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Analisis Perilaku Pengguna SAMSAT Digital Nasional Menggunakan Metode TAM danTPB Intan, Sri; Fronita, Mona; Hamzah, Muhammad Luthfi; Saputra, Eki; Anofrizen, Anofrizen; Siregar, Syafril
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 4 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i4.44362

Abstract

This study focuses on the challenge of low user behavioral intention towards the SIGNAL app, which is an important issue in digital technology adoption. To investigate this issue, research was conducted using a comprehensive framework integrating TAM and TPB methods, with six hypotheses proposed. Data were analyzed using multiple linear regression on questionnaires completed by a sample of SIGNAL users. The results of the analysis showed a significant relationship between perceived usefulness and ease of use and users' attitude towards the app, as well as a strong relationship between users' attitude and behavioral intention to use the app. These findings signify that the more users perceive tangible benefits and ease of use of the app, the more positive their attitude, which in turn drives SIGNAL's adoption intention. However, several hypotheses were not supported by the results of the analysis, including the absence of significant relationships between perceived benefits and users' behavioral intentions, as well as between subjective norms and behavioral intentions. This suggests that although users realize the benefits of the app, social factors and perceived individual control are not significant in determining usage intentions. The implications of these findings provide guidance for digital platform developers to design more effective interventions to increase the use of SIGNAL, as well as facilitate behavior change in the community.
User Behavior Analysis of E-Wallet Usage Among Generation Z using the Theory of Planned Behavior Raditya, Muhammad Zacky; Fronita, Mona; Saputra, Eki; Megawati, Megawati; Anofrizen, Anofrizen
SISTEMASI Vol 14, No 4 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i4.5312

Abstract

With the rapid advancement of digital technology and the growing demand for fast and practical transaction systems, the use of digital wallets (E-Wallets) among the younger generation—particularly Generation Z—has significantly increased. This study aims to identify the behavioral factors influencing E-Wallet usage among Gen Z by applying the Theory of Planned Behavior (TPB). This theoretical framework includes three main constructs believed to influence Behavioral Intention (BI) and actual user behavior: Attitude Toward the Behavior (ATB), Subjective Norm (SN), and Perceived Behavioral Control (PBC). The study involved 100 Gen Z university students in Pekanbaru, selected through purposive sampling. A quantitative research method was employed, and data were analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM). Instrument validity was tested through discriminant validity, while reliability was assessed using Cronbach’s Alpha and Composite Reliability. The findings reveal that all three variables—Attitude Toward the Behavior, Subjective Norm, and Perceived Behavioral Control—have a significant influence on Behavioral Intention to use E-Wallets among Gen Z in Pekanbaru. Furthermore, both Behavioral Intention and Perceived Behavioral Control significantly affect the actual usage behavior of E-Wallets. Theoretically, these results support the applicability of the TPB framework in the context of digital payment systems. Practically, E-Wallet providers are advised to focus on enhancing users’ positive attitudes, leveraging social influence, and improving ease of use for Gen Z. However, this study is limited by its exclusion of external factors beyond the TPB model that may also influence E-Wallet usage behavior.
User Experience Evaluation of the Maxim Application using the HEART Metrics Method Ningrum, Meriana Prihati; Megawati, Megawati; Saputra, Eki; Fronita, Mona; Anofrizen, Anofrizen
SISTEMASI Vol 14, No 4 (2025): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v14i4.5286

