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Development of an Android-based Barbershop Information System for Queue Management and Financial Reporting Nanang Kurniawan; Novi Setiani
SISTEMASI Vol 15, No 5 (2026): Sistemasi: Jurnal Sistem Informasi
Publisher : Universitas Islam Indragiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v15i5.6373

Abstract

The rapid advancement of information technology has encouraged various sectors, including the barbershop industry, to adopt digitalization in order to improve service quality and operational efficiency. However, customer queue management and financial reporting in many barbershops are still handled conventionally, making the processes less effective and more prone to errors. This study aims to design an Android-based mobile application prototype called Barber-Link to support digital queue management and financial reporting. The development method employed in this research was the Prototype method, while system modeling utilized Unified Modeling Language (UML) as a supporting tool. The result of this study is an Android-based prototype system equipped with key features such as customer queue management, transaction data recording, and a financial reporting dashboard. These features are designed to assist barbershop owners in managing customer queues while simplifying financial reporting processes, making operations more effective and efficient.
Optimasi Faktor Friksi dan Dinamis dengan Hibrida GA–ACO pada Estimasi Usaha Perangkat Lunak Agile Yusril Mahendri; Irving Vitra Paputungan; Novi Setiani
Jurnal Informatika: Jurnal Pengembangan IT Vol 11, No 1 (2026)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v11i1.10043

Abstract

Effort estimation remains a critical challenge in Agile Software Development due to the high dynamics of requirement changes and the reliance on friction factors (FF) and dynamic factors (DF) that are inherently subjective, often leading to significant deviations between estimated and actual project effort. This study aims to improve the accuracy of Agile software effort estimation by optimizing FF and DF parameters using a hybrid metaheuristic approach based on Genetic Algorithm and Ant Colony Optimization (GACO). The proposed method integrates a pheromone-based guided search mechanism from Ant Colony Optimization to generate high-quality initial populations, which are subsequently refined through the evolutionary process of Genetic Algorithm to achieve more stable and systematic parameter optimization. Experimental evaluation was conducted using two datasets, namely the Ziauddin dataset representing Agile projects and the Maxwell dataset encompassing cross-domain software projects. The results demonstrate that the GACO approach consistently outperforms the conventional Genetic Algorithm, as indicated by a substantial reduction in Mean Absolute Error from 616.38 to 354.81. Furthermore, statistical validation using the Wilcoxon Signed-Rank Test confirms that the performance difference between the two approaches is statistically significant. These findings indicate that integrating Ant Colony Optimization into Genetic Algorithm effectively enhances the accuracy, stability, and robustness of software effort estimation, thereby supporting more reliable resource planning in Agile software development.
Perbandingan LLM pada OpenAI untuk Mengevaluasi Kinerja Pegawai di PT Javan Cipta Solusi Novi Setiani
INTEGER: Journal of Information Technology Vol 11, No 1 (2026): Maret
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2026.v11i1.8169

Abstract

. Evaluating the performance of the best employees in a company is a common problem faced by the human resources division. Assessing subjectively and comprehensively is a challenge that must be overcome in building sustainable business growth. For organizations that are already able to manage employee assignment data in a structured and systematic form, this can be done by processing quantitative data obtained from the task management system. In this study, a large language model-based approach is proposed to identify the best employees based on assignment data for one year. A comparison was made of six versions of LLM on OpenAI to measure employee performance based on a predetermined prompting design. As a result, 50% of respondents considered that the criteria proposed by GPT4o-mini were more appropriate to their needs, and 60% of respondents considered that the employee ranking results produced by GPT-4 were more relevant to the reality.
Perancangan Proses Bisnis Menggunakan BPMN untuk Optimasi Sistem Antrean Sidang di Pengadilan Agama Ghaniyya . Rosyidah. S; Novi Setiani
Jurnal Media Informatika Vol. 6 No. 3 (2025): Jurnal Media Informatika
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v6i3.6306

Abstract

Pelayanan persidangan yang efisien membutuhkan sistem antrean yang terstruktur dan terdokumentasi. Penelitian ini bertujuan untuk mengoptimalkan sistem antrean sidang di Pengadilan Agama Bintuhan dengan merancang ulang proses bisnis menggunakan notasi Business Process Model and Notation (BPMN) dan melakukan simulasi menggunakan simulator BIMP. Proses yang berjalan saat ini masih manual dan belum terdokumentasi, menyebabkan keterlambatan dan ketidakefisienan. Model usulan menambahkan fitur konfirmasi kehadiran H-1 dan otomatisasi proses administratif. Simulasi menunjukkan bahwa durasi total proses menurun dari 145,6 menit menjadi 52,33 menit. Hasil ini menunjukkan bahwa pemodelan proses menggunakan BPMN yang disertai simulasi waktu mampu meningkatkan efisiensi dan efektivitas layanan persidangan secara signifikan
Analisis Kebutuhan dan Perancangan Sistem Informasi Manajemen Bengkel Berbasis Web Pada KRGarage Daffa Arya Kesuma; Novi Setiani
Technologia : Jurnal Ilmiah Vol 17 No 3 (2026): Technologia (Juli)
Publisher : Fakultas Teknologi Informasi, Universitas Islam Kalimantan Muhammad Arsyad Al Banjari, di bawah koordinasi UPT Publikasi dan Pengelolaan Jurnal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/jit.v17i3.23876

