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User Interface dan User Experience Pemesanan dan Pembayaran Untuk Rumah Makan pada Startup Wisatara dengan Metode Design Thinking Belana Romadan Putri; Taqrim Ibadi
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (324.345 KB) | DOI: 10.36418/syntax-literate.v7i9.9423

Abstract

Danau Ranau adalah danau terbesar di Pulau Sumatra selatan. Objek wisata Danau Ranau ini merupakan perpaduan antara pegunungan, lembah, danau dan pantai. Disekitaran danau Ranau juga memiliki banyak tempat makan yang tersebar tidak jauh dari objek wisata tersebut. Berdasarkan data kuliner dari dokumen resmi Dinas Pariwisata Dan Budaya Kabupaten OKU Selatan bahwa jumlah total rumah makan di sekitaran wisata Danau Ranau tepatnya di Kec. Banding Agung hingga tahun 2021 memiliki 18 rumah makan. Namun, lokasi tempat makan tersebut sebagian tidak diketahui oleh wisatawan khususnya wisatawan dari luar daerah, serta belum adanya sistem untuk melakukan pemesanan, melihat daftar menu, pembayaran dan laporan penjualan secara sistematis. Dari uraian di atas banyak wisatawan yang mengalami kesulitan untuk melakukan pemesanan dan pembayaran makanan disekitaran Wisata Danau Ranau. Oleh karna itu berdasarkan pemaparan dan data yang di kumpulkan maka diputuskan untuk membuat media untuk membantu wisatawan maupun masyarakat agar lebih mudah untuk memilih menu makanan yang di inginkan, memesan, dan melakukan pembayaran makanan yang berada disekitaran wisata Danau Ranau melalui aplikasi. Pembuatan ui/ux ini akan dibuat menggunakan metode DESIGN THINKING yang memiliki 5 tahapan yaitu: Emphatize, Define, Ideate, Prototype dan Test.
Aplikasi Pengaduan Pengunjung di Wisata Danau Ranau Berbasis Android Saka Jaya Kesuma; Taqrim Ibadi
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (187.963 KB) | DOI: 10.36418/syntax-literate.v7i9.9436

Abstract

Pengaduan Pengunjung di wisata Danau Ranau sangat dibutuhkan pada sebuah instansi untuk membuat wisata Danau Ranau menjadi lebih baik, memperbaiki kekurangan serta menerima saran dari tugas-tugas yang sudah dijalankan. Pengaduan biasanya sering terjadi pada bidang sarana fasilitas ,pelayanan umum, tindak kriminal, dan bencana alam yang ditangani oleh Dinas Perhubungan, Kepolisian, dan Badan penanggulangan Bencana Daerah (BPDB). Berdasarkan data pengunjung Pengunjung dari dokumen resmi Dinas Parawisata dan Budaya Kab OKU pada tahun 2019 total pengunjung berjumlah 45.799 orang yang terdiri dari 23 Pengunjung mancanegara dan 45.778 Pengunjung.Di Danau Ranau. Sejauh ini belum ada pengaduan secara sistemastis, masih menggunakan via chat atau datang secara langsung. Maka pada penelitian ini membahas mengenai mengembangkan sebuah aplikasi pengaduan Pengunjung di wisata Danau Ranau berbasis Android. Aplikasi mobile diimplementasikan dengan bahasa pemrograman yang digunakan yakni Kotlin sedangkan web untuk administrator menggunakan Boostrap. Dengan menerapkan metode Rapid Application Development pembuatan sistem lebih cepat dan estimasi waktunya singkat. Hasil dari penelitian ini berupa Aplikasi pengaduan Pengaduan Pengunjung Pada Wisata Danau Ranau Berbasis Android yang dapat membantu instansi – instansi terkait dalam merespon laporan dan mempermudah pengunjung wisata Danau Ranau serta masyarakat sekitar dalam mengajukan pengaduan maupun laporan.
Sistem Informasi Wisata Muara Enim Sumatera Selatan Fitri Purwaningtias; Ira Maretta; Hadi Syaputra; Taqrim Ibadi
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (522.251 KB) | DOI: 10.36418/syntax-literate.v7i12.10805

