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PERANCANGAN ENTERPRISE ARCHITECTURE SISTEM INFORMASI DASHBOARD AKADEMIK MENGGUNAKAN METODE TOGAF-ADM (STUDI KASUS:MTS MATHLAUL ULUM) Wina Setiawaty; Lattu, Arny; Permana, M.Anton; Saputra, Dimas
Jurnal Riset Sistem Informasi dan Teknologi Informasi (JURSISTEKNI) Vol 6 No 3 (2024): JURSISTEKNI (Jurnal Sistem Informasi dan Teknologi Informasi)
Publisher : Universitas Nusa Putra

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52005/jursistekni.v6i3.338

Abstract

Perkembangan teknologi informasi mendorong instansi pendidikan untuk terus berkembang guna meningkatkan kualitas akademik dan pendidikan yang sesuai dengan misi sekolah. Sejak didirikan pada tahun 2011, MTS Mathlaul Ulum telah mengalami peningkatan dan stabilitas jumlah siswa yang mendaftar. Untuk memberikan pelayanan yang optimal kepada siswa, diperlukan penerapan Enterprise Architecture (EA) dalam merencanakan dan mengelola sistem informasi, khususnya dalam penilaian siswa yang masih dilakukan secara konvensional dan belum optimal dalam memanfaatkan teknologi informasi. Penelitian ini menggunakan metode observasi dan wawancara untuk mengidentifikasi masalah yang ada. Sistem informasi yang dikembangkan diharapkan dapat meningkatkan efisiensi kinerja guru dalam mengelola nilai siswa, serta memberikan akses yang lebih mudah bagi pihak terkait untuk memantau dan mengakses hasil belajar siswa setiap semester. Sistem ini berbasis web sehingga dapat diakses kapan saja, dan menggunakan multi-user untuk memastikan keamanan data. Hasil penelitian ini berupa prototype sistem dengan alur diagram aktivitas yang telah dirancang. Pengujian usability testing menunjukkan bahwa sistem ini memiliki nilai rata-rata 78,8 pada skala SUS, termasuk dalam kategori baik, sehingga dapat diterima dan layak digunakan oleh pengguna.
Analisis Kepuasan Pengguna Aplikasi Access By KAI : Personal Innovativeness In Information Technology Sebagai Variabel Moderator Aulia, Gesi; Lattu, Arny; Permana, M. Anton
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 11 No 1 (2025): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v11i1.3381

Abstract

Banyaknya transportasi yang digunakan pada era sekarang ini adalah salah satu faktor banyak orang memilih transportasi yang bisa memanejemen waktu contohnya transportasi kereta api yang dapat diakses melalui aplikasi. Penelitian ini bertujuan untuk menganalisis kepuasan pengguna aplikasi Access By KAI dalam memenuhi kebutuhan penggunanya. Teknik penelitian menggunakan teknik SEM dengan aplikasi SMART PLS 3.0. Penelitian ini melibatkan 308 responden pada usia produktif yang menggunakan aplikasi Access By KAI. Penelitian ini menggunakan metode End User Computing Satisfaction (EUCS) dengan variabel dependent yaitu Accuracy, Content, Format, Ease Of Use, Timeliness dan Personal Innovativeness In Information Technology (PIIT) dan variabel independent yaitu Kepuasan Pengguna. Hasil penelitian menunjukkan bahwa Format, Timelineess dan PIIT berpengaruh signifikan terhadap kepuasan pengguna. Upaya yang diharapkan ialah perlunya peningkatan pada aspek Accuracy, Content dan Easy of Use agar meningkatkan kepuasan pengguna aplikasi Access By KAI.
Design Thinking untuk Perancangan UI Website Seller Toko: Studi Kasus PT Vetencode Pradani Abadi Hamzah, Shela Septiani; Lattu, Arny; Permana, Muhamad Anton
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 4 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i4.8839

Abstract

Competition in the digital era is a significant challenge for traditional shops in neighborhood communities (RT/RW), particularly those with limited access to and understanding of digital technology needed to compete in online markets. This study aims to design a seller website user interface (UI) using the Design Thinking approach through five stages: Empathize, Define, Ideate, Prototype, and Test. Data collection was conducted through interviews, observations, and literature studies to ensure that the design aligns with the needs of small-scale business owners. The UI prototype was developed in the form of low-fidelity and high-fidelity wireframes and tested through usability testing based on the Heuristic Evaluation method by three internal evaluators. The results showed that 60% of the usability principles revealed no issues (severity 0), while the remaining 40% only indicated cosmetic issues (severity 0.33–1.00). The overall average score of 0.23 reflects a very good level of usability without requiring major improvements. Therefore, applying Design Thinking successfully produced a user-friendly UI tailored to neighborhood-level sellers in navigating digital transformation.
Analysis of Student Job Readiness in Facing AI Transformation Towards Society 5.0 in XYZ University Students Rahman, Aura; Lattu, Arny; Permana, M. Anton
Sistemasi: Jurnal Sistem Informasi Vol 14, No 6 (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.v14i6.5712

