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Design of Android-Based Card Production Scheduling System Application using Rapid Application Development Method Barokah, Irma; Azrino Gustalika, Muhamad
INOVTEK Polbeng - Seri Informatika Vol. 10 No. 2 (2025): July
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/9dksvc86

Abstract

PT. Cazh Teknologi Inovasi is a company focused on delivering excellent customer service. However, the current card production scheduling process, which is still managed manually through social media, has led to several issues, including a high risk of human error, product backlog, and long customer waiting times. These problems negatively impact service quality and customer satisfaction. To address this, an Android-based card production scheduling system was developed using the Rapid Application Development (RAD) method, which enables fast and flexible application development tailored to the company's needs. The system was tested using the black box method to ensure that each feature functions according to its specifications. The test results indicate that the system is feasible for use and can improve production efficiency while reducing customer waiting time.
Evaluating the Functional Efficiency Improvement of RSUD dr. Loekmono Hadi Kudus Website Redesign Using Black Box Testing Musannadah, Siti; Gustalika, Muhamad Azrino
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 2 (2025): Indonesian Journal of E-learning and Multimedia (May 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i2.433

Abstract

Background: Hospital websites are vital for public health information access. The previous RSUD dr. Loekmono Hadi Kudus website had significant usability and functional issues, with many features being non-operational, necessitating a redesign for better quality and user engagement.Aims: This research assesses the improvement in functional efficiency of the RSUD dr. Loekmono Hadi Kudus website post-redesign, focusing on a quantitative comparison of functional integrity between the old and new versions through Black Box testing.Methods: The website redesign followed the Design Thinking approach, focusing on understanding user needs and developing empathetic, user-centered solutions. Functional efficiency was evaluated through Black Box testing on ten core features representing the hospital website’s main functionalities: (1) homepage navigation links, (2) automatic banner slide, (3) manual banner navigation buttons, (4) “About Us” dropdown, (5) main “Doctor” menu, (6) doctor search feature, (7) “Doctor Schedule” access, (8) “Facilities” dropdown, (9) detailed facility information access, and (10) “Service Tariff” dropdown for transparent service fee information.Result: Black Box testing showed a profound improvement in functional efficiency. The redesigned website achieved 100% functional validity for all 10 tested features, a significant rise from the original's 30% operational rate for the same features.Conclusion: Strategic Design Thinking application, meticulous development, and rigorous testing significantly enhanced the RSUD dr. Loekmono Hadi Kudus website's functional efficiency from 30% to 100%, enhancing reliable function execution and fostering better human-computer interaction.
Pemberdayaan UMKM di Desa Serayu Larangan Melalui Pemanfaatan WhatsApp Business Dalam Pemasaran Produk Gustalika, Muhamad Azrino; Permadi, Dimas Fanny Hebrasianto; Prasetyo, Novian Adi; Segara, Alon Jala Tirta; Utami, Annisaa; Prabowo, Dedy Agung
Pengabdian kepada Masyarakat Bidang Teknologi dan Sistem Informasi (PETISI) Vol. 3 No. 1 (2025): Pengabdian Kepada Masyarakat Bidang Teknologi dan Sistem Informasi
Publisher : Mulawarman University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/petisi.v3i1.3096

