Anofrizen Anofrizen
Fakultas Sains dan Teknologi Universitas Islam Negeri (UIN) Sultan Syarif Kasim Riau

Published : 14 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 14 Documents
Search

RANCANG BANGUN SISTEM INFORMASI E-TICKETING PADA CV. MERAKI TOUR AND TRAVEL BERBASIS ANDROID Putra, Ahdika Sawiyya; Zarnelly, Zarnelly; Anofrizen, Anofrizen; Hamzah, Muhammad Luthfi
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 7 No 2 (2023)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v7i2.3994

Abstract

Meraki Tour and Travel merupakan biro yang bergerak dalam bidang jasa pelayanan dan menyediakan keperluan perjalanan wisata, baik perjalanan dalam negeri maupun perjalanan di luar negeri yang berada di Bandar Lampung. Namun, pada prosesnya CV. Meraki Tour and Travel masih terdapat masalah pada mempromosikan penjualan, pemesanan tiket dan penginapan, serta laparoan booking travel bersifat secara manual, sehingga CV. Meraki Tour and Travel memiliki beberapa kesulitan dalam memperkenalkan dan mempromosikan paket wisatanya kepada masyarakat. Dalam pengembangan aplikasi, penulis menggunakan metode Agile software development yang terdiri dari tahap planning, implementasi, testing, dokumentasi, deployment dan maintenance. Implementasi aplikasi menggunakan framework react native, bahasa pemrograman PHP, dan sistem manajemen menggunakan Database MySQL. Tujuan penelitian ini untuk membangun sebuah sistem informasi berbasis android yang dapat secara efektif menyebarkan informasi perjalanan dan wisata kepada masyarakat secara luas. Hasil peneltian menunjukkan dengan adanya sistem informasi yang telah dibangun dan dikembangkan nantinya dapat membantu masyarakat dalam memperoleh informasi mengenai paket perjalanan wisata secara efektif dan efisien melalui smartphone android, dan dapat memperluas target pemasaran paket wisata pada CV. Meraki Tour and Travel.
UI/UX Analysis of Klik Pelalawan Application using Design Thinking Approach and System Usability Scale (SUS) Ramadhan, Rifky; Anofrizen, Anofrizen; Saputra, Eki; Syaifullah, Syaifullah
Sistemasi: Jurnal Sistem Informasi Vol 14, No 1 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i1.4926

Abstract

This study aims to redesign the UI/UX of the Klik Pelalawan application to enhance user comfort. Klik Pelalawan is a mobile application designed as a platform for submitting complaints or aspirations from the public to the local government of Pelalawan Regency. An initial assessment of the application's UI/UX was conducted using the System Usability Scale (SUS) method, accompanied by a survey of 35 residents of Pelalawan Regency. The assessment resulted in a score of 43, indicating that the application's usability level requires improvement. To address this issue, an analysis and redesign process was carried out using the Design Thinking methodology, which consists of five stages: empathize, define, ideate, prototype, and testing. During the testing phase, the redesigned UI/UX was reevaluated by 40 residents of Pelalawan Regency using the SUS method and a questionnaire. The new design achieved a score of 77, signifying that the redesigned UI/UX has successfully improved user comfort for the Klik Pelalawan application.
The Impact of User Satisfaction on the Intention to Continuously use the Threads Application: An ECM Approach Asyraf, Fajri Muhammad; Anofrizen, Anofrizen; Syaifullah, Syaifullah; Saputra, Eki
SISTEMASI Vol 14, No 2 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i2.5027

