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Riky Apriadi; Rendy Andika; Syahadatillah Syahadatillah; Tata Sutabri

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

Karya Karsa application is one of the important platforms in providing diverse services to users in various fields. This article analyzes the quality of services provided by the application with a focus on user satisfaction, ease of use, response from service providers, as well as direct evaluation of user interaction with the application. This research was conducted through an online survey of Karya Karsa application users and direct application usage analysis. The survey results showed the satisfaction of most users with the services provided, but also highlighted areas of improvement related to the user interface that needs to be more intuitive. Analysis of application usage revealed good transaction speed, but showed potential improvements in response to users during peak hours. Recommendations focus on improving the user interface, enhancing the infrastructure and responsiveness of the application, and improving customer support. It is expected that the implementation of these recommendations will improve the service quality and user experience of the Karya Karsa application, strengthening its position as a reliable platform for the community to access the services provided.

Prayoga Pidrosa; Rizki Pratama; Tata Sutabri

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

The rapid development of e-commerce technology demands the adoption of efficient and reliable payment systems to enhance user experience. This research aims to analyze the quality of smart payment system performance in the context of e-commerce business. The analytical method used includes evaluating the reliability, responsiveness, transaction speed and security of the smart payment system. This study involved a survey of a number of e-commerce customers who use the smart payment system, with a focus on their perception of the quality of system performance. In addition, data collection is carried out by analyzing transaction times, failure rates and transaction security through smart payment systems used by several leading e-commerce platforms. The research results show that the reliability of the smart payment system has a significant impact on e-commerce user satisfaction. Additionally, responsiveness and transaction speed play an important role in ensuring optimal user experience. The security factor is also a critical aspect in increasing user trust in the smart payment system. This research provides valuable insights for e-commerce service providers and payment system developers to improve and optimize the performance quality of their smart payment systems. The implications of these findings can be used as a basis for developing better strategies in improving the efficiency and reliability of electronic payments in e-commerce businesses.

Bulan Suci Cahayawati; Naufal Azmi Verdikha; Muhamad Wahyu Tirta

Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat 2023 Asosiasi Riset Ilmu Pendidikan Indonesia

The development of information technology is important, especially in the field of education, in supporting the learning process for the better. Muhammadiyah University of East Kalimantan, which carries the IT Based Paperless concept, is one of the campuses that supports the development of information technology. SI Lifeskills was introduced to record and integrate the development of students' academic achievements, where this system helps Life Skills courses to be more organized and effective. The system development demand was carried out in order to increase needs, especially in terms of user experience (UX). This service is carried out as a form of activity to increase comfort in learning services using a User Centered Design (UCD) approach. The evaluation stages carried out in this research used Heuristic Evaluation with 10 parameter aspects. The Heuristic Evaluation test results obtained Severity Ratings 0 with 8 points and Severity Ratings 1 with 2 points. The evaluation results show that the system is comfortable to use with problems that have minimal impact on the user so that repairs are not needed if time is limited.

Yusnidar Yusnidar; Sofiana Zahara Lubis; Nurbaiti Nurbaiti

Jurnal Manajemen dan Ekonomi Bisnis 2023 Pusat Riset dan Inovasi Nasional

This research explores the optimization of network utilization to enhance the efficiency of Shariah Mobile Banking services for customers. The study delves into the theoretical framework of Shariah Mobile Banking, elucidating its customer benefits, technology, and the role of networks. Employing a qualitative research approach, the study aims to examine the efficiency of Shariah Mobile Banking services. The findings underscore the paramount importance of efficiency in Shariah Mobile Banking and highlight the pivotal role of network concepts in augmenting this efficiency. The discussion also identifies hurdles encountered in optimizing Shariah Mobile Banking services and proposes viable solutions to overcome these challenges. This research contributes valuable insights for financial institutions and providers of Shariah Mobile Banking services to improve their service efficiency through network optimization. Additionally, it broadens the understanding of the customer benefits derived from Shariah Mobile Banking. The outcomes are anticipated to inform strategies and actions aimed at enhancing the overall user experience of Shariah Mobile Banking for customers.  

