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Venus Selvita; Putri Mandarani; Eko Kurniawanto Putra; Ganda Yoga Swara; Eva Yulianti

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

Logic gate learning is a fundamental topic in digital electronics; however, the learning process is often delivered theoretically with limited visualization of logic gate operations, making it difficult for students to understand the concepts. This study aims to design and develop an Augmented Reality (AR)-based learning media using a markerless approach with the 3D Object Tracking technique on Android devices. The application was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of the stages of concept, design, material collection, development, testing, and distribution. The developed application provides three-dimensional visualization of logic gates, learning materials, interactive simulations, and quizzes. The application quality was evaluated based on the ISO/IEC 25010 standard, covering the aspects of Functional Suitability, Performance Efficiency, Usability, Compatibility, and Portability. The evaluation results showed that the application achieved a score of 100% in the Functional Suitability, Performance Efficiency, Compatibility, and Portability aspects. Meanwhile, the Usability evaluation obtained scores of 86,6% from respondents who had not previously studied logic gates and 89% from those who had, indicating that the application is categorized as highly feasible. Therefore, the developed markerless Augmented Reality-based learning media can serve as an interactive, engaging, and effective learning alternative for improving students' understanding of logic gate concepts.

Fadia Puspita Maharani

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2026 Institut Teknologi dan Bisnis (ITB) Semarang

This research was conducted at the Semarang City Public Works Department, particularly in the secretariat section responsible for correspondence administration and public information management (PPID). The study focuses on the conventional management of letter disposition, which makes it difficult for PPID officers to monitor letter status quickly, reduces process transparency, and may cause delays in decision-making and public services. This research aims to develop and implement a Disposition Monitoring Information System (SIMODIS) to digitize correspondence administration so that it becomes more effective, efficient, transparent, and accountable. The study uses ASTRID Analysis to identify strategic issues and a Design Thinking approach consisting of the Empathize, Define, Ideate, and Prototype stages. Empathy Map and Persona were also used to understand user needs. System testing was conducted using Black Box Testing to assess functionality and the System Usability Scale (SUS) to evaluate user experience. The results show that SIMODIS was successfully developed with features such as an admin dashboard, digital disposition forms, and a public mail status search portal. The SUS score reached 83, categorized as Excellent, indicating high usability and user acceptance.

Muhamad Ihsan Suzeta; Setiawan Assegaf; Joni Devitra

JURNAL PENELITIAN SISTEM INFORMASI 2026 Institut Teknologi dan Bisnis (ITB) Semarang

The advancement of information technology has driven higher education institutions to manage their digital presence professionally, particularly through quality website management as a representation of institutional identity. Preliminary observations of the Universitas Graha Karya (UGK) website (ugk.ac.id) identified several issues, including inconsistent page layouts, inactive hyperlinks, and irregularly updated content. This study aims to analyze the quality of the UGK website based on three WebQual 4.0 dimensions—usability, information quality, and service interaction quality—and to determine improvement priorities using Importance Performance Analysis (IPA). A descriptive quantitative approach was employed, with data collected through questionnaires distributed to 308 active students selected via purposive sampling using the Slovin formula at a 5% margin of error. Data analysis included validity testing, reliability testing, WebQual 4.0 analysis, gap analysis, and IPA Cartesian diagram mapping. Results indicate negative grand mean gap values across all dimensions, with service interaction quality recording the largest gap (-0.16), followed by information quality and usability (both -0.01). IPA mapping identified five indicators in Quadrant I as the main improvement priorities: ease of menu navigation (U2), relevance of academic information (IQ2), clarity of information language (IQ4), website access security (SI1), and ease of contacting administrators (SI4). The study concludes that UGK's website quality has not fully met user expectations and requires structured, user-oriented improvements.

