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SISTEM LAYANAN MANDIRI PERPUSTAKAAN BERBASIS SENAYAN LIBRARY MANAGEMENT SYSTEM (SLiMS) DENGAN PENDEKATAN USER-CENTERED DESIGN (Studi Kasus: SMK Negeri 1 Gondang) Tasqiyah Rizky Kuswoyo; Saifuddin; Erni Widarti
Jurnal Sistem Informasi Dan Teknologi (jsistek) Vol. 4 No. 02 (2026): Juli 2026
Publisher : LPPM Universitas Flores

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37478/jsistek.v4i02.8407

Abstract

Perpustakaan SMK Negeri 1 Gondang melayani peminjaman dan pengembalian buku secara terpusat melalui petugas, sehingga sering terjadi antrean panjang pada jam pelajaran dan istirahat, sementara jumlah petugas yang terbatas tidak sebanding dengan jumlah anggota. Permasalahan tersebut memunculkan kebutuhan akan sistem yang memungkinkan anggota melakukan transaksi sirkulasi secara mandiri tanpa harus bergantung pada petugas perpustakaan. Penelitian ini bertujuan mengembangkan modul layanan mandiri pada aplikasi Senayan Library Management System (SLiMS) versi 9.7.2 Bulian yang sesuai dengan kebutuhan pengguna, dengan pendekatan User-Centered Design (UCD) berdasarkan ISO 9241-210 melalui empat tahapan, yaitu understand context of use, specify user requirements, produce design solutions, dan evaluate designs against requirements. Penelitian ini termasuk penelitian pengembangan (Research and Development) dengan pendekatan kuantitatif. Populasi penelitian adalah anggota Perpustakaan SMK Negeri 1 Gondang, dengan sampel sebanyak 30 responden yang terdiri dari petugas perpustakaan, guru atau staf, dan siswa. Pengumpulan data dilakukan melalui observasi langsung, studi dokumentasi, dan kuesioner System Usability Scale (SUS) yang berisi 10 pernyataan dengan skala Likert 1 sampai 5. Data dianalisis menggunakan statistik deskriptif berupa rata-rata skor, distribusi grade, dan persentase pola jawaban responden. Hasil pengujian menunjukkan skor SUS rata-rata sebesar 74,5 yang termasuk kategori Good dengan grade B, sehingga sistem yang dikembangkan layak digunakan dengan perbaikan minor pada aspek pembelajaran awal sistem (33,3%) dan kebutuhan pendampingan teknis (13,3%). Berdasarkan hasil tersebut, sistem layanan mandiri yang dikembangkan terbukti dapat membantu memenuhi kebutuhan dasar pengguna dengan kategori usability yang baik, sehingga dapat memberikan pelayanan di Perpustakaan SMK Negeri 1 Gondang yang lebih baik dari sebelumnya.
A Web Application For Playfair Cipher Cryptography: Method and Implementation Argia Putri Ramadhani; Apriliana Vera Ardiyanti; Erni Widarti
Journal of Software Engineering and Multimedia (JASMED) Vol. 3 No. 1 (2025): Journal of Software Engineering and Multimedia (JASMED)
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/jasmed.v3i1.10096

Abstract

Amidst the increasing digital threats, understanding the basic principles of cryptography is crucial for data security education. While the Playfair Cipher remains a valuable classical algorithm, its manual use is prone to human error and is not compatible with modern computing systems. This research aims to address these issues by upgrading the Playfair Cipher through a software engineering approach, creating a web application that runs using HTML, CSS, and JavaScript. Unlike previous research that focused on descriptive analysis, this research emphasizes the application of new technologies by designing a structured client-side architecture, resulting in seamless processing and server-side execution. The application features a responsive user interface (UI) designed for easy user interaction and immediate visual feedback while constructing key matrices and solving bigrams. The results show that the application achieves 100% accuracy in validating manual logic, especially when verifying the ciphertext "CVSMOBLIMAPUOYHDBY," and offers highly efficient computational performance. This research provides a powerful and interactive software tool that upgrades classical methods and offers an extensible solution for algorithm validation and data security education.
Terrai A Road Damage Reporting Application Based on GIS, Gamification, and Artificial Intelligence Yuliana Cantikasari; Erni Widarti
Journal of Software Engineering and Multimedia (JASMED) Vol. 4 No. 1 (2026): Journal of Software Engineering and Multimedia (JASMED)
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/jasmed.v4i1.10900

Abstract

Slow response to road infrastructure damage is often caused by inefficient conventional reporting systems and a lack of public participation. This research aims to develop Terrai, an innovative road damage reporting system application in Sukoharjo Regency that integrates Geographic Information Systems (GIS), artificial intelligence, and gamification elements. The use of GIS allows for precise mapping of damage locations on digital maps, while Geospatial Artificial Intelligence (GeoAI) technology is implemented to automate the classification of road damage photos into five severity categories through digital image processing. To maintain ongoing public participation, a gamification concept is implemented through points, badges, and a leaderboard. The system development method included field observations, a literature review, prototype design, and interface quality testing. Evaluation was conducted using the System Usability Scale (SUS) method with 30 selected respondents. The test results showed an average score of 87.83, categorizing the application as very good, or very easy to use. Overall, the integration of these three key technologies in Terrai has proven effective in accelerating data verification by relevant authorities, improving reporting accuracy, and providing a robust database for local governments to proactively make road maintenance decisions. The implementation of this system is expected to become a supporting pillar for the realization of smart city governance in Sukoharjo Regency.