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Analisis dan Pemodelan Sistem Informasi Ketenagakerjaan Berbasis Mobile Muhammad Fadhil; Titis Sari Putri; Muhammad Tosan Bingamawa
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 2 (2025): April 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i2.8927

Abstract

Abstrak - Ponsel pintar (smartphone) merupakan perangkat yang paling masif digunakan di dunia. Dari 4,6 miliar pengguna internet mobile di seluruh dunia pada tahun 2023, 4 miliar di antaranya mengakses internet menggunakan smartphone. Survei menunjukkan semakin banyak pengguna yang cenderung mengakses aplikasi melalui ponsel pintar, meskipun aplikasi tersebut tidak dirancang khusus untuk akses seluler. Melihat penggunaan ponsel pintar yang saat ini menjadi bagian yang tidak terpisahkan dari kehidupan banyak orang, sudah sepatutnya perkembangan teknologi tersebut diadaptasi oleh pemerintah dalam menjalankan pelayanan publik. Dinas Ketenagakerjaan merupakan organisasi perangkat daerah yang bertanggung jawab atas pengelolaan masalah ketenagakerjaan, dimana pengangguran merupakan salah satu masalah besar di Indonesia. Di Provinsi Sumatera Utara, tingkat pengangguran pada tahun 2022 mencapai 413 ribu jiwa, sementara di Kota Medan tingkat pengangguran mencapai 8,89%. Sebagai upaya untuk menangani hal tersebut, Disnaker Kota Medan telah meluncurkan sistem informasi berbasis website bernama SIDUTA. SIDUTA memiliki beberapa kekurangan, diantaranya belum adanya fitur notifikasi informasi tentang status lamaran pekerjaan, lowongan pekerjaan terkini, kurangnya umpan balik pada layanan survei kepuasan pengguna, serta tampilan antarmuka yang kurang user friendly. SIDUTA perlu dilakukan perbaruan dengan penambahan fitur dan perubahan antarmuka yang lebih dinamis dan user friendly. Penelitian ini bertujuan untuk menganalisis dan memodelkan sistem informasi ketenagakerjaan berbasis mobile menggunakan pendekatan waterfall. Penelitian menyajikan penjelasan yang dilakukan di tahap analisis dan perancangan beserta keluarannya. Keluaran pada tahap analisis sistem meliputi pemodelan proses bisnis saat ini (as-is) menggunakan activity diagram, user case diagram, deskripsi kebutuhan fungsional dan non fungsional. Keluaran pada tahap perancangan berupa activity diagram sistem yang akan dibangun (to-be), dan rancangan antarmuka pengguna.  Hasil rancangan antarmuka di uji dari sisi desain dan usability kepada 30 orang responden, yang hasilnya secara umum menunjukkan sangat baik.Kata kunci: Ponsel pintar, mobile, ketenagakerjaan, analisis dan perancangan system Abstract - Smartphones are the most widely used devices in the world. Of the 4.6 billion mobile internet users worldwide in 2023, 4 billion of them access the internet using smartphones. Surveys show that more and more users tend to access applications via smartphones, even though the applications are not specifically designed for mobile access. Seeing the use of smartphones which is currently an inseparable part of many people's lives, it is only right that the development of this technology is adapted by the government in carrying out public services. The Manpower Office is a regional apparatus organization responsible for managing employment issues, where unemployment is one of the major problems in Indonesia. In North Sumatra Province, the unemployment rate in 2022 reached 413 thousand people, while in Medan City the unemployment rate reached 8.89%. As an effort to deal with this, the Medan City Manpower Office has launched a website-based information system called SIDUTA. SIDUTA has several shortcomings, including the absence of a notification feature for information on job application status, current job vacancies, lack of feedback on user satisfaction survey services, and a less user-friendly interface. SIDUTA needs to be updated with the addition of features and changes to the interface that are more dynamic and user friendly. This study aims to analyze and model a mobile-based employment information system using the waterfall approach. The study presents an explanation of what was done in the analysis and design stages along with its output. The output at the system analysis stage includes modeling the current business process (as-is) using activity diagrams, user case diagrams, descriptions of functional and non-functional requirements. The output at the design stage is in the form of an activity diagram of the system to be built (to-be), and a user interface design. The results of the interface design were tested in terms of design and usability to 30 respondents, the results of which generally showed very good.Keywords: Smartphones, mobile, employment, system analysis and design
PENGUJIAN RELIABILITY APLIKASI SMART CITY MENGGUNAKAN TEKNIK PENGUJIAN EKSPLORASI BERBASIS TUR Titis Sari Putri; Wenty Zahrati
Jurnal Teknologi dan Komunikasi Pemerintahan Vol 4 No 1 (2022): Jurnal Teknologi dan Komunikasi Pemerintahan
Publisher : Program Studi Teknologi Rekayasa Informasi Pemerintahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33701/jtkp.v4i1.2700

