Publication Search

79,943 articles from 746 journals · 2,111 citations tracked

Showing 201-220 of 270

Analytics

Gunawan Prayitno; Jenny Tandi

International Journal of Information Engineering and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

The church plays a crucial role in spreading Christian values and nurturing the growth of faith within its community. However, in the context of GPSI EFATA, there are several challenges in effectively conveying church information. These challenges include the unappealing presentation of physical congregation news, the accumulation of paper, and limited distribution of information. In order to address these issues, this research project utilizes the Design Thinking method to develop a smartphone-based application for congregational news. The Design Thinking method consists of five stages: empathy, definition, ideation, prototype, and testing. During the empathy stage, the needs of the congregation are identified, particularly the need for more accessible and engaging information. The ideation stage then generates a solution in the form of a smartphone application. This application includes various features such as notifications, prayer schedules, financial reports, photo galleries, and management profiles. A prototype of the application was developed to meet these needs and was subsequently tested using a questionnaire. The results of the testing indicated that the application had an easy-to-understand interface, adequate features, and received suggestions for improvement. Overall, this smartphone application offers a modern and efficient solution to the challenges of delivering information within churches. It enhances accessibility and improves the quality of communication with the congregation.                                         

Ahmad Dani Eka Putra; Henny Dwi Bhakti

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Waste management is an important concern in efforts to maintain cleanliness and environmental sustainability. The Waste Bank has been proven to be an effective solution in managing waste with a sustainable approach. This research aims to implement a Waste Bank website as a means of information and waste data management in Pekelingan Village. The system development method used is the Waterfall method which consists of the stages of requirements analysis, system design, implementation, testing and maintenance. In the needs analysis stage, the needs of related parties are identified, such as the management of the Waste Bank and the community using the Waste Bank's services. System design includes designing a user interface and database structure to store waste transaction information, member data and financial reports. Website implementation involves developing web-based applications using PHP and MySQL technology. Testing is carried out to ensure that the website functions properly and meets requirements. The result of the implementation is a Waste Bank website that can be used to register members, record waste transactions, check balances, and manage waste data efficiently. With this website, it is hoped that the management of the Waste Bank in Pekelingan Village can be more organized and transparent. This case study can also be an example for other sub-districts in developing information technology-based Waste Banks to increase the efficiency and effectiveness of waste management.

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.

Arief Rahman Hakim; Nadia Leony L.W

JTI : Jurnal Teknologi dan Informatika 2024 STMIK Pesat Nabire

This study explores the utilization of web technology for the attendance system at Kalisusu Village Office, Nabire, to address the inefficiencies and errors of the manual attendance system. Using the Waterfall method, this study includes needs analysis, system design, implementation, testing, and maintenance. The system was developed using PHP, MySQL, and the Bootstrap framework to create a responsive interface. The results indicate a significant improvement in the efficiency and accuracy of attendance records, with a 75% reduction in data processing time and a 95% increase in recording accuracy compared to the manual system. The main challenge in implementation was user adaptation to the new system, which was overcome through intensive training. This research resulted in a web-based attendance system that not only enhances attendance management at Kalisusu Village Office but also provides a model that can be adapted by other village offices. The broader implications of this research include the potential for improved administrative efficiency and transparency at the village government level.    

Bertha Meyke Waty Hutajulu

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The application "Android-Based World State Flag Recognition" aims to provide users with information about the flags of countries around the world. The app is designed with a great interface and uses image recognition technology to identify flags. Users can explore flags, get brief historical information, and improve their knowledge of the visual aspects of the country's identity. The app uses up-to-date online resources to ensure the accuracy and relevance of flag information. The search feature allows users to quickly find the flag of a particular country. In addition, the app provides an exam mode to test the user's knowledge with a short quiz about flags. With the integration of Android technology, users can access this application easily on various mobile devices. The main goal is to provide an interactive and fun learning experience around the visual identity of the countries of the world.