Abstract

The rapid growth of online transportation applications has led to increasing user expectations for efficient, intuitive, and reliable user experiences (UX). Maxim, as one of the emerging platforms in Indonesia, offers competitive pricing and wide service coverage, yet still faces challenges such as GPS inaccuracy, fare inconsistencies, and limitations with cashless payments. This study aims to evaluate the User Experience (UX) of the Maxim application in Pekanbaru using the HEART Metrics framework, which consists of five variables: Happiness, Engagement, Adoption, Retention, and Task Success. Data were collected through a Likert-scale questionnaire distributed to 100 respondents, with the sample size determined using the Lemeshow formula. The data were tested for validity and reliability, and analyzed using SPSS and Microsoft Excel. This study provides insight into user expectations and preferences as a foundation for service improvement. The results show that Happiness (73.8%), Adoption (72.4%), and Task Success (70.2%) are at a high level of usability, while Engagement (65.8%) and Retention (67.7%) did not meet the 70% usability benchmark. Overall, the Maxim application offers a good user experience, but improvements are needed in user engagement and retention through the addition of innovative features, GPS optimization, and enhanced service quality.
Analysis Of User Experience Of ChatGPT And Gemini Users Using The User Experience Quistionnaire (UEQ) For Education Nasrul, Ilham; Angraini, Angraini; Hamzah, Muhammad Luthfi; Saputra, Eki
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol. 13 No. 3 (2024): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v13i3.2250

Abstract

AI is becoming more and more crucial in the digital age to support kids in overcoming obstacles to learning and succeeding academically. The use of chatbots is one example of AI progress. Two well-known chatbots are Gemini and ChatGPT. Because they are useful and support a variety of learning tasks, including answering questions, producing articles, expanding knowledge, and other academic activities, both applications are highly well-liked and preferred by students. By using a case study on the Facebook community with the number of samples needed in this study as many as 377 respondents based on the Krejcie and Morgan formula, The purpose of this study was to determine whether user experiences with different applications differed. User experience measurement was carried out using the User Experience Questionnaire (UEQ) approach on the variables of Efficiency, Novelty, Attractiveness, Stimulation, Perspicuity, and Dependability. The results of the study show that all user experience variables for the ChatGPT and Gemini applications received poor ratings, and there were no significant differences in any of these variables. However, based on UEQ measurements, it was found that both applications received better scores on the stimulation and novelty variables, while the attractiveness, clarity, efficiency, and accuracy variables received poor results. To improve user experience in the ChatGPT and Gemini applications, the quality of all variables needs to be enhanced.
PERANCANGAN DAN PENGEMBANGAN APLIKASI HAJI UMRAH MENGGUNAKAN REACT NATIVE PADA PDA TRAVEL INHU KUANSING Prananda, Yaldri Oktra; Jazman, Muhammad; Anofrizen, Anofrizen; Saputra, Eki; Syaifullah, Syaifullah; Marsal, Arif
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 9 No 1 (2025)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v9i1.5013

Abstract

PDA Travel Inhu Kuansing merupakan biro travel haji dan umrah wilayah Indragiri Hulu dan Kuantan Singingi. Merupakan partner dari PT. PDA Tigi Maaya (PDA Travel). PDA Travel Inhu Kuansing berada dalam naungan manajemen CV. Sumatera Elang Perkasa. Didalam proses bisnis PDA Travel Inhu Kuansing masih terdapat masalah menjadi kendala dalam pengolahan administrasi masih secara manual, pendaftaran belum memakai sistem digitalisa dan promosi paket dalam lingkup yang terbatas. Dari kendala yang ada muncul topik untuk mencari solusi. Dilakukanlah penelitian dengan tujuan untuk merancang dan mengembangkan sebuah aplikasi berbasis mobile. Aplikasi dibuat untuk membantu manajemen dalam pendaftaran, pengolahan data dan memberikan informasi paket perjalanan dan wisata kepada masyarakat indragiri hulu dan kuantan singingi. Pengembangan aplikasi menggunakan framework react native dan Firebase. Metode pengembangan menggunakan Devops lifecycle. DevOps terdiri dari planning, coding, build, testing, release, deployment, operate, monitor. Banyak tools yang direkomendasi pada devops seperti Jenkins, GitLab, Docker, Firebase deployment yang dipakai sesuai kebutuhan dalam tahapan DevOps. Hasil akhir penelitian ini berupa aplikasi travel haji dan umrah yang dibangun mengunakan react native. Pada masa depan diharapkan penggunaan tools automasi yang direkomendasikan devops untuk pengembangan aplikasi. Pembuatan fitur lebih baik dari yang ada pada aplikasi saat ini.
IMPLEMENTATION OF FLUTTER AND FIREBASE TECHNOLOGIES IN MODERN LIVE STREAMING APPLICATION DEVELOPMENT Anmi, Fauzi Hidayatul; Jazman, Muhammad; Anofrizen, Anofrizen; Saputra, Eki; Siregar, Syafril; Ahsyar, T. Khairil
JOISIE (Journal Of Information Systems And Informatics Engineering) Vol 9 No 1 (2025)
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/joisie.v9i1.4808

