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Sopia Ranty; Reni Aryani; Zainil Abidin; Noneng Marthiawati; Winny Laura

International Journal of Electrical Engineering, Mathematics and Computer Science 2025 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Waste management is increasingly critical due to the rising waste generated by community activities driven by a consumptive lifestyle. A key solution to this issue is the implementation of waste bank programs, though community participation and operational efficiency remain challenges, as seen with the Bangkitku Waste Bank in Jambi City. This study focuses on designing the user interface for the Bangkitku Waste Bank Information System using the design thinking method and evaluating the usability of the prototype. The design process followed the five stages of design thinking: empathize, define, ideate, prototype, and test, with data collected through interviews and observations. The analysis involved tools such as empathy maps, user personas, sitemaps, and user flows, with prototypes created using Figma. Usability testing was conducted with 10 participants, including administrators and customers, resulting in high usability scores—98 for administrators and 97 for customers. The majority of participants found the system easy to use, as indicated by responses on the Single Ease Question (SEQ) survey. The prototype met key usability criteria, improving both operational efficiency and community engagement in waste bank management. The findings demonstrate the system's potential to foster sustainable environmental practices and enhance the effectiveness of waste bank management.

Joko Bintarto

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The online learning media that has been designed and developed is called Ayo Belajar. Online learning media is a platform used to deliver learning materials to students via the internet. This learning media aims to help students learn more easily, anytime and anywhere, by accessing content in the form of text and videos.The research aims to design engaging and user-friendly learning media for students. Therefore, the UI/UX design is developed using the Design Thinking method. The process consists of five stages: initial product requirement, empathize, define, ideate, and prototype.Based on the System Usability Scale (SUS) testing results, Ayo Belajar received a "Good" category, with a Grade B, as evaluated from respondents' usage.

Tileng, Kartika Gianina; Lim, Alex Sander

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Human Resource Management (HRM) is a very important part of an organization. In the digital era, HRM can be done more efficiently through mobile applications that allow access to employee data, HRM processes, or online attendance. However, the ability of an HRM mobile application to succeed depends on the usability factor or ease of use by users.  Talenta is one of Mekari's business platforms that provides a complete solution for all Human Resources (HR) and payroll management issues. Talenta is an application that will be used for Usability Testing using Cognitive Walkthrough. The initial stage in starting Usability Testing on the mobile-based Talenta application with the Cognitive Walkthrough method begins with conducting a literature study, learning the system or application, then making scenario questions based on the system. Then, respondents will be asked to complete the scenario questions. The scenario data collected includes; data on success in completing the scenario, data on errors in completing the scenario, and data on the time required to complete the scenario. Finally, the interview stage will be continued with the respondents on the scenarios that have been carried out. The scenario and interview data will be analyzed to calculate the effectiveness and efficiency aspects of the Talenta application. After the analysis stage, users will be given a System Usability Scale (SUS) questionnaire to be answered using Google Form using a Likert scale. The results of the questionnaire will be analyzed using SUS calculations, and then suggestions and conclusions will be given in the aspect of user learning ability. After usability testing of Talenta mobile application using Cognitive Walkthrough and SUS methods, the following results were obtained: 78% effectiveness; 0.10 seconds efficiency; and 67 learning ability level. Talenta has met the usability criteria for mobile applications in general, including effectiveness and efficiency in using the ISO 9241-11 model. However, there are still shortcomings in the user learnability level. To improve the usability of this application, it is recommended to change the layout, menu, add features, as well as clarify some display features.

Elsie Naresvari; Susetyo, Yeremia Alfa

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2025 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

UMKM Jemari Ragil has successfully digitized its business by joining the e-commerce platform Shopee since September 2023 and reached international markets such as Malaysia. Although marketing strategies through Instagram, WhatsApp, and TikTok are effective, challenges arise from the limited understanding of technology by customers, who often need guidance in using E-commerce. This research aims to implement React JavaScript for the Jemari Ragil' MSME website. The goal is to overcome the main obstacles faced by the owner of Jemari Ragil. The research method includes problem and needs analysis, design and system design, implementation or application development, and system testing. The result of this research is the successful implementation of JavaScript React to build an efficient and interactive MSME website interface. Through the results of Usability Testing system testing and measured using the System Usability Scale (SUS) which resulted in a score of 76 with a good category, indicating that the system can be accepted by users and meets the established usability standards.

