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PENGEMBANGAN SISTEM INFORMASI E-VOTING BERBASIS WEB UNTUK PEMILIHAN KETUA KARANG TARUNA SEMARANG SELATAN DENGAN PENERAPAN KEAMANAN DATA MENGGUNAKAN METODE HASHING Cahyo Arief Budiman; Toni Wijanarko Adi Putra; Budi Hartono
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol. 17 No. 2 (2026): September
Publisher : Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v17i2.1829

Abstract

The election of the South Semarang Youth Organization (Karang Taruna) Chairperson is a democratic organizational process that plays a crucial role in leadership renewal. However, conventional election methods relying on paper ballots face several challenges, such as limited member access, operational costs, the risk of counting errors (human error), and lengthy vote tabulation processes. This study aims to develop a web-based e-voting information system for the South Semarang Youth Organization Chairperson election, incorporating the SHA-256 hashing method as a security mechanism for vote data. The research employs a Research and Development (R&D) methodology using a mixed-methods approach and the Waterfall development model, comprising stages for requirements analysis, design, implementation, testing, and evaluation. The system is designed to manage user authentication, voter and candidate data, the voting process, data storage, and automated result tabulation. Applying the SHA-256 algorithm to vote data generates a hash value acting as a digital fingerprint, which preserves data integrity and detects alterations through the avalanche effect mechanism. Research findings indicate that the system enhances the efficiency and transparency of the election process. An analysis of tabulation times reveals that the manual method takes approximately 110 minutes, whereas the e-voting system requires only 2–3 minutes, achieving a time efficiency rate of 97.27%. Consequently, the developed system offers a faster, more accurate, secure, and transparent election solution while supporting the digitalization of the youth organization's electoral processes.
Perancangan dan Implementasi Sistem Booking Jasa Fotografi Berbasis Web Pada Jasa Extia Picture Aji Prasetyo; Arsito Ari Kuncoro; Budi Hartono
Jurnal Manajemen Informatika & Teknologi Vol. 6 No. 2 (2026): Oktober : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/mifortekh.v6i2.1298

Abstract

The rapid development of information technology has encouraged various business sectors, including photography services, to adopt digital solutions to improve operational efficiency. Extia Picture currently relies on a manual booking process through social media and messaging applications, leading to delayed confirmations, scheduling conflicts, and inefficient customer data management. This study aims to design and develop a responsive web-based photography booking application to facilitate online reservations and improve the management of booking schedules and customer information. This research employed the Research and Development (R&D) method using the Waterfall development model, which consists of the stages of requirements analysis, system design, implementation, testing, and maintenance. The application was developed using PHP, HTML, CSS, JavaScript, MySQL, and the Bootstrap framework to ensure responsive access across various devices. The developed application provides features including online booking, photography portfolio display, payment confirmation, booking management, and scheduling management for administrators. System functionality was evaluated using the Black Box Testing method on 12 functional test scenarios. The testing results showed that all 12 scenarios were successfully executed, achieving a 100% success rate, indicating that all application functions operated in accordance with the specified system requirements. Therefore, the application is considered effective in improving the efficiency, accuracy, and organization of the photography booking process at Extia Picture.
Rancang Bangun Sistem Edukasi Cryptocurrency Berbasis Web dengan Simulasi Trading Aloysius Rianto; Toni wijanarko adi putra; Budi Hartono
Jurnal Manajemen Informatika & Teknologi Vol. 6 No. 2 (2026): Oktober : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/mifortekh.v6i2.1319

Abstract

A significant increase in public engagement with cryptocurrency investment opportunities has not been paralleled by an equivalent enhancement in financial literacy, thereby amplifying the likelihood of financial detriment for those entering the market. This study's primary objective is to engineer a web-based cryptocurrency educational system, augmented with a risk-free trading simulation module, employing the Prototyping development model. The architecture of this system facilitates the delivery of structured educational content on financial literacy alongside a dynamic space for practicing transactions. Live market prices are continuously retrieved through the CoinGecko API, featuring an integrated system for calculating a uniform trading fee of 0.1% for every transaction. The system's performance was rigorously tested using Black-Box Testing methodologies. Quantitative findings revealed a complete 100% success rate in terms of functionality, confirming that all six essential features perform as intended. Additionally, the average latency for market price synchronization from the API did not exceed two seconds. This development underscores the system's proven efficacy and high suitability as a safe and secure avenue for novice cryptocurrency investors to enhance their knowledge.
Optimalisasi Konten Interaktif Berbasis FiveM dengan Rockstar Editor untuk Memberikan Edukasi dan Pengembangan Keterampilan Gamer Arrivo Athaillah Maheswara; Toni Wijanarko Adi Putra; Budi Hartono
Jurnal Manajemen Informatika & Teknologi Vol. 6 No. 2 (2026): Oktober : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/mifortekh.v6i2.1345