Puput Iswandyah Raysharie; Irawan Irawan; Lia Aulia Amanda Bakti; Lyvia Angelqica; Mutia Nisa +4 more

Jurnal Penelitian Manajemen dan Inovasi Riset 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study looks at customer behavior on e-commerce platforms, with a particular emphasis on Shopee in Indonesia. The study involved 102 respondents to evaluate the relationship between variables. The results show that these factors have an impact on the repurchase intention of e-commerce customers on Shopee. The study was conducted using quantitative methods and used SPSS for statistical analysis. The results show that the components present in this study have an influence on customer repurchase intention. However, other factors not present in this study, for example, price, user experience, and promotion, may have a greater impact on customer repurchase intention than other factors. This study provides an in-depth understanding of the components that influence customers' willingness to make repeat purchases on e-commerce platforms. While product and service quality remain important, companies and marketers should consider these additional elements when they create their marketing strategies. This calls for further future research using large samples and deeper analysis to understand this more complex context and help run businesses better in the ever-evolving e-commerce market.

Ananta Argy Swardana; Alfian Candra Ayuswantana

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

Internet technology has not only transformed societal thought patterns but has also significantly impacted lifestyles, particularly through User Interface (UI) and User Experience (UX). In Indonesia, specifically in the fashion e-commerce sector, there has been rapid growth with over 2 million e-commerce businesses. The UI/UX design process utilizes the Design Thinking method, encompassing stages such as Emphatize, Define, Ideate, Prototype, and Testing. Through the involvement of surveys and interviews, user issues are identified and formulated in the How Might We framework. Figma is employed in the development of UI/UX, resulting in a prototype tested through Usability Testing and the Single Ease Question. The testing outcomes indicate the success of the prototype. Through the application of the Design Thinking method, the design process yields effective solutions, providing an optimal user experience in interacting with the e-commerce merchandise website of Sidoarjo city.

Arva Rangga Yudhistira; Masnuna Masnuna

SENIMAN: Jurnal Publikasi Desain Komunikasi Visual 2023 International Forum of Researchers and Lecturers

The use of information technology has become an integral part of modern tourism development. Interactive tourist maps have proven to be an effective tool in guiding travelers to explore tourist destinations. This research focuses on designing an innovative and appealing tourist map for the city of Sidoarjo, utilizing cheerful landmark designs. The development method involves user needs analysis, selection of representative landmarks, and the implementation of attractive and user-friendly graphic designs. This interactive tourist map is designed to be accessible through digital platforms, enabling users to plan their journeys more efficiently. The selected landmarks not only serve as location markers but are also designed with cheerful aesthetics to enhance the user experience. The map is equipped with interactive features such as detailed information about each landmark, the best travel routes, as well as reviews and recommendations from previous users. It is expected that the design of this interactive tourist map will make a positive contribution to promoting tourism in the city of Sidoarjo and enhancing traveler satisfaction through an engaging and informative experience. Furthermore, the use of cheerful landmark designs is anticipated to create a strong visual identity, setting it apart from tourist destinations in other cities.

Emellika Rahmayana

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2023 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Currently, many people keep cats and dogs at home, in fact, according to research, keeping cats and dogs can relieve stress for pet parents. Cats and dogs are no longer just pets but are like family for pet parents. Veterinarians and pet shops are everywhere, this indicates that many people are starting to keep and love their cats and dogs. The need for technology regarding pets is also increasing, encouraging people involved in the IT world to create applications. One of the needs is how to design the right UX/UI for an application related to pets, especially cats and dogs. The intended users are pet parents. How can it be easy for pet parents to use this application so that pet parents get a user experience and user interface that is comfortable and enjoyable so that the purpose of creating the application can be achieved well. Comparing the 10 selected journals according to the criteria using the narrative review method, it was found that the second journal was the best among the other nine journals.    

Rachmadina Nabila Nelson; Siti Chodidjah; Deasy Indayanti; Santi Widianti; Iwan Setiadi

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

The User Interface (UI) of the website-based application 'K-Foodies' was created to provide information on Korean street food recipes with an attractive appearance and is easy to use. In the context of the popularity of Korean street food in Jakarta and people's interest in cooking themselves, the difficulty in finding scattered recipe information is an obstacle. Creating the UI involved using Figma software, with a focus on UI design and user experience. The UI design includes descriptions of Korean street food, recipes, and cooking steps. Usability tests using the completion rate method will measure the effectiveness of the UI based on user interactions with the system in the form of various task scenarios. The aim of this research is to create an attractive and easy-to-use UI for the 'K-Foodies' application, allowing users to easily find Korean street food recipes in one place.

