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PERANCANGAN DESAIN ANTARMUKA APLIKASI SALES FORCE (MANAJEMEN PENJUALAN) Maulidya Dwi Rahmawati; Andreas Rio Adriyanto; Ananda Risya Triani
eProceedings of Art & Design Vol. 13 No. 1 (2026): Februari 2026
Publisher : Telkom University

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Abstract

Transformasi digital pada era Revolusi Industri 4.0 membawa perubahan yang besar terhadapberbagai aspek kehidupan, termasuk dalam dunia bisnis dan industri. Salah satu hal implementasinyata dari transformasi ini adalah pemanfaatan teknologi Internet of Things (IoT) dalam sistemmanajemen penjualan. Salah satunya Perusahaan Colony Group merupakan perusahaan penyediatenaga kerja sales (outsourcing) untuk PT. Nestle Indonesia yang mencoba mengimplementasikandigitalisasi tetapi belum sepenuhnya karena keterbatasan teknis dan sumber daya. Sehinggaperusahaan Colony Group Indonesia menjadikan PT Cubiconia Kanaya Pratama (perusahaansoftwarehouse) menjadi mitra teknologi dalam mengatasi permasalahan ini. Perancangan inibertujuan merancang desain sebuah aplikasi manajemen penjualan yang akan menjadi pelengkapuntuk website yang sudah ada. Perancangan yang dilakukan agar dapat menghasilkan desainantarmuka pengguna pengguna yang interaktif, sesuai dengan kebutuhan pengguna, dan dapatmemotivasi penggunanya. Studi kasus, hasil analisis kebutuhan pengguna, dan hasil evaluasimelalui usability testing menjadi dasar dalam merancang desain antarmuka aplikasi manajemenpenjualan.Kata Kunci: Transformasi Digital, Manajemen Penjualan, Desain Antarmuka, Internet of Things,Usability Testing
USER INTERFACE ANALYSIS OF THE DAMRI APPS APPLICATION USING THE HEURISTIC EVALUATION METHOD Siwi, Sinta Raka; Adriyanto, Andreas Rio
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 4 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i4.7199

Abstract

This study evaluates the user interface (UI) of the DAMRI Apps applica- tion using the heuristic evaluation method to assess user satisfaction and identify usability issues. Despite its growing popularity, with 209,832 new users from 2022 to 2023, and a high user rating of 4.3, users have reported various problems affecting comfort and safety. Three UI/UX ex- perts conducted the evaluation based on Nielsen's ten usability principles, assessing the application's interface and categorizing issues by severity. The evaluation process involved observing a video demonstration of the ticket booking process and hands-on testing of the app. Results revealed that while most issues were minor (average severity level 2), significant problems (level 3) were identified in three key areas: visibility of system status, user control and freedom, and error prevention. Major issues in- cluded lack of clear information on ticket schedules, confusing interface elements, and poor color choices leading to user errors. The study con- cludes that the DAMRI Apps interface requires substantial improvements in specific areas to enhance user experience. Recommendations include providing clearer information, implementing wizard steps and timers, separating menu selection and form filling pages, and optimizing color schemes for better usability.
THE EFFECTIVENESS OF INSTAGRAM AS A VISUAL REPRESENTATION OF INTERIOR ARCHITECTURE STUDIOS: AUDIENCE PERSPECTIVE Lilyana Yashila Rahima Surono; Annisa Ullya Rahma; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 6 (2025): JUNE
Publisher : Adisam Publisher

