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Barcode Attendance System Based On Visual Basic 6.0 At PT. Priority Mujiyono Mujiyono; Budi Hartono; Dendy Kurniawan
Journal of Engineering, Electrical and Informatics Vol. 2 No. 2 (2022): Juni: Journal of Engineering, Electrical and Informatics:
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jeei.v2i2.2848

Abstract

The attendance system aims to make it easier for employees to attend the office and this system uses Visual Basic software. The problem with why you have to use this system is because employee attendance still uses manual methods so it cannot be effective and efficient at work. The advantage that can be obtained by using this system is that it can make it easier for employees to be absent from the office by using computer facilities using barcodes. The benefits provided to the company are to simplify and speed up the work of employees so that they can increase employee discipline at the PT company. Priority
Web-Based Outsourcing Workforce Information System : (Case Study PT. TRIMEGAH CIPTA MANDIRI) Nur Hidayatus Shofyan; Dendy Kurniawan; Iman Saufik Suasana
Journal of Engineering, Electrical and Informatics Vol. 3 No. 3 (2023): Oktober: Journal of Engineering, Electrical and Informatics
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jeei.v3i3.2869

Abstract

Trimegah Cipta Mandiri is a company that operates in the service sector, namely outsourcing or what is known as outsourcing and this company, so far, for marketing still uses telephone, print media and comes directly to the prospective employment company so it cannot find out information about PT. Trimegah Cipta Mandiri is complete and up to date and takes quite a long time and costs quite a lot. Apart from that, when work relations require new potential workers, they experience difficulties, because they do not know directly the data about potential new workers. The purpose of writing this thesis is to design a web-based ordering system at PT. Trimegah Cipta Mandiri, so that it can act as a liaison between PT. Trimegah Cipta Mandiri and work relations without being limited by the location of a region and access times, as well as ease of obtaining information about prospective workers. new work required by work relations. The research methods used included field studies and literature studies. Field studies include interviews and direct observations. Meanwhile, literature research is carried out by looking for materials that are relevant to the problem. Design methods include system analysis in the form of Flow of Documents, system design in the form of Context Diagrams, DFD, ERD, Normalization. The results of the design are applied in the form of web design using the PHP programming language and database management using MySQL. After the system analysis and design has been carried out, it can be seen that PT. Trimegah Cipta Mandiri requires a more effective and efficient method of processing and data collection, so that it is hoped that it will be able to produce information quickly, precisely and accurately which is useful for improving services to work relations.
Implementasi Sistem Informasi Penjualan Berbasis Web Menggunakan Framework Laravel 12 : Studi Kasus Pada Toko Ulkids Pegandon Shofa Arinal Hakikiyah; Bagus Sudirman; Ahmad Ashifuddin Aqham; Dendy Kurniawan; Moh. Muthohir
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.9573

Abstract

This study, titled “Implementation of a Web-Based Sales Information System Using the Laravel 12 Framework: A Case Study at Ulkids Store Pegandon,” was conducted to address declining sales performance caused by conventional sales processes and manual transaction management. Ulkids Store experienced a 62.6% decrease in profit from 2019 to 2025, mainly due to limited promotional reach, inaccurate stock recording, and inefficient sales transactions. The research aims to design and implement a web-based sales information system to improve transaction efficiency, data accuracy, and customer accessibility. A qualitative approach with a case study method was applied, while system development followed the Waterfall model. The system was built using Laravel 12, PHP, MySQL, and a Bootstrap 5 user interface, and was tested using Black Box Testing to ensure all functions operated according to user requirements.
PENGEMBANGAN COMPANY PROFILE UNTUK MENINGKATKAN BRANDING PT. ARSINDO MULYA TAMA Matin Akbar Ramadhan; Edy Siswanto; Ahmad Ashifuddin Aqham; Dendy Kurniawan
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 2 (2025): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i2.1174

