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Perancangan Aplikasi Kasir dengan Metode Prototype: Studi Kasus : UMKM Artasari Isnaurokhmah Isnaurokhmah; Kusumas Astri Anggraeni; Lailatur Rochmah; Ilham Albana
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 4 (2024): Juli: Merkurius: Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i4.142

Abstract

As human habits change due to advances in technology and information, technology is increasingly important in various aspects of life. Companies must keep up with development trends in the globalization era to develop their products and compete with fierce business competition. Artasari UMKM produces a variety of chips located in one of the villages in Purbalingga Regency. This UMKM still conducts sales and marketing traditionally. Bookkeeping and recording of transactions are still done manually, which causes many problems, such as consumers not trusting the results of calculations. A cashier information system is needed to improve operational efficiency and transaction security. It can help with data collection, bookkeeping, and recording transactions as well as creating financial reports as needed. In this research, the prototyping model is used to design a cashier application at UMKM Artasari. It is considered to help overcome this problem. This research is expected to improve the operational efficiency and security of UMKM Artasari transactions and increase consumer confidence in the calculation results. The result of the design is a system display consisting of several pages which include the login page, transaction data, sales reports, help, and prototype proof of transactions to be printed.
Analisa Perbandingan Penggunaan Metodologi Pengembangan Perangkat Lunak (Waterfall, Prototype, Iterative, Spiral, Rapid Application Development (RAD)) Nur Adiya, Az Zahra Dwi; Anggraeni, Dea Lili; Ilham Albana
Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika Vol. 2 No. 4 (2024): Juli: Merkurius: Jurnal Riset Sistem Informasi dan Teknik Informatika
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/merkurius.v2i4.148

Abstract

Methodology is a very important basic framework in the design and development of professional software, aimed at creating an information system that meets the business needs of an organization. Success in software development relies heavily on managing the software project as a whole. Establishing a methodology includes high dynamics in the design stages of a model that describes the activities and life cycle of a system. SDLC (Systems Development Life Cycle) or Systems Development Life Cycle, in the context of systems and software engineering, is a process that includes the creation and modification of systems, as well as the models and methodologies used to develop them. This discussion will explain the analysis of selecting software development methodologies, including waterfall, prototype, iterative, spiral, and rapid application development (RAD). It is hoped that the results of this discussion can provide considerations in choosing and using the right methodology based on each individual's needs, strengths and weaknesses, as well as other factors such as familiarity with technology, system complexity, system reliability, and short and precise time requirements, as well as referencing several scientific journals.
Systematic Literature Review: Implementasi Metode User-Centered Design (UCD) Dalam Meningkatkan Kualitas dan Usability Desain Antarmuka Sistem Informasi Galih Ragil Fiqriansyah; Fauzan Zikrian; Joko Sasongko; Ilham Albana
Nusantara Journal of Multidisciplinary Science Vol. 3 No. 9 (2026): NJMS - April 2026
Publisher : PT. Inovasi Teknologi Komputer

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Abstract

Perkembangan teknologi digital yang pesat menuntut antarmuka sistem informasi yang intuitif dan efisien guna memastikan tingkat adopsi pengguna yang tinggi. Namun demikian, masih banyak sistem yang menghadapi kendala kegunaan (usability) sehingga menghambat efektivitas operasional. Penelitian ini bertujuan untuk melakukan tinjauan sistematis terhadap penerapan metode User-Centered Design (UCD) dalam meningkatkan kualitas dan kegunaan desain antarmuka sistem informasi. Metode yang digunakan adalah Systematic Literature Review (SLR) dengan mengikuti protokol Kitchenham yang mencakup tahapan perencanaan, pelaksanaan, dan pelaporan. Proses seleksi studi dilakukan pada basis data jurnal ilmiah dalam rentang tahun 2019–2026, sehingga diperoleh 20 artikel utama yang dianalisis. Hasil penelitian menunjukkan bahwa keterlibatan pengguna dalam siklus desain iteratif secara konsisten meningkatkan tingkat usability, yang sebagian besar diukur menggunakan System Usability Scale (SUS). Selain itu, penyederhanaan hierarki navigasi dan penerapan prinsip minimalisme visual terbukti menjadi faktor kunci dalam meningkatkan efisiensi interaksi. Penelitian ini memberikan kontribusi berupa kerangka acuan metodologis bagi pengembang dalam menerapkan prinsip UCD guna mengoptimalkan pengalaman pengguna pada berbagai sistem informasi
EVALUASI PENGELOLAAN PROYEK PADA PENGEMBANGAN GAME EDUKASI MENGGUNAKAN PENDEKATAN PMBOK Ghani Kurniawan; Hengki Kurniawan; Ilham Albana
Integrative Perspectives of Social and Science Journal Vol. 3 No. 04 April (2026): Integrative Perspectives of Social and Science Journal
Publisher : PT Wahana Global Education