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The rapid growth of digital platforms has transformed how interior design studios communicate their identity and engage with audiences. Instagram, with its visual-centric nature, has become a crucial tool for these studios to represent their works effectively. This study aims to evaluate Instagram's potential in showcasing creativity, building brand identity, and fostering interaction between studios and their audience. Through interviews with 10 respondents from various interior design backgrounds, the findings reveal that Instagram’s features—particularly feeds and reels—enable studios to present their projects dynamically and informatively. Respondents appreciated content that demonstrates ideation processes, project transformations, and technical details, indicating a preference for educational and visually engaging posts. While Instagram excels in creating first impressions and expanding reach, it falls short as a sole platform for deep exploration of studio profiles. Consistent posting, creativity in content, and active audience interaction emerged as critical factors in optimizing Instagram as a representation medium. This research underscores the need for interior design studios to combine Instagram’s capabilities with other platforms to achieve a comprehensive and impactful digital strategy.
APPLICATION OF INTERACTIVE MEDIA AND DIGITAL MEDIA FOR THE REVITALIZATION OF THE MUSEUM POS INDONESIA Sasangka Bhima Asmara; Didit Widiatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Museum Pos Indonesia in Bandung has the potential to be a rich educational and historical tourism center, but faces challenges in attracting visitors, especially the younger generation, due to its conventional presentation and lack of utilization of digital technology. In the revitalization effort, an interactive technology-based design approach is seen as a solution to create a more engaging, informative, and relevant museum experience. This research applies a qualitative method with a Design Thinking approach, which includes five stages: empathize by conducting observations and interviews with visitors and managers, define to formulate the main problems of the museum, ideate in designing interactivity-based design solutions, prototype as a visualization of space and media, and test to test the effectiveness of the visitor experience. Digital interactive media such as touch screens, video mapping, augmented reality, and QR code-based audio systems are designed and adapted to visitor segmentation from children to adults. It is hoped that the results of this research will create a showroom atmosphere that is educative, inclusive and fun, and strengthen the position of Museum Pos Indonesia as a modern cultural institution that is able to adapt in the digital era.
THE REVITALIZATION OF THE POSTAL MUSEUM THROUGH INTERACTIVE DISPLAY MEDIA AND EDUCATIONAL ZONES Muhammad Khalil Gibran; Didit Widiatmoko Suwardikun; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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This study explores the revitalization strategy of the Museum Pos Indonesia through the implementation of interactive display media and the arrangement of display zones based on visitor experience. The focus is directed toward transforming the previously conventional presentation of collections and exhibition spaces into formats that are more communicative, educational, and aligned with the needs of the digital generation. The research adopts a qualitative approach using Design Thinking (empathize, define, ideate, prototype, and test), supported by the Double Diamond framework from the UK Design Council. Data collection was conducted through observation, interviews, questionnaires, and literature review on the digitalization of educational spaces and user-centered design. The results indicate that technologies such as touchscreen displays, QR codes, and augmented reality (AR) can enhance visitor engagement and enrich the delivery of historical narratives. The reorganization of structured display zones also contributes to creating a more immersive and guided visitor experience. This study recommends the adoption of adaptive display systems that align with technological advancements and audience preferences, so that Museum Pos Indonesia may function not only as an archive but also as a dynamic and inclusive medium of cultural communication.
REVITALIZATION OF THE INDONESIAN POSTAL MUSEUM WEBSITE THROUGH THE DESIGN THINKING APPROACH Nabila Febriyulisky; Didit Adwiyatmoko Soewardikoen; Hanif Azhar; Yanuar Rahman; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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Abstract

The Indonesian Postal Museum is facing challenges in attracting the attention of younger generations. The purpose of this study is to create an interactive website based on artificial intelligence (AI) that maximizes the user's digital experience. This method will use Design Thinking Approach. Empathize, define, ideate, prototype, and test those the five steps in this approach, which uses a qualitative descriptive approach. To collect data, observation, interviews, questionnaires, and literature review were employed. The research findings indicate that the use of AI features such as chatbots, content personalization, and other interactive components can enhance user engagement online and encourage them to visit the museum in person. It is hoped that this project will serve as a model for digital revitalization for other museums in Indonesia
HALODOC APPLICATION USABILITY: A COMBINED SUS AND SEQ Chara Aulia Urrohim; Andreas Rio Adriyanto
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 2 (2025): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

