The quality of user experience (Quality of Experience/QoE) in YouTube video streaming services is highly influenced by the quality of network service (Quality of Service/QoS). QoS measurement is conducted using Wireshark software with parameters such as throughput, packet loss, delay, and jitter, and assessed based on the TIPHON standard. Meanwhile, QoE is evaluated through a survey of 30 respondents and measured using the Likert scale.The analysis results indicate that QoS falls into the "Good" category, with a throughput of 1,545.45 kbps at 51.5%, 0% packet loss, 5.69 ms delay, and 0.0015 ms jitter. Additionally, the average QoE score of 4.55 suggests that the user experience is also considered good. Further analysis reveals a correlation between QoS and QoE, where a more optimal network quality positively impacts user experience. These findings provide insights for service providers to optimize streaming quality to meet user expectations.
Advancements in information technology have created significant opportunities for more efficient spatial data management, including the mapping of government buildings. To support this effort, this study develops a web-based geographic information system for mapping government buildings in Bandung City using Leaflet.js. The system aims to facilitate interactive map visualization and provide more accurate and structured access to spatial data. The Agile method is applied in the system development process, consisting of six main stages: needs identification, design, development, testing, implementation, and evaluation. The system is designed using the Laravel or CodeIgniter framework as the backend and Leaflet.js for dynamic spatial data presentation. The research results indicate that the system can display geographic information accurately and interactively while supporting search, filtering, and responsive map display features across various devices. Additionally, the Agile approach has proven to enhance development efficiency and user experience. With this system, the government can manage building data more effectively, transparently, and efficiently to support planning and decision-making based on spatial data.
Advancements in modern information technology continuously require companies to present complex data more effectively, especially within the scope of sales management and business decision-making. Dashboards are essential, interactive tools that enable professionals and managers to make strategic decisions quickly, confidently, and based on accurate data visualization. This study focuses on designing an intuitive and user-centered Sales Monitoring Dashboard UI/UX for One Direction at PT. XYZ by applying the five iterative stages of the Design Thinking method, namely empathize, define, ideate, prototype, and test. Key user needs identified include real-time performance summaries, streamlined navigation flow, informative visual hierarchy, and visuals that remain consistent with corporate identity and brand values. The System Usability Scale (SUS) test involving 19 respondents resulted in an excellent average score of 80.92. These findings demonstrate that the Design Thinking approach effectively produces a user-friendly, consistent, and data-driven dashboard interface that supports timely, accurate, and informed business decisions.
JakLingko is a digital-based public transportation integration system developed to facilitate access to various transportation modes in Jakarta. Along with the increasing number of users, reviews on the JakLingko application reflect user experiences and perceptions. This study aims to analyze the sentiment of user reviews on the Google Play Store using the Naïve Bayes method. Data collection was conducted through web scraping, resulting in 3,260 reviews. The data were preprocessed, sentiment-labeled, and classified using Orange Data Mining. The research applied a quantitative experimental approach with a machine learning framework. The classification results showed that neutral sentiment dominated user reviews, followed by negative and positive sentiments. The Naïve Bayes model achieved 100% accuracy based on the confusion matrix and other evaluation metrics such as precision, recall, and F1-score. The findings highlight that Naïve Bayes can be a reliable approach for analyzing public opinion and serve as a reference for evaluating and improving digital service applications.
This study designs and implements Bank Jali, a web-based bank queue system that applies a queue data structure with the First In First Out (FIFO) principle to improve service efficiency. The research and development method includes requirement analysis, design, implementation, testing, and evaluation. The application is built with HTML, CSS, and JavaScript, storing queue data temporarily through localStorage so the entire process runs client-side without a dedicated server. Key features include online queue registration, digital ticket generation, real-time status monitoring with waiting-time estimation, and an admin dashboard for managing teller and customer service queues. Testing shows the system operates reliably, processes queues according to FIFO, and provides a practical, lightweight user experience across devices.
Nava Rent Car is a car rental service business located in Batam. Many customers have complained about the difficulty in making reservations and obtaining detailed information about the vehicles and services offered. To address this issue, the author designed a more informative, functional, and appealing User Interface (UI) website to support the marketing of services. This design was developed using the Design Thinking method with SWOT analysis techniques. This approach was chosen because it focuses on the user, helping to deeply understand their needs, desires, and problems. The Design Thinking process consists of five steps: empathizing to understand the user's problems, defining the problem, ideating solutions, prototyping, and testing the design for user feedback. The result is a high-fidelity website prototype that illustrates the user flow and measures how well the design meets user needs and provides an optimal experience. Feasibility testing showed positive responses, especially regarding the interface design, clarity of vehicle information, and available features. It is expected that this design will help Nava Rent Car enhance its marketing strategy and expand its business reach.