Abstract

Penelitian ini bertujuan untuk mengetahui dan menganalisis konsekuensi dari advertisement dan emotion pada konsumen perumahan di area kota Depok. Metode teknik pengumpulan data menggunakan non probability sampling dengan metode purposive sampling. Data dikumpulkan secara langsung kepada sampel yang sudah disesuaikan kriterianya dan disebar melalui kuesioner kepada 170 responden dengan menggunakan skala likert 1-5 dimana 1 menunjukan sangat tidak setuju, sedangkan 5 menunjukan sangat setuju. Pernyataan dalam penelitian ini terdiri dari 34 pernyataan yang diperoleh dari empat variabel yaitu variabel price sensitivity, advertisement, emotion, dan purchase intention. Kuesioner disebarkan melalui google form dan door to door kepada responden yang pernah membeli perumahan di sekitar wilayah Depok. Metode analisis yang digunakan dalam penelitian ini adalah Structural Equation Model (SEM). Hasil dari penelitian ini menunjukkan bahwa price sensitivity memiliki pengaruh positif terhadap advertisement, emotion, dan purchase intention. Hasil lainnya variabel advertisement tidak berhasil menjadi variabel penghubung terhadap emotion. Sementara advertisement dan emotion memiliki pengaruh positif terhadap purchase intention.
Model Tingkat Penerimaan Aplikasi E-Kinerja dengan Metode Theory of Planned Behavior (TPB) Muttia Ramadhita; Kurniawan; Tata Sutabri; Taqrim Ibadi
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 1 (2023): Agustus 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i1.1124

Abstract

The increasing development of information technology will affect the information system of an agency or company in data management and can present quality information. In accordance with the Circular Letter of the Regional Secretariat No. P-800/60/BKPSDM/2022 concerning Implementation of E-Performance Applications in Planning, Monitoring, Coaching and Evaluation of Employee Performance. The method used in this study is the Theory of Planned Behavior (TPB) approach. So, in order to measure and analyze the level of acceptance of the use of e-performance applications in Sekayu District, adjustments are made to the TPB framework such as adding a moral obligation construct based on the objectives to be achieved by taking into account the TPB instruments. To measure and analyze the relationship between constructs in this study is the Structural Equation Modeling (SEM) approach. The tools for measuring and analyzing the relationship between constructs are with the help of SPSS and PLS software so that the hypotheses that are accepted and rejected, the influence and the percentages as well as the interpretation of the model can be known. The results of this study indicate that the variables of attitude and moral obligations have a positive and significant effect on behavioral interest variables. The behavioral interest variable has a positive and significant effect on the behavioral variable in the acceptance of the use of e-performance applications in Sekayu District. The subjective norm variable and perceived behavioral control, although they have a positive effect on the behavior variable, do not have a significant effect. Thus, the level of acceptance of the use of e-performance applications in Sekayu District is quite acceptable and has been used well by users of e-performance applications in Sekayu District
Perancangan Desain UI/UX Aplikasi Jual Beli Hasil Pertanian Pasar Tani Ogan Ilir Berbasis Mobile Menggunakan Metode Design Thinking Dendi Sanjaya; Taqrim Ibadi
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 4, No 3 (2023): Edisi Juli
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v4i3.204

