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David Sam Limbong; Hermawan Setiawan; Satria Tegar Bimantara; Reza Ardiansyah Yudhanegara

Saturnus: Jurnal Teknologi dan Sistem Informasi 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Although cryptographic security is often the main concern in e-voting system development, practical implementation failures are frequently associated with poor user interfaces that increase cognitive load and voting errors. This study evaluates the effectiveness of User-Centered Design (UCD) interventions in improving usability and voter confidence in an e-voting system. A one-group pretest-posttest design was applied to 36 respondents representing novice voters. Usability was measured using the System Usability Scale (SUS) before and after the interface redesign. The intervention focused on visual hierarchy, navigation consistency, status visibility, and error prevention. The results show a statistically significant improvement, with the mean SUS score increasing from 69.10 in the marginal category to 95.76 in the excellent category. The paired sample t-test produced t(35) = -7.3441 with p < 0.0001, while Cohen's d reached 1.2130, indicating a large practical effect. The standard deviation also decreased from 21.98 to 3.09, demonstrating a more consistent user experience. These findings indicate that interface optimization is essential for strengthening accessibility, voting accuracy, and user trust in digital democracy systems.

Miftaqudin Miftaqudin; Fikri Al Azmi Pohan; Matthew Felix Hutabarat

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2026 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The automotive industry requires fast and accurate sales services, particularly in vehicle credit simulation processes. At Mazda dealerships, credit simulations are still commonly conducted using conventional tools such as printed installment tables or static PDF documents, which often cause delays and calculation errors. This study aims to design and develop a mobile-based vehicle credit simulation application using the Human-Centered Design (HCD) approach and the Flutter framework. The HCD method was implemented through the inspiration, ideation, and implementation stages to ensure that the application meets the real needs of Mazda sales representatives. The application supports flexible credit calculations based on vehicle on-the-road price, down payment, loan tenor, interest rate, and insurance schemes, including All Risk and combination insurance. Usability testing results show that the proposed application significantly improves calculation speed, accuracy, and overall user experience compared to conventional methods. Therefore, the application effectively supports sales performance, minimizes human error, and enhances professionalism in automotive sales services.

Bentar Priyopradono; Jan W. Hatulesila

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The increasing volume and complexity of data have made traditional 2D visualization methods insufficient for effectively exploring and understanding high-dimensional datasets. Immersive Virtual Reality (VR) presents a promising solution by providing an interactive 3D environment that enhances spatial understanding, task efficiency, and user satisfaction. This research aims to evaluate the user experience (UX) and interaction design quality of immersive VR interfaces for 3D data visualization in complex environments. The study employs a mixed-methods approach, combining usability testing, UX questionnaires, and task-based performance analysis. Participants interacted with VR prototypes designed to visualize complex data and were assessed on their ability to manipulate and explore the data efficiently. The findings show that immersive VR interfaces significantly improve spatial comprehension, reduce cognitive load, and increase task performance efficiency compared to traditional 2D systems. Additionally, user satisfaction was notably high, with participants appreciating the intuitive and engaging interaction methods. The study concludes that immersive VR can provide substantial benefits in real-world data visualization applications, particularly in domains requiring the exploration of complex and high-dimensional data. However, further research is needed to optimize VR interfaces and address challenges such as motion sickness and interaction complexity.

Efansa, Chika; Chika Efansa; Pradita Eko Prasetyo Utomo; Muhammad Razi A

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

PAMTIRTA Tempino is an institution that provides clean water services in the Tempino area. The process of recording water use and monitoring water turbidity is still done manually, making it prone to recording errors and making it difficult to monitor the water quality distributed to the community. This study aims to design a website-based water turbidity recording and monitoring system by focusing on User Interface (UI) and User Experience (UX) aspects using the Design Thinking method. The research follows five stages of Design Thinking: empathize, define, ideate, prototype, and test. Data collection involves observation and in-depth interviews with PAMTIRTA officers. The results include a design with key features such as digital water meter recording, turbidity monitoring dashboards, and complaint services. The prototype was tested using Maze and the System Usability Scale (SUS), achieving a score of 80.1 and falling into the "Good" category (grade B). These results demonstrate that the UI/UX design effectively provides an easy-to-understand, operationally suitable, and efficient solution for PAMTIRTA Tempino's water recording and turbidity monitoring needs. This design offers a ready-to-implement solution to improve the efficiency, accuracy, and quality of clean water services in the Tempino area.

Fredian Septa Nugroho; Umi Rosyidah

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

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.

Farah Fadira

JURNAL ILMIAH KOMPUTER GRAFIS 2025 UNIVERSITAS STEKOM

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

Eni Pudjiarti; Eni Pudjiarti; Siti Faizah

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

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.

Elvan Putra Pratama Ramanovanda; Yoga Putra Pratama

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.

Zulia Lestari Nasution; Alfin Gimnastiar; Muhammad Wahyu Ramadhan; Rizky Abdillah

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Designing a user interface (UI) requires a deep understanding of how users think and interact with systems. This study explores the psychological and physiological aspects that influence user interaction with UI, such as perception, cognitive load, reaction time, and ergonomic factors. Through literature analysis and UI usability testing, this paper identifies design principles that enhance user experience by aligning interface structures with human capabilities. The results show that interfaces built with attention to psychological factors like user memory and attention span, as well as physiological aspects such as eye movement and hand positioning, significantly improve user satisfaction and efficiency.

Handika Wahyu Jatmiko; Yudi Wibowo; Arif Yulianto

Jurnal Riset Rumpun Seni, Desain dan Media 2025 Pusat Riset dan Inovasi Nasional

Indonesia is predicted to have the threat of demographic bonus while also having the opportunity to take advantage of this threat through the Prakerja program. Since 2020 the Prakerja program has been running and there are still many numerical achievements that need to be realized to avoid the threat of demographic bonus and in line with the vision of Indonesia emas 2025. PT Generasi Anak Muda Berkarya with HiColleagues brand is a startup moving in the field of Education Technology and IT Service in sustainable digital transformation that is committed to realizing the vision of Indonesia emas 2045 through implementation of the Prakerja program. Learning Management System (LMS) platform according to the Prakerja standard is a mandatory requirement that the training institution must have to become the Prakerja partner. This research aims to produce the Learning Management System (LMS) prototype design according to the Prakerja standard, giving a good experience to participants in completing a series of training class mechanisms, support the participant graduation ratio, and increase brand positioning of HiColleagues as the Prakerja partner. Designing a Learning Management System (LMS) prototype applies the Design Thinking method through the 5 phases, namely Empathize, Define, Ideate, Prototype, & Test. As well as using Figma as a design tool and Maze as a Usability Testing. This Learning Management System (LMS) prototype design succeeded in getting good feedback from users with 100% succession rate although there are minor improvisations on the user interface as a form of alignment. 

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.

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.

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.

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.

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.

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.

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.

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.