Abstract

The rapid advancement of digital technology has significantly increased the production of multimedia content, particularly digital videos. In addition to serving as entertainment, video has become an important medium for communication, documentation, and creative expression. Grand Theft Auto V (GTA V), through its Rockstar Editor feature, provides users with cinematic video recording and editing capabilities. However, beginner users often encounter difficulties in understanding its advanced editing features due to the lack of structured and interactive learning resources. This study aims to develop an interactive video editing tutorial integrated into the FiveM platform to assist novice users in learning Rockstar Editor more effectively. The research employed the Research and Development (R&D) method using the Multimedia Development Life Cycle (MDLC) model, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The developed learning media was implemented using Lua, HTML, CSS, and JavaScript within the FiveM environment. System evaluation was conducted through observations, literature studies, and questionnaires distributed to beginner users. The evaluation results indicate that the developed media is easy to use, provides well-structured learning materials, enhances user engagement, and improves users' understanding of video recording and editing using Rockstar Editor. Therefore, the interactive learning media developed in this study is considered effective in supporting contextual, practical, and engaging game-based learning for beginner FiveM users.
Implementasi Algoritma Klasifikasi K-Nearest Neighbors untuk Prediksi Risiko Depresi pada Pengguna Media Sosial Nanda Natalia; Toni Wijanarko Adi Putra; Budi Hartono
Jurnal Manajemen Informatika & Teknologi Vol. 6 No. 2 (2026): Oktober : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/mifortekh.v6i2.1351

Abstract

This study focuses on  developing  a classification model to predict the level of depression risk among social media users using machine learning techniques. This research is based on the increasing use of social media, which may have negative impacts on mental health, particularly depression, thus highlighting the importance of early detection. This study applies a quantitative approach using the K-Nearest Neighbor (KNN) algorithm as the classification method. The dataset used is secondary data obtained from Kaggle, consisting of 481 respondents, including variables related to social media usage behavior and mental health indicators. This research stages include data preprocessing, splitting the dataset into training and testing sets with an 80:20 ratio, model training, and evaluation using accuracy and F1-score metrics. The results show that  KNN algorithm is capable of classifying depression risk into several categories, with an accuracy of 38%. This indicates that the model demonstrates an initial classification capability, although its performance still needs improvement. Therefore, further development is required to enhance the model’s accuracy in supporting early detection of depression risk based on social media behavioral data
Rancang Bangun E-Commerce Toko Buket Berbasis Web Terintegrasi WhatsApp Gateway dan Social Media Sharing untuk Perluasan Jangkauan Pasar Dinda Amelia; Arsito Ari Kuncoro; Budi Hartono
Jurnal Manajemen Informatika & Teknologi Vol. 6 No. 2 (2026): Oktober : Jurnal Manajemen Informatika & Teknologi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/mifortekh.v6i2.1400

Abstract

The growth of Micro, Small, and Medium Enterprises (MSME) in the creative industry, particularly bouquet shops, has experienced rapid development alongside the high market demand for various celebrations. However, most business actors still rely on manual transactions and marketing, leading to delayed order responses, potential inventory recording errors, and limited market reach. This study aims to design and develop a web-based e-commerce platform integrated with WhatsApp Gateway and Social Media Sharing. The system development methodology used is the Waterfall model, comprising requirements analysis, system design, implementation, and testing. WhatsApp Gateway is integrated to deliver real-time transaction notifications, payment confirmations, and shipping status updates directly to customers, while the Social Media Sharing feature facilitates direct product promotion across various social media platforms. Black-Box Testing results show 100% validity across all features, and User Acceptance Testing (UAT) indicates an 88.5% user satisfaction rate. Through this e-commerce platform, bouquet shops can enhance operational efficiency and effectively expand their market reach.
DESAIN CORPORATE IDENTITY UNTUK MENINGKATKAN DAYA SAING UMKM MIKITA MELALUI PENGEMBANGAN LOGO DAN MOCKUP PRODUK Iman Saufik; Santi Widiastuti; Migunani; Budi Hartono; Widya Ariyani; Zahra Dinul Haq; Sulartopo; Khoirur Rozikin
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 8 No. 2 (2026): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/budimas.v8i2.19424

