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Rancang Bangun Website Coin Laundry Alhamdulillah Andi Maghfirah Inzani Saputra; Indah Kurnia Ilahi; Selviani Amalia Kartika; Nur Hikmah; Martahan Mikhael Butar-butar; Usamah bin Ayatullah; Eliyah A M Sampetoding; Jeriko Gormantara; Valian Yoga Pudya Ardhana; M. Dermawan Mulyodiputro
SainsTech Innovation Journal Vol. 5 No. 2 (2022): SIJ Volume 5 Nomor 2 November 2022
Publisher : LPPM Universitas Qamarul Huda Badaruddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37824/sij.v5i2.2022.413

Abstract

The laundry business has now developed a lot, especially in campus and office areas. The laundry business is one of the businesses that has a great opportunity for business actors because when students or other people do not have time to wash their own clothes, they will hand them over to a washing service, namely laundry. In this journal we designed a website that can make it easier for cashiers to make transactions. In analyzing and building the system we use SDLC Waterfall Modell as our reference and have also displayed the Project Management Office (PMO). There are several other stages in designing, namely there are activity diagrams, use case diagrams, sequence diagrams, DFD, and also mock up websites that we have attached to this journal.
Sosialisasi Konsep Smart Village Berdasarkan SDGs Eliyah A M Sampetoding; Muhammad Sadno; A. Muh. Amil Siddik; Edy Saputra Rusdi; Hendra Mesra; Jeriko Gormantara
Compromise Journal Community Proffesional Service Journal Vol. 2 No. 1 (2024): Compromise Journal : Community Proffesional Service Journal
Publisher : LPPM STIKES KESETIAKAWANAN SOSIAL INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57213/compromisejournal.v2i1.152

Abstract

Digital transformation plays an important role in improving people's welfare, especially in rural areas. The first step in realizing the concept of a Digital Village, Smart Village, and achieving the Sustainable Development Goals (SDGs) involves the integration of information and communication technology to improve efficiency, accessibility and public services. Digital Villages experience change through the implementation of digital basic infrastructure and increased technological literacy, while Smart Villages optimize the use of data and technology-based solutions to improve village governance. Achieving the SDGs is the main goal in designing sustainable solutions. Hasanuddin University's Information Systems Study Program supports efforts to achieve SDGs in assisted villages, including Peace Villages in Maros Regency. The initial socialization regarding Smart Village has attracted the interest of residents, and the potential for implementation by the Academic Community from Study Programs in the Village has also received support.
Analisis Usability Pada Aplikasi Shopee Menggunakan Metode SUS Dan UTAUT2 (Studi Kasus: Mahasiswa Universitas Hasanuddin) Nur Aisyah S; Eliyah Acantha Manapa Sampetoding; Jeffry Kusuma; Jeriko Gormantara
Jurnal Media Infotama Vol 21 No 2 (2025): Oktober
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v21i2.8285

Abstract

Latar Belakang. Shopee merupakan platform e-commerce terkemuka di Indonesia dengan jumlah pengguna aktif terbanyak. Namun, agar tetap kompetitif, aplikasi Shopee masih memerlukan berbagai pengoptimalan dalam aspek usability. Tujuan. Penelitian ini bertujuan menganalisis persepsi pengguna terhadap usability Shopee dengan metode SUS, serta mengidentifikasi faktor yang mempengaruhi kepuasan pengguna melalui UTAUT2. Metode. Penelitian ini menggunakan metode System Usability Scale (SUS) dan Unified Theory of Acceptance and Use of Technology 2 (UTAUT2). Penelitian ini melibatkan 190 responden dari mahasiswa Universitas Hasanuddin yang berasal dari 16 fakultas. Hasil. Hasil evaluasi menggunakan metode System Usability Scale menunjukkan skor 68,58, yang termasuk dalam kategori Marginal (High) dengan grade scale D dan berada dalam rentang GOOD. Analisis menggunakan model UTAUT2 menunjukkan bahwa variabel dengan pengaruh terbesar adalah Habit (87,47%), diikuti oleh Effort Expectancy (85,16%) dan Behavior Intention (82,74%). Sementara itu, variabel dengan pengaruh terendah adalah Social Influence (73,26%), diikuti oleh Facilitating Condition (78,32%) dan Price Value (79,05%). Kesimpulan. Penelitian ini menunjukkan bahwa pengguna menerima Shopee sebagai aplikasi yang bermanfaat, memberikan kemudahan, serta pengalaman yang menyenangkan dalam penggunaannya.