Abstract

KRGarage merupakan bengkel spesialis vespa yang masih menerapkan manajemen operasional secara konvensional, sehingga memicu kendala integrasi data transaksi dan inefisiensi rekapitulasi keuangan. Penelitian ini bertujuan untuk melakukan analisis mendalam terhadap kebutuhan pengguna serta merancang sistem informasi manajemen bengkel yang komprehensif. Melalui pendekatan kualitatif dan kuantitatif, kebutuhan fungsional dikumpulkan dari berbagai aktor utama untuk memetakan solusi digital yang tepat. Hasil penelitian ini mencakup dokumentasi kebutuhan sistem serta rancangan purwarupa yang mengintegrasikan fitur penjadwalan booking, manajemen stok, dan laporan omzet otomatis. Validasi rancangan menunjukkan bahwa sistem mampu meminimalisir kesalahan administratif dan meningkatkan kecepatan akses informasi bagi pemilik maupun pelanggan. Hasil perancangan ini memberikan kontribusi pada pemodelan sistem informasi UMKM otomotif yang berorientasi pada kemudahan penggunaan dan integritas data.
PERANCANGAN UI/UX SISTEM INFORMASI VALIDASI SERTIFIKAT KOMPETENSI BERBASIS DIGITAL Erwan Dani; Novi Setiani
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 1 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i1.5758

Abstract

Dampak teknologi informasi pada kehidupan manusia, termasuk dalam bidang pendidikan, semakin penting seiring berlalunya waktu. Di Indonesia, sistem pendidikan terus maju dengan pengenalan kurikulum baru yang berfokus pada keahlian, sehingga sertifikat kompetensi menjadi sangat penting dalam mendukung perkembangan karier dan meningkatkan kualitas sumber daya manusia. Namun, proses validasi sertifikat kompetensi menghadapi beberapa kendala seperti proses verifikasi yang kompleks dan lambat, serta meningkatnya kasus pemalsuan sertifikat. Oleh karena itu, dibutuhkan sistem informasi yang dapat mempercepat dan menyederhanakan proses validasi dengan tingkat akurasi yang tinggi. Penelitian ini bertujuan untuk merancang antarmuka pengguna (UI) dan pengalaman pengguna (UX) untuk sistem informasi validasi sertifikat kompetensi berbasis digital dengan melibatkan calon pengguna yaitu siswa dan guru SMK. Metode yang digunakan meliputi pembuatan storyboard, sketsa kasar, evaluasi dan revisi, serta sketsa detail yang dievaluasi dengan metode cognitive walkthrough. Hasil evaluasi berupa indikator keberhasilan waktu penyelesaian tugas oleh siswa dan guru digunakan sebagai perbaikan akhir sebelum implementasi, sehingga menghasilkan desain antarmuka yang sesuai kebutuhan pengguna.
Inovasi Pembelajaran STEM melalui Pengenalan Konsep Berpikir Komputasional di TK Sultan Agung YBW UII: Indonesia Haryono, Kholid; Mulyati, Sri; Setiani, Novi; Merdekawati, Krisna
Jurnal Abdimas Madani dan Lestari (JAMALI) Volume 08, Issue 2, September 2026
Publisher : UII

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/jamali.vol8.iss2.art11

Abstract

The development of 21st-century skills requires learning approaches that foster logical thinking, creativity, and problem-solving abilities from an early age. One approach that supports these competencies is computational thinking. However, the integration of computational thinking in early childhood education remains limited due to teachers’ lack of understanding regarding its concepts and implementation. Therefore, this community service program aimed to enhance teachers’ knowledge and skills in integrating computational thinking into STEM-based learning at TK Sultan Agung YBW UII. The program was implemented through three main stages: preparation and training, program development, and evaluation and sustainability. During the training stage, teachers were introduced to the fundamental concepts of computational thinking through workshops and problem-solving activities. Subsequently, teachers developed learning materials and Daily Learning Plans (RKH) based on computational thinking, integrating literacy, numeracy, and simple science experiments. The evaluation stage was conducted through a Focus Group Discussion to assess the suitability of the developed materials with the characteristics of early childhood learning. The results indicate that teachers were able to understand the principles of computational thinking and integrate them into thematic learning materials and classroom activities. Furthermore, this approach was considered relevant for supporting STEM-based learning while strengthening young children's problem-solving abilities. This program contributes to improving teachers’ capacity to design innovative learning activities and provides a model for integrating computational thinking in early childhood education.
Analisis Kebutuhan dan Perancangan Website Literasi Digital untuk Siswa SD Javier Jinan Mukti Firjatullah; Novi Setiani
Technologia : Jurnal Ilmiah Vol 16 No 3 (2025): Technologia (Juli)
Publisher : Fakultas Teknologi Informasi, Universitas Islam Kalimantan Muhammad Arsyad Al Banjari, di bawah koordinasi UPT Publikasi dan Pengelolaan Jurnal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i3.19652

Abstract

Penelitian ini bertujuan untuk mengidentifikasi kebutuhan siswa dan guru dalam pengembangan website edukasi literasi digital untuk siswa Sekolah Dasar (SD). Penelitian menggunakan metode campuran, yaitu wawancara mendalam dengan guru serta kuesioner untuk siswa. Hasil penelitian menunjukkan bahwa siswa membutuhkan media pembelajaran yang interaktif, seperti kuis digital, serta materi yang dapat diakses secara offline karena adanya kendala internet lambat. Guru memerlukan fitur pengelolaan materi yang fleksibel dan sistem penilaian untuk jawaban singkat. Temuan ini menjadi dasar dalam perancangan website literasi digital yang ramah anak, mudah digunakan, dan sesuai dengan kebutuhan pembelajaran di sekolah dasar.