Rudy Andree Hermawan; Nur Cahyo Wibowo; Seftin Fitri Ana Wati

Jurnal Sistem Informasi dan Ilmu Komputer 2024 International Forum of Researchers and Lecturers

In the rapidly evolving digital era, the demand for precious metals, especially gold, has significantly increased. Companies need to adopt modern technology to facilitate the ordering of precious metals effectively and efficiently. This study aims to design the user interface (UI) and user experience (UX) of a precious metal ordering application using the Design Thinking method, which involves the stages of empathy, definition, ideation, prototyping, and testing. Starting with problem identification and interviews to understand user needs, this study produces user personas and user flows that assist in creating wireframes and mockups of the application. The prototype is tested through usability testing using the System Usability Scale (SUS) and Maze to measure user effectiveness, efficiency, and satisfaction. The results show that the designed application enhances user experience with an intuitive and easy-to-use interface, achieving a usability testing score of 85 on the SUS and a task success rate of 90% on Maze, indicating that the Design Thinking method is effective in designing the UI/UX of a precious metal ordering application.  

Salsabila, Salsabila; Dede Irmayanti; Irsan Jaelani

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Aplikasi Purwakarta adalah aplikasi yang dapat memberi kemudahan bagi wisatawan yang berkunjung ke Kabupaten Purwakarta. Berdasarkan observasi terhadap fitur yang ada pada aplikasi Wisata Purwakarta dan pada ulasan di Play Store dan wawancara terhadap 5 orang pengguna aplikasi Wisata Purwakarta, ditemukan bahwa terdapat masalah di aspek UI dan UX pada aplikasi mobile Wisata Purwakarta. UI pada aplikasi Wisata Purwakarta memiliki masalah seperti penggunaan layout, typography, dan icon yang kurang cocok dengan konten yang disuguhkan. Penelitian ini menerapkan metode user centered design ini dikenal sebagai suatu proses berpikir komprehensif yang berkonsentrasi untuk menciptakan solusi yang diawali dengan proses understand context of use terhadap suatu kebutuhan tertentu yang berpusat pada manusia (user centered) menuju suatu inovasi berkelanjutan berdasarkan kebutuhan penggunanya. Metode ini memiliki 4 tahapan yaitu Understand Context of Use, Specify User Requirements, Design Solutions dan Evaluate Against Requirements Untuk melakukan pengujian atau test peneliti melakukan pengujian system usability scale. Hasil dari penelitian itu menghasilkan prototype aplikasi Wisata Purwakarta yang sudah di redesign. Berdasarkan pengujian prototype menggunakan metode System Usability Scale (SUS), rata rata nilai sus yang didapatkan sebesar 80,1. Dapat disimpulkan redesign aplikasi Wisata Purwakarta sudah dapat diterima karena memenuhi kategori acceptable.

Muhamad Dipa Maulana; Meriska Defriani; Muhamad Rafi Muttaqin

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Perancangan UI/UX sebelum memulai pengembangan aplikasi adalah langkah strategis yang krusial. UI/UX yang baik tidak hanya meningkatkan kepuasan dan retensi pengguna tetapi juga mengurangi biaya dan waktu pengembangan, serta membantu membangun brand yang kuat. Pada pembuatan aplikasi mobile perlu dibuatkannya UI/UX, UI/UX merupakan salah satu hal utama dalam pembuatan sebuah aplikasi yang menjadi faktor penentu dalam menaikan traffic penjualan. Activity Centered Design (ACD) merupakan pendekatan yang berpusat pada aktivitas yang menganggap aktivitas sebagai tujuan tingkat tertinggi dan memandang motivasi untuk berpartisipasi dalam suatu aktivitas dan hasil yang diinginkan dari berpartisipasi dalam aktivitas itu adalah sama. Proses ACD memiliki empat tahapan yaitu requirement, desain, implementasi dan evaluasi. Salah satu metode yang digunakan dalam perancangan antarmuka yaitu metode Activity Centered Design, metode ini dikenal sebagai suatu metode yang fokus pada aktivitas pengguna produk Setelah dilakukan hasil pengujian SUS dari 15 responden maka diperoleh dari nilai rata-rata atau SUS Score sebanyak 84,16. Penelitian ini menghasilkan rancangan interface prototype aplikasi mobile penjualan alat bulutangkis GOR Siti Sofiah dengan menggunakan metode Activity Centered Design dengam fitur yang telah disesuaikan dengan kebutuhan pengguna dan telah dilakukan pengujian menggunakan metode System Usability Scale (SUS). Berdasarkan pengujian usability dengan perhitungan System Usability Scale (SUS) diperoleh nilai rata-rata SUS sebesar 84,16 Berdasarkan hasil perhitungan tersebut menunjukkan bahwa rancangan prototype yang dibuat sudah memenuhi kebutuhan pengguna.