Abstract

Retaining user loyalty amidst the intensifying competition in social media platforms is a significant challenge for app developers. Threads, Meta’s new microblogging platform, experienced a sharp decline in daily active users following its initial launch, despite rapid early user growth. This study aims to analyze the factors influencing user satisfaction and the intention to continue using Threads through the lens of the Expectation Confirmation Model (ECM). This research employs a quantitative approach, collecting data via an online questionnaire distributed to 120 respondents. The data was analyzed using Structural Equation Modeling-Partial Least Squares (SEM-PLS). The findings indicate that Satisfaction is a key variable with a significant impact on Continuance to Use, whereas Perceived Usefulness does not significantly influence Continuance to Use. Additionally, Enjoyment plays a crucial role in enhancing both Satisfaction and Continuance to Use, emphasizing the importance of emotional factors in user experience. This study suggests that app developers should prioritize user satisfaction by improving service quality and relevant features while enhancing the app’s overall value to sustain user loyalty.
Analisis Perilaku Pengguna SAMSAT Digital Nasional Menggunakan Metode TAM danTPB Intan, Sri; Fronita, Mona; Hamzah, Muhammad Luthfi; Saputra, Eki; Anofrizen, Anofrizen; Siregar, Syafril
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 4 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i4.44362

Abstract

This study focuses on the challenge of low user behavioral intention towards the SIGNAL app, which is an important issue in digital technology adoption. To investigate this issue, research was conducted using a comprehensive framework integrating TAM and TPB methods, with six hypotheses proposed. Data were analyzed using multiple linear regression on questionnaires completed by a sample of SIGNAL users. The results of the analysis showed a significant relationship between perceived usefulness and ease of use and users' attitude towards the app, as well as a strong relationship between users' attitude and behavioral intention to use the app. These findings signify that the more users perceive tangible benefits and ease of use of the app, the more positive their attitude, which in turn drives SIGNAL's adoption intention. However, several hypotheses were not supported by the results of the analysis, including the absence of significant relationships between perceived benefits and users' behavioral intentions, as well as between subjective norms and behavioral intentions. This suggests that although users realize the benefits of the app, social factors and perceived individual control are not significant in determining usage intentions. The implications of these findings provide guidance for digital platform developers to design more effective interventions to increase the use of SIGNAL, as well as facilitate behavior change in the community.
Analysis of User Satisfaction Level Of the Online Lecture Information System (Sikuli) using The EUCS Method at Universitas Muhammadiyah Riau Raihan, Muhammad; Jazman, Muhammad; Ahsyar, Tengku Khairil; Anofrizen, Anofrizen
SISTEMASI Vol 14, No 4 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i4.5279

Abstract

The effectiveness of an information system is a key determinant of user pleasure, specifically within digital gaining knowledge of platforms. This studies seeks to evaluate the satisfaction degree of customers towards the the Online Lecture Information System (SIKULI) at Universitas Muhammadiyah Riau, employing the EUCS method. The study similarly investigates the tremendous participants to user satisfaction by using analyzing 5 dimensions from the EUCS making use of a quantitative technique, the studies implemented accidental sampling, related to ninety nine lively college students as respondents. facts evaluation was achieved the use of the SmartPLS software to discover the electricity and course of relationships a number of the variables. The analysis found out that simplest ease of use and timeliness had a statistically tremendous effect on user satisfaction, whereas content, accuracy, and format did not exhibit outstanding effects. those effects emphasize that ease of use and timeliness are key factors in improving satisfaction with SIKULI. consequently, this have a look at offers sensible pointers for technical improvements to optimize the performance of academic information systems.
User Behavior Analysis of E-Wallet Usage Among Generation Z using the Theory of Planned Behavior Raditya, Muhammad Zacky; Fronita, Mona; Saputra, Eki; Megawati, Megawati; Anofrizen, Anofrizen
SISTEMASI Vol 14, No 4 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i4.5312

