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Analisis Sentimen Masyarakat Indonesia Terhadap Aplikasi Threads di Twitter Menggunakan Naïve Baiyes Fredrick Lim; Afifah Trista Ayunda
JUSIFO : Jurnal Sistem Informasi Vol 9 No 2 (2023): December
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jusifo.v9i2.19965

Abstract

Threads, a new application released by Meta in mid-2023, has sparked discussions across various social media platforms. This application has been widely compared to Twitter. This research aims to analyze the sentiment of Indonesian society regarding the emergence of Threads on social media. Various opinions were collected from Twitter posts and analyzed using the Naïve Bayes algorithm in RapidMiner to classify each public response. The results show that 28.8% of respondents view the introduction of Threads positively, while 71.2% express negative sentiment. Therefore, Threads should improve its application by adding additional features to gain broader acceptance among users. Although this research has not validated using other algorithms, it provides a general overview of the public's response to the newly emerging Threads application.
IMPLEMENTASI ALGORITMA NAIVE BAYES DALAM ANALISA SENTIMEN TERHADAP TREND TIKTOK Wahyu Tisno Atmojo; Ericka Keisya; Afifah Trista Ayunda
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 13, No 2 (2025): Jurnal Tikomsin, Vol 13, No.2, Oktober 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v13i2.1015

Abstract

Social networking is becoming more and more important. Social media's purpose has evolved from its first appearance as a place just for self-actualization to include online buying and selling, self-actualization, and other functions. Tik tok is one of the social media platforms that is currently in high demand; opinions about its rise are mixed and include both positive and negative aspects. The goal of this study is to closely examine and comprehend how people react to the phenomena of Tiktok's development by keeping an eye on user-generated material in tweets and the evolution of sentiment over time. This experimental study suggests using the Naïve Bayes Algorithm as a sentiment analysis method to examine how Twitter users are responding to the TikTok craze. In-depth insights into the dynamics of Twitter users' reactions to the TikTok trend are sought by this research, which combines sentiment analysis technology with Confusion Matrix performance evaluation. According to the sentiment analysis results, the majority of user comments are neutral (57.03%), followed by critical (33.20%) and affirmative (9.77%) remarks. This illustrates the nuanced reactions that people have had to the TikTok movement, in which the majority of users share their ideas in an unbiased manner. The significance of this research lies in its ability to provide an answer.
Perancangan Prototype Website Desain Interior Garis Nuansa Berbasis User-Centered Design Dengan Fitur Kustomisasi Desain Dan Project Tracking Damien Hugo Heriyando; Afifah Trista Ayunda
Jurnal Sistem Informasi dan Teknologi Vol 6 No 1 (2026): Jurnal Sistem Informasi dan Teknologi (SINTEK)
Publisher : LPPM STMIK KUWERA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56995/sintek.v6i1.200

Abstract

Kemajuan teknologi digital telah mendorong terjadinya perubahan signifikan dalam sistem layanan di berbagai sektor industri, termasuk pada bidang desain interior. Salah satu bentuk pemanfaatan teknologi tersebut adalah penggunaan website interaktif sebagai media untuk meningkatkan efisiensi layanan, transparansi proses kerja, serta kualitas pengalaman pengguna. Penelitian ini bertujuan untuk merancang prototype website desain interior Garis Nuansa berbasis User-Centered Design yang dilengkapi dengan fitur kustomisasi desain dan project tracking. Pengembangan sistem dilakukan menggunakan metode prototype yang meliputi tahap analisis kebutuhan, perancangan cepat, pembangunan prototype, serta evaluasi pengguna. Pengujian usability dilakukan dengan metode Post-Study System Usability Questionnaire (PSSUQ) terhadap 46 responden. Hasil pengujian menunjukkan nilai rata-rata usability sebesar 4,22 dari skala 1–5 yang menandakan bahwa prototype website memiliki tingkat kemudahan penggunaan yang baik, tampilan yang menarik, serta fitur yang fungsional dan informatif. Oleh karena itu, prototype website ini diharapkan dapat mendukung proses transformasi digital bisnis desain interior Garis Nuansa melalui peningkatan transparansi, keterlibatan pengguna, dan kepuasan klien.
Model Arsitektur Multi-Tenant Berbasis Role-Based Access Control pada Sistem Manajemen Waralaba Athallah, Muhammad Ifdal; Ayunda, Afifah Trista
Progresif: Jurnal Ilmiah Komputer Vol 22, No 1 (2026): Januari
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v22i1.3374

