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PERANCANGAN APLIKASI POINT OF SALES (POS) BERBASIS ANDROID DENGAN QRIS PAYMENT (STUDI KASUS: WARUNG SEBLAK TONJONG) Nurhidayat, Ananda Rizky; Nugraha, Bagja; Hendriadi, Ade Andri
Jurnal Informatika dan Teknik Elektro Terapan Vol 13, No 2 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i2.6323

Abstract

MSMEs have an important role in the national economy, but many still use manual transaction recording, making them vulnerable to calculation errors and difficulties in tracking financial reports. To overcome this problem, an Android-based Point of Sale (POS) application integrated with the Laravel website was developed to improve operational efficiency. The method used in this research is the System Development Life Cycle (SDLC) Waterfall model, which is carried out in stages from needs analysis to implementation. The analysis shows that Warung Seblak Tonjong needs a system that is able to record automatic transactions, manage products, provide sales reports, and support digital payments with QRIS Payment. Testing is done using Black Box Testing, which ensures all features function according to specifications. The test results show that this system can help speed up transaction recording, reduce errors, and increase efficiency in financial reporting. With the implementation of this system, it is expected that Warung Seblak Tonjong and other MSMEs can more easily adapt to digital technology in business management.
PERANCANGAN ULANG UI/UX WEBSITE LOWONGAN PEKERJAAN DENGAN MENGGUNAKAN METODE DESIGN THINKING PROCESS (STUDI KASUS : infoloker.karawangkab.go.id) Mulyana, Fajar; Hendriadi, Ade Andri; Ridha, Azhari Ali
Jurnal Informatika dan Teknik Elektro Terapan Vol 13, No 2 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i2.6255

Abstract

Website Info Loker Karawang, yang dikelola oleh Dinas Tenaga KerjaKabupaten Karawang, memilikikendalasepertinavigasitidakintuitif, filter pencariankurangspesifik, sertadesain yang kurangresponsif. Penelitianinimerancangulang UI/UX menggunakanmetode Design Thinking untukmeningkatkanpengalamanpenggunamelalui lima tahap: empathize, define, ideate, prototype, dan test. Hasil pengujiandengan System Usability Scale (SUS) menunjukkanskor 84 (Sangat Baik), dan Single Ease Question (SEQ) memperoleh rata-rata 6,32/7, yang menandakankemudahantinggidalampenggunaan. Hasil inimembuktikanbahwa Design Thinking dapatmenghasilkandesain yang lebihintuitif, efisien, dan meningkatkankepuasanpengguna. 
RANCANG BANGUN SISTEM INFORMASI ADMINISTRASI DESA BERBASIS WEB DENGAN PENDEKATAN WATERFALL: STUDI KASUS DESA NAGRAK Hidayat, Fajar Syahrul; Hendriadi, Ade Andri; Ridha, Azhari Ali
Jurnal Ilmiah Informatika Global Vol. 16 No. 2: August 2025
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v16i2.5473

Abstract

The use of information technology in village government is a solution to improve the quality and efficiency of public services. This study aims to design and build a web-based village administration information system in Nagrak Village to replace the manual system which is considered ineffective and inefficient in responding to community needs. The development method used is the Waterfall System Development Life Cycle (SDLC) model which consists of five stages: needs analysis, system design, implementation, testing, and maintenance. The results of the system design include main features such as login, registration, letter submission, status checking, and letter verification by the admin. This system is also equipped with an interface that is designed to be simple, responsive, and user-friendly to facilitate all levels of society, including lay users. Through UML modeling, including use case diagrams, activity diagrams, and sequence diagrams, the system flow is clearly visualized to describe the work process between actors in the system. The implementation of this system shows a significant increase in the speed of service, accuracy of administrative data, and transparency and accessibility of services. In addition, the system makes it easy for village officials to manage correspondence digitally. This study recommends further development in the form of a mobile application and integration of automatic notification features so that the system is more adaptive to community needs and is able to reach wider users in real time.
Pelatihan desain grafis menggunakan canva Bagi tenaga pengajar dan tenaga tata usaha Khusaeri, Ahmad; Hendriadi, Ade Andri; Ridwan, Taufik; Voutama, Apriade; Ma’sum, Aziz
TRIDHARMADIMAS: Jurnal Pengabdian Kepada Masyarakat Jayakarta Vol 5 No 1 (2025): TRIDHARMADIMAS (Juli 2025)
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/tridharmadimas.v5i1.1996