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Quality assurance is a crucial foundation for universities to ensure quality, accountability, and sustainable governance. Digital transformation in higher education quality governance requires an efficient, informative, and easy-to-use system. This study aims to design a prototype dashboard for an Internal Quality Assurance Information System based on user needs using the Design Thinking approach with a case study of the Sekolah Tinggi Teknologi Terpadu Nurul Fikri. The research process involves five main stages: Empathize, Define, Ideate, Prototype, and Test. Data was collected through interviews with quality assurance unit personnel and analyzed to formulate visual solutions that address user needs. The dashboard prototype was tested using the User Experience Questionnaire (UEQ) method and yielded positive scores across all dimensions, particularly clarity and stimulation. These results indicate that the developed design is capable of providing an effective user experience in supporting the implementation of the internal quality assurance system.
The manual credit application process often takes a long time and is prone to various problems, such as recording errors, data redundancy, and the risk of losing important documents. These conditions not only hamper service effectiveness but can also reduce customer satisfaction and the performance of the officers involved. Therefore, this study aims to design and develop a Progressive Web App (PWA)-based credit application system using the Rapid Application Development (RAD) method. This system is expected to be a more efficient, faster, and more accurate solution than the current manual mechanism. PWA was selected based on its ability to provide universal access through a browser without the need for additional application installation, making it more practical for both customers and officers. Meanwhile, the RAD approach allows for an iterative and flexible system development process, with direct user involvement from the design stage through implementation. This aims to ensure the system is truly aligned with real-world needs. The development results indicate that the designed PWA system is capable of supporting the tasks of Account Officers (AO) and Division Heads in managing credit application data. The process includes the pipeline stage, submission, field survey, and credit realization, which is well-documented and accessible in real time. Functional testing using the Black Box Testing method proved that all features functioned according to established specifications. Furthermore, usability testing using the System Usability Scale (SUS) method yielded satisfactory scores, indicating the system's high usability and positive user experience. Therefore, this PWA-based credit application system not only improves process effectiveness and efficiency but also supports transparency, data accuracy, and user satisfaction.
This article examines the crucial role of spatial communication, particularly through signage systems, in the effective implementation of functional zoning in academic libraries. Using a comparative case study method at the Bandung Institute of Technology (ITB) and Telkom University Libraries, this research analyzes how different visual communication strategies influence students' perceptions, behaviors, and sense of place formation.The findings indicate that the explicit and strategic visual communication approach at Telkom University successfully creates high spatial legibility and strengthens collective place identity. In contrast, the weak and ambiguous visual communication at the ITB Library causes users to rely more on personal habits, intuition, or previous experiences in accessing and utilizing the space. This not only hinders the formation of a coherent sense of place but also creates confusion that potentially degrades the quality of the user experience. The mismatch between spatial functions and user expectations leads to inefficiencies in facility utilization and disrupts user comfort within zones that should have clear functional boundaries, such as quiet zones, collaborative zones, and discussion zones. Furthermore, this article highlights the importance of integrating graphic design and architecture in creating a cohesive spatial experience. A consistently designed, informative, and aesthetically pleasing signage system not only enhances users' spatial orientation but also becomes a crucial element in shaping perceptions of the institution's character.
The implementation of a recommendation feature in the courier service selection system on e-commerce platforms is a technological innovation aimed at improving logistics efficiency while providing a more optimal user experience. Through this feature, consumers can find alternative delivery services based on certain indicators, such as cost, estimated time, and service quality. However, in practice, the implementation of recommendation features has the potential to raise legal issues when platforms prioritize internal couriers or certain partners without transparency and clear objective indicators. This situation can lead to discriminatory treatment, limit market access for other businesses, and reduce consumer freedom in choosing services. This study aims to analyze the implementation of recommendation features by e-commerce platforms from a competition law perspective, specifically based on Law Number 5 of 1999 concerning the Prohibition of Monopolistic Practices and Unfair Business Competition. The method used is normative juridical research with a descriptive-analytical approach, through the review of secondary data in the form of laws and regulations, literature, and the practice of implementing recommendation systems in the digital industry. The research results indicate that recommendation features that unilaterally prioritize internal couriers without objective basis and without information transparency have the potential to violate Article 19 letter d of Law Number 5 of 1999. This practice can hinder competition, close opportunities for other courier service providers, and create distortions in the digital logistics ecosystem. Therefore, this study recommends that recommendation features in e-commerce be designed in a neutral, transparent manner, and based on objective indicators, such as rates, estimated delivery times, and service performance. This will maintain healthy business competition and protect consumers' rights to obtain the best service options.