Feishal Azriel Arya Putra; Bibit Waluyo; Risqi Faturohman; Wahyu Dwi Purwoprasetyo; Ito Setiawan

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research aims to evaluate the level of usability and user satisfaction with the Amikom University Purwokerto student affairs website using the System Usability Scale (SUS) method. This method was chosen because of its simplicity in providing reliable and fast results through a survey based on 10 statements with a Likert scale. The research respondents were active students at Amikom University, Purwokerto, who were selected using a sampling method based on the Slovin formula with a total sample of 97 respondents. Data is collected through an online questionnaire that measures aspects of convenience, satisfaction and system reliability. The analysis results show an average SUS value of 58.85, which is classified in the Marginal Low category based on the interpretation of the SUS scale. These findings indicate that the website has not fully met user expectations in terms of usability, even though it provides relevant features and services. Therefore, improvements are needed in user interface elements, navigation, and design consistency to improve user experience. This research makes an important contribution to the development of information systems in higher education by identifying weaknesses that can be improved to achieve better efficiency and satisfaction.

Roosdiono Roosdiono; Astri Ghina

International Journal of Economics and Management Sciences 2025 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Finpay Link, developed by PT Finnet Indonesia, is a unique URL generated by the Finpay Payment Gateway system to facilitate payment transactions via email, SMS, or messaging apps like WhatsApp. Designed to simplify transactions for MSMEs, it aims to contribute significantly to the company’s revenue through increased business transactions. However, since its launch in 2019, Finpay Link has not met the expected revenue targets, prompting the need for new innovations based on the existing product. Given the high adoption of WhatsApp in Indonesia, with 90.9% of social media users active on the platform, this study explores the design and development of a WhatsApp-based application using the design thinking approach. Aimed at MSMEs, this application is intended to drive business transactions and revenue. This qualitative case study employs observation and in-depth interviews for data collection. The study results include the design of new features like payment processing and transaction history tracking. Prototype testing using the System Usability Score (SUS) yielded an 89.5 score, indicating high usability. Positive feedback from users confirmed the value of the payment and transaction tracking innovations. Despite time limitations, this research provides a foundation for future enhancements and can serve as a reference for applying design thinking in business app development.

James Adekunle Adedokun; Adeyinka Ayoola Olabode

Proceeding of the International Conference on Global Education and Learning 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study evaluates the effectiveness of AI-powered tutoring systems in enhancing personalized English language learning among students in Colleges of Education in Lagos State, Nigeria. The primary objectives include assessing the impact of these systems on students' English proficiency and evaluating their perceptions of usability and effectiveness. Guided by four research questions, the study aims to provide insights into the integration of AI in educational contexts. Employing a survey research design, the study targeted a population of approximately 50,000 final-year students across several Colleges of Education. A sample of 400 students was selected using a combination of convenience and stratified random sampling techniques, ensuring representation from two institutions: the Federal College of Education (Technical) Akoka (FCET) and the Adeniran Ogunsanya College of Education (AOCOED). A structured questionnaire with 30 items was developed and validated, achieving a reliability coefficient of 0.81. Data collection methods included both in-person and online approaches, yielding a response rate of 74.5% (298 completed questionnaires). Data were analyzed using descriptive statistics and t-test for hypothesis testing. The findings revealed a significant difference in English language proficiency between students using AI tutoring systems and those using traditional methods, with the AI group reporting better outcomes. Additionally, students expressed mixed perceptions regarding the usability of AI systems. Major recommendations include enhancing AI system functionalities, providing comprehensive training for users, and addressing technological barriers to ensure effective implementation. This study underscores the potential of AI in education while highlighting the need for ongoing improvements and support mechanisms.

