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Localized eCommerce Development Using User-Centered Waterfall for Better SME Trade Processes Sulistyowati, Najla Ramadina; Satria, Deki; Muftikhali, Qilbaaini Effendi
Journal of Information System Research (JOSH) Vol 6 No 4 (2025): Juli 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i4.7424

Abstract

e-Marketplaces are one of the ways for SMEs to reach their market. Many marketplaces, such as Tokopedia or Shopee, provide marketplaces for SMEs. But, this kind of marketplace has a huge admin fee, which could reduce the SMEs' profit. A localized marketplace is needed to provide a way for SMEs to reach their intended market. POG is one marketplace that allows SMEs to reach their market using WhatsApp. But this tool is not suitable for trading goods. A localized website-based market is more appropriate. The combination of waterfall methodology and user-centered approach is used to develop the marketplaces. Waterfall is a methodology usually used to develop software that works like a waterfall from planning to implementation. User-centered design is a development process that heavily includes the user in planning to capture what the user needs. Using this methodology, many requirements were left out, especially the detailed requirements, such as constraints on the input. Blackbox testing as a test methodology is also inadequate to use if the test case is not thorough enough to test all of the system's possibilities. Therefore, using an iterative methodology is more suitable for marketplace development. Because all of the inadequate requirements and tests can be detected more easily and earlier. Therefore, it increases the development success rates. This research results in a localized e-commerce website that the POG can use to enhance its process.
PENGEMBANGAN WEBSITE KATALOG PRODUK DESA CIKASUNGKA Ramadhan, Yumna Zahran; Satria, Deki; Hendrawan, Fadhil Rozi; Muttaqin, Widang
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol 4 No 2 (2025): Juli
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/sorot.v4i2.9647

Abstract

Era digital saat ini, khususnya era 5.0, menekankan pentingnya kolaborasi antara manusia dan teknologi seperti kecerdasan buatan, Internet of Things (IoT), dan big data. Di tengah perkembangan ini, UMKM di Indonesia sebagai pilar utama ekonomi nasional menghadapi tantangan besar dalam proses digitalisasi. Hambatan seperti keterbatasan infrastruktur internet, rendahnya literasi digital, dan sumber daya yang terbatas menjadi penghalang utama. Padahal, transformasi digital berpotensi besar dalam meningkatkan efisiensi dan daya saing usaha mereka. Oleh karena itu, diperlukan upaya bersama dari komunitas dan institusi pendidikan untuk memberikan pelatihan serta pendampingan. Salah satu solusi strategis adalah pengembangan aplikasi web untuk mendukung UMKM desa, seperti di Cikasungka. Aplikasi ini mencakup katalog produk online, manajemen stok, pencatatan keuangan, strategi pemasaran digital, dan modul pelatihan. Sistemnya dilengkapi hak akses yang jelas: administrator mengelola sistem, pelaku usaha memperbarui produk, dan pelanggan dapat melihat serta memesan produk. Inovasi ini diharapkan dapat mendorong percepatan digitalisasi, memperluas akses terhadap layanan keuangan, dan mengurangi ketergantungan pada metode konvensional, sehingga tercipta ekosistem UMKM yang mandiri, berkelanjutan, dan kompetitif dalam ekonomi digital yang terus berkembang.
Measuring the Quality of Higher Education Website using Webqual Method and Importance-Performance Analysis Effendi Muftikhali, Qilbaaini; Satria, Deki; Nurul Jamilah, Eva
Sistemasi: Jurnal Sistem Informasi Vol 13, No 3 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i3.3666

Abstract

Website is one of the necessities needed by organizations, including educational organizations. Telkom University Jakarta Campus (TUJC) is an educational organization that needs it. Analysis methods needed to be conducted to find what needed to be improved. WebQual is utilized to gain this insight. Web Quality Index and Importance Performance analysis are performed to calculate the results. The results of the Web Quality index show that users' perspective is 60% on average and got a negative gap analysis. Therefore, the website needs improvements to satisfy the user. Importance Performance Analysis is used to find the indicator that needs improvement. The Importance Performance Analysis shows that timely website information and security are the main priority for improvement.
eLearning Gamification Prototype Development using User Centered Design Approach Satria, Deki
Jurnal Komtika (Komputasi dan Informatika) Vol 7 No 1 (2023)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v7i1.8958

Abstract

Abstract eLearning is one of the tools used by the educational institution. Unfortunately, many eLearning systems were not fully utilized by the user. These problems occur because of a lack of interaction in the eLearning system, dulling the learning process. Another problem is the lack of preparation from the user. This research tried to tackle these problems using gamification. The gamification adopted in this prototype is Medals, Ratings, and Discussion. The development prototype development using User Centred Design to gather the requirements and system flows. The use of these elements is hoped to be able to elevate the eLearning adoptions. The results of this research are the prototype of the gamification features and the business process of discussion in the eLearning system
RE-DESIGNING JAKLINGKO APPS UI/UX USING AGILE REQUIREMENT ENGINEERING APPROACH Satria, Deki; Muftikhali, Qilbaaini Effendi; Rahma, Dea Wemona; Arkaan, Dimas Bayu; Falih, Zain Ammar
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 2 (2025): JITK Issue November 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i2.6576

Abstract

Public transportation has become a staple in a lot of countries, including Indonesia. As the largest city in Indonesia, is trying to accommodate the dense traffic in Jakarta by implementing various types of public transportation, one of which is the Bus Rapid Transit (BRT). BRT has its own application called Jaklingko, which the commuter uses to gain information about the BRT. Unfortunately, this application has bad reviews in the app store. This research tried to redesign the UI/UX of this application using prototyping and the System Usability Scale (SUS) as tools for agile requirement engineering tools. In Agile requirements usually conducted the same as traditional which is using interview or observation. But, using this method proved to be time consuming. Therefore this research tried to incorporate prototyping and SUS into the requirements gathering process. After the requirements are collected, the next phase is redesigning the application based on the gathered requirements. From the research conducted, the main pain point of the responses is how much information is given in the apps. This research also found that prototyping and SUS could be used to gather requirements, but they will depend heavily on the test case being used. Therefore, it is not suitable for stand alone gathering tools but good as a confirmation tool