Defianti Fitrotin Nisa’; Arissona Dia Indah Sari; Iqnatia Alfiansyah

Dinamika Pembelajaran : Jurnal Pendidikan dan bahasa 2026 Lembaga Pengembangan Kinerja Dosen

This study aimed to develop Matif (Interactive Mathematics) video media on the topic of equivalent fractions for fourth-grade elementary school students and to determine its validity, effectiveness, and student responses. The research employed a Research and Development (R&D) method using the ADDIE model. It was conducted at SD Muhammadiyah Gresik during the first semester, involving 19 fourth-grade students. Data collection techniques included interviews, expert validation sheets for content and media, learning effectiveness tests, and student response questionnaires. The development process followed five ADDIE stages. (1) Analysis involved curriculum analysis, needs analysis, and student characteristics analysis. (2) Design focused on creating the learning flow and storyboard. (3) Development produced the video media, which was validated by experts. The material expert validation score reached 97.5%, and the media expert validation score was 91.6%, both categorized as very valid. These results indicate that the material is highly appropriate, clear, and easy to understand, while the media demonstrates excellent quality in visual, audio, typography, language, and usability aspects. (4) Implementation involved testing the media on students, with an N-Gain score of 0.8405, categorized as high, indicating that the media effectively improves students’ understanding. (5) Evaluation was conducted through student response questionnaires, resulting in a score of 95.5%, categorized as very good, showing that students found the media engaging, easy to use, and helpful. Overall, the Matif video media meets the criteria of validity and effectiveness, making it suitable as an innovative learning alternative, with potential for further development through enhanced animations and varied exercises.

Andreo Yudertha; Aldi Darmawan; Rega Ardiansah; Amelia Aisaturadia; Diva Angeliana

JURNAL PENELITIAN SISTEM INFORMASI 2026 Institut Teknologi dan Bisnis (ITB) Semarang

The process of creating and verifying employee ID cards at BKPSDMD Jambi City was previously carried out manually, resulting in lengthy processing times, data entry errors, and a high risk of identity forgery. This study aims to design and implement a web-based employee ID card digitalization system integrated with QR Code technology to improve the efficiency, accuracy, and security of employee identity verification. The system was developed using the Waterfall methodology, consisting of requirements analysis, system design, implementation, testing, and maintenance. The application was built using Native PHP, MySQL, HTML, CSS, and JavaScript. Functional testing was conducted using Black Box Testing with 12 test scenarios, while usability evaluation employed the System Usability Scale (SUS) involving 20 respondents. The results indicate that all core system features functioned properly, achieving a 100% success rate on valid test scenarios. Furthermore, the usability evaluation produced an average SUS score of 71.75, which falls into the good and acceptable categories. The implementation successfully accelerated the ID card issuance process, improved data management accuracy, and enhanced identity verification security through QR Code integration directly connected to the employee database. Therefore, the developed system effectively supports digital transformation and improves the efficiency of employee identity management at BKPSDMD Jambi City.

Nurfadillah Nurfadillah; Reza Maulana; Syahbudin Syahbudin

Switch : Jurnal Sains dan Teknologi Informasi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The search and booking of boarding houses (kost) remain a significant challenge for newcomers in campus areas, particularly in Kelurahan Samata, home to UIN Alauddin Makassar, which admits approximately 15,000 new students annually. Many of these students come from outside the region and require temporary accommodation near the campus. This issue is primarily caused by limited access to information and the lack of an optimal system to support the search and booking process. Therefore, it is necessary to evaluate the level of user acceptance of the developed system. This study aims to analyze user acceptance of a boarding house search and booking information system in the case of Kelurahan Samata using the User Acceptance Testing (UAT) method. UAT is a testing approach used to determine whether a system meets user requirements, is accepted according to expected standards, and to identify the need for further improvements to ensure its feasibility for use. The UAT was conducted by end users, namely boarding house seekers and property owners/managers, by responding to 10 evaluation indicators: (1) ease of search, (2) time efficiency, (3) booking process, (4) geospatial search features, (5) completeness of information, (6) availability of suitable boarding houses, (7) accuracy of information, (8) ease of payment process, (9) check-in scheduling, and (10) navigation features for directions. The results of the User Acceptance Testing (UAT) indicate that the system achieved an average score of 87.77, suggesting that the system is highly acceptable and significantly facilitates users. These findings demonstrate that the system is well received by users, confirming that it functions effectively and is capable of accommodating all required functionalities.