Abstract

Agriculture is a major source of income and source of livelihood for the people of Indonesia. Ogan Ilir Regency has an area of 2,666.09 km2, out of a total population of 416,549 people, the main occupation status of the residents of Ogan Ilir is 40,505 people self-employed, 45,899 people as temporary workers, 6,805 people as permanent workers, 42,670 people as family/unpaid workers, Of the four main types of work, almost all of them work as farmers, while the remaining 71,055 employees/employees and 11,821 freelancers. The vast area of Ogan Ilir district can be a good potential to improve the economy of farmers. But on the other hand, many farmers and consumers have suffered losses due to problems arising from the long system of selling agricultural products in the Ogan Ilir district. This problem must be resolved immediately, one of the efforts that can be done is to design the UI / UX application for buying and selling agricultural products based on mobile-based Ogan Ilir Farmers Market using the Design Thinking method. The purpose of this study was to design a UI/UX design for an application for buying and selling agricultural products based on the Ogan Ilir Farmer's Market. This research was conducted in the district of Ogan Ilir to be precise at the Office of the Agricultural Extension Center (BPP) Kec.Tanjung Raja using quantitative research methods. The results of this study are the prototype of the Ogan Ilir Farmers Market application and the results of usability testing which contains data on the use of the designed UI/UX design. The conclusion of this study is the result of designing the UI/UX design of a mobile-based buying and selling application from the Ogan Ilir Farmers Market which has been designed to be suitable for use as an initial design for the future development of the Ogan Ilir Farmers Market application. It is said to be feasible because the click error rate is below 50%, which is only 7%, besides that the number of respondents who completed the mission according to the path was also more than 50%, which was 97.8% and was also based on the opinions of 397 respondents who stated that the prototype design had been proper to use
Sistem Informasi Tracer Study Alumni Pada SMP Negeri 4 Kayuagung Berbasis Web Dendi Apriadi Helpi; Taqrim Ibadi
Jurnal Teknologi Informatika dan Komputer Vol. 10 No. 1 (2024): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v10i1.2084

Abstract

Di era globalisasi sekarang ini, sistem informasi merupakan faktor utama dalam suatu institusi seperti lembaga pendidikan, penerapan sistem informasi menjadi begitu penting untuk menunjang kegiatan kerja. Dengan adanya teknologi informasi mempermudah manusia dalam komunikasi dan pekerjaan. Namun demikian, sejauh ini belum ada penerapan sistem pengelolaan data alumni di SMP Negeri 4 Kayuagung. Sistem Informasi Alumni merupakan sistem informasi yang dibuat untuk membantu pekerjaan dari suatu instansi, baik dalam mengelola data sampai memberikan data secara lengkap. Saat ini data alumni yang ada pada SMP Negeri 4 Kayuagung mulai dari tahun 2015 sampai tahun 2022 berjumlah 2.004 orang siswa/i. Pengelolaan data alumni masih manual, pengklasifikasian data alumni belum rapi, pencarian data dan informasi membutuhkan waktu yang lama. Sehingga menyulitkan pihak sekolah untuk memantau data yang berkaitan dengan alumni. Oleh karena itu dibutuhkan suatu sistem informasi tracer study yang memberi kemudahan dalam melakukan penulusuran terhadap alumni. Sistem informasi tracer study dibangun berbasis Websitedengan menggunakanmetode Web Engineering. Web Engineering terdapat 5 (lima) tahapan : customer communication, perancangan (planning), pemodelan (modelling), construction, dan deployment. Dengan adanya sistem informasi Tracer Study ini dapat memantau keberadaan alumni dan mempermudah dalam mendata alumni serta dapat menyajikan informasi secara efisien bagi alumni SMPNegeri 4 Kayuagung.
Perancangan UI/UX Website Informasi Wisata Dan Penginapan Di Kabupaten OKUS Berbasis Mobile Ibadi, Taqrim; Ramdhani, Muhammad Iqbal
Jurnal Ilmiah Matrik Vol. 26 No. 1 (2024): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v26i1.2939

Abstract

This research aims to design optimal user interface (UI) and user experience (UX) for a tourist and accommodation information website in OKUS District. Utilizing the Design Thinking approach with its five main stages: empathize, define, ideate, prototype, and test, the study is conducted to deeply understand user needs, clearly define problems, develop creative ideas, create solution prototypes, and test design iterations. The process begins with the empathize stage, where researchers seek to understand user experiences and needs thoroughly. Subsequently, the define stage is used to specify design problems and goals. The ideate stage involves the development of various creative solution ideas. Next, prototyping is used to transform ideas into tangible solutions for testing. Finally, the test stage is conducted to evaluate user responses to the prototype. The results of this research are expected to provide profound insights into designing a responsive tourist and accommodation information website catering to the needs of users in OKUS District. The conclusions drawn from this study include recommendations for implementing improved designs based on the findings from the Design Thinking method
Program MSIB RevoU Sebagai Media Untuk Mengasah Kemampuan Mahasiswa di Dunia Industri Zahrani, Rahma; Ibadi, Taqrim
Jurnal Pengabdian Masyarakat Bangsa Vol. 2 No. 4 (2024): Juni
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v2i4.904