This research aims to develop an Augmented Reality (AR) application as a navigation aid and facility introduction tool in the Informatics Engineering Building of Bengkalis State Polytechnic. This application is specifically designed to help new students and visitors understand and navigate the complex campus environment. By utilizing AR technology, the application provides an interactive guide that displays routes to various laboratories and presents detailed information about available facilities. The method used in developing this application is the Multimedia Development Life Cycle (MDLC), which consists of five stages: planning, design, development, testing, and launch. In the planning stage, a user needs analysis is conducted to ensure that the developed application meets the expectations and needs of end users. The design stage includes the creation of user interaction flows and visual interfaces, while the development stage involves the integration of AR technology with location data and campus facility information. Testing is conducted to ensure the functionality and accuracy of the navigation features and the quality of the user experience before the application is launched. The results of this study indicate that the AR application is able to provide a more interactive and informative experience than conventional media. New students and visitors can easily find laboratory locations and obtain a clear overview of campus facilities. In addition to improving navigation efficiency, this application also supports the adoption of digital technology in the campus environment. Thus, this research not only contributes in terms of ease of access to information, but also encourages the use of AR technology in the world of education, especially at Bengkalis State Polytechnic.
A wedding is an important event in a person's life that requires various careful preparations, one of which is sending invitations to guests. This research aims to create an Android-based wedding invitation booking application that utilizes Augmented Reality (AR) technology with a Design Thinking approach. This approach includes five main stages, namely empathize, define, ideate, prototype, and testing, to ensure that the developed application is truly in accordance with the needs and expectations of users. With AR technology, users can view and interact directly with virtual invitations through digital devices such as smartphones, which provides a more engaging, interactive, and modern visual experience than conventional physical invitations. The app's key features include invitation design selection, content customization (name, location, date, and couple's photo), as well as simulated invitation display with three-dimensional effects via AR. The app also allows users to store, share, and place orders directly through an integrated system. The results of the evaluation conducted using the System Usability Scale (SUS) method showed a score of 75.3. This score indicates that the app has a good usability level and is positively received by the majority of respondents. In addition, this application is considered to be able to increase efficiency in the invitation ordering process and provide a more modern and personal impression to users and invited guests. The conclusion of this study is that AR-based wedding invitation booking apps not only serve as a practical tool, but also become digital innovations that enrich the user experience in modern weddings. This research is expected to make a real contribution to the development of creative information technology and inspire other developers to create similar solutions that are innovative, efficient, and relevant to the needs of the times.
The research examined interactive text as a possible interactive form of pictorial communication for generation z meaningfully engaging on online platforms. By adopting a three-phase methodology towards design, realización and evaluation, the research examines how much movement, responsiveness and user interactivity influences the interpretation of the the communicative message and the emotional. The research uses an interweaving of methodologies. Methodology usability testing, engagement analytics and qualitative indicators, which indicate kinetic text, format variations, and animation responsive were more interesting, easier to understand, and shareable than static texts. Findings suggest participants read as a participant and active, as opposed to passive, which wasn't related to their use of interactions. At last the results deliver positioning for interactive text read as a new thinking strategies for the needs of generation z for authenticity and enable discourse regarding potential opportunities for augmented reality and artificial intelligence-enabled personalization
The advancement of information technology has had a profound impact on education, including at the Universitas Bina Sarana Informatika (UBSI), where My Best, an elearning application, was created. With this program, users may participate in a variety of academic tasks, including online attendance, discussions, assessments, assignments, and course materials. But pupils continue to face usability difficulties. The System Usability Scale (SUS) technique is used in this study to assess the usability of the My Best program. The approach included 35 current UBSI students who have been using the My Best software for more than seven semesters. According to the assessment, the average SUS score was 70, which is considered to be rather high but still needs work in terms of interface usability and user-friendliness. As a result, although the My Best app is thought to be helpful in fostering learning, improvements are needed to enhance the whole user experience.
