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Journal : Kharisma Tech

PERANCANGAN UI/UX PADA WEBSITE MEDISOL DENGAN METODE USER CENTERED DESIGN Pratiwy aggraeny puspita sari; Mohammad Fajar; Arianti
KHARISMA Tech Vol 18 No 1 (2023): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v18i1.284

Abstract

This study aims to redesign the UI/UX of the Medisol website using the User Centered Design (UCD) method to suit user needs. The research data was collected through interviews with 30 respondents based on task scenarios to calculate the three main factors in usability testing, namely effectiveness, efficiency and user satisfaction factors. The initial evaluation of the system before the design improvement shows the effectiveness parameters of 84%, efficiency of 73% and user satisfaction of 82%. The usability level of the system in the early stages is 80%. Based on this evaluation, a prototype was redesigned which took into account user input such as a more responsive display of drug additions and vacancies, availability of information on procedures for adding drugs, contact us/email information placed in the header, green color on the dashboard, and boxes/tables. information on a clickable dashboard. The results of usability testing in this second stage obtained the value of the effectiveness parameter of 100%, the efficiency factor of 99% and the user satisfaction factor with a score of 96%. The resulting usability value increased to 98%. This shows that the UI/UX redesign of the Medisol website increased the usability value by 18%.
Pemanfaatan Enkripsi Data Berbasis Algoritma Blowfish Pada Aplikasi Password Manager RememberMe! Suryanto, Christian Rayhan; Fajar, Mohammad; Hasniati
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.421

Abstract

Password manager RememberMe merupakan salah satu aplikasi yang dapat digunakan oleh penggunanya untuk mengelola dan melindungi kata sandi dari berbagai aplikasi di internet. Sebagai aplikasi yang mengelola data yang sangat penting, tentunya diperlukan tambahan lapisan keamanan di sisi data pengguna yang tersimpan di basis data. Oleh karena itu penelitian ini bertujuan untuk memanfaatkan algoritma blowfish dalam melakukan enkripsi data pengguna yang akan disimpan di basis data dan meng-evaluasi kinerja aplikasi. Pengumpulan data dilakukan dengan mengevaluasi proses enkripsi dan dekripsi serta observasi kinerja aplikasi password manager RememberMe! terhadap aspek waktu tanggap, ukuran data hasil enkripsi, dan pemakaian bandwitdth. Hasil evaluasi menunjukkan data pengguna khususnya password berhasil dienkrip kemudian disimpan ke basis data serta berhasil didekrip ketika digunakan kembali oleh pengguna. Selain itu pengujian waktu tanggap rata-rata berada dibawah 1 detik, ukuran data enkripsi relatif sebesar 22 byte dan total data bandwidth sent yaitu relatif kurang dari 5 MB.
Implementasi System Modeling Language pada Pemodelan Aplikasi Reparation Panjiwinata, Sampurna; Fajar, Mohammad; Hasniati
KHARISMA Tech Vol 18 No 2 (2023): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v18i2.422

Abstract

Pada proses pengembangan perangkat lunak, developer umumnya menggunakan Unified Modeling Language (UML) sebagai bahasa untuk memodelkan dan merancang sistem. Saat ini telah dikembangkan versi yang lebih luas dari UML yaitu System Modeling Language (SysML) yang menyediakan sejumlah perbaikan, salah satunya yaitu alokasi untuk spesifikasi kebutuhan melalui requirement diagram. Meskipun demikian, SysML masih banyak digunakan untuk memodelkan sistem-sistem tertanam dibanding pemakaiannya pada sistem informasi atau jenis aplikasi komputer yang lebih luas. Oleh karena itu, penelitian ini bertujuan untuk mengimplementasikan SysML pada sistem Reparation. Aplikasi Reparation merupakan aplikasi yang menyediakan jasa servis secara online. Aplikasi ini diharapkan dapat membantu masyarakat dalam mencari dan memesan jasa servis dengan mudah dan cepat tanpa harus ke bengkel. Wawancara dan studi literatur dilakukan untuk memperoleh kebutuhan fungsional dan non-fungsional sistem yang didefinisikan dalam tabel spesifikasi kebutuhan. Sementara pengujian sistem dilakukan untuk menguji sejumlah fitur contoh yang dipilih. Dari studi yang telah dilakukan menunjukkan bahwa SysML dapat diimplementasikan pada pemodelan aplikasi Reparation. Diagram-diagram yang dihasilkan yaitu activity diagram, parametric diagram, requirement diagram, use case diagram, dan sequence diagram. Parametric diagram digunakan untuk menentukan batasan-batasan berupa atribut dari fungsionalitas pada sistem, sementara requirement diagram digunakan untuk menganalisis kebutuhan fungsional dan non-fungsional sistem seperti Daftar Akun, Pesan Jasa Servis, dan Perangkat Pengguna. Termasuk hubungan dari requirement diagram ke use case diagram dan parametric diagram dapat ditelusuri. Hasil pengujian black box menunjukkan hasil output berhasil dijalankan dengan baik terhadap beberapa fungsionalitas yang diuji seperti Daftar Akun, Pesan Jasa Servis, dan Tambah Pesanan Jasa Servis.
PERANCANGAN PROTOTYPE HAND GLOVE BERBASIS ARDUINO SEBAGAI ALAT BANTU IDENTIFIKASI OBJEK BAGI PENYANDANG TUNANETRA Sun, Enrique Justine; Fajar, Mohammad; Munir, Abdul
KHARISMA Tech Vol 20 No 1 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i1.566

Abstract

Blind individuals face obstacles in identifying objects or things around them, so a tool is needed that can help overcome these obstacles. This study aims to design an Arduino-based Hand Glove prototype that can help blind people identify objects around them. Research data collection was carried out through literature studies and testing of the designed prototype. The system is designed to consist of two large parts, the first part is the hand glove used by blind individuals, consisting of Arduino, RFID reader and speaker. The second part consists of objects to be identified that have been given an identity label in the form of a RIFD Tag. The evaluation results show that the design prototype can read and identify objects such as chairs, tables, laptops, cellphones and PCs which are distinguished from the sound variations that have been set and defined using a buzzer as a notification tool.
IMPLEMENTASI FINITE STATE MACHINE UNTUK MENGATUR ALUR NARASI GAME VISUAL NOVEL MYSTIC PAGES Yason, Clarissa; Fajar, Mohammad; Zaman, Baizul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.607

Abstract

Visual novels are a genre of video games that emphasized the delivery of interactive narratives, where players engaged with the storyline through a series of choices that influenced its direction and outcomes. In the development of Mystic Pages, a mystery-themed visual novel, challenges were encountered in managing branching storylines. Conventional methods such as if-else structures and flag systems were found to be inefficient and prone to logical errors when applied to large-scale scenarios. Therefore, this study aimed to implement a Finite State Machine (FSM) as a solution to manage dynamic and structured narrative flows. The storyline was represented as states within an FSM diagram, starting from the “start dialog” state to the “dialog pack end 5” state, with narrative progression determined by player choices. The results demonstrated that the documentation and visualization of Mystic Pages’ branching storylines using FSM facilitated modifications, as developers only needed to add new states and transitions without disrupting existing logic. Furthermore, black-box testing confirmed that all transitions between states operated correctly, with no issues such as dead ends or infinite loops. All branches executed as designed, achieving a 100% success rate.