Abstract

Live streaming applications play a vital role in entertainment, education, and business communication. Despite their growing adoption, developing efficient and scalable live streaming applications remains challenging, particularly in ensuring real-time data synchronization, cross-platform compatibility, and optimal user experience under varying network conditions. This study addresses these challenges by designing and implementing a live streaming application using Flutter and Firebase, leveraging their advantages in cross-platform development and backend services. The research employs an Agile-Scrum methodology to iteratively develop and refine the application, incorporating essential features such as real-time video streaming, user authentication, live chat, and voice changers. Performance evaluation is conducted through direct user testing to assess functionality, responsiveness, and network adaptability. The results demonstrate that Flutter effectively streamlines the development of cross-platform interfaces, while Firebase ensures seamless real-time data synchronization and authentication. However, challenges persist in optimizing the application for low-spec devices and ensuring high-quality video streaming under limited bandwidth conditions. This study contributes to the field by providing a structured development approach for real-time live streaming applications, offering insights into best practices for integrating Flutter and Firebase. Future enhancements may explore automatic video quality adjustment and artificial intelligence-driven user interaction improvements to further refine the user experience.
EVALUASI USER EXPERIENCE PADA APLIKASI WONDR BY BNI MENGGUNAKAN METODE UEQ DAN SUS Lestari, Indah; Saputra, Eki; Afdal, M; Nur Salisah, Febi; Syaifullah, Syaifullah
Jurnal Sistem Informasi dan Informatika (Simika) Vol. 8 No. 2 (2025): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/vksfqm62

Abstract

Wondr by BNI is a mobile banking application in Indonesia designed to support systematic financial management through three main concepts: Insight, Transaction, and Growth. Despite offering advanced features, many users complain about issues such as failed transactions, login difficulties, and slow application response times. This study evaluates the user experience of the Wondr app by combining the UEQ and SUS methods. The UEQ evaluation results show an average score of: attractiveness 1.12; clarity 1.06; efficiency 1.05; accuracy 1.07; stimulation 0.71; and novelty 0.77. Meanwhile, the SUS score of 64.6 falls into category D, “OK” on the adjective scale, and “Marginally Acceptable” on the usability scale—indicating that the app's usability is slightly below the average standard. Overall, users gave positive ratings for clarity, efficiency, accuracy, and stimulation, but attractiveness and novelty still need improvement. To date, no studies have specifically evaluated the UX of the Wondr app by combining the UEQ and SUS methods. This research contributes new scientific insights by demonstrating the app's UX performance and areas requiring improvement.
Sistem Pendukung Keputusan Pemilihan Supplier Menggunakan Metode Simple Additive Weighting Pada Toko Grosir Dua Putri Mawaddah, Zuriatul; Salisah, Febi Nur; Saputra, Eki; Afdal, M.
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 8 (2025): JPTI - Agustus 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.958