Abstract

This study analyzes the factors influencing job readiness among XYZ University students in the context of Society 5.0. The novelty of this research lies in its application of Soft Systems Methodology (SSM) combined with quantitative questionnaire analysis, enabling both systemic and measurable problem identification—an approach still rarely applied in studies of student job readiness in Indonesia. A survey was conducted with 355 active students across five study programs and analyzed using IBM SPSS 2.5 to ensure data reliability. The findings reveal that AI literacy, psychological readiness, and the use of digital technologies have a significant impact, while human-centered skills such as communication and empathy serve as key reinforcing factors. Practically, this study encourages universities to integrate technology-based technical skills with soft skills in their curricula and training programs to produce graduates who are more adaptive, competitive, and prepared for the demands of Society 5.0. The study’s contribution lies in its use of SSM to map complex issues and formulate strategies for improving job readiness. The implication is that universities should embed technical competencies, soft skills, and AI-based training into adaptive learning ecosystems to better prepare graduates for the challenges of Society 5.0.
Tiktok Shop: Penggunaan Metode EUCS (End User Computing Satifiction) terhadap Kepuasan Gen-Z Mulyani, Eneng Sri; Lattu, Arny; Permana, M. Anton
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 3 (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.v7i3.41899

Abstract

As information technology and the internet develop, e-commerce platforms such as Tiktok shophave become an important part of life for Generation Z. Tiktok shopcombines social media with e-commerce, which allows creators and users to promote and sell products directly. via videos, live broadcasts and product catalogues. However, the popularity of Tiktok shophas also caused controversy because it is considered to be damaging market prices. After temporarily closing in October 2023, Tiktok shopreopened two months later in collaboration with PT. GoTo Gojek Tokopedia Tbk. The aim of this research is to analyze the level of satisfaction of Gen-Z consumers with Tiktok shopusing the (EUCS) method. The research results show that the variables of content, format and timeliness have a significant influence on user satisfaction, while the variables of accuracy and ease of use do not have a significant influence.
Penerapan Metode User Experience Questionnaire (UEQ) Sebagai Evaluasi User Experience Pada Aplikasi Kita Bestee Permana, M. Anton; Paisal, Irvan; Lattu, Arny
Computer Science and Information Technology Vol 6 No 3 (2025): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v6i3.10639

Abstract

User experience plays a crucial role in determining the success of a digital application, including the Kita Bestee application used by facilitator companions at PT Bank BTPN Syariah Tbk. This study aims to evaluate the user experience (UX) of the Kita Bestee application using the User Experience Questionnaire (UEQ), which covers six key dimensions: attractiveness, clarity, efficiency, accuracy, stimulation, and novelty. Using a quantitative approach, data were collected through questionnaires distributed to 75 active facilitators in Sukabumi City and Regency. The data were analyzed with the UEQ Data Analysis Tool version 12 and supported by validity and reliability testing using SPSS version 26. The results showed that clarity received the highest score of 0.88, followed by attractiveness (0.76) and stimulation (0.73), while efficiency and novelty scored lower and require improvement. Based on UEQ international benchmarks, most UX dimensions fall into the above average category but have not yet reached the excellent level. Overall, the findings indicate that the Kita Bestee application provides a fairly positive user experience, though enhancements are still needed, especially in terms of innovation and interface efficiency, and the study offers strategic recommendations to support future UX improvements.
Perancangan UI Aplikasi Subot Untuk Kebutuhan Pembelajaran Berbasis Mobile Menggunakan Metode Design Thinking ( Studi Kasus : Sukarobot Academy) Tahlia, Nita; Lattu, Arny; Permana, Anton
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 14, No 1 (2026)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v14i1.96564

Abstract

Perkembangan teknologi informasi mendorong lembaga pendidikan untuk terus berinovasi dalam meningkatkan efektivitas dan efisiensi proses pembelajaran. Sukarobot Academy, sebagai lembaga pelatihan berbasis teknologi, menghadapi permasalahan dalam pengelolaan data pembelajaran, seperti jadwal, absensi, dan rekapitulasi data yang masih dilakukan secara manual. Hal ini berpotensi menyebabkan ketidakteraturan, kesalahan pencatatan, serta kurangnya efisiensi dalam pelaporan. Penelitian ini bertujuan untuk merancang antarmuka pengguna (UI) dari aplikasi SUBOT berbasis mobile sebagai solusi digital untuk mendukung sistem kebutuhan pembelajaran yang lebih terstruktur. Metode yang digunakan dalam penelitian ini adalah Design Thinking, yang terdiri dari lima tahapan utama: empathize, define, ideate, prototype, dan test. Setiap tahapan diterapkan untuk memahami kebutuhan pengguna, merancang solusi, dan menguji keefektifan desain yang dihasilkan. Aplikasi SUBOT dikembangkan dengan fitur utama seperti pengelolaan jadwal pembelajaran, pengisian absensi secara digital, serta rekap data otomatis. Sistem ini dirancang untuk digunakan oleh tiga jenis pengguna, yaitu trainer, leader, dan admin. Masing-masing memiliki akses dan fungsi yang disesuaikan dengan peran dan tanggung jawabnya dalam ekosistem pembelajaran di Sukarobot Academy. Hasil pengujian antarmuka menggunakan metode System Usability Scale (SUS) menunjukkan skor sebesar 78,5. Skor ini dikategorikan "Good" hingga mendekati "Excellent" menurut adjective rating scale, serta masuk dalam kategori "Acceptable" pada acceptability range, yang menunjukkan bahwa desain aplikasi SUBOT diterima dengan baik dan memberikan pengalaman pengguna yang memuaskan.
PERANCANGAN ENTERPRISE ARCHITECTURE SISTEM INFORMASI ARSIP KPP PRATAMA SUKABUMI DENGAN PENDEKATAN ZACHMAN FRAMEWORK Riska Fitria Rahmat; Arny Lattu; Anton Permana
Jurnal Sistem Informasi dan Informatika (Simika) Vol. 9 No. 1 (2026): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v9i1.4116