Hakim, Ghaeril Juniawan Parel; Simangunsong, Gandi Abetnego; Muhammad Raf'i Rusafni; Wien Kuntari

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Gigs Wear adalah sebuah startup konveksi yang bertujuan menyediakan layanan pembuatan lanyard, ID card, dan kaos custom berkualitas tinggi dengan harga terjangkau. Penelitian ini menggunakan metode design thinking untuk merancang antarmuka pengguna (UI) website Gigswear.co. Dengan fokus pada kebutuhan pengguna, lima tahapan design thinking diterapkan, yakni empathize, define, ideate, prototype, dan testing. Pengujian dilakukan menggunakan System Usability Scale (SUS), yang menunjukkan hasil sangat baik dengan tingkat keberhasilan rata-rata 100%. Temuan ini membuktikan efektivitas pendekatan design thinking dalam meningkatkan pengalaman pengguna, yang pada akhirnya mendukung keberlanjutan usaha Gigs Wear.

Nur Rizka Alya Putri Sinurat

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

The aim of this research is to design and build an online marriage registration service information system at the KUA Tinggi Raja District using the CodeIgniter framework which can support or facilitate marriage registration at the KUA Tinggi Raja District. The research method used in this research is a qualitative method with the waterfall system development method. The applications created are designed using Unified Modeling Language (UML) including Use Case Diagrams, Activity Diagrams, Sequence Diagrams, and Class Diagrams. The software used in designing this application uses the PHP programming language, XAMPP as the web server, MySQL as the database. The result of this search is an application for the Tinggi Raja Regency KUA Online Marriage Registration Service so that this application can support the Telluwanua Regency KUA Online Marriage Registration Service. The application was tested using the black box test method and results were obtained without program errors, while for questionnaire testing using usability the results were very in line with the score, namely utilization of 96%. Hopefully this application can help online marriage registration services at the KUA Tinggi Raja District. 

Latief Naufal Andryanto

Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to develop a web interface for a digital wedding invitation service provider (Fairytale) using the User-Centered Design (UCD) approach. The research method follows the UCD approach, consisting of four main stages: (1) understanding the context of use, (2) identifying user needs, (3) designing solutions, and (4) design evaluation. Data collection involved 36 respondents through questionnaires, interviews, and usability testing. The findings highlight three key functional requirements: template customization (94.4%), guest list management (88.9%), and digital RSVP (86.1%). The implementation of UCD resulted in significant improvements in usability metrics: task success rate increased from 65% to 91.7%, error rate decreased from 35% to 8.3%, and user satisfaction rose from 3.2 to 4.3 (on a 1-5 scale). Mobile-first optimization became a central focus, given that 72.2% of users prefer accessing the platform through mobile devices. This research contributes to the development of the UCD model for digital platforms in Indonesia and provides practical guidelines for user-centered interface development. The study's limitations include a small sample size and a geographically focused scope, suggesting opportunities for future research with a larger scale..

Ito Setiawan; Zulfa Ummu Hani; Serli Serli; Syawalia Rahayu; Wini Audiana

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

The purpose of this research is to evaluate the usability of the website by students of Amikom University Purwokerto using the usability testing method. In today's digital world, websites have become the primary tools for communication and information for educational institutions. Therefore, it is important to ensure that the website meets the needs and expectations of users. The methods used in this study include data collection through a questionnaire designed to measure five key variables: learnability, efficiency, memorability, errors, and user satisfaction. This questionnaire was distributed to students to gather comprehensive feedback regarding their experiences while using the website.The research results indicate that there are many aspects that need improvement to enhance the user experience, including ease of navigation and the speed of information delivery. The lower scores on the memorability index suggest that users experience difficulties recalling how to use certain functions after not visiting the website for a certain period. Additionally, several performance issues and errors were found that could hinder users from achieving their goals on the website. We hope that these findings can provide useful recommendations for the development of educational websites to be more efficient and user-friendly. Given the negative aspects identified, it is hoped that the user experience can be improved so that the website can function as a source of information and services for students.  

Kamal, Angelina Gabriella; Wahyono, Teguh

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

Distance learning has become a supporting tool in education in the digital era. Improving the quality of education requires changing new, more efficient learning methods by designing E-Learning applications for learning media. The Manado State Christian Institute already has an Information System platform which aims to facilitate student registration and administration. To improve the quality of education, an E-Learning application is needed. The aim of this research is to design an E-Learning application as a distance learning platform that facilitates communication between students and lecturers in accessing material, assignments, challenges and exams. System design is carried out using Unified Modeling Language (UML) based modeling. Based on the results of usability testing, a score of 95.2% was obtained, which means that the E-Learning application is very good to use based on the experience of 5 respondents representing the Manado State Christian Institute.