Abstract

With the rapid advancement of digital technology and the growing demand for fast and practical transaction systems, the use of digital wallets (E-Wallets) among the younger generation—particularly Generation Z—has significantly increased. This study aims to identify the behavioral factors influencing E-Wallet usage among Gen Z by applying the Theory of Planned Behavior (TPB). This theoretical framework includes three main constructs believed to influence Behavioral Intention (BI) and actual user behavior: Attitude Toward the Behavior (ATB), Subjective Norm (SN), and Perceived Behavioral Control (PBC). The study involved 100 Gen Z university students in Pekanbaru, selected through purposive sampling. A quantitative research method was employed, and data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Instrument validity was tested through discriminant validity, while reliability was assessed using Cronbach’s Alpha and Composite Reliability. The findings reveal that all three variables—Attitude Toward the Behavior, Subjective Norm, and Perceived Behavioral Control—have a significant influence on Behavioral Intention to use E-Wallets among Gen Z in Pekanbaru. Furthermore, both Behavioral Intention and Perceived Behavioral Control significantly affect the actual usage behavior of E-Wallets. Theoretically, these results support the applicability of the TPB framework in the context of digital payment systems. Practically, E-Wallet providers are advised to focus on enhancing users’ positive attitudes, leveraging social influence, and improving ease of use for Gen Z. However, this study is limited by its exclusion of external factors beyond the TPB model that may also influence E-Wallet usage behavior.
User Experience Evaluation of the Maxim Application using the HEART Metrics Method Ningrum, Meriana Prihati; Megawati, Megawati; Saputra, Eki; Fronita, Mona; Anofrizen, Anofrizen
SISTEMASI Vol 14, No 4 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i4.5286

Abstract

The rapid growth of online transportation applications has led to increasing user expectations for efficient, intuitive, and reliable user experiences (UX). Maxim, as one of the emerging platforms in Indonesia, offers competitive pricing and wide service coverage, yet still faces challenges such as GPS inaccuracy, fare inconsistencies, and limitations with cashless payments. This study aims to evaluate the User Experience (UX) of the Maxim application in Pekanbaru using the HEART Metrics framework, which consists of five variables: Happiness, Engagement, Adoption, Retention, and Task Success. Data were collected through a Likert-scale questionnaire distributed to 100 respondents, with the sample size determined using the Lemeshow formula. The data were tested for validity and reliability, and analyzed using SPSS and Microsoft Excel. This study provides insight into user expectations and preferences as a foundation for service improvement. The results show that Happiness (73.8%), Adoption (72.4%), and Task Success (70.2%) are at a high level of usability, while Engagement (65.8%) and Retention (67.7%) did not meet the 70% usability benchmark. Overall, the Maxim application offers a good user experience, but improvements are needed in user engagement and retention through the addition of innovative features, GPS optimization, and enhanced service quality.
PERANCANGAN DAN PENGEMBANGAN APLIKASI HAJI UMRAH MENGGUNAKAN REACT NATIVE PADA PDA TRAVEL INHU KUANSING Prananda, Yaldri Oktra; Jazman, Muhammad; Anofrizen, Anofrizen; Saputra, Eki; Syaifullah, Syaifullah; Marsal, Arif
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 9 No 1 (2025)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v9i1.5013

