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Penerapan WebQual 4.0 dan End User Computing Satisfaction Dalam Mengukur Kepuasan Serta Loyalitas Pengguna Website Codashop Ricky Maulana Sinurat; Dedy Setiawan; Mohamad Ilhami
JSI: Jurnal Sistem Informasi (E-Journal) Vol 17 No 2 (2025): JSI: Jurnal Sistem Informasi (E-Journal)
Publisher : Jurusan Sistem Informasi Fakultas Ilmu Komputer Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18495/jsi.v17i2.234

Abstract

The rapid development of internet and smartphone technology affects the online gaming industry in Indonesia. User satisfaction in the gaming industry is also supported by the development of game voucher top-up platform services, one of which is Codashop. Measuring user satisfaction with the quality of this website requires a method to see the level of user satisfaction with website quality, namely the WebQual 4.0 method and End User Computing Satisfaction (EUCS). The WebQual 4.0 method is a method of measuring the quality of a website from the end-user perspective in order to improve the quality of website performance so that website development can be improved and developed. Meanwhile, End User Computing Satisfaction is a method of measuring user satisfaction so that a comprehensive system evaluation is carried out based on user experience. The variables used include Usability, Information Quality, Service Interaction Quality, and Content. The hypothesis was tested using 5 hypotheses, 3 of which were accepted and 2 were rejected, namely Usability has no positive effect on User Satisfaction, Information Quality Satisfaction affects User Satisfaction, Service Interaction Quality has no positive effect on User Satisfaction, Content affects User Satisfaction, and User Satisfaction affects User Loyalty.
Pemanfaatan Sistem Presensi Online untuk Peningkatan Kinerja Pegawai Klinik Muhammad Razi; Tri Suratno; Benedika Ferdian Hutabarat; Dedy Setiawan; Dewi Lestari; Yolla Noverina; Willy Bima Alfajri
Cahaya Pengabdian Vol. 2 No. 2 (2025): Desember 2025
Publisher : Apik Cahaya Ilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61971/cp.v2i2.244

Abstract

This community service activity was implemented at Praktek Dokter Pattimura, which has three branches in Jambi City. The main issue faced by the partner was the manual employee attendance system using physical books or unconnected fingerprint devices, leading to slow, inaccurate, and high-risk data loss records, making it difficult for management to monitor employee discipline. This condition increased the administrative burden and hindered the effectiveness of human resource management. The solution offered was the development of a digital attendance application based on web and mobile platforms. This system utilizes face recognition technology for identity verification and GPS integration to ensure attendance can only be done within the clinic area. The system includes a mobile application for daily employee attendance and a web dashboard for owners and administrators to monitor real-time presence data. This solution makes the attendance recording process faster, more accurate, transparent, and integrated, thereby encouraging increased employee discipline and clinic management effectiveness. The implementation was carried out through the Prototype model, including coordination, system development, training, and continuous assistance.
ANALISIS TINGKAT KEBERHASILAN PENGGUNA WEBSITE TRACER STUD DENGAN PENDEKATAN METODE TAM DAN KEPERCATAAN (TRUST) : STUDY KASUS ALUMNI Ani Karina; Dedy Setiawan; Yolla Noverina
Jurnal Media Informatika Vol. 6 No. 6 (2025): Edisi Desember 2025
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v6i6.7081

Abstract

Penelitian ini bertujuan untuk menganalisis tingkat keberhasilan pengguna website tracer study Universitas Jambi dengan menggunakan pendekatan Technology Acceptance Model (TAM) yang dimodifikasi dengan penambahan variabel Trust (Kepercayaan). Model TAM yang digunakan mencakup enam variabel utama, yaitu Perceived Ease of Use (PEOU), Perceived Usefulness (PU), Attitude Toward Using (ATU), Behavioral Intention to Use (BIU), Actual Use (AU), serta Trust (T). Penelitian ini menggunakan metode kuantitatif dengan penyebaran kuesioner secara online kepada alumni Universitas Jambi periode 114 dan 115 dengan jumlah sampel sebanyak 94 responden. Analisis data dilakukan menggunakan Structural Equation Modeling (SEM) dengan bantuan aplikasi SmartPLS 4. Hasil penelitian menunjukkan bahwa variabel Perceived Ease of Use berpengaruh signifikan terhadap Perceived Usefulness dan Attitude Toward Using. Selanjutnya, variabel Perceived Usefulness memiliki pengaruh signifikan terhadap Attitude Toward Using dan Actual Use. Variabel Trust berpengaruh positif terhadap Attitude Toward Using, sementara Attitude Toward Using berpengaruh signifikan terhadap Behavioral Intention to Use. Selain itu, Behavioral Intention to Use terbukti memiliki pengaruh signifikan terhadap Actual Use. Secara keseluruhan, hasil penelitian ini menegaskan bahwa tingkat keberhasilan penggunaan website tracer study dipengaruhi oleh persepsi kegunaan, kemudahan penggunaan, kepercayaan, serta sikap dan niat alumni dalam memanfaatkan sistem. Temuan ini diharapkan dapat menjadi acuan bagi Universitas Jambi dalam meningkatkan kualitas layanan tracer study untuk mendukung pencapaian Indikator Kinerja Utama (IKU 1).
Penerapan Design Thinking Pada Perancangan Website Cafe Hasbeans Firdi Firsnandio Saddam; Dedy Setiawan; Muhammad Razi A.
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 15, No 3 (2026): Juni 2026
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v15i3.3755