Nurul Aini; Fajar Ratnawati

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

The Communication, Informatics, and Statistics Agency (DISKOMINFOTIK) of Bengkalis is a government institution focused on information and statistics. One of the media used for information dissemination is the DISKOMINFOTIK Bengkalis website. The website of the Communication, Informatics, and Statistics Agency of Bengkalis District offers several information options such as the agency profile, work units, public information, agendas, announcements, contact details of DISKOMINFOTIK Bengkalis, as well as news published by DISKOMINFOTIK Bengkalis. Therefore, the DISKOMINFOTIK Bengkalis website is considered a significant medium for both the agency itself and the public. Hence, software quality becomes an important consideration as it directly affects the website's performance. For this reason, testing needs to be conducted on the DISKOMINFOTIK Bengkalis website. This research addresses 11 factors in McCall, namely Correctness, Reliability, Usability, Integrity, Efficiency, Reusability, Portability, Interoperability, Maintainability, Flexibility, and Testability. Testing is done in two ways: with testing tools and with questionnaires submitted to users and system developers. The results of testing conducted with questionnaires yield quality scores of Correctness 77,66%, Reliability 77,8%, Efficiency 79,01%, Integrity 77,31%, Usability 77,67%, Portability 77,31%, Maintainability 90%, Testability 90%, Flexibility 93,3%, Reusability 95%, Interoperability 90%, so the average quality is 84%.

Hairul Fadli; Fajri Profesio Putra

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

The development of technology and easy access to the internet has affected reading habits, with digital novel platforms becoming popular as an alternative to reading. However, novelists face obstacles in publishing their works, due to fierce competition in the publishing industry. The proposed solution is to build a multiplatform application system as a platform for novelists to publish their works using the Laravel API. The development method used is Waterfall, which consists of five stages of development. This application will provide features that facilitate interaction between novelists and readers, such as likes, comments, and uniquely there is a feature to listen to novels via voice for users who prefer to listen rather than read, with a text-to-speech system. In addition, the app allows novelists to build a stronger fan base. This research aims to provide a practical and efficient platform for novelists to write, edit and publish their works online through the features provided in the application. System testing was carried out using the System Usability Scale (SUS) method to get a score of 79.5 including the Good category with grade scale B. The programming language used in the development of this application is Flutter, which allows the creation of multiplatform applications with responsive and consistent performance on various devices.    

Latifah Nurul Habibah; Indrawan Ady Saputro

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

This study focuses on the design of the user interface (UI) and user experience (UX) for a pizza shop application using the Design Thinking method. Aiming to enhance convenience and efficiency in the ordering process, the method involves five stages: empathize, define, ideate, prototype, and test. The UI design is developed to ensure an attractive and user-friendly interface, while the UX emphasizes ease of navigation and user satisfaction. The resulting prototype includes essential features such as product menus, shopping cart, and order tracking. Usability testing shows that the application effectively simplifies online pizza ordering, improving the overall shopping experience for users.

Ghedza Natava Blesynky Exzin; Rizqi Aini R; Edi Kurniawan; Romanda Annas Amrullah

Jurnal Manuhara : Pusat Penelitian Ilmu Manajemen dan Bisnis 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

PT Serasi Shipping Indonesia is a company operating in the field of transportation and ship agency. Based on the results of observations during land-based practice in related research, researchers found several obstacles that could cause low effectiveness and gaps in the process of procuring goods on ships. Some of the problems that occur are that in the procurement process goods often have to arrive so that it has less impact on time effectiveness. Apart from that, the participating vendors do not comply with the company's SOP, so price conditions often occur. Based on these problems, an innovation is needed to overcome these problems with the existence of My Vendor. This research was developed using the Software Development Life Cycle (SDLC) method. The results of the application design are intended for 3 main user parties, namely PT Serasi Shipping Indonesia, PT Teknik Samudra Indonesia, and PT Thufail Segara Tama. The results of this research are in the form of an application design that has been integrated into the procurement process for necessary goods. The design and build process has 6 stages, namely planning, development, system design, implementation, testing and application maintenance. The researcher carried out 2 tests, namely using User Acceptance Testing (UAT) and obtained program correctness function results and output of 100%. Apart from that, based on the results of the usability function, the percentage of feasibility for the accumulated presentation was 95 percent. This means that the design that has been created is suitable for use.  With the proposed digitalization system, it is hoped that it can become a bridge to solving problems based on appropriate trials. Apart from that, researchers hope that the proposed application will not only be for one company but will later be developed more widely for other companies and become a more useful and efficient business opportunity.