Abstract

PDA Travel Inhu Kuansing merupakan biro travel haji dan umrah wilayah Indragiri Hulu dan Kuantan Singingi. Merupakan partner dari PT. PDA Tigi Maaya (PDA Travel). PDA Travel Inhu Kuansing berada dalam naungan manajemen CV. Sumatera Elang Perkasa. Didalam proses bisnis PDA Travel Inhu Kuansing masih terdapat masalah menjadi kendala dalam pengolahan administrasi masih secara manual, pendaftaran belum memakai sistem digitalisa dan promosi paket dalam lingkup yang terbatas. Dari kendala yang ada muncul topik untuk mencari solusi. Dilakukanlah penelitian dengan tujuan untuk merancang dan mengembangkan sebuah aplikasi berbasis mobile. Aplikasi dibuat untuk membantu manajemen dalam pendaftaran, pengolahan data dan memberikan informasi paket perjalanan dan wisata kepada masyarakat indragiri hulu dan kuantan singingi. Pengembangan aplikasi menggunakan framework react native dan Firebase. Metode pengembangan menggunakan Devops lifecycle. DevOps terdiri dari planning, coding, build, testing, release, deployment, operate, monitor. Banyak tools yang direkomendasi pada devops seperti Jenkins, GitLab, Docker, Firebase deployment yang dipakai sesuai kebutuhan dalam tahapan DevOps. Hasil akhir penelitian ini berupa aplikasi travel haji dan umrah yang dibangun mengunakan react native. Pada masa depan diharapkan penggunaan tools automasi yang direkomendasikan devops untuk pengembangan aplikasi. Pembuatan fitur lebih baik dari yang ada pada aplikasi saat ini.
IMPLEMENTATION OF FLUTTER AND FIREBASE TECHNOLOGIES IN MODERN LIVE STREAMING APPLICATION DEVELOPMENT Anmi, Fauzi Hidayatul; Jazman, Muhammad; Anofrizen, Anofrizen; Saputra, Eki; Siregar, Syafril; Ahsyar, T. Khairil
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 9 No 1 (2025)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v9i1.4808

Abstract

Live streaming applications play a vital role in entertainment, education, and business communication. Despite their growing adoption, developing efficient and scalable live streaming applications remains challenging, particularly in ensuring real-time data synchronization, cross-platform compatibility, and optimal user experience under varying network conditions. This study addresses these challenges by designing and implementing a live streaming application using Flutter and Firebase, leveraging their advantages in cross-platform development and backend services. The research employs an Agile-Scrum methodology to iteratively develop and refine the application, incorporating essential features such as real-time video streaming, user authentication, live chat, and voice changers. Performance evaluation is conducted through direct user testing to assess functionality, responsiveness, and network adaptability. The results demonstrate that Flutter effectively streamlines the development of cross-platform interfaces, while Firebase ensures seamless real-time data synchronization and authentication. However, challenges persist in optimizing the application for low-spec devices and ensuring high-quality video streaming under limited bandwidth conditions. This study contributes to the field by providing a structured development approach for real-time live streaming applications, offering insights into best practices for integrating Flutter and Firebase. Future enhancements may explore automatic video quality adjustment and artificial intelligence-driven user interaction improvements to further refine the user experience.
KEPUASAN PENGGUNA MENGGUNAKAN METODE TECHNOLOGY ACCEPTANCE MODEL (TAM) PADA APLIKASI PEMESANAN TIKET BIOSKOP MOBILE TIX ID Aprillia, Dhea Dwi; Hamzah, Muhammad Luthfi; Syaifullah, Syaifullah; Anofrizen, Anofrizen
INTECOMS: Journal of Information Technology and Computer Science Vol. 8 No. 4 (2025): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/eb9xhw70

Abstract

Aplikasi TIX ID adalah salah satu aplikasi online yang dapat mempermudah pengguna dalam memesan tiket bioskop dimana saja dan kapan saja tanpa harus mengantri. Dapat dilihat dari penggunaan aplikasi TIX ID, terdapat permasalahan dialami oleh pengguna seperti, pembayaran yang gagal, lambat respon dari aplikasi dan lain sebagainya. Dari permasalahan tersebut, pihak pengembang pasti akan terus memperbaiki layanan mereka agar pengguna akan terus menggunakan aplikasi secara berkelanjutan. Penelitian ini bertujuan untuk mengetahui tingkat kepuasan pengguna aplikasi TIX ID menggunakan Metode Technology Acceptance Model (TAM) yang diperluas dengan empat Variabel tambahan: Perceived Value, Subjective Norms, Perceived Trust, dan Image. Data dikumpulkan dari 96 responden melalui kuesioner online yang disebarkan di berbagai platform media sosial. Hasil analisis menunjukkan bahwa memiliki keterkaitan yang positif terhadap kepuasan pengguna aplikasi dan variabel Perceived Usefulness dan Intention to Use memberikan pengaruh signifikan terhadap aplikasi.