Abstract

The rapid development of the digital printing industry requires companies to have a strong visual identity and communication strategy to improve competitiveness and brand image. PT Arsindo Mulya Tama needs an informative company profile media to support company branding. This research aims to produce a company profile video as a supporting media for branding. The method used is descriptive qualitative, with data collection techniques through observation, interview, and literature study. The final result is an attractive and professional company profile video, expected to strengthen the company's image, expand the market, and become an effective communication tool in facing the digital era and global competition.
KREASI ANIMASI 2D UNTUK MENINGKATKAN BRAND AWARENESS PADA TOKO PERCETAKAN HIROPRINT Anisya Mardiyanti; Edy Siswanto; Ahmad Ashifuddin Aqham; Dendy Kurniawan
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 2 (2025): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i2.1357

Abstract

Hiroprint Printing Shop is a business engaged in printing services, providing products such as stamps, business cards, banners, stickers, mugs, T-shirt screen printing, and visual design services. In the last two years, the average number of customers only reached 528 per year or 52.8% of the 1,000-customer target. This condition indicates low brand awareness, requiring a more effective promotional strategy. This study aims to create a 2D animation advertisement as a digital promotional medium to increase Hiroprint’s brand awareness. The research method used is Research and Development (R&D), consisting of planning, product development, and testing stages. The result of this study is a 2D animation advertising video featuring characters of customers, designers, finishing operators, and delivery staff to illustrate service quality and speed. The final product is a 2D animation video in HDTV 1080p, 24fps, mp4 format. This 2D animation-based promotional media is expected to increase customer interest, strengthen brand image, and help Hiroprint achieve its marketing targets.
SISTEM PROTOTYPE KEBOCORAN GAS LPG MENGGUNAKAN ESP8266 DAN API TELEGRAM DENGAN METODE FUZZY Yustian Ario Susanto; Dendy Kurniawan; Ahmad Ashifuddin Aqham; Edy Siswanto; Bagus Sudirman
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 2 (2025): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i2.1381

Abstract

Although LPG is widely utilized in homes and restaurants, gas leaks pose a significant risk of deadly fire and explosion.   The objective of this project is to combine the Mamdani fuzzy logic technique, MQ-6 gas sensor, flame sensor, and ESP8266 microcontroller to create an Internet of Things (IoT)-based prototype system for detecting LPG leaks.   The system includes a servo motor, LCD, relay, buzzer, and real-time notifications using the Telegram app.   The research process employed was prototyping, which encompasses requirements analysis, design, implementation, and testing of hardware and software.   In order to classify the environment into three safety conditions—danger, alert, and safe—sensor data from gas and flame detectors was interpreted using Mamdani fuzzy logic.   The experiment results showed that the system could detect changes in gas concentration and the presence of fire in real time with speed and accuracy.   The fuzzy logic approach makes decisions more smoothly than conventional logic, allowing for early identification even at low gas levels.   Telegram messages were effective in providing users with timely alerts to take preventative action.   In conclusion, by serving as an early warning system for LPG leaks, the proposed prototype system increases safety in residences and food stalls.  Additionally, it could serve as a foundation for the creation of more comprehensive IoT-based fire detection systems.
PERANCANGAN IKLAN SAMBAL GAMI RUMINI KALIWUNGU DENGAN TEKNIK NATIVE AUTOPLAY ADS Nadya Yulia Sawitri; Edy Siswanto; Dendy Kurniawan
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 2 (2025): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i2.1391

Abstract

This study aims to design a digital advertising strategy for the local product *Sambal Gami Rumini* from Kaliwungu by utilizing native autoplay ads as an effective promotional method on social media. The main focus is to create advertising content that integrates naturally into users’ media consumption without disrupting their experience, thereby attracting attention organically. The design process employed a qualitative approach through observation, interviews, and literature study to gain a deeper understanding of the product characteristics, target audience, and appropriate distribution media. The choice of native autoplay ads was based on its ability to deliver messages smoothly through automatically played videos, without requiring initial user interaction, thus increasing engagement potential. The results of this study are expected to produce an attractive and adaptive visual communication solution that not only enhances the appeal of a local culinary product but also expands the digital market reach of *Sambal Gami Rumini*.    
Evaluasi Usability Aplikasi Spotify Berbasis Mobile Menggunakan System Usability Scale (SUS) Muhammad Hafidz; Aditya Triguna Wicaksana; Setyo Bagus Adi Nugroho; Zuhrul Anam; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/9kj2q384