Abstract

Franchise Management Systems (FMS) in Micro, Small, and Medium Enterprises (MSMEs) that use a multi-investor model frequently face fundamental issues such as information asymmetry and lack of accountability, mainly due to an inadequate single-owner architecture that hinders investors from validating transaction data. This research applied the Design Science Research (DSR) methodology to design a new FMS architecture model supported by three pillars: a multi-tenant architecture for data isolation, a granular Role-Based Access Control (RBAC) model for separating authority, and a database snapshotting pattern to ensure the integrity of historical data and financial reports. Functional and User Acceptance Testing (UAT) confirmed that the proposed artifact successfully provided real-time data transparency for investors, operational efficiency for branch managers, and centralized monitoring capability for central management. The main contribution of this study is the end-to-end integration of these three pillars, which is crucial for creating verified accountability within the franchise ecosystem.Keywords: Franchise Management System; Multi-Tenant Architecture; Role-Based Access Control; Data Transparency; Design Science Research. AbstrakSistem manajemen waralaba (FMS) pada UMKM dengan model multi-investor menghadapi masalah fundamental asimetri informasi dan kurangnya akuntabilitas akibat arsitektur single-owner yang tidak memadai, sehingga investor kesulitan memvalidasi data transaksi. Penelitian ini telah menerapkan metodologi Design Science Research (DSR) untuk merancang, mengimplementasikan, dan mengevaluasi sebuah artefak berupa model arsitektur FMS baru. Arsitektur ini ditopang oleh tiga pilar utama: arsitektur multi-tenant untuk isolasi data, model Role-Based Access Control (RBAC) granular untuk memisahkan wewenang, dan pola database snapshotting untuk integritas data historis. Hasil pengujian fungsional dan UAT secara konklusif memvalidasi bahwa artefak yang diusulkan berhasil menyediakan transparansi data real-time bagi investor, efisiensi operasional, dan kapabilitas pemantauan terpusat. Kontribusi utama penelitian ini adalah integrasi end-to-end dari ketiga pilar tersebut, yang krusial untuk menciptakan akuntabilitas yang terverifikasi dalam ekosistem waralaba.Kata kunci: Franchise Management System; Arsitektur Multi-Tenant; Role-Based Access Control; Transparansi Data; Design Science Research. 
PROTOTYPE APLIKASI BUKU PENGHUBUNG BERBASIS MOBILE Wahyu Tisno Atmojo; Afifah Trista Ayunda; Indras Nur Hidayat
Jurnal Komputasi Vol. 12 No. 1 (2024): Jurnal Komputasi
Publisher : Jurusan Ilmu Komputer Fakultas MIPA Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/komputasi.v12i1.250

Abstract

Abstract — The Liaison Book is a media of communication between the school, especially the class teacher and parents, parents can monitor student activities at school through the liaison book. The liaison book needs to be made an application because of the many problems that exist today where these problems include frequent damage to the liaison book, students forgetting to bring the liaison book, parents not reading the liaison book or students not giving the liaison book to parents or teachers. This application prototype is made using the Waterfall method with the java programming language and Android Studio tools. The result of this research is an application that is feasible to use where 62% of respondents strongly agree that this application is used, 31% of respondents agree to use it and as many as 7% expressed doubt. From the percentage of these answers it can be seen that this application is indeed feasible to use.
PEMANFAATAN PLATFORM METAVERSE UNTUK VISUALISASI PERENCANAAN PARIWISATA PESISIR TERINTEGRASI Atmojo, Wahyu Tisno; Olivia, Deasy; Ayunda, Afifah Trista
Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) Vol 14, No 1 (2026): Jurnal Tikomsin, Vol 14, No.1, April 2026
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/tikomsin.v14i1.1082

Abstract

Using immersive technology in regional planning is now essential to provide an accurate picture of how areas will develop in the future. This study aims to design and develop a Virtual Reality (VR) Tour application that visualizes the integrated coastal tourism plan in Tangerang Regency. The coastal area of Tangerang has a lot of potential but needs more interactive social media communication to involve stakeholders and the community in planning. The development method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, collecting materials, assembly, testing, and distribution. The development was done using Roblox Studio because of its strengths in rendering multi-user environments and the ease of access across different devices. The result of this research is a VR application that allows users to explore a digital prototype of the tourism area, including infrastructure facilities and mangrove conservation areas, in an immersive way. Testing the app showed that using VR devices gives a more detailed spatial experience compared to traditional models or 2D maps. This study concludes that using Roblox Studio with the MDLC method is effective in speeding up the process of creating VR prototypes for coastal tourism planning that is both communicative and educational.
Perancangan Enterprise Architecture untuk Integrasi Proses Operasional Board Game Cafe Menggunakan TOGAF ADM: Studi Kasus Gameopoly Muhammad Aghnat Mumtaz; Ahmad Abdul Faqih; Kenanya Otniel Suhardi; Oktavian Luthfi Khairan Somali; Afifah Trista Ayunda
Jurnal Nasional Komputasi dan Teknologi Informasi Vol. 9 No. 3 (2026): Juni, 2026
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/9352q358