Mochamad Sofyan; Agus Budiyantara

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

The presence of employees in the company refers to their physical availability and mental involvement in carrying out their assigned duties and responsibilities. This includes punctuality, productivity, as well as positive contributions to company culture and achievement of organizational goals. The aim of the research conducted on employee attendance is to show how high the level of efficiency in using the attendance application is by comparing the TAM and UAT methods so that the difference in this concept determines whether employee responses are accepted or not. utilization of this technology, the TAM method is a framework for understanding technology adoption behavior based on user perceptions of usability and ease of use, while the UAT method testing is the process of testing software by end users to ensure suitability to business needs. The final comparison results obtained by the TAM and UAT methods had percentages of 84.69% and 87.38%. which is categorized as good in terms of utilization of attendance applications for employees.

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.  

Bryan; Saputri, Theresia Ratih Dewi

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

Hipertensi merupakan salah satu penyakit tidak menular yang umum terjadi di dunia. Salah satu penyebab umum hipertensi adalah pola makan yang tidak sehat. Dalam menanggapi hal tersebut, Dietary Approach to Stop Hypertension (DASH) disarankan sebagai pola makan yang efektif untuk mengurangi tekanan darah. Meskipun telah terbukti efektif, penderita hipertensi masih belum dapat menerapkan pola makan tersebut secara konsisten. Salah satu faktor penghambat penerapan pola makan DASH adalah ketidaktahuan penderita hipertensi dalam memodifikasi pola makan sesuai anjuran yang ada. Berdasarkan permasalahan tersebut, penelitian ini bertujuan untuk merancang pembuatan aplikasi pola makan DASH bagi penderita hipertensi berbasis mobile yang dapat memberikan rencana makan sesuai pola makan DASH. Rencana makan dalam jangka waktu tujuh hari yang dibuat setiap harinya meliputi sarapan, makan siang, dan makan malam. Menu makanan akan dirancang dan disesuaikan dengan jumlah kebutuhan kalori harian. Penderita juga dapat memantau asupan natrium sesuai dengan makanan yang telah dikonsumsi. Sebelum mengembangkan aplikasi, usability testing dilakukan menggunakan metode heuristic evaluation untuk mengevaluasi desain pada prototype. Pengembangan aplikasi dilakukan menggunakan metode waterfall model dengan arsitektur BLoC. Aplikasi mobile dikembangkan menggunakan bahasa pemrograman Dart, framework Flutter, Bloc, Firebase, dan Edamam untuk sistem operasi Android. Pengujian black box kemudian dilakukan dengan metode functional testing. Setiap fitur yang diujikan berhasil berjalan sesuai yang diharapkan dan dinyatakan lolos pengujian. Hasil penelitian menunjukkan bahwa aplikasi Milda dapat digunakan oleh penderita hipertensi untuk menjalankan pola makan sehat dengan memberikan rencana makan sesuai dengan pola makan DASH. Rencana makan yang diberikan mendorong penderita hipertensi untuk memulai atau mencoba kembali pola makan DASH. Selain itu, variasi menu makanan yang menarik juga mendorong penderita hipertensi untuk lebih konsisten dalam menjalankan pola makan DASH.

Zakia Access Asmaul Khusna; Yovi Litanianda

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

This research tests the usability of the platform on new students of Informatics Engineering. Usability of is measured through three main variables: effectiveness, efficiency, and user satisfaction. Data was collected through pre-test and post-test involving 20 respondents using questionnaires and practical tasks. 20 respondents using questionnaires and practical tasks. The results of the study showed that the effectiveness and efficiency of the Scratch platform increased significantly from the pre-test to the post-test, reaching a level of effectiveness and efficiency, showing that the time required to complete programming tasks is reduced once users are familiar with the platform. User satisfaction also increased, with the majority of respondents feeling more comfortable and interested in using Scratch after testing. This research concludes that the Scratch platform is effective and efficient as a programming learning tool for new Informatics Engineering students.