Abstract

Spotify is a mobile-based music streaming application that is widely used by the public to access digital entertainment in a practical manner. The high level of usage of this application requires ease of use (usability) so that users can operate the application comfortably and efficiently. Therefore, usability evaluation is needed to determine the extent to which the Spotify application is able to meet user needs. This study aims to evaluate the usability level of the mobile-based Spotify application using the System Usability Scale (SUS) method. The research was conducted using a descriptive quantitative approach by distributing a SUS questionnaire consisting of ten questions to 58 respondents who are Spotify application users. The data obtained was analyzed by calculating the SUS score of each respondent and the average usability score. The results showed that the mobile-based Spotify application obtained an average SUS score of 62.59, which is in the marginal category with a grade of C and an OK rating. These results indicate that the Spotify application is generally quite easy to use, but there are still several usability aspects that need to be improved. The System Usability Scale (SUS) method was used because it is able to provide quick, reliable usability measurements and is widely used in the evaluation of mobile-based applications. Thus, it can be concluded that the usability of the mobile-based Spotify application is quite good, but there are still aspects that need to be improved.
EVALUASI PENGGUNAAN PLATFORM CANVA PADA PENGGUNA PEMULA BERDASARKAN ISO/IEC 25010: STUDI DESKRIPTIF KUANTITATIF Achmad Rezy Aprian Nafi; Bagas Dwi Anggoro Setyo Wibowo; Aldi Firmansyah; Khanif Nur Hidayat; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/ja359f21

Abstract

Canva has become one of the most popular cloud-based graphic design tools in Indonesia with millions of active users from various backgrounds. Despite the continuous growth of Canva usage, there has been no comprehensive research measuring the quality of this platform using structured international standards. This study aims to evaluate the usability of Canva platform based on ISO/IEC 25010 standards, focusing on four quality characteristics: Usability, Functional Suitability, Performance Efficiency, and Reliability. The research method employed is a descriptive quantitative approach using survey technique involving 56 active Canva users in Indonesia. The research instrument consists of a structured questionnaire with 17 closed statements using a 5-point Likert scale and 2 open-ended questions to capture qualitative insights. Data were analyzed using descriptive statistics and thematic analysis for qualitative data. The research results indicate that Canva platform has good quality with an overall average score of 3.90 out of 5.00. Usability characteristic obtained the highest score of 4.04, categorized as very good, followed by Functional Suitability with a score of 3.98. Meanwhile, Performance Efficiency and Reliability obtained scores of 3.77 and 3.80, categorized as good. Qualitative analysis identified that the main user complaints were performance and speed issues (25 percent) and limited free features (13,6 percent). This study concludes that Canva's main strengths lie in usability and functional suitability, but significant improvements are needed in performance and system reliability aspects to enhance overall user satisfaction.
ANALISIS PENGALAMAN PENGGUNA APLIKASI ROBLOX DITINJAU DARI PERSPEKTIF MODEL KUALITAS MCCALL Vania Wafiq Azizah; Amelia Balqis; Aisyah Lutfi Sarahma; Ulfi Nur Islamiyati; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/0p8yfx52

Abstract

Roblox is a multi-purpose online gaming platform used by more than 70 million users daily. Despite its popularity, there are still user complaints related to application performance, such as lag, frame rate drops, system instability, and difficulties in using the application across various devices. This study aims to analyze the user experience of the Roblox application from the perspective of the McCall Quality Model, which includes five main factors: correctness, reliability, efficiency, usability, and integrity. This research employs a descriptive quantitative approach by collecting data through an online questionnaire distributed to 67 active Roblox users. The questionnaire instrument was developed based on indicators of the McCall Model and utilized a Likert scale to measure user perceptions. The data were analyzed descriptively by calculating the mean and percentage for each quality factor. The results indicate that the overall quality of the Roblox application falls into the “Good” category, with an average score of 72.6%. The usability factor achieved the highest score at 77.8% (Very Good), indicating that the application is easy to use. Meanwhile, the reliability factor obtained the lowest score at 69.0% (Good), suggesting that issues related to system stability still exist. These findings indicate that although the Roblox application demonstrates good quality from the user’s perspective, improvements are still needed in terms of performance and efficiency, particularly for mobile devices with lower specifications.