Abstract

Gameopoly Board Game Cafe provides services that go beyond food and beverage sales, including board game management, customer assistance by Game Masters, and operational reporting. This condition requires an architectural design that connects business processes, data, applications, and technology in an integrated manner. This study aims to design Gameopoly’s Enterprise Architecture using TOGAF ADM. A qualitative case study method was applied through semi-structured interviews with the owner and the head of Game Masters. The result is an Enterprise Architecture blueprint covering Business Architecture, Data Architecture, Application Architecture, Technology Architecture, Opportunities and Solutions, and Implementation Governance. The design produces a to-be business process, conceptual data model, ArchiMate model, and phased implementation roadmap. The proposed blueprint can serve as a foundation for information system development to support food and beverage ordering, board game inventory, Game Master services, and operational reporting integration. 
Perancangan Enterprise Architecture pada UMKM Golden Spice Menggunakan TOGAF ADM untuk Integrasi Sistem Penjualan dan Manajemen Stok Sharon Sheilla Shane; Wilmaya Firmandatiyas; Gabriella Paulita Morong; Febrina Lusianna Manik; Afifah Trista Ayunda
Jurnal Informasi, Sains dan Teknologi Vol. 9 No. 1 (2026): Juni: Jurnal Informasi Sains dan Teknologi
Publisher : Politeknik Negeri FakFak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/isaintek.v9i1.404

Abstract

Perkembangan teknologi informasi saat ini mendorong organisasi, termasuk Usaha Mikro, Kecil, dan Menengah (UMKM), untuk meningkatkan efisiensi operasional melalui penerapan sistem yang terintegrasi. Penelitian ini bertujuan untuk merancang Enterprise Architecture (EA) pada UMKM Golden Spice menggunakan pendekatan The Open Group Architecture Framework (TOGAF) melalui metode Architecture Development Method (ADM). Permasalahan utama yang dihadapi adalah sistem penjualan dan manajemen stok yang masih dilakukan secara manual dan tidak terintegrasi, sehingga menyebabkan inefisiensi operasional, ketidaksesuaian data, serta keterbatasan dalam pengambilan keputusan. Metode penelitian yang digunakan meliputi observasi, wawancara, dan studi literatur dengan referensi terbaru pada rentang tahun 2021-2026. Hasil penelitian menunjukkan bahwa perancangan Arsitektur Perusahaan yang diusulkan mampu mengintegrasikan sistem penjualan dan manajemen stok secara terstruktur, sehingga meningkatkan efisiensi operasional dan akurasi data. Selain itu, sistem yang diusulkan juga mampu menyediakan informasi secara real-time untuk mendukung pengambilan keputusan berbasis data. Penelitian ini diharapkan dapat menjadi solusi praktis bagi UMKM dalam mendukung transformasi digital serta menjadi referensi bagi penelitian selanjutnya.
PENERAPAN INDOBERT DAN BERTOPIC DALAM ABSA UNTUK EVALUASI KUALITAS APLIKASI E-GOVERNMENT INDONESIA Nathanael Abel Adrielvino; Afifah Trista Ayunda
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 1 (2026): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i1.7143

Abstract

This research examines user responses concerning public service applications from the Indonesian government. The information collected from the Google Play Store between January 1, 2025, and October 31, 2025, final dataset  consists of 7,000 reviews that were labeled manually. The primary goal is to apply Aspect-Based Sentiment Analysis (ABSA) via E-S-QUAL to assess sentiment across four dimensions (efficiency, fulfillment, system availability, and privacy). In the classification process, IndoBERT Fine-Tuned model's efficacy was compared to traditional models (SVM and Naïve Bayes, showing superiority by reaching an overall accuracy of 91%, positioning it as a benchmark for all sentiment analysis. The model then directed the BERTopic analysis to pinpoint and explain the specific issues raised by users. The general results indicate that user sentiment towards the applications is predominantly Negative (62.71%). Through the application of topic modeling and E-S-QUAL mapping, it was found that System Availability (58.24% Negative) and Fulfillment (78,32% Negative) are the key contributors to dissatisfaction, arising from particular grievances such as system outages, service disruptions, and Privacy aspect (91.67% Negative) that concerns users. Conversely, the Efficiency aspect emerges as a crucial service strength, garnering a dominant positive reaction (58.96%). Therefore, these findings clearly suggest that the government must prioritize immediate action to improve system stability and ensure consistent delivery of services, thereby realizing the full potential of its digital transformation efforts.  
INTEGRASI DESIGN SCIENCE RESEARCH DAN DESIGN THINKING DALAM OPTIMALISASI FITUR SISTEM INFORMASI AKADEMIK (SIAKAD) PRADITA: INTEGRATION OF DESIGN SCIENCE RESEARCH AND DESIGN THINKING IN OPTIMIZING THE FEATURES OF PRADITA'S ACADEMIC INFORMATION SYSTEM (SIAKAD) Tara Anabel Christy Lianda; Afifah Trista Ayunda
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 11 No 1 (2026): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v11i1.7193

Abstract

This study aims to design and evaluate a new feature prototype in the Pradita Academic Information System (SIAKAD) as an artifact within the context of Design Science Research (DSR), with the goal of improving student satisfaction with academic services. Design Thinking (DT) and DSR methodologies are systematically integrated to develop a user-centered solution validated by empirical data. Qualitative evaluation is conducted through a Heuristic Evaluation (HE) conducted by a user experience (UX) expert, while quantitative evaluation is conducted using the Post-Study System Usability Questionnaire (PSSUQ). The results of this study show improvements in usability and interface quality, with an average PSSUQ score of 2.90, which is included in the "good" category. From a practical perspective, this study contributes by providing a structured framework that can be adopted by other academic system developers to optimize user experience through evidence-based design iterations.