Riya Widayanti; Arif Apriansah; Sandy Lorent; Gideon Hatorangan Rajagukguk

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

The utilization of information technology has increased the efficiency and effectiveness of business processes, particularly in the transportation sector. To facilitate users, PT.  Kereta Api Indonesia (Persero) offers ticket booking services through the KAI Access smartphone application. However, this application has received considerable negative feedback regarding its usability, which jeopardizes its effectiveness, efficiency, and user experience. The purpose of this study is to evaluate the usability of the KAI Access application and identify areas needing improvement. The data collection method used is quantitative, following ISO 9241-11 standards, and involves several users to assess the three main aspects of usability: effectiveness, efficiency, and user satisfaction. The study's findings indicate that 40% of users experience difficulties in navigating and completing tasks within the application, highlighting issues with the interface design. The average time required to complete a task is 8 minutes,longer than similar applications, indicating a low level of application efficiency. User satisfaction is reflected by an average score of 3.2 out of 5, indicating a somewhat disrupted level of satisfaction. The analysis of the study results shows that the main issues lie in unclear navigation, incomplete information, unappealing visuals,and poor application performance. To improve the usability of the KAI Access application, it is recommended to make improvements in navigation design, provide clearer and more comprehensive information, refine the visual design, and optimize the application's workflow.

Rozaq Isnaini Nugraha; Supriyanto Supriyanto; Sigit Sugiharto

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

Effective sales transaction management is very important for retail businesses. This research aims to develop a comprehensive sales invoice information system at the Sari Agung Semarang store to improve the efficiency and accuracy of the sales process. The system is designed to simplify invoicing, maintain accurate inventory records, and provide complete sales reporting capabilities. This research involved analysis of current sales processes, system design with a user-friendly interface, and integration with existing accounting and inventory management software. Implementation of this system is expected to increase customer satisfaction, reduce the risk of errors, and provide valuable insights to support better decision making.

Usman Arfan; Margaretha Y. Douw

JTI : Jurnal Teknologi dan Informatika 2024 STMIK Pesat Nabire

This research develops a web-based information system for analyzing and evaluating visitor satisfaction at Kibito Amona Nabire Beach. The system collects automated data from online surveys, visitor reviews, and social media, which it analyzes to identify satisfaction patterns and trends. Using prototype methodology, the system was designed, developed, and tested to ensure accuracy and efficiency. The technology used includes MySQL for the database and Macromedia Dreamweaver for interface design. The results are expected to improve visitor satisfaction management, even though there are limitations such as limited access only to the beach area and site management by one admin.    

Rakhmadi Rahman; Abdul Khalik Hartono; Natasya taslim

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2024 Institut Teknologi dan Bisnis (ITB) Semarang

The rapid development of digital technology has led to the importance of intuitive and user-friendly operating systems. Windows, as one of the most widely used operating systems in the world, therefore we continue to strive to present a user interface (UI) that is not only functional but also easy to use. This journal discusses the project "Recreating Intuitive and User-Friendly User Interface for Windows Operating System: A User Experience (UX) Driven Approach" which aims to improve the Windows user experience through better UI design. The main objective of this project is to explore and implement design principles that can improve the overall user experience. With a user experience (UX) based approach, this project identifies weaknesses in the current Windows interface, seeks innovative solutions, and tests their effectiveness through comprehensive user research. In this research, we produced several new features that were introduced including grouping, app drawer, and widgets, all of which are intended to ease navigation and improve efficiency of use.

Ilham Ismail; Dhian Satria Yudha Kartika; Anindo Saka Fitri

Student Research Journal 2024 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

A muslim revert must be given guidance to learn more about his religion, as well as basic Islamic education to increase faith. This situation makes muslim revert need Islamic religious education learning media to accommodate the strong desire to learn, including basic Islamic material, worship guides, how to read the Quran, Muslim communities, guidance, etc. The purpose of this research is to design an Islamic learning application for muslim revert using the Five Planes method that produces good usability testing. This research will discuss the creation of a religious learning application interface design using the Five Planes method which focuses on human interests to solve problems and create new innovations, testing in this study was carried out based on recommendations from ISO 9241-11.. The final test score after two iterations. The result is that effectiveness gets 89.23% and efficiency gets 90% for five converts, and effectiveness 89.26% and efficiency 80.65% for five counselors, for satisfaction using SUS reaches a value of 77.5, and QUIS reaches 7.88 for converts and 6.60 for counselors. The test results obtained a good or good assessment.    