M. Ismail; Dedy Irfan; Agariadne Dwinggo Samala; Mahesi Agni Zaus

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The limited use of interactive learning media has made it difficult for students to visualize the functions and assembly flow of computer components. This study aims to design and develop an Android-based educational game called “Assemble & Learn” as an interactive medium for computer assembly lessons, specifically for vocational high school students at SMK Negeri 1 Tanjung Jabung Barat. The development process follows the Multimedia Development Life Cycle (MDLC), which includes the stages of concept, design, material collection, assembly, testing, and distribution. The learning content covers several core competencies: KD 3.2/4.2 on computer assembly, KD 3.3/4.3 on assembly testing, KD 3.4/4.4 on BIOS configuration, and KD 3.5/4.5 on operating system installation, with a focus on KD 3.2 and KD 3.5. Research instruments consist of validation questionnaires for subject-matter experts, media experts, and student trials using the System Usability Scale (SUS). Validation results show that the educational game received an average score of 94% from media experts and 100% from subject-matter experts, both categorized as “Highly Feasible.” Meanwhile, student trials indicated strong acceptance, with an average SUS score of 85% (excellent usability). In conclusion, the “Assemble & Learn” educational game offers an innovative solution to boost learning motivation, simplify material visualization, and provide flexible practice opportunities, thereby supporting the achievement of computer assembly competencies in an optimal and effective way.

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.

Adinda Muhfyana; Chelsea Rivera Pasaribu; Dave Marcellino Sancia; Dwi Octa Marcellita Girsang; Mariatul Kiftia Shakila +2 more

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2026 Pusat riset dan Inovasi Nasional

This study aims to analyze students’ mathematical reasoning abilities in quadratic function material through the use of Desmos. The research employed a qualitative descriptive approach using a case study and usability testing method. Data were collected through post-tests and interviews involving students’ responses in solving quadratic function problems. The analysis focused on several indicators of mathematical reasoning, including procedural skills, conceptual understanding, and analytical ability. The results show that students generally demonstrate adequate procedural reasoning, particularly in substitution and computation tasks. They are also able to relate algebraic representations to geometric interpretations, such as determining intercept points and analyzing the direction of parabolas. However, limitations were found in conceptual understanding, especially in identifying graph characteristics without relying on procedural steps. The use of Desmos significantly supports the development of students’ mathematical reasoning by providing real-time visualization, facilitating exploration of function parameters, and enabling verification of results. Overall, Desmos contributes to enhancing procedural, conceptual, and analytical dimensions of mathematical reasoning, although its effectiveness depends on proper instructional design.

Pratama, Dimas Adi; Santi, Indyah Hartami; Febrinita, Filda; Pratama, Dimas Adi; Santi, Indyah Hartami +1 more

JUISI : Jurnal Ilmiah Sistem Informasi 2026 LPPM Universitas Sains dan Teknologi Komputer

The limited availability of integrated digital tourism information in Blitar Raya has made it challenging for visitors to plan their travel routes efficiently. This research aims to develop an Android-based Geographic Information System (GIS) that integrates the Google Maps API with the Bellman-Ford algorithm to optimize the shortest travel routes among tourism destinations. The system was developed using the Rapid Application Development (RAD) methodology, emphasizing user involvement through iterative prototyping and feedback. Primary data were collected from field observations, semi-structured interviews with tourists and local administrators, and beta testing involving 52 respondents, while secondary data were obtained from the Blitar Tourism Board and BPS statistical databases. The implementation integrates the Google Distance Matrix API to construct a weighted graph, which is processed by the Bellman-Ford algorithm, demonstrating higher route stability and accuracy than the Dijkstra and Haversine approaches in small-to-medium graph structures. The system achieved an 84.46% user acceptance rate, categorized as “Excellent” according to the ISO/IEC 25010 usability standard. Empirical findings show that the average response time of 1.5–2.5 seconds indicates high computational efficiency for real-time map rendering. This study contributes theoretically by presenting an algorithmic integration framework for mobile GIS applications and practically by offering a functional digital tourism platform to enhance local tourism management. The findings also suggest that combining RAD with algorithmic optimization can effectively bridge the gap between user experience and computational performance in tourism-based GIS systems.