Information systems can be technically defined as a set of interconnected components designed to support decision-making and drive organizational operations. PT Asuransi Takaful Keluarga utilizes an information system in the form of the Takaful eCard mobile application, which facilitates registration and access to outpatient and inpatient insurance services at partner hospitals. Over time, several usability issues have emerged related to the application's user interface (UI) and user experience (UX). To evaluate user satisfaction and comfort levels, usability testing was conducted using the Heuristic Evaluation method. This method assesses UI design flaws based on 10 established usability principles. The evaluation revealed design issues in (H2) question Q6, (H3) question Q7, and (H10) questions Q27 and Q28. These issues are primarily related to the absence of new feature additions, ineffective message dialog boxes, and the lack of a user guidance module. The findings highlight the need for UI/UX improvements to enhance user interaction with the Takaful eCard application.
This study aims to analyze student acceptance of the use of mobile-based learning media and augmented reality (AR) in the Electrical Circuit course at the Electrical Engineering Study Program at Padang State University. Using a mixed method approach, this research combines quantitative techniques through the Technology Acceptance Model (TAM) and qualitative approaches to explore student experiences through interviews. The results show that students' perceptions of ease of use (PEOU) have a significant effect on perceived usefulness (PU), which then affects attitudes towards use (ATU) and acceptance (ACC) of AR learning media. However, the relationship between PEOU and ATU, as well as PU and ATU, is not significant, indicating that affective aspects still need attention to increase positive attitudes towards the technology. Based on these findings, it is recommended that learning media developers pay attention to the user experience dimension and involve social factors and support in learning so that technology acceptance can be optimized. In conclusion, the successful integration of AR technology in education depends not only on convenience and usability, but also on emotional and social experiences that can support a more thorough learning process.
The digitalization of cultural preservation through education is crucial in the digital era. The Betawi Cultural Community, Sanggar Bale Bambu in Depok, West Java, faces challenges in introducing Betawi culture to the public, particularly in the documentation and management of cultural services. Although many studies on cultural digitalization exist, few educational applications directly collaborate with cultural communities and support cultural services. This study aims to design the User Interface (UI) and User Experience (UX) of a mobile application as a learning medium for Betawi culture and cultural services, beginning with user needs identification to minimize development errors. The method used is Design Thinking, which emphasizes empathetic understanding of user needs and produces innovative solutions. The research process includes problem formulation, empathy, ideation, responsive prototyping using Figma, and qualitative Usability Testing. The result is an application Prototype with six main educational features: pencak silat, ondel-ondel, Betawi music, Betawi accessories, lenong, and palang pintu. Testing showed that the application is easy to use, informative, and effective as a digital medium for introducing Betawi culture. Further research can continue with in-depth quantitative Testing, back-end integration, and broader user Testing for additional validation.
This study explores the digital transformation of public services through SAMSAT Digital in Lumajang, Indonesia, focusing on the perceptions of the younger generation. The implementation of SAMSAT Digital aims to improve accessibility, efficiency, transparency, and user experience in vehicle administrative services. The research highlights that the success of this digital innovation depends on key factors such as ease of use, data security, and service speed. The integration of advanced features like intuitive interfaces, proactive notifications, AI-powered chatbots, and flexible digital payments significantly enhance user satisfaction and adoption, especially among tech-savvy youths. Challenges such as limited digital literacy and infrastructural issues require continuous education and infrastructure improvements. Overall, the findings demonstrate that effective digital service innovation, supported by a strong commitment to security, usability, and infrastructural development, can foster more effective, transparent, and inclusive public services, contributing to better quality of life and modern governance.
The on-demand economy has transformed consumer expectations, demanding fast, transparent, and efficient services. However, the MSME printing sector in Indonesia is often still hampered by manual processes that cannot meet these demands. This research aims to design and validate an on-demand printing service platform interface that acts as a digital bridge between customer demand and MSME production capacity. Using a User-Centered Design (UCD) methodology, a high-fidelity interactive prototype was designed and validated through usability testing with 20 respondents. The test results demonstrated excellent usability, with an average task completion rate of 93%, an overall relative efficiency of 91.4%, and a user satisfaction score of 88%. These results validate that the platform design focusing on instant ordering flows, real-time price calculation, and a job management dashboard for service providers successfully creates an effective and satisfying user experience. The implication of this research is a validated platform model that can serve as a catalyst for printing MSMEs to adapt to the on-demand economy, increase their competitiveness, and participate in the broader digital ecosystem.