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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.