rudjiono, daniel; Rudjiono, Daniel; Setiyo Adi Nugroho; Agus Priyadi; Aprilia Ferawati Ndaumanu

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

Abstract -  Corn plants are one of the plants that are easy to grow and relatively fast to get results but also a plant that is vulnerable to pests and diseases. The symptoms that arise require an expert or agricultural expert to be able to diagnose. Limited time and expert labor is one of the causes of delayed diagnosis, causing a decrease in farmers' yields. This is the basis for making this expert system by adopting knowledge from agricultural experts about the symptoms of corn disease using the Forward Chaining method. To support the research conducted, researchers used the Research and Development (R&D) research method and the design used the Object Oriented Programming (OOP) method using the Unified Modeling Language (UML). Software is built using the PHP programming language, MySQL as a database, and Bootstrap as an interface design with a web-based system.    

Robinsar Naibaho

Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

PT BrickBern is a distribution company specializing in LEGO (Leg Godt) toy products. An efficient inventory information system is crucial for managing the diverse range of LEGO products and enables the company to meet customer demand effectively. The V-Model method was chosen as a structured development approach due to its advantages in well-defined development and testing stages, allowing for early error detection and correction. The research began with a needs analysis that included an in-depth understanding of the company's requirements for LEGO product inventory management. The system design phase followed, covering database design, user interface design, and adequate system architecture. Subsequently, the system was implemented and tested, and training was provided to users. The research outcome is a web-based inventory information system that supports PT BrickBern in managing LEGO product inventory more efficiently and in real-time, thereby enhancing PT BrickBern's operational efficiency in distributing LEGO products and increasing customer satisfaction. Furthermore, these findings can serve as a reference for similar companies looking to develop web-based inventory information systems using the V-Model method.  

Wulandari, Khofifah; Rahma, Didi Shaldy; Ridha, Azhari Ali

Dinamik 2024 Universitas Stikubank

Penelitian ini bertujuan untuk meningkatkan User Interface (UI) dan User Experience (UX) pada aplikasi Gramedia Digital, yang merupakan platform untuk mengakses konten digital seperti buku, majalah, dan e-book. Metode Human Centered Design digunakan dalam penelitian ini, dengan fokus pada pemahaman mendalam tentang pengguna, kebutuhan mereka, dan lingkungan penggunaan aplikasi. Data dikumpulkan melalui wawancara, observasi, dan survei untuk mengidentifikasi kebutuhan dan preferensi pengguna. Berdasarkan analisis sistem berjalan, perancangan ulang sistem, dan evaluasi ulang sistem pada aplikasi Gramedia Digital, ditemukan bahwa rekomendasi tampilan antarmuka aplikasi baru sesuai dengan kebutuhan pengguna, sehingga meningkatkan nilai usability aplikasi sesuai dengan harapan dan kebutuhan pengguna. Hasil penilaian menggunakan metode System Usability Scale (SUS) pada aplikasi Gramedia Digital awal menunjukkan skor rata-rata 41, yang berada di bawah rata-rata. Namun, setelah melakukan analisis terhadap sistem redesign menggunakan metode Human Centered Design, ditemukan skor rata-rata 80, yang menunjukkan bahwa aplikasi Gramedia Digital telah memenuhi nilai kegunaan yang diharapkan. Dengan peningkatan nilai usability sebesar 39, perancangan ulang sistem aplikasi Gramedia Digital telah mencapai tingkat yang dapat diterima oleh pengguna. Ini menunjukkan bahwa rancangan antarmuka pengguna (User Interface) aplikasi Gramedia Digital yang dibuat berdasarkan metode Human Centered Design lebih baik daripada sistem sebelumnya.

Takariyanto, Aditya Darmawan; Ocsa, Pratyaksa

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2024 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Abstrak –  Penggunaan website sebagai identitas dari suatu perusahaan saat ini sudah umum dilakukan suatu organisasi atau lembaga. Klinik Pratama Dr Jo adalah salah satu perusahaan yang menggunakan website untuk memperjelas identitas perusahaan, disamping fungsi lainnya seperti fungsi pendaftaran online. Namun dari hasil analisa awal, tampilan website tidak memenuhi standard beberapa aturan desain yang ada, mulai dari pengambilan warna yang kurang menegaskan identitas, serta tidak terdapatnya kontras pada warna sehingga beberapa aktivitas juga menjadi sulit untuk dimengerti pengguna. Pengambilan data dari pengguna dengan metode System Usability Scale (SUS) diperoleh skor website 41,83 dengan grade F, rating poor, dan memiliki tingkat penerimaan not acceptable. Untuk itulah penelitian ini melakukan perancangan ulang desain aplikasi menggunakan metode User Centered Design, yaitu perancangan dengan mengutamakan pengguna sebagai pusat dari penelitian. Setelah dilakukan perancangan ulang, pengambilan data dengan metode SUS menghasilkan skor 88,16 dengan grade A dan rating excellent yang berarti bahwa aplikasi memiliki tingkat penerimaan yang baik atau acceptable.