Heni Widi Astuti; Vanishi Tiyar Nitza; Lasmi Sapalakai; Patrick Ezra Tua; Aldian Umbu Tamu Ama

Journal of Educational Innovation and Public Health 2023 Pusat Riset dan Inovasi Nasional

Based on the results of a survey by Kurious and Populix, a healthy lifestyle starting to become a focus and trend in Indonesia. These surveys reveal people's understanding of healthy food, with the problems that arise. Even though many people understand its benefits, there is still a gap between understanding and healthy practices, especially among the productive age group (25-44 years). Difficulty maintaining consistency in a healthy eating pattern is a challenge faced. The solutions provided from the survey results show that 64 percent of Indonesian people use healthy catering services to maintain consistent healthy lifestyle patterns. Therefore, the idea of developing the YumHealth startup emerged to help people start eating better, with a focus on catering services and delivery service features, nutritional consultations, education through articles,and a BMI calculator. This research will focus on implementing these features using a Design Thinking approach and testing using the Usability Testing method. Apart from that, the potential of the online market in Indonesia is also an encouragement to develop this application. This research aims to provide adequate solutions to existing problems and improve user experience. Based on the results of Usability Testing with 30 respondents, the final result was 71.5, which means the application prototype is in a good grade. The testing results also provide suggestions such as the use of typography (fonts), and visualization in education, as well as adding features such as guide pages and TDEE calculators.

Leo Ivan; Farhan Farhan; Shandy Hadrianus Saragi; Ratuling Herman Yusuf

Maeswara : Jurnal Riset Ilmu Manajemen dan Kewirausahaan 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The younger generation is the largest group of internet users, they are the first generation to grow up with computers, the internet, smartphones, online social media and online shopping. They tend to have similarities in their online shopping behavior. This research aims to analyze the behavior and preferences of the younger generation towards e-commerce and their opinions regarding demands for the closure of e-commerce by some people in Indonesia. This research is quantitative research using a questionnaire method with 22 respondents aged 17-25 years and from high school students to university students. The findings of this research show that the younger generation is more likely to use e-commerce for shopping and tends to reject demands to close e-commerce by some members of society. The implication of this research is that e-commerce must improve service quality, user experience, and transaction security to meet the needs and expectations of the younger generation.

Tiara Nurul Syahida; Nurul Hadianti; Yusromuin Munthe; Shara Jumiati Siregar; Nurbaiti Sirait

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

The purpose of this study is to understand and analyze how to improve the quality of the system and the quality of information included in the informasibase. The methodology used in this study is a qualitative research method that builds on previous papers published by researchers and focuses on evaluating the literature with respect to specific components affecting the information management system.  Each study shows that the quality of the system, the quality of information, and the quality of service are all in line with the expectations of system users. As system quality, information quality, and service quality all improve, user experience also improves. Informasibase is a very important component of an information management system, which also serves as a component of infrastructure, summation of information, assurance of information efficiency, and assurance of information effectiveness.

Akhiles Shyantica Wisnumurti; Christy Mahendra; Suyudi; Rosalina Yani

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2023 Pusat Riset dan Inovasi Nasional

Aplikasi media pembelajaran huruf dan angka untuk anak usia dini dengan konsep gamifikasi berbasis android ini dilatar belakangi kurangnya pemahaman siswa-siswa PAUD Desa Karanggintung, pada materi huruf dan angka. Di PAUD Desa Karanggintung, para siswa belum memahami materi huruf dan angka tersebut dengan baik. Penggunaan metode pembelajaran yang konvensional, belum adanya pengembangan media yang lain, anak menjadi mudah bosan dan kurang berkonsentrasi pada pelajaran menjadi alasan kurangnya pemahaman pada materi huruf dan angka. Perlu diciptakan inovasi baru yang searah dengan tujuan penelitian yaitu terbangunnya media pembelajaran huruf dan angka dengan konsep gamifikasi berbasis android, guna meningkatkan motivasi belajar serta pemahaman pada anak. Penelitian ini menggunakan metode ADDIE (Analysis, Design, Development, Implementation, Evaluation).   Hasil evaluasi skala benchmark User Experience Questionnaire (UEQ), Aspek Daya Tarik (attractiveness) dengan nilai 2,43, Aspek Efisiensi (efficiency) dengan nilai 2,22, Aspek Kejelasan (perspicuity) dengan nilai 2,08, Aspek Ketepatan (dependability) dengan nilai 2,11, Aspek Stimulasi (stimulation) dengan nilai 2,45 dan Aspek Kebaruan (novelty) memperoleh nilai 2,23. Dengan demikian, maka keenam aspek UEQ memperoleh hasil  Excellent (baik sekali) di atas rata-rata. Aplikasi media pembelajaran ini dapat membantu meningkatkan pemahaman dan motivasi para siswa, pada pembelajaran materi huruf dan angka.