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Enterprise Architecture Planning for ICU Nursing Information Systems: Integrating Trauma Assessment and SBAR into Service and Data Landscapes Ramandhita Aulia Wardany; Faiza Renaldi; Irma Santikarama
Jurnal Impresi Indonesia Vol. 5 No. 7 (2026): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v5i7.7966

Abstract

Healthcare information systems in Intensive Care Units (ICUs) are often developed by digitizing clinical documentation without sufficiently modeling the relationships among business services, data, and application components within an enterprise architecture. In addition, existing enterprise architecture studies in healthcare are frequently derived from organization-specific workflows, which may limit their adaptability across different healthcare institutions. This study develops a service landscape for ICU nursing information systems using the Enterprise Architecture Planning (EAP) approach and the TOGAF Architecture Development Method (ADM) up to Phase C. A qualitative case study was conducted through observation, interviews, shadowing, document analysis, and comparative analysis of enterprise architecture studies in healthcare. Business services were abstracted from comparable ICU nursing workflows, while Trauma Assessment and SBAR were used to identify information requirements and formulate the conceptual data structure. The proposed architecture comprises Business Architecture, Data Architecture, Application Architecture, and an Application Landscape that establishes traceability among business services, data entities, and application modules. The architecture was validated using the TOGAF Architecture Capability Maturity Model (ACMM), resulting in an average score of 4.03, which corresponds to Level 4 – Managed. This result indicates that the proposed blueprint is well structured, traceable, and suitable as a reference for developing ICU nursing information systems. The findings suggest that integrating business service abstraction, clinical assessment standards, and comparative enterprise architecture analysis can produce a more conceptual and adaptable architecture than approaches based solely on a single organizational case.
Evaluasi Pengalaman Pengguna pada Platform Roblox Menggunakan Metode System Usability Scale (SUS) dan User Experience Questionnaire (UEQ) Ratu Nazwatul Triandin; Irma Santikarama; Faiza Renaldi
Jurnal Impresi Indonesia Vol. 5 No. 7 (2026): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v5i7.7969

Abstract

Roblox merupakan salah satu platform permainan daring yang menyediakan berbagai jenis permainan interaktif, salah satunya adalah Fish It. Meskipun memiliki jumlah pengguna yang tinggi, evaluasi terhadap aspek usability dan user experience tetap diperlukan untuk mengetahui persepsi pengguna serta mengidentifikasi aspek yang perlu ditingkatkan. Penelitian ini bertujuan mengevaluasi usability dan user experience platform Roblox dalam konteks permainan Fish It menggunakan metode System Usability Scale (SUS) dan User Experience Questionnaire (UEQ). Penelitian menggunakan pendekatan kuantitatif deskriptif dengan melibatkan 207 responden yang pernah memainkan Fish It pada platform Roblox. Data dikumpulkan melalui penyebaran kuesioner secara daring, kemudian dianalisis menggunakan prosedur perhitungan SUS dan UEQ Data Analysis Tool. Hasil penelitian menunjukkan bahwa skor rata-rata SUS sebesar 57,96 termasuk dalam kategori Marginal (Low) dengan Grade D serta memperoleh Adjective Rating "OK". Sementara itu, hasil evaluasi UEQ menunjukkan bahwa dimensi Attractiveness, Perspicuity, dan Stimulation berada pada kategori Above Average, sedangkan dimensi Efficiency, Dependability, dan Novelty berada pada kategori Below Average. Hasil analisis menunjukkan bahwa pengguna tetap merasakan pengalaman yang menarik ketika menggunakan Roblox, namun aspek pragmatis terkait kemudahan penggunaan masih memerlukan peningkatan. Berdasarkan temuan tersebut, penelitian ini menghasilkan beberapa rekomendasi desain yang berfokus pada peningkatan efisiensi navigasi, konsistensi interaksi, serta pengembangan fitur inovatif guna meningkatkan pengalaman pengguna secara keseluruhan.
Evaluasi Pengalaman Pengguna Aplikasi Mobile JKN Menggunakan Metode User Experience Questionnaire (UEQ) Syafriliani Handya Al Fariza Hidayat; Irma Santikarama; Tacbir Hendro Pudjiantoro
Jurnal Impresi Indonesia Vol. 5 No. 7 (2026): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v5i7.7970