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Abstract

Pengembangan game edukasi berbasis teknologi merupakan salah satu bentuk proyek teknologi informasi yang semakin berkembang pesat di era digital. Namun, banyak proyek semacam ini mengalami kendala dalam pengelolaan yang terstruktur sehingga berdampak pada keterlambatan, pembengkakan biaya, dan kualitas yang tidak sesuai harapan. Artikel ini bertujuan untuk mengevaluasi pengelolaan proyek pengembangan game edukasi 3D berjudul Virus Hunter menggunakan kerangka kerja Project Management Body of Knowledge (PMBOK) edisi ke-7. Evaluasi dilakukan pada sepuluh knowledge area PMBOK, meliputi manajemen integrasi, ruang lingkup, jadwal, biaya, kualitas, sumber daya, komunikasi, risiko, pengadaan, dan pemangku kepentingan. Metode yang digunakan adalah studi kasus deskriptif dengan pendekatan kualitatif dan kuantitatif. Hasil evaluasi menunjukkan bahwa secara umum proyek ini telah menerapkan prinsip-prinsip PMBOK, namun terdapat kesenjangan pada area manajemen risiko dan pengadaan yang perlu ditingkatkan. Temuan ini memberikan rekomendasi praktis bagi pengembang game edukasi dalam meningkatkan efektivitas manajemen proyek mereka.
A SYSTEMATIC LITERATURE REVIEW ON THE INTEGRATION OF ARTIFICIAL INTELLIGENCE IN INFORMATION SYSTEM REQUIREMENTS ANALYSIS Riski Akbar Matsuka; Prayogo Bagus Sudarmaji; Zain Nur Zaman; Ilham Albana
Jurnal Kecerdasan Buatan dan Teknologi Informasi Vol. 5 No. 2 (2026): May 2026
Publisher : Ninety Media Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69916/jkbti.v5i2.452

Abstract

Requirements analysis is a critical phase in the development of information systems, as it significantly influences the overall success of a system. However, traditional approaches to requirements analysis are often performed manually and are prone to errors, inconsistencies, and inefficiencies. The advancement of Artificial Intelligence (AI) provides new opportunities to improve the effectiveness and automation of this process. This study aims to analyze the integration of AI in requirements analysis using a Systematic Literature Review (SLR) approach. The review follows the PRISMA 2020 guidelines and examines relevant studies published between 2020 and 2025. A total of 14 selected articles were analyzed to identify commonly used AI techniques, evaluate their effectiveness, and explore existing challenges. The results indicate that various AI techniques, including Machine Learning, Deep Learning, Transformer-based models, and Large Language Models (LLMs), have been widely applied in requirements analysis tasks such as classification, ambiguity detection, information extraction, and prioritization. These techniques demonstrate improvements in accuracy, time efficiency, and consistency compared to conventional methods. Despite these advantages, several challenges remain, including data imbalance, limited model generalization, lack of explainability, and limited validation in real-world industrial environments. Therefore, further research is needed to enhance the reliability and applicability of AI-based approaches in practical settings.
IMPLEMENTASI SCRUM DALAM PENGEMBANGAN PLATFORM E-COMMERCE TELEGRAM UNTUK UMKM Faris Labib Najmuddin; Ilham Albana
Integrative Perspectives of Social and Science Journal Vol. 3 No. 05 Mei (2026): Integrative Perspectives of Social and Science Journal
Publisher : PT Wahana Global Education

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Abstract

UMKM di Indonesia menghadapi tantangan nyata dalam digitalisasi proses bisnis, terutama pada pengelolaan pemesanan dan pembayaran. Penelitian ini menerapkan metodologi Scrum untuk membangun platform e-commerce berbasis Telegram Bot yang disesuaikan untuk UMKM, dengan studi kasus Warung Rames. Pengembangan dibagi dalam 4 sprint selama 3 minggu menggunakan prinsip Agile. Platform yang dihasilkan mencakup sistem pemesanan terintegrasi, payment gateway QRIS BNI, sistem gamifikasi berbasis referral, riwayat transaksi, cetak invoice PDF, dan seller dashboard. Stack teknologi meliputi Node.js, PostgreSQL, Baileys, dan PDFKit. Sistem dijalankan pada STB HG680P dengan Armbian OS. Hasil menunjukkan bahwa pendekatan Scrum mampu menghasilkan platform yang fungsional dan sesuai kebutuhan UMKM dalam waktu singkat. Platform berhasil mengintegrasikan seluruh alur operasional warung, dari katalog hingga pembayaran multi-channel dan manajemen toko, dengan biaya infrastruktur yang terjangkau