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PERANCANGAN E-CUSTOMER RELATIONSHIP MANAGEMENT BERBASIS CROSS PLATFORM MEMANFAATKAN WEB SERVICE PADA PERUSAHAAN SOFTWARE HOUSE Nuraminudin Nuraminudin; Ema Utami; Hanif Al Fatta
Informasi Interaktif Vol 3, No 2 (2018): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.379 KB)

Abstract

Software house company is a business unit whose outline is developing or creating software to provide solutions for clients or customers, be it from government, companies, organizations, or individuals. The key to the success of software house companies lies in the relationship with clients. Problems arise when companies implement remote work and communication systems between clients and companies are not well established during project execution resulting in low client satisfaction. In order for communication between client and company to be well established, Electronic Collaborative CRM system design developed in cross platform with web service as bridge and its integration media is proposed, so that client and company employees can use this system anytime anywhere and with different platforms. The output of this research is a system design that contains Unified Modeling Language (UML) diagrams, data design in the form of Entity Relational Diagram (ERD) and User Interface design and prototype designed to run on various platforms. The designed prototype is acceptable to both the client and the employee after all aspects tested using a Likert-scale questionnaire get a "good" or "excellent" classification score (above 60%). So that proves Collaborative CRM felt important and needed by clients and employees. Keyword: software house, electronic collaborative CRM, cross platform, web service
ANALISIS DAN IMPLEMENTASI ONESIGNAL DALAM PEMBUATAN APLIKASI MOBILE HYBRID LELANG IKAN HIAS M. Nuraminudin
JURTEKSI (Jurnal Teknologi dan Sistem Informasi) Vol 6, No 3 (2020): August 2020
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v%vi%i.527

Abstract

Abstract: The mobile application cannot be separated from the presence of the use of notifications. Many types of mobile devices used by users are using the method to make notifications that can be run on all types of devices that are important to do. This study discusses how to implement the program code for notifications on mobile applications based on hybrid mobile applications and the use of oneSignal as a push notification service. The method used in this research is analysis, code implementation, testing, and evaluation of the results of several implementation methods. The analysis carried out contains an analysis of what methods can be used to make notifications to the mobile application. After getting the method in the analysis phase, the next step is to try various methods of implementing the code and testing the code of the mobile application program using the code-and-fix life cycle method. The test results of each implementation method are then evaluated and the best code implementation method is determined. The final result of this research is recommendations for implementing program code into hybrid mobile applications using the oneSignal service.            Keywords: mobile hybrid; oneSignal; push notification  Abstrak: Aplikasi mobile saat ini tidak bisa lepas dari adanya penggunaan notifikasi. Banyaknya jenis device mobile yang digunakan user, mengakibatkan penggunaan metode untuk membuat notifikasi yang dapat berjalan di semua jenis device penting untuk dilakukan. Penelitian ini membahas tentang bagaimana mengimplementasikan kode program untuk notifikasi pada aplikasi mobile yang berbasis aplikasi mobile hybrid serta penggunaan oneSignal sebagai servis push notification-nya. Metode yang digunakan dalam penelitian yaitu analisis, implementasi kode, testing dan evaluasi perbandingan hasil beberapa metode implementasi. Analisis yang dilakukan meliputi analisis metode apa saja yang dapat digunakan untuk membuat notifikasi ke aplikasi mobile. Setelah mendapatkan perbandingan metode pada tahapan analisis, tahapan selanjutnya yaitu mencoba berbagai metode implementasi kode dan dilakukan testing kode program aplikasi mobile dengan menggunakan metode code-and-fix life cycle. Hasil testing masing-masing metode implementasi kemudian dievaluasi dan ditentukan metode implementasi kode terbaik.  Hasil akhir dari penelitian ini adalah rekomendasi implementasi kode program kedalam aplikasi mobile hybrid untuk memunculkan notifikasi pada aplikasi menggunakan servis oneSignal. Kata kunci: mobile hybrid; notifikasi; oneSignal
Analisis dan Pembuatan Website Sebagai Sistem Informasi Pencatatan Dan Singkronisasi Laporan Transaksi Berbagai Marketplace Jogjabika Denny Eko Apriyanto; M. Nuraminudin
Jurnal Explore Vol 12, No 1 (2022): JANUARI
Publisher : Universitas Teknologi Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (885.261 KB) | DOI: 10.35200/explore.v12i1.530

