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Perancangan Sistem Informasi Pemesanan Menu Makanan Pada Rumah Makan Permata Minang Berbasis Web Angela Fadilla S; Devita Prisilla Maharani; Nabila Latifah; Wina Novita Br Bangun; Heri Kurniawan
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 3 No. 2 (2024): September 2024
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v3i2.198

Abstract

Rumah Makan Permata Minang merupakan tempat usaha yang menyajikan menu masakan khas minang yang dijual secara umum kepada masyarakat untuk menikmati hidangan masakan khas minang tersebut. Selama ini, proses pemesanan menu dilakukan secara manual. Dari proses tersebut dapat menimbulkan beberapa masalah, seperti: pelanggan yang kurang puas akan layanan pegawai, tidak dapat mengetahui ketersediaan menu makanan, kesalahan dalam penyajian dan kesalahan dalam proses pembayaran. Penelitian ini bertujuan untuk membantu jika pelayanan dalam rumah makan tersebut tidak maksimal. Oleh karena itu, dibuatlah sistem pemesanan menu makanan berbasis website yang memudahkan para pelanggan untuk memesan menu makanan tanpa harus ngantri ataupun keluar rumah.
Perancangan Desain Ui/Ux Aplikasi Pemesanan Makanan Berbasis Android Pada Rumah Makan Permata Minang Menggunakan Metode Design Thinking Nabila Latifah; Randi Rian Putra; Sri Wahyuni
Jurnal Nasional Teknologi Komputer Vol 6 No 4 (2026): Oktober 2026
Publisher : CV. Hawari

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Advancements in information technology have encouraged various MSME sectors including Rumah Makan Permata Minang to leverage digital technology to enhance service quality. However, manual food ordering processes often lead to issues such as recording errors and long wait times. This study aims to design the User Interface (UI) and User Experience (UX) for a food ordering application using the Design Thinking method, thereby providing a solution centered on user needs. The Design Thinking process comprises five stages: Empathize, Define, Ideate, Prototype, and Testing. In the final testing stage, the researcher evaluated the design's viability with potential users to gather feedback on functionality and usability, based on the prototype developed to address identified issues. The System Usability Scale (SUS) method was employed to assess the usability and ease of use of the developed design. Test results indicate that the designed prototype delivers an improved user experience and meets user needs. This study is expected to serve as a reference for developing food ordering applications that are effective, efficient, and user-friendly, ultimately enhancing service quality and customer satisfaction at the restaurant.