Abstract

Sukabumi Pratama Tax Service Office (KPP) is a government agency that has a high need for efficient archive management. However, the archiving process that is still carried out conventionally causes obstacles in searching, monitoring, and managing documents. To answer these problems, an Enterprise Architecture of an archiving information system was designed using the Zachman Framework approach, which involves six perspectives consisting of Planner, Owner, Designer, Builder, Sub-Constructor, and Functioning System and six columns including What, How, Where, Who, When, and Why. This study developed a system concept and user interface design into a prototype by applying the Zachman Framework across all perspectives. The result is a design for an archiving system that aligns with the organizational structure and operational workflow of the Tax Office. Testing of the prototype was carried out using the System Usability Scale (SUS) method invoiling 7 respondents from 6 departmen, resulting  in an average score of 90 which is classified as Grade A (excellent) indicating that the system can be well received by users, is well structured, and is ready to be implemented into a functional system to support the archiving process in the Sukabumi Pratama Tax Service Office (KPP) environment.
Evaluasi Keamanan Data Terhadap Kepercayaan Konsumen Shopee Dengan Pieces Framework Mauliyati, Sabrina Fauziah; Lattu, Arny; Permana, M. Anton
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.v10i4.9419

Abstract

Perkembangan e-commerce yang cepat di Indonesia menimbulkan beberapa tantangan, penelitian ini berfokus pada isu perlindungan data pengguna, khususnya pada platform e-commerce Shopee yang rentan terhadap ancaman seperti kebocoran data pribadi dan penipuan melalui pengiriman fiktif. Penelitian ini bertujuan untuk menganalisis sejauh mana keamanan data berpengaruh terhadap kepercayaan konsumen terhadap Shopee dengan menggunakan kerangka PIECES, yang terdiri dari dimensi Control, Efficiency, dan Service. Pendekatan yang digunakan bersifat kuantitatif, dengan pengumpulan data melalui kuesioner yang disebarkan kepada mahasiswa Program Studi Sistem Informasi angkatan 2023 di Universitas Nusa Putra. Analisis data dilakukan menggunakan metode SEM-PLS dengan bantuan perangkat lunak SmartPLS. Temuan penelitian mengungkapkan bahwa dimensi Efficiency memiliki pengaruh paling besar terhadap keamanan data, sementara dimensi Control dan Service tidak menunjukkan pengaruh yang signifikan. Selain itu, keamanan data secara signifikan memengaruhi tingkat kepercayaan pengguna. Hasil ini menyoroti pentingnya penguatan sistem keamanan serta peningkatan transparansi dalam kebijakan perlindungan data.
Design of UI/UX Website Using the Design Thinking Method for Sukabumi Coffee Center Muhammad Rahmat Faizal; Lattu, Arny; Permana, M. Anton
Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) Vol. 11 No. 1 (2026)
Publisher : Fakultas Teknik Universitas Lambung Mangkurat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/jtiulm.v11i1.496

Abstract

The rapid development of digital technology encourages businesses to provide accessible and informative digital information media. Sukabumi Coffee Center, as a coffee shop business, still faces challenges in delivering information to customers, as existing information distributed through social media is limited and unstructured. This study aims to design the User Interface (UI) and User Experience (UX) of an informative website for Sukabumi Coffee Center using the Design Thinking method. This method consists of five stages: Empathize, Define, Ideate, Prototype, and Test, which emphasize a user-centered approach. The design process was conducted based on observation, interviews, and literature study to identify user needs and problems. The research results include an informative website design that presents coffee product information, facilities, and shop identity in a structured and easily accessible manner. Usability evaluation was carried out using the System Usability Scale (SUS) involving 10 respondents and resulted in an average score of 90.75. This score indicates that the website falls into the acceptable category, achieves a Grade A usability level, and is classified as best imaginable. The findings demonstrate that the application of the Design Thinking method is effective in producing a user-centered UI/UX website design that enhances user experience and information delivery quality.