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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.

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.

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.

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.

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.

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.

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.

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.

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.

Darmanto, Darmanto; Muhammad, Ar-Razy; Rustiarni, Rustiarni; Oki Gianto, Rahmad

ISAINTEK: Jurnal Informasi, Sains dan Teknologi 2025 Politeknik Negeri FakFak

Micro, Small, and Medium Enterprises (MSMEs) play a vital role in the economy of Ketapang Regency but still face challenges in financial recording and management. Many MSME actors have not yet utilized digital technology optimally, leading to manual bookkeeping processes that are prone to errors. This study aims to develop a web-based financial bookkeeping application using the User-Centered Design (UCD) approach, focusing on user needs. The UCD method was applied through four stages: understanding the context of use, specifying user requirements, designing solutions, and evaluating the results. The developed application includes key features such as product management, supplier management, sales recording, receipt printing, and financial reporting. Based on usability testing involving 25 respondents, the application achieved an average satisfaction level of over 85% across aspects of learnability, efficiency, memorability, error handling, and satisfaction. The findings indicate that the application effectively supports MSME actors in recording financial transactions more efficiently, accurately, and reliably. Future improvements may include the integration of digital payment systems, enhanced data security, and interactive graphical financial analysis features.

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.  

Marden Bayo; Gergorius Kopong Pati; Emirensiana Dappa Ege

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

Digital transformation in higher education requires an information system that is able to manage academic processes effectively, including the management of students' final projects. At Stella Maris University Sumba, the process of registering titles, guidance, and archiving of final projects is still carried out manually, causing various obstacles, such as administrative delays, difficulties in monitoring the progress of guidance, and the risk of data loss. This research aims to design and implement a web-based information system that supports the process of submitting titles, guidance management, uploading documents, and storing final project archives in the form of a digital data bank. The development method used is a software engineering approach with the stages of needs analysis, designing using UML, implementation, and system testing. The system is built with a three-layer architecture that features document management and role-based access control to ensure data security and integrity. The results of the black-box test showed that all system functions were running as needed, while the usability evaluation using the System Usability Scale (SUS) questionnaire resulted in a score that indicated the system was feasible to use. The implementation of this system has been proven to increase administrative efficiency, simplify the guidance process, and provide a structured thesis repository that supports academic transparency and accountability. Thus, this information system is expected to be a sustainable solution in the management of final projects as well as a model for the development of academic digitalization in higher education.

Yunianto, Irdha

Teknik: Jurnal Ilmu Teknik dan Informatika 2025 LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Mobile navigation interfaces continue to be plagued by a key usability problem, particularly when widely accepted design traditions fail to address the specific requirements and mental models of local user populations. This research addresses this significant limitation by using a comprehensive user-focused measurement framework to identify and investigate context-dependent navigation problems in mobile applications. The research employed a multi-method qualitative approach, using in-depth questionnaires, semi-structured interviews, and laboratory-based usability testing of 15 participants on an interactive Figma prototype that simulated real-world navigation tasks. Our analysis, step by step, revealed significant navigation issues in the local context, as evidenced by a 73% task-completion rate and an average participant error of 2.8 across the core navigation tasks. The most significant usability issues were ambiguous iconography, inconsistent application of platform design patterns, and insufficient system feedback mechanisms. The results conclusively demonstrate that localized usability testing is not merely beneficial but necessary while creating genuinely good and accessible mobile experiences. The study provides a replicable, practical context-aware evaluation approach and tangible, right-now-applicable design recommendations, such as enhancing icons with descriptive text labels and using instant visual feedback mechanisms. The study provides developers and designers with tangible takeaways for significantly enhancing navigation user experience without sacrificing methodological availability or implementation convenience across different development environments.

Evita Ayu Suryaningtyas; Kusworo Adi; Dartini Dartini; Gatot Murti Wibowo

International Journal of Health and Social Behavior 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

Examinations in radiology installations have increased annually, resulting in a higher risk of radiation hazards to staff, particularly in interventional, conventional X-ray, and CT-Scan environments. Furthermore, not all hospitals are equipped with radiation survey meter monitoring devices. Therefore, an innovative radiation exposure monitoring system based on the Internet of Things (IoT) was developed. This study aims to: (1) develop an IoT-based radiation exposure monitoring system, (2) evaluate the device’s performance, and (3) assess the effectiveness of the system. The research method used was research and development (R&D), which included preliminary information gathering, product planning and development, expert validation, device performance testing, effectiveness testing, and final outcomes. This system was developed for real-time radiation dose monitoring.  The product development involved a Geiger-Muller M4011, an ESP32 microcontroller, and a Node-Red web application. Performance testing of the IoT-based radiation exposure monitoring device and a standard survey meter in CT-Scan and conventional X-ray rooms used the T-Test and Mann-Whitney tests. The results showed p-values > 0.05, indicating no significant difference between the two devices. Effectiveness testing through pre-test and post-test questionnaires demonstrated improved usability—namely flexibility, operability, learnability, and understandability—with an N-Gain value of 78.95%, indicating effectiveness. In conclusion, the IoT-based radiation exposure monitoring system proved effective and feasible for real-time radiation dose monitoring in radiology installations, offering advantages in IoT-based data integration, ease of access, and structured data recording. In addition to performance testing, the system was evaluated in terms of its integration with hospital infrastructure. It was designed to provide real-time radiation dose monitoring, automatically updating the dose data and sending alerts when safe exposure levels are exceeded. The system also enables remote monitoring, making it easier for radiology departments to oversee radiation safety without the need for direct physical checks.

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.