Abstract

Perkembangan teknologi menuntut guru untuk menciptakan media ajar visual yang menarik, namun banyak yang terkendala oleh keterbatasan keterampilan desain. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberikan pelatihan desain grafis edukatif menggunakan platform Canva kepada 18 guru dan tenaga kependidikan di Madrasah Ibtidaiyah Karawang. Metode yang digunakan meliputi tiga tahap: perencanaan (survei kebutuhan dan koordinasi), pelaksanaan (pelatihan luring interaktif mengenai fitur dasar hingga teknik desain), dan evaluasi (kuesioner umpan balik). Hasil pelatihan menunjukkan antusiasme dan partisipasi aktif dari seluruh peserta. Evaluasi akhir mengungkapkan bahwa 100% peserta merasa kegiatan ini sangat bermanfaat, 94% menyatakan materi relevan dan mudah dipahami, dan 90% menilai pemateri sangat kompeten dalam menyampaikan materi. Pelatihan ini berhasil meningkatkan kompetensi teknis dan kepercayaan diri guru dalam membuat media ajar visual yang inovatif, yang berpotensi meningkatkan kualitas dan minat belajar siswa di era digital.
Rancang Bangun SPK Kualitas Air Sungai Metode Fuzzy Tsukamoto (Studi Kasus: 4 Kecamatan Karawang) Putra, Fery Anuar Ramadhan; Hendriadi, Ade Andri; Ridwan, Taufik
Computer Science (CO-SCIENCE) Vol. 4 No. 2 (2024): Juli 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v4i2.3358

Abstract

Research reveals that the Citarum River in West Java is seriously polluted, causing problems for humans and the environment, so monitoring of river water quality is necessary. This research proposes the development of a web-based Decision Support System with the SDLC Waterfall model, using the Fuzzy Tsukamoto method based on seven water parameters (EC, TDS, Salinity, pH, ORP, SG, Temperature) to simplify the determination of water quality. This research uses the Research and Development methodology with the SDLC Waterfall model software development approach, which includes the stages of analyzing data requirements and fuzzy logic systems, designing system architecture and features, implementing technology and process results, functional manual testing and model accuracy, and maintenance in the form of documentation and storage. The results showed that the developed DSS can classify water quality based on 7 parameters with a value scale divided into five categories, namely Good, Poor, Medium, Good, and Very Good. Testing was conducted using data from 8 river points in 4 sub-districts in Karawang Regency on April 1, 2024. The accuracy of the DSS model reached 80%. The development of this DSS is expected to provide an initial overview of water quality in a location without requiring an in-depth technical understanding of the water parameters used. This data can also be an initial indicator to determine whether further action or further investigation is required. Suggestions for future research are to integrate the system with IoT to improve its performance and benefits.
PERANCANGAN UI UX APLIKASI WEBSITE SISTEM INFORMASI MENGGUNAKAN METODE USER CENTERED DSIGN (STUDI KASUS DESA LOSARI KIDUL) Rahayu, Widya Dwi Putri; Hendriadi, Ade Andri; Ridwan, Taufik
Jurnal Informatika dan Teknik Elektro Terapan Vol. 12 No. 3 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i3.4994

Abstract

Penelitian ini akan merekomendasikan sebuah sistem informasi Desa terpadu berbasis Website menggunakan metode User Centered Design (UCD). User Centered Design berguna untuk merancang User Interface (UI) dan User Experience (UX) agar hasilnya baik dan tepat sasaran. Perancangan desain sistem informasi Desa ini memanfaatkan pendapat calon pengguna sistem tentang kebiasaan dan kenyamanannya. Penelitian ini menggunakan pendekatan User Centered Design dan melakukan empat tahapan: memahami konteks penggunaan, menentukan kebutuhan pengguna, menghasilkan solusi desain, dan menilai desain. Tahap pertama adalah melakukan wawancara dengan orang-orang di masyarakat untuk mengetahui konteks penggunaan. Perancangan User Interface (UI) sistem informasi Desa berbasis website menggunakan tools figma dapat dilakukan dengan metode user centered design di Desa Losari Kidul. Pemanfaatan User Experience (UX) pada sistem informasi Desa berbasis website menggunakan figma di Desa Losari Kidul, peneliti berhasil membuat prototype untuk kebutuhan User Experience website Sistem Informasi Desa Losari Kidul. Menguji prototype menghasilkan skor yaitu sebesar 75.5.
PERANCANGAN UI BERBASIS WEBSITE PADA SEKOLAH AL HIKMAH INDONESIA DENGAN METODE FIVE PLANES Simanjuntak, Fajar Alfian; Hendriadi, Ade Andri; Siska, Siska
Jurnal Informatika dan Teknik Elektro Terapan Vol. 13 No. 1 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i1.5555