Abstract

Jogjabika adalah Usaha Mikro Kecil Menengah (UMKM) yang bergerak di bidang produksi kopi dari perkebunan di sekitar Yogyakarta. Selain kopi jogjabika juga menjual berbagai jenis minuman berbahan dasar coklat, jahe dan teh. Saat ini untuk pemasaran dan penjualan melalui media sosial dan marketplace seperti Shopee, Tokopedia, Lazada, Bukalapak dan Blibli. Proses pencatatan stok dan laporan dari mocktplace masih dilakukan secara manual. Website penjualan di Jogjabika ini dibangun dengan menggunakan framework codeigniter dan MariaDB sebagai database yang dikembangkan dengan menggunakan metode waterfall. Metode perancangan yang digunakan adalah flowchart, Unified Modeling Language (UML), Entity Relationship Diagram (ERD). Metode analisis menggunakan Performance, Information, Economy, Control, Efficiency, and Services (PIECES). Metode pengujian menggunakan White box testing, Black box testing, dan Usability Testing. Dengan adanya website penjualan diharapkan dapat mengatasi masalah pencatatan stok dan pembuatan laporan dari marketplace yang dialami jogjabika. Website ini juga bisa digunakan oleh Jogjabika untuk jual beli
REGRESI LINIER UNTUK PREDIKSI KONSUMSI DAN PRODUKSI DAGING UNGGAS: STUDI KASUS : PROVINSI JAWA BARAT Melany Mustika Dewi; Lilis Dwi Farida; M. Nuraminudin
Journal of Information System Management (JOISM) Vol. 4 No. 2 (2023): Januari
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/joism.2023v4i2.958

Abstract

Konsumsi masyarakat akan daging unggas seperti ayam petelur, ayam pedaging, ayam buras dan itik berpengaruh pada jumlah produksi dari unggas tersebut.  Teknik peramalan dapat digunakan untuk memprediksi jumlah produksi dan jumlah konsumsi berdasarkan tahun. Metode peramalan yang digunakan adalah Regresi Linier sederhana yang sudah terbukti memberikan prediksi dengan tingkat error yang kecil. Data yang digunakan untuk meneliti prediksi jumlah produksi dan konsumsi daging unggas berasal dari Open Data Bandung dengan tahun 2018-2021. Hasil dari penelitian menggunakan Regresi Linier menghasilkan nilai error dari prediksi variabel tahun dan produksi sebesar 6.81% sedangkan variabel tahun dan konsumsi sebesar 0.46%. Kata Kunci : Prediksi, Regresi Linier, Peramalan
IMPLEMENTASI REACTJS PADA PEMBUATAN SISTEM INFORMASI DIGITAL PRINTING BERBASIS WEBSITE M. Nuraminudin; Melany Mustika Dewi; Susilo Suharsono; Akhmad Dahlan; Lukman Lukman
Information System Journal Vol. 6 No. 01 (2023): Information System Journal (INFOS)
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/infosjournal.2023v6i01.1214

Abstract

CV. Orbit Trust Corp adalah perusahaan percetakan yang menerima pesanan seperti undangan, buku, kemasanmakanan, paper bag, dan lainnya. Setiap hari, perusahaan menerima 25-100 pesanan. Saat ini proses pemesanandimulai saat pelanggan datang langsung ke tempat percetakan untuk memilih produk dan memperkirakan biayasecara manual menggunakan kalkulator. Dalam upaya meningkatkan efisiensi, diperlukan sistem otomatis untukmenghitung perkiraan biaya pada saat pemesanan. Pelanggan dapat memberikan desain cetak yang sudah jadi ataupermintaan untuk dibuatkan, tetapi antrian pengerjaan yang panjang karena waktu yang dibutuhkan untukmembuat desain. Oleh karena itu, diperlukan suatu sistem untuk mengatasi masalah tersebut. Sistem baru ini akandikembangkan menggunakan metode Rapid Application Development (RAD) dengan framework Laravel, ReactJS, dan MySQL sebagai databasenya. Setelah selesai, sistem akan diuji dengan menggunakan metode pengujianBlack Box dan Usability. Hasilnya adalah sistem pemesanan berbasis website yang akan membantu prosespemesanan di CV. Orbit Trust Corp.
SISTEM RESERVASI ONLINE RUMAH SAKIT SEBAGAI SOLUSI ANTRIAN PADAT DI RSUD WARAS WIRIS BOYOLALI M. Nuraminudin; Airlangga Aditya Nugraha
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 5 No 1 (2023): EDISI 15
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v5i1.2508

Abstract

Every human being needs health facilities, both for those who really suffer from an illness or someone who only needs regular health checks. One of them is RSUD Waras Wiris Boyolali which is always crowded with patients. In view of the situation and conditions of the world that have been and are still dealing with viruses that spread easily such as Covid-19, the crowded and crowded conditions of these patients are very dangerous. Therefore, an online hospital reservation system was designed with the aim of making it easier to schedule patient arrivals to the hospital. With this online reservation system, patients do not need to wait in crowds in the hospital waiting room. The system created is based on the Android operating system which is widely used by patients so it is easy to use. The research method used uses the waterfall method which starts from the process of analysis, design, to implementation so that this system is expected to be in accordance with the needs of hospitals and hospital patients, especially to handle patient queuing processes.
PERANCANGAN MEDIA PEMBELAJARAN METAMORFOSIS KUPU-KUPU MENGGUNAKAN TEKNIK MOTION GRAPHIC: (STUDI KASUS: SD NEGERI MANCASAN) Kusumandari, Della; Dina, Dina Maulina; Nuraminudin, M.
Information System Journal Vol. 7 No. 01 (2024): Information System Journal (INFOS)
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/infosjournal.2024v7i01.1375