Abstract

Transformasi digital dalam layanan kesehatan telah mendorong penggunaan berbagai platform digital untuk meningkatkan aksesibilitas, efisiensi, dan kualitas pelayanan kepada masyarakat. Salah satu bentuk transformasi tersebut di Indonesia adalah aplikasi Mobile JKN yang dikembangkan oleh BPJS Kesehatan sebagai media pelayanan digital bagi peserta Jaminan Kesehatan Nasional (JKN). Meskipun aplikasi ini menyediakan berbagai fitur layanan kesehatan, masih ditemukan beberapa kendala dalam penggunaannya, seperti gangguan teknis, respons aplikasi yang lambat, serta kesulitan dalam mengakses fitur tertentu yang dapat memengaruhi pengalaman pengguna. Penelitian ini bertujuan untuk mengevaluasi pengalaman pengguna aplikasi Mobile JKN pada masyarakat Kabupaten Karawang menggunakan metode User Experience Questionnaire (UEQ). Penelitian ini menggunakan pendekatan kuantitatif dengan teknik pengambilan sampel purposive sampling. Data diperoleh melalui penyebaran kuesioner kepada pengguna aplikasi Mobile JKN yang memenuhi kriteria penelitian, kemudian dianalisis menggunakan UEQ Data Analysis Tool untuk memperoleh nilai rata-rata setiap dimensi dan hasil benchmark pengalaman pengguna. Hasil penelitian menunjukkan bahwa seluruh dimensi UEQ memperoleh nilai rata-rata di atas 0,8 sehingga termasuk kategori positif. Dimensi Kejelasan memperoleh nilai tertinggi sebesar 1,556, diikuti oleh Ketepatan sebesar 1,547 dan Efisiensi sebesar 1,476, sedangkan dimensi Kebaruan memperoleh nilai terendah sebesar 0,914. Hasil benchmark menunjukkan bahwa dimensi Ketepatan dan Stimulasi berada pada kategori Good, sedangkan Daya Tarik, Kejelasan, Efisiensi, dan Kebaruan berada pada kategori Above Average. Temuan ini menunjukkan bahwa aplikasi Mobile JKN telah mampu memberikan pengalaman pengguna yang baik, terutama pada aspek kemudahan penggunaan, efisiensi, dan keandalan sistem. Namun, peningkatan inovasi antarmuka dan pengalaman interaksi tetap diperlukan untuk memperkuat aspek kebaruan serta mendukung pengembangan layanan kesehatan digital yang berkelanjutan.
Evaluasi Kepuasan Mahasiswa terhadap Aplikasi my UNJANI di Universitas Jenderal Achmad Yani Menggunakan Metode End-User Computing Satisfaction (EUCS) Celvina Nur Fadilah; Irma Santikarama; Faiza Renaldi; Zikri Fadilah
Jurnal Impresi Indonesia Vol. 5 No. 7 (2026): Jurnal Impresi Indonesia
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v5i7.7971