Abstract

Sekolah Al Hikmah Indonesia hanya menggunakan media sosial sebagai tempat berbagi informasi dan belum menggunakan website. Penelitian ini bertujuan membantu Sekolah Al Hikmah Indonesia membangun website yang representatif dan fungsional. Metode yang digunakan adalah  metodologi Five Planes, yang mencakup lima tahapan: strategy, scope, structure, skeleton, dan surface. Pendekatan ini membantu memahami dan mengatur elemen-elemen penting dalam pengembangan website. Selain itu, metode User Experince Questionnaire (UEQ) diterapkan untuk mengukur persepsi pengguna terhadap kegunaan website. Hasil penelitian menunjukkan bahwa metodologi Five Planes efektif dalam merancang website yang memenuhi kebutuhan pengguna. Penulis melakukan pengujian terhadap 30 responden melalui usability testing. Setelah dilakukannya usability testing, responden akan diberikan penilaian usability dengan metode User Experience Questionnaire (UEQ) untuk menilai tingkat kepuasan pengguna. Dari hasil Penilaian tersebut memperoleh bahwa nilai rata-rata semua aspek pada UEQ mengalami peningkatan dan berada dalam kategori sangat baik (excellent), dapat disimpulkan bahwa perancangan desain website memperoleh penilaian positif dan memuaskan dari pengguna.
PERANCANGAN ULANG UI/UX WEBSITE LOWONGAN PEKERJAAN DENGAN MENGGUNAKAN METODE DESIGN THINKING PROCESS (STUDI KASUS : infoloker.karawangkab.go.id) Mulyana, Fajar; Hendriadi, Ade Andri; Ridha, Azhari Ali
Jurnal Informatika dan Teknik Elektro Terapan Vol. 13 No. 2 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i2.6255

Abstract

Website Info Loker Karawang, yang dikelola oleh Dinas Tenaga KerjaKabupaten Karawang, memilikikendalasepertinavigasitidakintuitif, filter pencariankurangspesifik, sertadesain yang kurangresponsif. Penelitianinimerancangulang UI/UX menggunakanmetode Design Thinking untukmeningkatkanpengalamanpenggunamelalui lima tahap: empathize, define, ideate, prototype, dan test. Hasil pengujiandengan System Usability Scale (SUS) menunjukkanskor 84 (Sangat Baik), dan Single Ease Question (SEQ) memperoleh rata-rata 6,32/7, yang menandakankemudahantinggidalampenggunaan. Hasil inimembuktikanbahwa Design Thinking dapatmenghasilkandesain yang lebihintuitif, efisien, dan meningkatkankepuasanpengguna. 
PERANCANGAN APLIKASI POINT OF SALES (POS) BERBASIS ANDROID DENGAN QRIS PAYMENT (STUDI KASUS: WARUNG SEBLAK TONJONG) Nurhidayat, Ananda Rizky; Nugraha, Bagja; Hendriadi, Ade Andri
Jurnal Informatika dan Teknik Elektro Terapan Vol. 13 No. 2 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i2.6323

Abstract

MSMEs have an important role in the national economy, but many still use manual transaction recording, making them vulnerable to calculation errors and difficulties in tracking financial reports. To overcome this problem, an Android-based Point of Sale (POS) application integrated with the Laravel website was developed to improve operational efficiency. The method used in this research is the System Development Life Cycle (SDLC) Waterfall model, which is carried out in stages from needs analysis to implementation. The analysis shows that Warung Seblak Tonjong needs a system that is able to record automatic transactions, manage products, provide sales reports, and support digital payments with QRIS Payment. Testing is done using Black Box Testing, which ensures all features function according to specifications. The test results show that this system can help speed up transaction recording, reduce errors, and increase efficiency in financial reporting. With the implementation of this system, it is expected that Warung Seblak Tonjong and other MSMEs can more easily adapt to digital technology in business management.