Abstract

UMKM (Usaha Mikro, Kecil, Menengah) di Desa Serayu Larangan memiliki prospek yang cukup baik, pemanfaatan teknologi digital seperti WhatsApp Business belum berjalan secara optimal. Berdasarkan observasi di lapangan, terlihat bahwa beberapa pelaku usaha masih belum memiliki sistem yang mendukung pengelolaan usaha secara efisien dan terpadu. Di samping itu, pemahaman terhadap pemanfaatan fitur-fitur digital, termasuk WhatsApp Business, masih belum merata, sehingga penggunaan teknologi ini dalam mendukung aktivitas usaha belum maksimal. Kondisi tersebut menunjukkan bahwa diperlukan peningkatan literasi digital serta pemanfaatan teknologi yang lebih luas, agar pengembangan UMKM di wilayah tersebut dapat dilakukan secara berkesinambungan dan lebih produktif Sebagai bentuk dukungan terhadap pengembangan UMKM, Tim Dosen Universitas Telkom yang dibantu mahasiswa menyelenggarakan pelatihan penggunaan WhatsApp Business bagi pelaku UMKM di Desa Serayu Larangan. Metode yang digunakan dalam kegiatan pengabdian masyarakat ini mencakup penyampaian materi secara teoritis yang dilanjutkan dengan praktek langsung. Pelatihan dilaksanakan secara tatap muka bersama para  14 peserta, yaitu pelaku UMKM di Desa Serayu Larangan, Kabupaten Purbalingga. Kegiatan ini bertujuan untuk membantu para pelaku usaha dalam mengelola bisnis secara lebih efisien melalui pemanfaatan teknologi komunikasi yang mudah diakses. Hasil dari kegiatan pelatihan ini membuktikan penerapan teknologi sederhana yaitu WhatsApp Business dapat membantu dalam memperluas pasar dan meningkatkan komunikasi dengan pelanggan. Pelatihan ini,  berhasil meningkatkan pengetahuan peserta yaitu penjual/pelaku UMKM  baik secara teori maupun praktik dalam penggunaan WhatsApp Business. Hasil survey tingkat kepuasan dari peserta  penjual/pelaku UMKM adalah 92,50%. Hasil persentase ini dapat dinyatakan bahwa Pengabdian Masyarakat ini berjalan dengan baik dan memuaskan
Website Design for Pineapple-Based MSMEs in Purbalingga Using the Extreme Programming Method (Case Study: Rumah Olahan Nanas Pinne) Anggraeni, Latifah; Gustalika, Muhamad Azrino
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.452

Abstract

Background: Rumah Olahan Nanas Pinne is one of the MSMEs in Purbalingga Regency that is engaged in the processing of pineapple-based products. In running its business, this MSME faces obstacles in promoting its products digitally and recording sales reports manually, which hinders operational efficiency.Aims: This study aims to develop a website that can be used as a digital promotional medium and to view sales reports in a more structured manner.Methods: The website system was developed using the Extreme Programming method, which is known for its flexibility and iterative nature, allowing for changes during the development process. System testing was conducted using the blackbox testing method to test the functionality of the system.Result: The website was successfully developed and its functionality runs according to the design with a blackbox testing success rate of 100%.Conclusion: The developed website has been successful in helping to promote products digitally to expand market reach. In addition, this system also helps in viewing sales reports easily and accurately.
Design And Development Of A Ticket Booking Application Using Extreme Programming At Serayu Larangan Rifkiansyah, Hanif; Azrino Gustalika*, Muhamad
Jurnal Riset Informatika Vol. 7 No. 4 (2025): September 2025
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1442.459 KB) | DOI: 10.34288/jri.v7i4.384

Abstract

This research was conducted with the aim of developing a web-based tourist ticket booking service application system using the Extreme Programming (XP) development method that is able to facilitate the ticket transaction process both from the side of online buyers and tour managers at the counter. Serayu Larangan Tourism Village, Mrebet District, Purbalingga Regency has promising tourism potential. However, there is still no application that can support the running of the tourism business, such as in the process of selling and recording tickets. Therefore, a system is needed that can facilitate the management of the ticket sales and booking process and data collection of sales reports. This research begins with data collection carried out through the stages of observation, interviews, and literature studies. After the data is collected, system development is carried out using the Extreme Programming (XP) method which consists of four main stages which include planning, design, coding, and testing. From the results of system testing using the Black Box method for ten user features and fifteen admin features showed a 100% success rate.  Then the results obtained from the User Acceptence Test (UAT) conducted by ten respondents showed an average percentage of acceptance rate of 87.6%.
Pengenalan Media Pembelajaran Huruf Hiragana dan Katakana Menggunakan Metode Voice Command Untuk Meningkatkan Kemampuan Belajar Bahasa Jepang Berbasis Augmented Reality Agnisa Putri, Abrilia; Azrino Gustalika, Muhamad
eProceedings of Engineering Vol. 12 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Engineering

