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RANCANG BANGUN APLIKASI PENJUALAN KAOS BERBASIS WEB PADA TOKO UNIQLY MENGGUNAKAN UML Suciady, Kevin Joshua; Rahman, Syaiful; Bahri, Syamsul
JTRISTE Vol 12 No 2 (2025): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v12i2.624

Abstract

Penelitian ini bertujuan untuk merancang dan membangun aplikasi penjualan kaos berbasis web pada Toko Uniqly menggunakan bahasa pemodelan UML (Unified Modeling Language), dengan menggunakan Usecase diagram untuk memodelkan interaksi pengguna, Activity diagram untuk menggambarkan alur proses transaksi, dan Class diagram untuk menggambarkan struktur kelas dan hubungan antar kelas. Toko Uniqly adalah sebuah toko kaos yang membutuhkan sistem penjualan online untuk meningkatkan penjualan dan memperluas jangkauan pasar. Hasil penelitian ini adalah aplikasi penjualan kaos berbasis web yang dapat memfasilitasi transaksi penjualan kaos secara online. Aplikasi ini diharapkan dapat meningkatkan penjualan dan memperluas jangkauan pasar Toko Uniqly.
PERANCANGAN UI/UX PADA APLIKASI LINGUALY MENGGUNAKAN MOBILE-FIRST DESIGN DENGAN METODE GOAL-DIRECTED DESIGN Syam, Ridwan Dwiyanto; Rahman, Syaiful; Bahri, Syamsul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.536

Abstract

This research aims to design an optimal user interface and user experience for language learning applications with the Mobile-First Design approach with the Goal-Directed Design method, which focuses on user goals. User needs analysis was conducted through questionnaires, surveys, and observations to develop usage scenarios. UI design focused on clarity, intuitive navigation, and simple layout, as well as visual appeal. At the UX stage, responsive design principles and user experience testing were applied to ensure that the app could be accessed properly on various devices. After the improvement of the Lingualy application, an evaluation using the System Usability Scale (SUS) resulted in an average score of 74.8, falling into the category of “Acceptable”, with a predicate of “C” and a rating of “Good”. This research concludes that user-centered UI/UX design makes language learning more effective and enjoyable, and enables proficiency without the limitations of time and place.
Implementation of Grey Box Testing Technique in Testing the F1Math Application Ang, Vincent; Rahman, Syaiful; Hasniati
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.575

Abstract

The F1Math application was developed to assist students in learning mathematics through an interactive concept inspired by Formula 1 racing. This study aims to evaluate the effectiveness of the grey box testing technique in testing the F1Math application. The testing method used is grey box testing with a Regression testing approach, combining an analysis of the application's internal structure and observation of its external behavior. The testing process began with analyzing the system specifications and source code, followed by unit Testing, integration Testing, and regression Testing. User simulations across various game levels were also conducted. The results indicate that the grey box testing technique is effective in detecting bugs during the early stages of development. This approach accelerates the debugging process and enhances application stability, especially in critical areas such as gameplay features and mathematical calculations. In conclusion, the implementation of the grey box testing technique significantly contributes to improving the quality of the F1Math application. This approach successfully combines the strengths of code-based and user-behavior-based Testing, resulting in a more reliable and efficient application.
ANALISIS USABILITY HEALTHY LAIFU MENGGUNAKAN METODE SYSTEM USABILITY SCALE ANSHARI, ANSHARI; Rahman, Syaiful; Bahri, Syamsul
JTRISTE Vol 10 No 2 (2023): JTRISTE
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/jtriste.v10i2.502

Abstract

Healthy Laifu dibuat dengan tujuan mengajak pemain untuk berpartisipasi dalam tantangan, memecahkan teka-teki, dan mengambil keputusan yang baik terkait pola hidup sehat. Sejak diluncurkan di Play Store Healthy Laifu belum pernah dilakukan pengujian pada tingkat usability. Oleh karena itu, penelitian ini bertujuan untuk mengetahui tingkat usability dan menghasilkan hasil analisis usability Healthy Laifu menggunakan SUS (System Usability Scale). Penelitian ini menggunakan metode SUS (System Usability Scale). Hasil yang diperoleh adalah Healthy Laifu memiliki skor rata- rata SUS 71,91. Menempati level Marginal High pada posisi Acceptibility Ranges, dari sisi Grade Scales sistem menempati Grade C. Sedangkan dari sisi Adjective Rating berada pada posisi GOOD. Healthy Laifu memiliki nilai usability yang tidak terlalu baik, namun masih dapat diterima oleh pengguna.
UTILIZATION OF DIGITAL QUR'AN APPLICATIONS IN ISLAMIC RELIGIOUS EDUCATION LEARNING Rahman, Syaiful
PROCEEDING OF INTERNATIONAL CONFERENCE ON EDUCATION, SOCIETY AND HUMANITY Vol 3, No 1 (2025): First International Conference on Education, Society and Humanity
Publisher : PROCEEDING OF INTERNATIONAL CONFERENCE ON EDUCATION, SOCIETY AND HUMANITY

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

Abstract

The development of information and communication technology in the digital era has brought significant transformations in the field of education, including in Islamic Religious Education (PAI) learning. This study aims to describe the use of digital Qur’an applications as an innovation in Islamic Religious Education (PAI) learning and identify its impact on students' motivation and understanding of the Qur’an. This study uses a descriptive qualitative approach, with data collected through observation, interviews, and documentation involving teachers and students at a secondary school in Situbondo. The findings indicate that the use of digital Qur’an applications, such as Qur'an Kemenag and Muslim Pro, facilitates students in reading, listening, and understanding the meaning of Qur’anic verses interactively. Teachers also utilize digital interpretation and audio recitation features to enhance contextual and engaging learning experiences. However, challenges such as limited digital literacy and inadequate access to technological devices still hinder optimal implementation. This study concludes that the integration of digital Qur’an applications into PAI learning effectively supports the achievement of Islamic education goals, especially in strengthening students' spirituality, Qur’anic literacy, and moral character. It is recommended that digital literacy training be provided to Islamic Education teachers so that technology-based learning management can be more effective and sustainable.