supports fun learning for children. This paper describes an educational game application…
Abstract
Purpose
The purpose of this paper is to develop and evaluate a mobile educational application that supports fun learning for children. This paper describes an educational game application “Laut ABC”, which is an Android-based app that aims to be a learning tool with an attractive design that would help children learn alphabets. The results show that educational game app “Laut ABC” is a effective learning tool and can be used as an alternative for learning alphabets using an interesting and fun-learning concept.
Design/methodology/approach
Research methods include methods of data collection, design and implementation. Data collection was done through research literature, interviews and questionnaires and analyzing some similar applications. Designing game application using storyboard and implementation was the done using the waterfall model for the software development life cycle.
Findings
Most respondents stated that the introduction of alphabets is important for young children. They chose uppercase or capital letters to be used in the game. A majority of the respondents answered that the order of writing alphabets is important. These respondents agreed that educational games are a means for children to learn alphabets, as well as learn to write and pronounce alphabets. The application can also provide writing exercises to train childrens’ memory. The usual difficulties parents’ stated were that the children feel tired and are not in the mood to learn, have poor concentration, have difficulty in responding and seem to be disinclined to learn. Most of the parents mentioned that the critical points in children’s applications were the design of the educational application and completeness as a whole.
Originality/value
The paper reports the development of game’s design —- display, navigation, instruction and feedback. It can be said that the users had no difficulty in playing the game.
Details