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

Abstract

Tujuan dari penelitian ini adalah menggunakanteknik MDLC untuk membuat dan mengembangkan materipembelajaran interaktif untuk huruf Hiragana dan Katakanamenggunakan Augmented Reality (AR) pada perangkatAndroid. Siswa kelas XI berpartisipasi dalam penelitian ini,yang dilakukan di SMA Negeri 1 Ajibarang. Tahapan-tahapandalam Multimedia Development Life Cycle (MDLC) -konseptualisasi, desain, pengumpulan materi, perakitan,pengujian, dan distribusi - diikuti ketika mengembangkanaplikasi. Pengguna dapat dengan mudah menavigasi danberinteraksi dengan aplikasi ini dengan menggunakan perintahsuara berkat fungsionalitas Voice Command. Pendekatan BlackBox Testing digunakan untuk pengujian fungsionalitas, yangmenunjukkan bahwa semua fitur aplikasi berfungsisebagaimana mestinya tanpa ada masalah. Selanjutnya, ujikelayakan System Usability Scale (SUS) memiliki nilai rata-rata82,67%, masuk dalam kategori “B” dengan tingkat kelayakan“Good” yang menurut pengguna dapat diterima. Aplikasi ARini menyajikan visualisasi 3D interaktif huruf Jepang, sehinggamemudahkan siswa memahami materi serta meningkatkanmotivasi dan keterlibatan dalam belajar. Rekomendasipengembangan ke depan meliputi perluasan aplikasi ke materilain, penambahan fitur baru untuk memperkaya pengalamanbelajar, pelatihan guru agar penggunaan aplikasi lebih optimal,serta evaluasi rutin berdasarkan masukan pengguna.Kata kunci — Augmented Reality, Huruf Hiragana danKatakana, Media Pembelajaran, Multimedia Development LifeCycle, Voice Command
Design and Development of a Website for Micro, Small, and Medium Enterprises (MSMEs) of Pekunden Pottery Craft Using the Extreme Programming Method Mulyaningsih, Agustina; Gustalika, Muhamad Azrino
IJOEM Indonesian Journal of E-learning and Multimedia Vol. 4 No. 3 (2025): Indonesian Journal of E-learning and Multimedia (October 2025)
Publisher : CV. Media Inti Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58723/ijoem.v4i3.497

Abstract

Background: The rapid growth of digital technology drives Micro, Small, and Medium Enterprises (MSMEs) to adopt information systems to improve competitiveness. Pekunden Pottery MSME in Pemalang Regency relies on conventional marketing, which limits its ability to expand market reach and manage sales effectively.Aims: This study aims to design and develop a website for Pekunden Pottery MSME as a digital promotional platform, to facilitate online transactions, and to manage sales data effectively.Methods: This study applied the Extreme Programming (XP) methodology through planning, design, coding, and testing phases. The researchers used Blackbox Testing to validate the functionality against user requirements.Results: The developed website provides product promotion, online ordering, payment integration with Midtrans, and automated shipping cost calculation using the RajaOngkir API. Testing achieved a 97.29% success rate, confirming that the system meets functional requirements and operates reliably.Conclusion: The system supports the digital transformation of Pekunden Pottery MSME by improving online visibility, simplifying sales management, and strengthening competitiveness. This research contributes academically by demonstrating the effective application of XP in MSME website development, while practically providing a model that enhances operational efficiency and business growth in the digital economy era.
IMPLEMENTATION OF VIRTUAL TOUR USING IMAGE STITCHING AS AN INTRODUCTION MEDIA OF SMPN 1 KARANGKOBAR TO NEW STUDENTS Reza Setiawan, Muhammad; Azrino Gustalika, Muhamad; Lulu Latif Usman, Muhammad
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 5 (2023): JUTIF Volume 4, Number 5, October 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.5.968

Abstract

“During the pandemic, the education sector experienced a decline where students and teachers had to do online learning due to the increasingly widespread Covid-19 outbreak. Therefore, the Indonesian government decided to reduce activities that cause crowds in order to prevent the transmission of Covid-19 in Indonesia. With such problems, the author can provide a solution by using a Virtual Tour which is used as a medium to introduce Karangkobar 1 State Junior High School to students who want to register when PPDB takes place. Virtual Tour in the form of 360-degree panoramic images provided with a hotspot and several features such as popups such as images and information that appear in real time. In the functional testing of the Espensaka Virtual Tour application, it was carried out using the Blackbox Testing method on eight different smartphones which produced functions that could run well but had problems with the Gyroscope which could not run on laptops and computers. Then the test using the SUS (System Usability Scale) method with 90 respondents who filled out 10 questions on the questionnaire resulted in an average value of 73.8 which the score according to the System Usability Scale Grade was included in a good rating. From the results of testing using the method on the application, it can be concluded that the Espensaka Virtual Tour application can be run well but has problems with the Gyroscope which cannot be run on laptops and computers. The Espensaka Virtual Tour application can still be used by making an improvement on the recommended hotspot.
IMPLEMENTASI AUGMENTED REALITY PADA SITUS MAKAM PAK KASUR MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE Rahadian Januar Amantadani, Fitsar; Azrino Gustalika, Muhamad
JUTIM (Jurnal Teknik Informatika Musirawas) Vol 9 No 1 (2024): JUTIM (Jurnal Teknik Informatika Musirawas) JUNI
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32767/jutim.v9i1.2267