Wines Kurnia Sendy; Adi Nugroho

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2026 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Gethsemane Salatiga website using Jakob Nielsen’s heuristic evaluation method combined with a triangulation approach. The evaluation involved 20 respondents, consisting of 7 UI/UX experts and 13 general users and guests, who assessed the website based on Nielsen’s ten heuristic principles, including visibility of system status, match between system and the real world, user control and freedom, consistency and standards, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, error recovery, and help and documentation. To minimize potential bias, the study integrated heuristic evaluation with user context analysis and empirical validation through usability testing, thereby providing a more comprehensive assessment. The results indicate that the overall UI/UX quality of the website is relatively good, with average scores ranging from 3 to 4 on a 5-point scale. Most identified issues fall within minor to moderate severity levels, with no critical problems affecting core functionalities. Consistency and standards received the highest average score (4.0), while alignment with user expectations and visual comfort still need improvement. Recommendations include enhancing system feedback, strengthening error prevention mechanisms, and improving help and documentation features. The differences in assessments between expert and non-expert respondents highlight the importance of professional evaluation in identifying usability issues. This study contributes to the refinement of a more reliable and contextually relevant UI/UX evaluation framework, particularly within the hospitality and tourism sector.

Farhan Aditya; Sandfreni Sandfreni

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

The SIAP Application is an innovation developed as a solution to support the archiving business process in the Planning Bureau. Currently, most employees still use computers and a web-based cloud system developed by Pusdatin using the PHP programming language as a storage medium for files that are no longer actively used and are categorized as dynamic archives. However, the cloud system does not have a well-structured archive management system, which often causes difficulties when employees need to retrieve archived files. As a result, employees must search for files manually by checking archived documents one by one in the cloud. This process is time-consuming and may lead to problems such as difficulties in finding files and the risk of data loss. Based on these conditions, the SIAP Application was developed to improve the effectiveness and efficiency of archive management in the Planning Bureau.The SIAP Application has an advantage in the archiving process, where employees can easily search for archives using the letter number or subject that has been entered into the system. The system will automatically display the required archive, making the retrieval process faster, more accurate, and more organized compared to the previous cloud system.The development of the SIAP Application uses PHP and HTML as the programming languages, with Bootstrap and Tailwind CSS as the user interface frameworks, and MySQL as the database. The system development method used is the Waterfall model, problem analysis is carried out using the PIECES method, and system testing is conducted through black-box testing and the System Usability Scale (SUS) to measure system usability.

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.

Suci Wahyunia; Herti Yani; Beny Beny; Xaverius Sika; Ahmad Husein

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

Conventional management of sports services often leads to inefficiency and limited public access to experts and facilities. Reliance on manual systems poses a high risk of scheduling conflicts or human error. This study aims to develop the User Interface (UI) and User Experience (UX) design for the Movement and Athletic Talent Hub (MATCH) application as an integrative digital solution. The approach employed is the Design Thinking method, encompassing the stages of empathize, define, ideate, prototype, and testing. The design process resulted in an interactive prototype featuring key functions such as facility booking, trainer search, and a digital payment system. Evaluation was conducted using the System Usability Scale (SUS) method involving target users. The test results yielded an average score of 79.5, categorizing the MATCH application within the Good rating and Acceptable status. These findings indicate that the design is effective in meeting user needs and is viable for further development as a digital sports ecosystem.

Aurora Vahrani Khan; Akwan Sunoto

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The skill mismatch between university graduates and technology industry requirements remains a significant challenge in Indonesia. PT Vinix Seven Aurum requires an assessment tool to objectively identify the initial competencies of MBKM and internship program participants. This research aims to design a web-based self-assessment platform that helps students measure their skill gaps against industry standards through radar chart visualization and personalized learning recommendations. The UI/UX design applies the Design Thinking method with empathize, define, ideate, prototype, and test phases, utilizing Figma for wireframe and high-fidelity prototype development. Data collection was conducted through observation, interviews, literature studies, and usability testing with 10 respondents. The results demonstrate good usability with a 100% completion rate across all features. The VINIX Skill Radar platform provides five assessment categories, a 1-10 rating scale system, radar chart visualization, gap analysis, and learning recommendations. This system enhances students' self-awareness of their competencies and supports effective mapping of training program participants' capabilities.