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This research evaluates the usability of the Halodoc application for new users through an Interaction Design-based study. Quantitative methods, specifically the System Usability Scale (SUS) and the Single Ease Question (SEQ), were employed, supplemented by qualitative observation and interviews to diagnose User Interface (UI) and User Experience (UX) problems. Quantitative results revealed significant usability issues, demonstrated by an average SEQ score of 3.2 on a 1-7 scale. The average SUS score was 52.0, which categorizes the platform as "Poor" and in the "Marginal" zone of acceptability, indicating users likely face discomfort and difficulty. These findings were reinforced by qualitative data, which pointed to design constraints such as a cluttered interface, confusing menus/icons, and critical functionality problems with the nearest location feature. The study concludes that user interaction with the Halodoc platform is currently unsatisfactory and requires substantial improvements, particularly in interface design, to resolve identified usability violations and achieve a satisfactory user experience.
PERANCANGAN PROTOTIPE APLIKASI MANAJEMEN KEUANGAN DIGITAL BAGI GENERASI SANDWICH Andriani, Luthfia Maullida; Adriyanto, Andreas Rio; Razi, Aria Ar
eProceedings of Art & Design Vol. 13 No. 1 (2026): Februari 2026
Publisher : Telkom University

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Fenomena generasi sandwich di Indonesia terus meningkat seiring dengan tingginyatekanan ekonomi dan tanggung jawab ganda yang harus mereka tanggung, yaitu membiayai kebutuhan orang tua sekaligus anak ataupun saudara. Kondisi ini diperburuk oleh rendahnya tingkat literasi keuangan serta keterbatasan aplikasi pengelola keuangan yang hanya berfokus pada pencatatan transaksi, tanpa memberikan solusi menyeluruh. Oleh karena itu, penelitian ini bertujuan untuk merancang sebuah prototipe aplikasi mobile yang efektif, terstruktur, dan mudah diakses guna membantu generasi sandwich dalam mengelola keuangan mereka secara lebih bijak. Metode penelitian yang digunakan meliputi pengumpulan data primer dan sekunder melalui wawancara, observasi, kuesioner, dan studi literatur. Proses perancangan dilakukan dengan pendekatan design thinking yang mempertimbangkan aspek antarmuka pengguna (UI) dan pengalaman pengguna (UX). Aplikasi ini dirancang dengan fitur lengkap, meliputipencatatan transaksi, perencanaan anggaran, edukasi keuangan melalui artikel, dan layanan konsultasi keuangan. Hasil dari perancangan ini diharapkan dapat menjadi solusi terpadu yang sesuai dengan kebutuhan nyata pengguna dan mampu mendorong kemandirian finansial serta kesejahteraan generasi sandwich.Kata Kunci : Aplikasi Keuangan, Generasi Sandwich, Literasi Keuangan, Manajemen Keuangan, Prototipe Mobile
USABILITY TESTING OF THE DIGITAL PUBLIC LIBRARY OF AMERICA WEBSITE: A CASE STUDY ON DIGITAL ARCHIVES Maryam Az-Zahra Suharwoto; Andreas Rio Adriyanto; Maria Josef Retno Budi Wahyuni
INTERNATIONAL JOURNAL OF SOCIETY REVIEWS Vol. 3 No. 8 (2026): INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
Publisher : Adisam Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.20135189

Abstract

User experience is part of the most important aspects to consider in developing a website. Measuring user experience would lead to creating better websites, especially websites that specialize in digital archives such as Digital Public Library of America. As one of the leading countries in digital preservation and specializing in manuscripts and historical artifacts, the Digital Public Library of America website is one of the main sources of information that people access to retrieve information regarding that subject. Large amounts of preserved manuscripts are digitalized and open to public access. Users are able to reach a wide category of historical archives through a single medium, thus allowing a larger audience as it can reach people outside of America. Through usability testing, interviews and systematic literature review, several aspects of user experience become the main highlights and key points of the Digital Public Library of America website. This study employs a qualitative methodology by gathering data through interviews, direct observations, and literature review. Its main contribution is offering a strategic framework for developing comparable websites while addressing user requirements.
Customer Journey Experience and Its Effect on PT KAI’s Brand Equity Anisa Silviana Putri; Andreas Rio Adriyanto; Dandi Yunidar
Dinasti International Journal of Education Management and Social Science Vol. 7 No. 3 (2025): Dinasti International Journal of Education Management and Social Science (Febru
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38035/dijemss.v7i3.6005