Abstract

Pengembangan corporate identity bagi UMKM MIKITA dilakukan untuk mengatasi ketidakkonsistenan identitas visual yang selama ini menghambat daya saing di pasar. Permasalahan utama meliputi belum adanya logo yang kuat, desain kemasan yang kurang menarik, dan minimnya pemanfaatan elemen visual untuk pemasaran. Metode yang digunakan mencakup observasi langsung, wawancara mendalam dengan pemilik UMKM, analisis kebutuhan branding, perancangan konsep desain "Tradisi yang Modern", pembuatan logo dan mockup, serta implementasi dan evaluasi. Hasil menunjukkan bahwa desain corporate identity yang baru memberikan dampak signifikan terhadap peningkatan citra profesional UMKM, memperkuat identitas merek, dan berpotensi meningkatkan daya tarik pasar. Pemilik UMKM memberikan apresiasi tinggi terhadap desain yang dihasilkan karena mampu mencerminkan nilai kualitas produk dan warisan sejarah yang dimiliki. Mahasiswa yang terlibat memperoleh pengalaman praktis berharga dalam penerapan desain grafis untuk industri kreatif. Temuan ini menegaskan bahwa pendampingan desain branding yang terstruktur merupakan solusi efektif untuk meningkatkan kapasitas UMKM dalam bersaing di era modern. Dengan sinergi antara keahlian akademisi dan kebutuhan pelaku usaha, UMKM MIKITA dapat membangun fondasi branding yang kuat untuk pertumbuhan berkelanjutan.
Desain Corporate Identity untuk Meningkatkan Daya Saing UMKM MIKITA melalui Pengembangan Logo dan Mockup Produk Santi Widiastuti; Migunani Migunani; Budi Hartono; Widya Ariyani; Zahra Dinul Haq; Sulartopo Sulartopo; Khoirur Rozikin; Iman Saufik Suasana
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 6 No. 2 (2026): Jurnal Pengabdian Masyarakat Nusantara
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v6i2.12971

Abstract

The development of corporate identity for UMKM MIKITA was carried out to overcome the inconsistency of visual identity that has been hindering its market competitiveness. The main problems included the lack of a strong logo, unattractive packaging design, and minimal utilization of visual elements for marketing. The methods used included direct observation, in-depth interviews with the UMKM owner, branding needs analysis, designing the "Modern Tradition" concept, creating logos and mockups, as well as implementation and evaluation. The results show that the new corporate identity design has a significant impact on improving the professional image of the UMKM, strengthening brand identity, and potentially increasing market appeal. The UMKM owner highly appreciated the resulting design because it was able to reflect the product's quality values and historical heritage. Students involved gained valuable practical experience in applying graphic design for the creative industry. These findings affirm that structured branding design assistance is an effective solution to enhance the capacity of UMKMs to compete in the modern era. Through synergy between academic expertise and the needs of business actors, UMKM MIKITA can build a strong branding foundation for sustainable growth.
Perancangan dan Implementasi Sistem Penjualan Makanan Manis Berbasis Web Menggunakan Laravel dengan Fitur Kustomisasi Menu Aldi Saputra; Arsito Ari kuncoro; Budi Hartono
JURNAL PENELITIAN SISTEM INFORMASI (JPSI) Vol. 4 No. 3 (2026): Agustus : JURNAL PENELITIAN SISTEM INFORMASI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jpsi.v4i3.4649

Abstract

The rapid advancement of information technology has driven digital transformation across various business sectors, including the culinary Micro, Small, and Medium Enterprises (MSMEs) industry. However, the majority of sweet food culinary businesses, such as Mirai Coffee and Snack, still rely on social media and manual instant messaging for transactions. Surveys indicate that 60% of customers encounter issues with slow response times and incorrect custom order recordings, resulting in 3 to 5 order errors per month due to human error. This study aims to design and implement a web-based sweet food sales system using the Laravel framework, featuring dynamic menu customization (such as adjustments for size, sweetness level, and topping variants). The system was developed using the Waterfall method, which includes requirements analysis, database design, code Implementation (PHP, MySQL), and Testing. The expected outcome is an integrated E-Commerce platform capable of automating custom price calculations in real-time, minimizing data entry errors, and systematically improving operational service efficiency from 10–15 minutes to instantaneous.
Perancangan dan Implementasi Sistem Penjurian Panahan Berbasis Web Dengan Fitur Pemantauan Statistik Real-time Gilang Ramadhan; Budi Hartono; Arsito Ari Kuncoro
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 2 (2026): Juli : Jurnal Informatika dan Tekonologi Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i2.10895

Abstract

The judging process in archery plays an important role in determining the results of a competition in a fair, accurate, and transparent manner. However, in practice, the judging process at the club level is still largely done manually, which can potentially cause delays in score recapitulation, recording errors, and a lack of transparency in the results of the competition. This study aims to design and implement a web-based archery judging system with real-time archer statistics monitoring features using the Rule-Based Logic method. The research method used is research and development (R&D) with the Waterfall Software Development Life Cycle (SDLC) model, which includes the stages of requirements analysis, system design, implementation, testing, and maintenance. The system was developed using web technology with a client-server architecture and implements archery scoring rules in the form of IF-THEN logic to ensure consistency and accuracy in score calculations. Test results show that the system is able to significantly speed up the score recapitulation process compared to manual methods, as well as display judging results and archer statistics in real-time in the form of tables and graphs. The application of Rule-Based Logic has also proven effective in reducing potential scoring errors and increasing the objectivity of competition results. Thus, the developed system is capable of improving the efficiency, accuracy, and transparency of the archery judging process, and has the potential to become a digital solution that can be applied to archery judging activities at a broader level.