Abstract

Hasbeans is a café located in Jambi that offers coffee, non-coffee beverages, food, and reservation services. The current ordering process, which uses barcode scanning redirected to Google Drive, is considered inefficient because it can cause queues and slow down service. In addition, the café requires an information platform to support marketing and branding activities. This study aims to design a UI/UX-based website information system for Café Hasbeans using the Design Thinking method, which consists of empathize, define, ideate, prototype, and test stages. The result of this study is a website prototype designed to help customers access menu information, events, and café information more effectively and efficiently. Prototype testing was conducted using Maze with 10 customer respondents, 3 admin respondents, and 1 super admin respondent. The results showed Maze Usability Scores of 89 for customers, 99 for admins, and 97 for the super admin, indicating that the UI/UX design is easy to understand, easy to learn, and well accepted by users.Keywords: Design Thinking; Maze; UI/UX; Usability Testing AbstractHasbeans merupakan café di Kota Jambi yang menyediakan menu coffee, non-coffee, makanan, serta layanan reservasi tempat. Proses pemesanan yang masih menggunakan scan barcode dan dialihkan ke Google Drive dinilai kurang efisien karena dapat menimbulkan antrian dan memperlambat pelayanan. Selain itu, café juga membutuhkan media informasi untuk mendukung pemasaran dan branding. Penelitian ini bertujuan merancang UI/UX sistem informasi Café Hasbeans berbasis website menggunakan metode Design Thinking yang meliputi tahap empathize, define, ideate, prototype, dan test. Hasil penelitian berupa prototype website yang memudahkan pelanggan mengakses informasi menu, events, dan informasi café secara efektif. Pengujian menggunakan Maze dilakukan kepada 10 pelanggan, 3 admin, dan 1 super admin dengan hasil Maze Usability Score sebesar 89 untuk pelanggan, 99 untuk admin, dan 97 untuk super admin, sehingga rancangan dinilai mudah dipahami dan diterima pengguna. 
Penerapan Activity-Centered Design pada Perancangan Website SILANTIK Julia Wulandari; Dedy Setiawan; Zainil Abidin
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 14, No 3: Desember 2025
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v14i3.3291

Abstract

The digital transformation of local government requires information and communication technology service systems that focus on user activities to effectively support daily work processes. This study focuses on the design of the user interface and user experience of the Information System for Information and Communication Technology Services (SILANTIK) website to support services for Regional Government Organizations in the Jambi City Government. The Activity-Centered Design method was applied by emphasizing users’ primary activities in ICT inventory management and service request processes. The research stages included requirements analysis, wireframe development, interface design using Figma, and evaluation through usability testing using Maze and the System Usability Scale questionnaire. The usability testing involved eight respondents and resulted in SUS scores of 74.5 for regional government organizations, 77.5 for super administrators, and 88.75 for administrators, which fall into the Excellent category. Maze results indicated a high level of task success and efficiency. Overall, the SILANTIK interface design is considered effective and capable of providing an optimal user experience.Keywords: Activity-Centered Design; Maze; UI/UX; System Usability Scale   AbstrakTransformasi digital pemerintahan daerah memerlukan sistem layanan TIK yang berfokus pada aktivitas pengguna agar mampu mendukung pelaksanaan aktivitas kerja secara efektif. Penelitian ini berfokus pada perancangan antarmuka dan pengalaman pengguna website Sistem Informasi Layanan Teknologi Informatika Komunikasi (SILANTIK) untuk mendukung pelayanan Organisasi Perangkat Daerah di Pemerintah Kota Jambi. Metode Activity-Centered Design digunakan dengan fokus pada aktivitas utama pengguna dalam proses inventarisasi dan permohonan layanan TIK. Tahapan penelitian meliputi analisis kebutuhan, perancangan wireframe, desain antarmuka menggunakan Figma, serta evaluasi melalui usability testing dengan Maze dan kuesioner System Usability Scale. Pengujian melibatkan delapan responden dan menghasilkan skor SUS sebesar 74,5 untuk OPD, 77,5 untuk super admin, dan 88,75 untuk admin dengan kategori Excellent. Hasil Maze menunjukkan tingkat keberhasilan dan efisiensi tugas yang tinggi. Secara keseluruhan, desain SILANTIK dinilai efektif dan mampu memberikan pengalaman pengguna yang optimal.