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Applying the UX Honeycomb Model to Evaluate User Satisfaction in the Maxim Application Auliya Rohman Riquelme Al Ubaidah; Eva Febyliana; Maulana Sihdi Habibie; Mustika Restu Nur Asri; Kilala Mahadewi; Nova Christina Sari; Muhammad Zainudin Al Amin
Journal of Computing and Smart Ecosystems Vol. 1 No. 2 (2025): J-CaSE
Publisher : S1 Teknologi Informasi, Universitas Muhammadiyah Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study evaluates the user experience of the Maxim application using Peter Morville’s UX Honeycomb approach, encompassing seven dimensions: usability, desirability, findability, accessibility, credibility, value, and usefulness. A descriptive quantitative method was employed, with data collected through questionnaires from active users of the Maxim application. Data analysis was conducted using descriptive statistics. The results indicate a positive evaluation, particularly in usability (access speed, average score of 3.87). However, the payment process and overall comfort received lower scores, suggesting the need for improvement. These findings indicate that the Maxim application is generally effective, but improvements to specific features could enhance user satisfaction.
Penerapan Sistem Presensi Pintar dengan Fingerprint Berbasis IoT untuk Mendukung Digitalisasi Manajemen Kehadiran Siswa Al Amin, Muhammad Zainudin; Solichan, Achmad; Sari, Nova Christina; Winarno, Edy; Ansor, Basirudin; Ramdani, Aditya Putra; Zulfikar, M. Fiqri; Nabilah, Alfa Hikmatun; Bani, Yasyifa Nur
Journal of Appropriate Technology for Community Services Vol. 7 No. 2 (2026)
Publisher : Universitas Islam Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20885/jattec.vol7.iss2.art8

Abstract

Transformasi digital di bidang pendidikan mendorong pemanfaatan teknologi untuk meningkatkan efisiensi pengelolaan administrasi sekolah, khususnya dalam pencatatan kehadiran siswa. Namun, sebagian sekolah masih menggunakan sistem absensi manual yang rentan terhadap kesalahan pencatatan, manipulasi data, serta keterlambatan pelaporan. Kegiatan pengabdian kepada masyarakat ini bertujuan untuk merancang dan mengimplementasikan sistem presensi pintar berbasis Internet of Things (IoT) dengan autentikasi biometrik fingerprint di SMK Negeri 1 Tuntang. Metode pelaksanaan dilakukan melalui tahapan observasi, identifikasi masalah, pelatihan dan pendampingan, implementasi sistem, serta monitoring dan evaluasi. Hasil implementasi menunjukkan bahwa sistem dapat berfungsi dengan baik dan mampu meningkatkan efisiensi pengelolaan presensi. Evaluasi melalui survei kepuasan pengguna menggunakan skala Likert menunjukkan nilai rata-rata kepuasan guru sebesar 4,19 dengan indeks 83,81%, serta nilai rata-rata kepuasan siswa sebesar 4,61 dengan indeks 92,23%. Hasil tersebut menunjukkan bahwa sistem presensi berbasis fingerprint diterima dengan sangat baik oleh pengguna dan efektif dalam meningkatkan akurasi, efisiensi, serta transparansi pengelolaan kehadiran di lingkungan sekolah.
Implementasi Flashcard 3d Berbasis Augmented Reality Sebagai Media Pendukung Pembelajaran Klasifikasi Hewan Pada Anak Usia Dini Maulana Sihdi Habibie; Nisa Atthalia; Fahri Fahri; Ahmad Thoriq Alqi Ighafur; Aqib Ainun Najib; Muhammad Zainudin Al Amin; Achmad Solichan; Basirudin Ansor; Nova Christina Sari; Aditya Putra Ramdani
Jurnal Teknologi informasi dan Ilmu Komputer Vol. 2 No. 3 (2026): Juli 2026
Publisher : Nolsatu Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.65258/jutekom.v2.i3.70

Abstract

An Augmented Reality (AR)-based learning application was developed as an interactive visual medium to introduce animal classification to early childhood learners. The application uses flashcards scanned with a device camera to display three-dimensional (3D) objects in real time. This study aims to design and build an AR-based mobile application using Unity and Vuforia as an engaging self-learning tool. Development followed the Multimedia Development Life Cycle (MDLC), comprising concept, design, material collection, assembly, testing, and distribution. Functional black-box testing across 12 scenarios showed a 100% success rate, with all features operating as designed, including menu navigation, marker scanning, and 3D object visualization. Preliminary observations indicated that the visualization increased children's interest and involvement during learning, although this effect has not yet been measured with a validated evaluation instrument. Therefore, the application is considered a practical interactive medium for introducing animal classification based on feeding type - carnivores, herbivores, and omnivores - to young children.