Abstract

Pemilihan supplier yang tepat memegang peranan penting dalam menjaga efisiensi operasional dan daya saing perusahaan, khususnya dalam bisnis grosir. Toko Grosir Dua Putri mengalami kesulitan dalam menentukan supplier terbaik secara objektif. Penelitian ini bertujuan untuk mengembangkan sistem pendukung keputusan (SPK) berbasis web menggunakan metode Simple Additive Weighting (SAW) guna mendukung pemilihan supplier secara efektif dan transparan. Metode SAW dipilih karena kemampuannya dalam memberikan penilaian terukur berdasarkan pembobotan beberapa kriteria, seperti harga, kualitas, ketepatan pengiriman, tempo pembayaran, dan layanan purna jual. Sistem ini dibangun menggunakan PHP dan MySQL. Evaluasi dilakukan melalui Black Box Testing dan User Acceptance Test (UAT), yang menunjukkan bahwa sistem bekerja dengan baik, dengan tingkat kepuasan pengguna sebesar 97,5%. SPK yang dikembangkan mampu memberikan rekomendasi supplier secara objektif, sehingga dapat meningkatkan akurasi dan efisiensi dalam pengambilan keputusan.
User Satisfaction in Public Sector Digital Transformation: A Critical EUCS Analysis of the E-Kinerja Application in Indragiri Hilir Regency Dermawan, Tri; Jazman, Muhammad; Ahsyar, Tengku Khairil; Saputra, Eki; Muttakin, Fitriani; Marsal, Arif
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 9 (2025): JPTI - September 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.1079

Abstract

The accelerated global push for digitalized public services places immense pressure on government agencies to ensure the effectiveness and user acceptance of new information systems. This study critically investigates user satisfaction with the E-Kinerja application, a pivotal e-performance management system implemented at the Regional Personnel and Human Resource Development Agency (BKPSDM) of Indragiri Hilir Regency. Utilizing the well-established End-User Computing Satisfaction (EUCS) model, encompassing content, accuracy, format, ease of use, and timeliness dimensions, this research employs a quantitative approach. Data were collected via questionnaires from 36 active users (total population) and analyzed using Partial Least Squares-Structural Equation Modeling (PLS-SEM) in SmartPLS. The findings reveal a nuanced and unexpected pattern of influence: only the Content (T-Statistic = 2.002, p<0.05) and Timeliness (T-Statistic = 2.433, p<0.05) dimensions significantly and positively impact user satisfaction. Crucially, Accuracy, Format, and Ease of Use did not exhibit a statistically significant influence. The model explained a substantial 76.7% of user satisfaction variance. This counter-intuitive outcome challenges generalized EUCS applicability in mandatory government contexts, suggesting that user priorities in public sector performance systems may uniquely emphasize core utility and promptness over aesthetic or perceived ease. These findings offer critical insights for public administrators prioritizing IT investments and contribute to refining the theoretical understanding of EUCS dynamics in specific organizational environments. Recommendations include prioritizing content quality and timely information delivery, while re-evaluating the perceived importance of other dimensions in similar government settings.
LISTENING ABILITY IN ENGLISH HOMOPHONE AT ENGLISH STUDY PROGRAM MUHAMMADIYAH UNIVERSITY OF BENGKULU Solehan; Saputra, Eki
Edelweiss : Journal Of Innovation In Educational Research Vol. 1 No. 3 (2024): Edelweiss : January 2024
Publisher : CV. Mitkom Indotama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62462/edelweiss.v1i3.13

Abstract

This research was aimed to describe the students’ ability in listening English homophone at the fourth semester students of English Study Program of Muhammadiyah University of Bengkulu . The objective of this research is to know listening ability in English homophones by the fourth semester students of English Study Program of Muhammadiyah University of Bengkulu. The design of this research was descriptive quantitative method. The population of this research were fourth semester students. In collecting the data, the researcher did some steps; firstly the researcher distributed questions to students about test homophone. Secondly, the students listen the audio to answer questions. In analyzing the data, the researcher analyzed the data by checking English homophone in the students’ test. Then, the researcher used the formula according to Herzberg and classification according to Arikunto in calculating the percentages of students’ ability in each listening test. The last, the researcher discussed and concluded the data. The result of this research indicated that the students’ ability is good. It can be seen after calculation by using the formula where the classification of test I is “Medium” with average 60% and the classification of test II is “High” with average 70%. So, it can be concluded that listening ability of the students in English Homophone was ‘good’ ability.