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Journal : Teika

Perancangan Aplikasi Jasa Kuli Bangunan Berbasis Android Menggunakan Metode Throw-Away Prototype Marchel Thimoty Tombeng; Matthew Edgar Freeman Muju
TeIKa Vol 13 No 01 (2023): TeIKa: April 2023
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/teika.v13i01.3072

Abstract

This research was conducted to design and develop an android-based application for building construction services in North Sulawesi. The main purposes which this research was conducted it is because seeing the impact of COVID-19 that effect many people lose their jobs and as the times progressed, many people were looking for work or offered jobs via the internet. This research will bring together parties who need people to work and people who need work. This concept is based on e-commerce applications that trade goods, but the difference is that these applications trade services. Service is an action that is invisible, but the results can be seen. This research will focus on the services of construction workers, carpenters, and kitchen set workers. Where a construction worker will build or renovate a building, a carpenter will make wood products (tables, cabinets, chairs), and a kitchen set service will make a kitchen set. In making this application, we will use the 'throw-away prototyping' method, where researchers will create a prototype according to user needs so that users can get an overview of the application, then implement it into an application. So, in conclusion, making this application is intended to support and make people easier to find workers and jobs related to buildings. In this study, researchers have made applications and implemented existing designs so that they can produce applications that are operational and in accordance to the needs of users.
Perancangan Desain UI/UX Aplikasi Penjualan Kaki Lima Tombeng, Marchel; Mambu, Joe Yuan
TeIKa Vol 14 No 1 (2024): TeIKa: April 2024
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/teika.v14i1.3324

Abstract

In today's rapidly evolving digital landscape, mobile applications have become integral to everyday life, transforming interactions across various services, including food procurement. Despite the growing popularity of online food sales, challenges persist in ensuring accessibility and user satisfaction, particularly with traditional dishes like "bakso tusuk." This research aims to address these challenges by prioritizing intuitive user interface design and enhancing user experience within a specialized food sales application for bakso tusuk. Through the effective integration of UI/UX design elements, the goal is to deliver a seamless and enjoyable online shopping experience for users, thereby fostering trust and bolstering business growth within the digital sphere. Employing the Design Thinking methodology, the study progresses through empathizing with users, defining problems, generating ideas, prototyping solutions, and testing outcomes, ultimately striving to produce a user-centric application that positively impacts the online culinary industry and enhances consumer convenience in digital food purchasing. Recommendations include broader engagement with respondents for empathy-driven problem-solving and future updates tailored for web-based platforms, ensuring ongoing enhancement and competitiveness in the dynamic market.
Design of Student Redeem Point Information System at Universitas Klabat using IoT Concept Mandias, Green Ferry; Tombeng, Marchel Thimoty
TeIKa Vol 16 No 1 (2026): Jurnal TeIKa
Publisher : Fakultas Teknologi Informasi - Universitas Advent Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36342/f6tacm10

Abstract

This study presents the design of a web-based Student Redeem Point Information System at Universitas Klabat. The system is designed to automate the Sabbath point redemption process, where students compensate for missed worship services through assigned tasks. Previously managed manually, the process was time-consuming and error-prone. Using the Prototype development model and Firebase as the backend, the new system allows students to check their points, select tasks, and upload proof of work online. Village Deans and work assigners can monitor, assign, and verify student tasks through personalized dashboards. The system enhances flexibility and accessibility by being web-based, allowing access anytime and anywhere. Testing across different user roles—students, Village Deans, and work assigners—showed successful implementation of all key functionalities. This digital approach significantly reduces administrative workload, minimizes human error, and improves efficiency in managing spiritual accountability through structured digital documentation.