Abstract

The digitalisation of railway services in Indonesia has significantly altered passengers’ travel behaviour, although non-digital touchpoints remain essential for users with diverse levels of digital proficiency. This study investigates user interactions with PT Kereta Api Indonesia (KAI) across the pre-trip, on-trip, and post-trip stages, and analyses how these interactions shape perceptions of service quality and contribute to the formation of brand equity. Employing a qualitative descriptive approach grounded in service design, the research utilises contextual inquiry to capture actual user behaviour at Bandung and Gambir Stations. Field observations were complemented by questionnaire data from respondents to identify patterns in information search, ticket purchasing, station navigation, and engagement with digital features such as face-recognition gates. The results indicate that digital touchpoints facilitate efficient access to schedules, ticketing, and payments, yet users continue to rely on physical guidance, staff support, and clear environmental cues to navigate the service ecosystem effectively. The degree of coherence between digital and physical touchpoints throughout the customer journey substantially influences user satisfaction and plays a critical role in strengthening KAI’s brand equity.
Co-Authors Achmad Irsyad Wahyudianto Achmad Syarief Achmad Syarief Adya Mulya Prajana Akhmadi Akhmadi Aldy Nur Febrian Alwan, Difka Fauzidanh Ananda Risya Triani Ananta, Irfan Fatur Andriani, Luthfia Maullida Anggia, Rafi Hafizhni Anggoro, Wisnu Anggreini Siregar, Yulia Dewi Anisa Silviana Putri Annisa Ullya Rahma Ansori, Yoyo Zakaria Aria Ar razi Aryohadi, Miftah Tri Athifa Sri Ismiranti Aulia Rahmawardani Bijaksana Prabawa Chara Aulia Urrohim Charlilo, Chres Dandi Yunidar Darajat, Siti Aqila Deny Faedhurrahman Dicky Hidayat Didit Adwiyatmoko Soewardikoen Didit Widiatmoko Didit Widiatmoko Suwardikun Diena Yudiarti Dimas Krisna Aditya Djoko Murdowo Djoko Murdowo Faedhurrahman, Deny Faedhurrahman, Deny Fajar Ciptandi Farhan, Syauqi Firdaus Fitri, Ledy Maharani Geovani Da Rato, Claudio Hanif Azhar Imam Santosa Imam Santosa Irfansyah Irfansyah Jeremy Budhi Nugraha Jiwa Utama Juzma, Elma Khoiru Lillah, Ega Nursayekti Lilyana Yashila Rahima Surono Lukito, Wahyu Lukmanul Hakim, Muhamad Mahendra Nur Hadiansyah Maria Josef Retno Budi Wahyuni Maryam Az-Zahra Suharwoto Maulidya Dwi Rahmawati Michelle Angelica Mochamad Yudha Febrianta Mochammad Faizal Muhammad Khalil Gibran Nabila Febriyulisky Nadira Anggrika Firdaus Nugraha, Jeremy Budhi Nurul Fitriana Bahri Prahara, Gema Aria Putra Pratama, Rd. Muhammad Sopian Rahmawardani, Aulia Randi Apriansyah Ranti Rachmawanti Razi, Aria Ar Riksa Belasunda Rizka Rachmawati Saifullah, Adnan Sasangka Bhima Asmara Siwi, Sinta Raka Tryana Puji Pertiwi Wahyudianto, Achmad Irsyad Wirania Swasty Yanuar Rahman Yusup, Sandi