Muhammad Iqram Hidayatullah; Sharipuddin Sharipuddin; Fachruddin Fachruddin

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The management of scientific works at the Faculty of Law, Universitas Jambi, is still carried out manually through physical archives and simple digital storage without an integrated information system. This condition causes limited access, slow information retrieval, and a high risk of document loss and damage. This study aims to develop a web-based scientific repository system to improve the efficiency, accessibility, and security of managing academic works. The system was developed using the Waterfall method, which consists of requirement analysis, system design, implementation, testing, and evaluation. Data collection was conducted through interviews, observations, and questionnaires involving librarians, lecturers, and students. The system was implemented using the Laravel framework with a MySQL relational database to support document storage, metadata management, access control, and search functionality. The results show that the developed repository system is able to facilitate the submission, verification, publication, and retrieval of scientific works effectively. User acceptance testing indicates that the system meets user needs in terms of usability, functionality, and accessibility. The implementation of this system contributes to improving academic information management and supports digital transformation at the Faculty of Law, Universitas Jambi.

Parhusip, Jadiaman; Arrbiyannoor ilham Sanusie, Arbiyanoor

Mutiara : Jurnal Penelitian dan Karya Ilmiah 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

The SIUBER Information System is a vital instrument in supporting academic activities at universities. However, technical challenges such as unstable access are frequently complained about by users. This study aims to evaluate the quality of the SIUBER website using two approaches: Black Box Testing to validate technical functions and the System Usability Scale (SUS) to measure user satisfaction. Data was collected from 20 active user respondents. Black Box testing results indicated that functional features functioned 100% effectively, but stability issues were found under high access loads. The usability measurement results yielded an average conversion score of 62.5 (Acceptable Category - Grade D). In-depth analysis revealed a disparity: the interface design score was very high (3.89/5), while the stability score was very low (2.63/5). This study concluded that the primary issue with SIUBER was not the interface, but rather the server infrastructure, recommending hardware improvements as a top priority

Shelomitha Shira Sarma; Ahmad Husaein; Xaverius Sika; Herti Yani; Beny Beny

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The development of information technology has driven digital transformation in various sectors, including the food and beverage (F&B) industry. However, many small to medium-scale F&B businesses still rely on manual ordering systems, resulting in long queues, order recording errors, limited menu information, and suboptimal user experience. This study aims to design the user interface (UI) and user experience (UX) of a web-based Smart Ordering System that provides convenience, efficiency, and comfort in the food ordering process. The research method used is the Design Thinking approach, which includes empathize, define, ideate, prototype, and testing stages. The design process involves user needs analysis, user flow development, wireframe creation, and high-fidelity prototype development using Figma. Usability testing is conducted using the Single Ease Question (SEQ) method to evaluate ease of use and user satisfaction. The results indicate that the proposed UI/UX design provides a clear ordering flow, intuitive interface, and easy-to-understand user experience. Based on the SEQ results, most users experienced no difficulty in using the system, indicating that the design meets usability criteria with a very good category and is suitable for implementation in the F&B industry.

Ahmad Nur Rohman; Ahmad Husaein; Irwan Bustami; Herti Yani; Beny Beny +1 more

Prosiding Seminar Nasional Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

This study aims to design the User Interface (UI) and User Experience (UX) on the VINIX Showcase Website as a personal branding platform and digital Skill Passport for participants of the VINIX Seven Aurum Program using the Design Thinking method. The background of this research is the absence of an integrated digital platform that can systematically and easily document and display participants' skills, projects, certificates, and professional identity. The design process is carried out through five stages of Design Thinking, namely Empathize, Define, Ideate, Prototype, and Test, starting with exploring user needs, formulating problems, developing solution ideas, creating Prototypes, and Usability Testing. The results of the study consist of the UI/UX design of the VINIX Showcase Website, which includes registration and Login features, user Dashboard, Skill Passport, project upload, public Showcase, and automatic CV generation feature. Testing using the Usability Testing method showed that the resulting design has a good level of ease of use and comfort and is acceptable to users. This research is expected to be an effective digital solution in supporting personal branding, skills documentation, and improving the professionalism of VINIX Seven Aurum Program participants.