Abstract

Sekolah Dasar (SD) saat ini masih menggunakan buku sebagai media pembelajaran, terutama di SD Negeri Mancasan. Guru menjelaskan materi berpatokan dengan buku paket yang dijelaskan secara lisan menggunakan metode ceramah. Terutama dalam materi mengenal alam yang seharusnya siswa dapat mengenal alam secara langsung akan tetapi jika lingkungan tidak mendukung maka akan kesulitan untuk diterapkan. Seperti dalam materi metamorfosis kupu-kupu yang sulit ditemukan setiap tahapan perubahan dalam satu waktu. Penelitian ini bertujuan untuk membuat media pembelajaran yang berbeda menggunakan video animasi dengan teknik motion graphic untuk mempermudah guru dan siswa dalam pembelajaran dalam kelas. Video pembelajaran dirancang menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC) video diaplikasikan ke kelas 3 SD Negeri Mancasan. Dengan pengimplementasian video pembelajaran metamorfosis kupu-kupu menggunakan teknik motion graphic dalam kelas 3 terbukti bahwa siswa dapat memahami materi pembelajaran dengan nilai uji tes rata-rata 9,3 dan dengan nilai prosentase kuesioner siswa 96% termasuk dalam kategori “Sangat Baik”.
Analysis and Design of Queue Service Information System Integrated with WhatsApp using UML Method Purnama, Ega Bagus; Azizah, Nurul; Nuraminudin, M; Dewi, Melany Mustika
International Journal of Computer and Information System (IJCIS) Vol 5, No 1 (2024): IJCIS : Vol 5 - Issue 1 - 2024
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v5i1.151

Abstract

In the rapidly developing digital era, information systems have become an important element in increasing efficiency and effectiveness in various activities. As an important part of public services, queuing services withstand significant challenges in managing rapid population growth. Long waiting times and inefficient queue management can result in user dissatisfaction, increased workload for service providers, and potentially harm productivity. This research aims to overcome these challenges by identifying, pivoting, and creating an innovative information system integrated with the popular cross-platform application, WhatsApp. The main focus is automating queue service management to increase efficiency and user convenience. The resulting system is expected to provide significant changes in public services, reduce waiting times, and make queue management easier. The Unified Modeling Language (UML) methodology is used in the design of this system, providing systematic guidance to achieve these goals. In this research, we identify problems, user needs, functional requirements, and non-functional systems, including queue registration, queue management, user management, and service management. The results include use case diagrams, activity diagrams, sequence diagrams, and class diagrams, which provide a detailed overview of various aspects of the system. The results of this research can serve as a guide for application developers and demonstrate the benefits of UML in designing complex information systems.
Implementation Of MAUT Method for Making Website-based Tourism Recommendations in Yogyakarta based on Maps Location M. Nuraminudin; Melany Mustika Dewi; Akhmad Dahlan
Sistemasi: Jurnal Sistem Informasi Vol 13, No 6 (2024): 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.v13i6.4653

Abstract

The significance of the tourism sector in contributing to the economy of the Special Region of Yogyakarta, which is a major destination with millions of tourists every year. The rapid growth of tourism demands the integration of information technology, especially in the development of recommendation systems, to improve visitor experience and satisfaction and support sustainable destination management. The main problem faced is the need to develop a recommendation system that is able to provide optimal suggestions for tourist locations and accommodations, considering various attributes such as price, facilities, location, and user personal preferences. The problem-solving approach taken in this study is the application of the Multi-Attribute Utility Theory (MAUT) Method. The research steps involve identifying problems, needs, and key attributes, collecting tourist location and accommodation data through Google Maps and Google Business Data. Furthermore, the raw data is subjected to processing and pre-processing before the MAUT model is developed. This model is implemented into a web-based application which is then tested using blackbox testing to determine whether the system is running properly. With the hope of creating a smart and sustainable tourism ecosystem, this study is innovative in using MAUT to improve the quality of recommendations in the Yogyakarta tourism industry.
Pengembangan Game Math Story Problems Menggunakan RPG Maker MZ untuk Anak 4-7 Tahun Nuraminudin, M.; Astuti, Ika Asti; Susanto, Sebastian Arby
Edu Komputika Journal Vol 9 No 2 (2022): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v9i2.57411

Abstract

This study aims to produce and test the feasibility of an RPG (Role Playing Game) Math Story Problem created using the RPG Maker MZ software. The research method used is the Research and Development method using research stages (1) needs analysis, (2) design, (3) implementation, (4) validation, (5) revision and (6) product testing. The requirements analysis stage is used to analyze competency standards, hardware and software specifications. The design stage includes storyline design, display design, flowchart and character creation in the game. The implementation stage is the stage of realizing the design into an actual product. The validation stage is carried out to assess the feasibility of the game that has been designed and created which is then determined by the experts to get the criticism and suggestions needed for improvement so that the game becomes even better. The trial phase is carried out by direct application in children's learning. This test was conducted on respondents aged 4-7 years using a questionnaire. The data obtained were processed by descriptive analysis to determine the level of feasibility of the game. The results of data analysis showed that the feasibility level according to material experts was 96% which was included in the very feasible category and children as users was 83.75% which could be categorized as very feasible.