Abstract

Perkembangan teknologi informasi mendorong perguruan tinggi untuk menerapkan sistem informasi akademik digital guna meningkatkan kualitas layanan dan mendukung aktivitas akademik mahasiswa. Keberhasilan penerapan sistem tersebut sangat bergantung pada tingkat kepuasan pengguna, khususnya mahasiswa sebagai pengguna utama. Aplikasi myUNJANI yang dikembangkan oleh Universitas Jenderal Achmad Yani perlu dievaluasi secara berkala untuk mengetahui sejauh mana layanan yang diberikan telah memenuhi kebutuhan dan harapan mahasiswa. Penelitian ini bertujuan untuk mengevaluasi tingkat kepuasan mahasiswa terhadap aplikasi myUNJANI menggunakan metode End-User Computing Satisfaction (EUCS) berdasarkan lima dimensi, yaitu content, accuracy, format, ease of use, dan timeliness. Penelitian ini menggunakan pendekatan kuantitatif deskriptif. Pengumpulan data dilakukan melalui penyebaran kuesioner daring kepada 199 mahasiswa aktif angkatan 2022, 2023, dan 2024 yang telah menggunakan aplikasi myUNJANI. Analisis data dilakukan menggunakan statistik deskriptif dengan bantuan perangkat lunak IBM SPSS Statistics versi 25. Hasil penelitian menunjukkan bahwa seluruh dimensi EUCS berada pada kategori puas. Dimensi content memperoleh nilai rata-rata tertinggi sebesar 3,95 yang menunjukkan bahwa informasi dalam aplikasi telah sesuai dengan kebutuhan mahasiswa. Sementara itu, dimensi format memperoleh nilai rata-rata terendah sebesar 3,66 sehingga aspek tampilan dan penyajian informasi masih perlu ditingkatkan. Kesimpulannya, aplikasi myUNJANI telah mampu memenuhi kebutuhan mahasiswa dalam mendukung kegiatan akademik, namun pengembangan antarmuka masih diperlukan untuk meningkatkan pengalaman pengguna.
Penerapan Design Thinking untuk Pengembangan Prototipe Website Komunitas Akademik IS Society UNJANI Irma Santikarama; Meisya Putri Utami
Jurnal Teknologi Terpadu Vol 12 No 1 (2026): Juli, 2026
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v12i1.2671

Abstract

The current IS Society community website prototype is unable to optimally facilitate cross-cohort interactions and academic documentation. These functional limitations create a significant gap in fulfilling user needs. Therefore, this research applies the Design Thinking methodology to redesign and develop the IS Society academic community website prototype. The Design Thinking process integrates qualitative findings obtained from observations and semi-structured interviews with quantitative data collected through direct testing. The prototype was evaluated by 40 participants using the Maze platform to measure task performance and the System Usability Scale (SUS) questionnaire to assess perceived ease of use. The results indicate an average direct success rate of 94.25% across eight task scenarios, with two scenarios achieving 100% success, and an average SUS score of 87.06, categorized as Excellent. These findings suggest that the prototype offers low cognitive load and efficient navigation. However, some issues remain regarding layout clarity and the visibility of interface elements, which led to user errors in the discussion and profile sections. Recommended improvements include emphasizing the visibility of main buttons, simplifying menu labels and symbols, and adding a short introductory guide for first-time users. Overall, this study demonstrates that the implementation of Design Thinking effectively guides data-driven iteration for the development of academic community websites and provides an evaluation framework that can be replicated in similar contexts.
Peningkatan UX Melalui Perancangan dan Pengujian Sistem Pembelajaran Digital Berbasis Buku menggunakan Design Thinking Dian Ayu Cahyani; Irma Santikarama; Sigit Anggoro
SATESI: Jurnal Sains Teknologi dan Sistem Informasi Vol. 5 No. 2 (2025): Oktober 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian ALGERO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/satesi.v5i2.5372

Abstract

User Experience (UX) is a crucial aspect in determining the effectiveness of digital learning systems. This study aims to design and evaluate a book-based digital learning system prototype using the Design Thinking approach. The research was conducted through five stages: Empathize, Define, Ideate, Prototype, and Test. Data were collected using questionnaires, interviews, and observations involving students, lecturers, and publishers. The evaluation applied a triangulation strategy combining the System Usability Scale (SUS), heatmap analysis, and semi-structured interviews. The results indicate an average SUS score of 70, which is above the minimum benchmark of 68, although improvements are still needed in visual design and navigation. Heatmap analysis revealed that most navigation elements were successfully used, but some icons were not recognized and certain menus were rarely accessed. The interviews reinforced these findings, highlighting that the system supports lecturers in monitoring and enhances student engagement, yet issues remain regarding button color contrast, label consistency, and the speed of accessing large files. These results demonstrate that Design Thinking, when combined with triangulated evaluation, can produce a book-based digital learning system that is more interactive, adaptive, and collaborative. This study contributes to the literature by emphasizing that integrating user-centered design with triangulation methods can significantly improve UX quality in higher education digital learning contexts.
An Analysis of The Ease of Use of Non-Chat Whatsapp Applications Among The Elderly Using The System Usability Scale (SUS) Method Syahrul Ramadhan; Irma Santikarama; Dea Destiani
Journal of Social Research Vol. 5 No. 8 (2026): Journal of Social Research
Publisher : International Journal Labs (AHU-0028405-AH.01.14 Tahun 2022)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55324/josr.v5i8.3324