Abstract

Teknologi Augmented Reality (AR) dalam beberapa tahun terakhir sudah berkembang dengan pesat dan telah menemukan banyak aplikasi dalam berbagai bidang. Penelitian ini bertujuan untuk merancang dan mengembangkan aplikasi AR yang khusus dibuat untuk wisata situs makam Pak Kasur. Situs makam Pak Kasur memiliki nilai sejarah seta budaya yang tinggi, sebagai salah satu situs bersejarah yang memiliki nilai budaya dan sejarah yang tinggi, juga memerlukan pendekatan inovatif untuk meningkatkan pengalaman pengunjungnya. Aplikasi ini dirancang untuk meningkatkan pengalaman wisata dengan menyediakan konten AR yang informatif dan menarik bagi pengguna. Metode pengembangan aplikasi pengembangan konten AR yang relevan, dan integrasi teknologi AR yang tepat. Teknologi Augmented Reality dapat memberikan jawaban dengan menerapkan marker sebagai target guna memvisualisasikan objek yang diinginkan menjadi objek 3D. Dalam pembuatan sistem menggunakan metode Multimedia Development Life Cycle. Metode tersebut digunakan untuk pembangunan sistem perangkat lunak multimedia. Blackbox testing dilakukan untuk menguji sistem aplikasi ini dengan hasil seluruh komponen fitur aplikasi berjalan dengan semestinya tanpa adanya gagal atau error pada sistem. Pengujian System Usablility Scale menghasilkan nilai 78,8333 yang memiliki nilai “acceptable” pada tingkatan acceptability ranges. Aplikasi ini menjadi media informasi yang menarik dan mudah untuk digunakan, serta dapat memberikan informasi sejarah tentang Pak Kasur secara interaktif dan menarik
Penerapan Game Edukasi Belajar Aksara Jawa Berbasis Web Dengan Metode MDLC Bagus Pambudi, Bryan; Azrino Gustalika, Muhamad
eProceedings of Engineering Vol. 12 No. 6 (2025): Desember 2025
Publisher : eProceedings of Engineering

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

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis teknologi mobile gunameningkatkan pemahaman siswa sekolah dasar tentang aksara Jawa. Metode yang digunakan adalah Multimedia Development Life Cycle (MDLC), yang membantu dalam proses identifikasi masalah yang dihadapi siswa, seperti rendahnya minat dan kesulitan dalam mengenali aksara Jawa melalui metode pembelajaran tradisional. Penelitian ini akan menghasilkan sebuah game edukasi yang dirancang untuk menciptakan pengalaman belajar yang menyenangkan dan menarik, sehingga siswa dapat lebih aktif dan terlibat dalam proses pembelajaran. Hasil penelitian ini di harapkan mampu efektif dalam meningkatkan minat dan pemahaman siswa terhadap aksara Jawa. Siswa di harapkan ada peningkatan hasil belajar dan ketertarikan yang lebih besar terhadap materi yang diajarkan. Dengan demikian, penelitian ini tidak hanya memberikan kontribusi dalam pelestarian budaya, tetapi juga berperan penting dalam mengenalkan aksara Jawa kepada generasi muda melalui inovasi dalam teknologi pendidikan. Penelitian ini diharapkan dapat menjadi referensi bagi pengembangan media pembelajaran lainnya yang lebih interaktif dan menarik.Kata kunci— Kata kunci Multimedia Development Life Cycle (MDLC), Aksara Jawa, Media Pembelajaran, Media Interaktif.