Nidia Enjelita Saragih; Fitriana Harahap; Robiatul Adawiyah; Fildza Hafazana; Husin Sariangsah

Ekspresi : Publikasi Kegiatan Pengabdian Indonesia 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This training aims to improve Mardhiyah Middle School students' skills in using Canva as a tool to create interesting and informative presentation material. Canva was chosen because of its easy-to-use interface and various graphic design features that can be accessed online. The Service Team carries out training methods including an introduction to basic Canva features, such as using templates, manipulating text, setting layouts, and integrating graphic elements. In addition, this training will focus on developing students' creativity in designing presentations that are aesthetic and easy to understand, taking into account the principles of effective design. The training material also covers color management strategies, information hierarchy, and techniques for arranging content that suits the target audience. It is hoped that after attending this training, students will be more confident in creating quality presentations, using modern technology to express their ideas and information in a visual and professional way. It is hoped that this can also prepare them to face the demands of competence in the current digital era.

Fawaid Asad; Yusuf Hariyoko

Mandub: Jurnal Politik, Sosial, Hukum dan Humaniora 2024 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Community Service in English means community service, which is an activity of helping the community in the form of several activities without expecting any form of reward. Community service is one of the pillars of the Tri Dharma of Higher Education, namely: education, research and community service. Universities not only carry out education for their students, but also carry out research and develop innovation, as well as preserve and develop superior knowledge that is beneficial to society. Data collection on marriages that have not been registered is a problem that is often faced in managing population data in many sub-districts. This article discusses the proposed solution through the development of the Kalimasada application to improve the quality of population data in Kedungdoro Village. The service method used involves the process of data collection, needs analysis, application development, and user training. The approach used is the use of mobile application-based information technology to facilitate the process of collecting data on unregistered marriages. The Kalimasada application is designed with an intuitive and easy-to-use interface, allowing sub-district officials to quickly record data on unregistered marriages. In addition, this application is equipped with an automatic data validation feature to reduce input errors and increase data accuracy. During the service process, training was conducted for the community about the importance of reporting unregistered marriages to subdistrict officers via the Kalimasada application. The results of implementing the Kalimasada application show a significant increase in data collection on unregistered marriages in Kedungdoro Village. With this application, the data collection process becomes more efficient and accurate, producing more valid and reliable data. Apart from that, public participation in reporting unregistered marriages has also increased, so that the data collected becomes more complete. In conclusion, developing the Kalimasada application is an effective solution for improving the quality of population data in Kedungdoro Village. The use of information technology in public administration can help speed up the data collection process and increase data accuracy. The next step is to expand the implementation of this application to other sub-districts and continue to carry out monitoring and evaluation to ensure its sustainability and effectiveness in the long term.

Mochammad Nabil Nugraha Ramadhan; Nur Cahyo Wibowo; Eka Dyar Wahyuni

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The ornamental fish market is growing rapidly due to the great interest in the hobby of keeping ornamental fish which is supported by technological advances.  Unfortunately, these technological advances also include problems that are still experienced by sellers and buyers, such as a lack of understanding of how to send fish and a lack of information about trustworthy sellers.  This research aims to formulate user needs and create an ornamental fish marketplace application interface using the Design Thinking method with good usability values.  This research discusses creating application interface designs using the Design Thinking method which focuses on users to overcome the problems above.  This research produces interface designs for 21 features with the main feature being a community that makes it easier for sellers to interact and displays ratings on stores to make it easier to find trustworthy sellers.  This research was carried out in two iterations, with the final test results in the second iteration being 92.85% (Learnability value) and 91.15% (Efficiency value) for five sellers.  Test results for five hobbyists / potential buyers obtained a Learnability score of 97.14% and Efficiency of 92.72%.  Meanwhile, Satisfaction (SUS) for both got a score of 83.5%.  The test results produced a good usability design.