Abstract

The increasing use of digital communication technology has created challenges for elderly users, particularly in accessing and operating non-chat WhatsApp applications that provide various digital services beyond conventional messaging functions. Limited digital literacy, unfamiliar interface designs, and age-related barriers may affect the usability and acceptance of these applications among older adults. This study aims to analyze the ease of use of non-chat WhatsApp applications among elderly users using the System Usability Scale (SUS) method. This research employed a quantitative approach by collecting usability evaluation data from elderly respondents who had experience using non-chat WhatsApp applications. Data were obtained through SUS questionnaires consisting of ten standardized usability statements measured using a Likert scale. The collected data were analyzed to determine the overall usability score and identify the level of user acceptance based on SUS interpretation criteria. The results showed that the usability evaluation provided an overview of elderly users’ perceptions regarding application efficiency, learnability, and interaction convenience. The SUS score indicated the level of usability acceptance of non-chat WhatsApp applications, demonstrating the extent to which the interface design supports elderly users in completing digital service interactions. This study concludes that usability evaluation using the SUS method can provide an effective approach for identifying accessibility issues and improving the design of digital communication applications for elderly users. Future improvements should focus on simplified interfaces, clearer navigation structures, and user-centered design approaches to enhance digital inclusion among older adults.
Penyusunan Roadmap Strategis Tata Kelola TI LMS Sinau Berdasarkan Maturity Level COBIT 2019 Irma Santikarama; Faiza Renaldi; Dea Destiani
Jurnal Informatika Terpadu Vol 12 No 1 (2026): Maret, 2026
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v12i1.2737

Abstract

This study aims to assess the maturity level of information technology (IT) governance and to develop a strategic improvement roadmap for the internally developed SINAU Learning Management System at Universitas Jenderal Achmad Yani using the COBIT 2019 framework. A mixed-method approach with a convergent design was employed, combining quantitative data from questionnaire-based maturity assessments with qualitative insights from in-depth interviews. The results indicate that the overall IT governance maturity is at Level 2 (Managed), where processes are operational but not yet fully documented or standardized across organizational units. The largest governance gaps were identified in service agreement management, change and release management, and performance monitoring and evaluation. Based on the gap analysis and qualitative findings, a phased strategic roadmap was formulated to guide governance improvements toward Level 3 (Established Process). The study concludes that strengthening formal policies, process documentation, and monitoring mechanisms is essential to ensure sustainable LMS governance and alignment with institutional objectives in higher education.
VULNERABILITY ASSESSMENT PADA SISTEM PEMERINTAHAN BERBASIS ELEKTRONIK (SPBE) MENGGUNAKAN OWASP TOP 10 La Ode Muhamad Azhraf; Mamay Syani; Devan Christovano Prabowo; Irma Santikarama; Faiza Renaldi
Jurnal Sistem Informasi Galuh Vol 4 No 2 (2026): Journal of Galuh Information Systems
Publisher : Fakultas Teknik Jurusan Sistem Informasi Universitas Galuh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/jsig.v4i2.6123

Abstract

The implementation of Electronic-Based Government Systems (SPBE) increases the dependence of public services on web applications, making application security an essential aspect of digital governance. This study was conducted to identify, classify, and provide mitigation recommendations for security vulnerabilities in two public web applications managed in the Cimahi City government environment, namely XYZ Regional Office Application and XYZ Subdistrict Website. The research used a non-disruptive Vulnerability Assessment approach based on the Open Worldwide Application Security Project (OWASP) Top 10 framework, supported by OWASP Zed Attack Proxy (ZAP), Burp Suite Pro, and manual validation of request-response evidence. The assessment identified 24 valid findings, consisting of 6 Medium, 11 Low, and 7 Informational findings. The dominant vulnerability category was A05: Security Misconfiguration, including missing security headers, server information disclosure, weak cookie attributes, and incomplete transport security configuration. XYZ Regional Office Application became the main mitigation priority because its login form still used HTTP. These findings highlight the need for HTTPS enforcement, HSTS activation, CSP implementation, cookie hardening, outdated component updates, and periodic security assessment.