Abstract

Dalam menghadapi perubahan sosial, budaya, teknologi dan dunia kerja, mahasiswa diharapkan dapat mempersiapkan kebutuhan perubahan yang tumbuh semakin pesat setiap waktunya. Kesempatan bagi seluruh mahasiswa dari perguruan tinggi negeri maupun perguruan tinggi swasta bisa mengikuti program Kampus Merdeka dan memberikan kesempatan pengalaman pembelajaran yang berbeda bagi mahasiswa dengan berkontribusi melalui proyek nyata dan dibimbing bersama tim dan pembimbing dengan proses yang baik dan berkolaborasi dengan berbagai organisasi, mitra startup, dan pemerintahan. RevoU Tech Academy menjadi salah satu mitra studi independen yang menyediakan media pembelajaran yang banyak dibutuhkan di dunia industri yaitu Software Engineering dan Data Analytics. Hasil studi independen di RevoU Tech Academy membawa manfaat yang besar untuk mahasiswa dalam menghadapi perkembangan di dunia industri.
Audit Tata Kelola Teknologi Informasi Di RSUD Sekayu Menggunakan Framework Cobit 2019 Aulia, Aldi Wildan; Ulfa, Maria; Suyanto, S; Ibadi, Taqrim
Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Vol 8, No 2 (2023): Edisi Agustus
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/jurasik.v8i2.659

Abstract

Information Technology Governance (IT Governance) is an important concept in managing information technology infrastructure in organizations, including hospitals. This study aims to analyze information technology governance at Sekayu Hospital using the 2019 COBIT framework with a focus on the domains APO12 (Risk Management), APO13 (Security Management), and BAI10 (Configuration Management) at the capability level. This research method involves a case study at Sekayu Hospital, where data is collected through interviews with IT staff, analysis of policy and procedure documents, as well as direct observation of the existing information technology environment. The data is then analyzed with reference to the COBIT 2019 framework, specifically the APO12, APO13, and BAI10 domains by considering the level of capability measured using the COBIT scale, the objects to be evaluated are APO12 – Managed Risk, APO13 – Managed Security and BAI10 – Managed Configuration evaluates by capability level. Objective level capability can be increased by carrying out activities that have not been carried out by Sekayu General Hospital until reaching the full value for each level.
Analisis Perbandingan Metode TAM dan UTAUT Terhadap Tingkat Penerimaan Pengguna Aplikasi Easy Access Andre, Muhammad; Damayanti, Nita Rosa; Andri, Andri; Ibadi, Taqrim
Journal of Information System Research (JOSH) Vol 6 No 1 (2024): Oktober 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i1.5964

Abstract

The Easy Access application is designed to facilitate employee attendance tracking, manage leave request letters, monitor employee working hours, and manage all employee personal data. However, despite these benefits, there are still issues present, such as several features that have not been optimized, including employee data fields that are empty or not available. This research is conducted to compare the TAM and UTAUT methods concerning the user acceptance level of the Easy Access application in the workplace of PT Semen Baturaja Tbk. The data analysis technique used in this study is SEM-PLS. Based on the comparison between the TAM and UTAUT methods, the hypothesis testing results indicate that all hypotheses in the TAM method are accepted, with the highest t-statistic reaching 10.257. Meanwhile, in the UTAUT method, four hypotheses are accepted with the highest t-statistic of 4.074, while one hypothesis is rejected, indicating that the social influence variable does not have a significant effect on behavioral intention, with a t-statistic of 1.554 < 1.98 and a p-value of 0.120 > 0.05. However, the UTAUT model shows an advantage in the R-square test, achieving the highest value of 56% for the user intention variable, while the TAM only reaches 49.6% for the same variable. This indicates that although the TAM model has more significant relationships between variables, the UTAUT model is better at explaining the variation in overall user acceptance of the application.