Abstract

Smart City is a solution to overcome various problems in urban areas through interactive internet-based applications that provide various services that can be accessed by the public online. By 2020, more than 50% of the population in Indonesia live in urban areas, and this number will continue to increase in the future. To facilitate urban population services, the government has developed smart city services in various cities since the last 5 years. Such development needs to be supported from various fields, including from the technical side of system development. Smart city applications must be reliable so that they can be used properly by the community. In this study, reliability testing was carried out on six smart city applications in six cities, namely Live Tangerang, Sadayana Bandung, Jogja Smart Services, Cimahi SmartCity, Nganjuk Smart City and Tuban Smart City using tour-based exploratory testing techniques. The test results show that there are deficiencies or bugs found in the form of inconvenience to use because there is no error handling on the input form, an unresponsive interface, unavailability of information, and imperfect navigation. In addition, there are some bugs that are quite annoying, namely the sudden closing of the application when the user uses certain features.
Perancangan Prototipe Sistem Informasi Akademik Pada Perguruan Tinggi Kedinasan XYZ Menggunakan Metode Design Thinking Muhammad Tosan Bingamawa; Titis Sari Putri; Ajisurya Ariyana; Aria Zufar Shada; Riyanto Riyanto; Nuriawan Dwi Utama; Muhamad Fazri Muchlisin
Jurnal Teknologi dan Komunikasi Pemerintahan Vol 7 No 2 (2025): Jurnal Teknologi dan Komunikasi Pemerintahan
Publisher : Program Studi Teknologi Rekayasa Informasi Pemerintahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33701/jtkp.v7i2.5943

Abstract

Teknologi dan sistem informasi memiliki peran krusial pada manajemen proses bisnis. Salah satu bentuk respons dan implementasi teknologi informasi di perguruan tinggi adalah dengan melaksanakan penyelenggaraan proses akademik secara digital menggunakan sistem informasi, termasuk meningkatkan kualitas sistem informasi akademik. Saat ini banyak sist Perancangan Prototipe Sistem Informasi Akademik Pada Perguruan Tinggi Kedinasan XYZ Menggunakan Metode Design Thinkingem informasi yang menghadapi masalah antarmuka pengguna atau user interface (UI) yang tidak ramah pengguna, sehingga menimbulkan banyak kendala yang berujung pasa ketidakpuasan pengguna. Hal tersebut dapat menghambat efektivitas sistem dalam mendukung proses akademik. Penelitian ini bertujuan untuk merancang ulang desain (UI) dari Sistem Informasi Akademik (SIA) pada perguruan tinggi kedinasan XYZ. Permasalahan yang mendasari yaitu rendahnya penggunaan SIA oleh civitas akademika, dengan persentase pengguna aktif kurang dari 40%. Staf administrasi akademik juga mengeluhkan jika sistem tersebut sulit dipelajari, sehingga memerlukan waktu mengingat kembali tahapan pengaturan perencanaan dan akhir perkuliahan, meskipun sistem telah diimplementasikan selama dua tahun. Adapun metode penelitian yang digunakan adalah design thinking yang memiliki pendekatan berfokus pada pengguna. Penelitian dilakukan dalam lima tahap, yaitu empati, definisi, ideasi, prototipe dan pengujian. Hasil penelitian menunjukkan bahwa metode design thinking terbukti dapat memandu peneliti dalam membangun desain UI yang dapat meningkatkan kepuasan pengguna. Desain baru yang dirancang pada sistem informasi akademik di perguruan tinggi kedinasan XYZ adalah menyederhanakan kebutuhan menu dan navigasi yang rumit, serta penyederhanaan penyajian konten informasi. Desain ulang UI tersebut berhasil meningkatkan kepuasan pengguna sebesar 18,09% dengan skor rata-rata kepuasan pengguna sebesar 4,09 dari skala 5. Kata Kunci: Sistem Informasi Akademik, SIA, Design Thinking, User Interface, UI.
Inovasi Tata Kelola Melalui SiMAWAS: Analisis Dampak dan Peningkatan Layanan untuk Memperkuat Pengawasan Internal Purwanto, Bagas Adi; Putri, Titis Sari; Indrayani, Etin; Abrory, Yudhistira
Jurnal Bina Praja Vol 17 No 3 (2025): [Sedang Berjalan]
Publisher : Research and Development Agency Ministry of Home Affairs

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21787/jbp.17.2025-2671

Abstract

Digital transformation in the public administration sector has triggered significant changes in governance, with a focus on improving transparency, efficiency, and strengthening public trust through the implementation of e-Government initiatives. In Indonesia, where there is a tendency toward skepticism toward government institutions, the use of digital solutions such as the SiMAWAS platform implemented in Pekalongan Regency aims to strengthen internal oversight. This study proposes the development of an online consultation feature on the SiMAWAS platform to address the limitations of one-way communication that have hitherto constrained productive interaction between the Internal Government Oversight Agency (APIP) and the entities under its supervision. By adopting a design-based research approach based on the Lean User Experience (Lean UX) methodology, this study identifies user needs through documentation studies, informal interviews, and non-participant observations. A high-level prototype was developed using Figma, which includes consultation features, automated route settings, and real-time notification systems. Prototype testing was conducted using the Cognitive Walkthroughs and System Usability Scale (SUS) methods, involving 30 respondents, with an average SUS score of 82.5, indicating a good level of usability. The developed feature enables two-way communication, reduces response time, and enhances transparency through clear and open documentation of interactions. Despite challenges in terms of digital literacy and limited internet access, inclusive user-based design provides a more accessible solution for various user groups. The findings of this study contribute a practical model that can be adapted by local governments to strengthen internal oversight functions by utilizing interactive digital tools, in line with e-Government principles of creating accountability and expanding public engagement.