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Rancang Bangun Sistem Informasi Perpustakaan SMA/SMK Menggunakan Metode Extreme Programming M. Ari Prayitno; Edi Saputra; Muhammad Razi A.; Niko Akbar; Putri Hazmawati; Adfa Aditiya
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 3 (2025): November: Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i3.1697

Abstract

Developing a Library Information System can enhance the efficiency of library data management. The background of this research stems from the fact that many school libraries still encounter various challenges in their operational activities. For instance, SMK Negeri 6 Kota Jambi still implements a manual management system. Meanwhile, SMA Negeri 2 Kota Jambi utilizes SLIMS, which has been found to be difficult to understand and not user-friendly for library administrators. As a result, the administrators decided to revert to manual record-keeping using library logbooks. Similarly, SMA Negeri 3 Kota Jambi employs INLISLITE; however, its book borrowing and returning features are not functioning properly, and the system frequently experiences technical issues. To address these problems, this study proposes the development of a Library Information System using the Extreme Programming (XP) methodology. Extreme Programming is a software development method known for its adaptability to changing user requirements and its ability to support rapid and flexible system development processes. The purpose of this research is to implement a library information system capable of efficiently managing data, book borrowing and returning processes, as well as searching for book and room information. Additionally, the system provides a platform for library members to publish content. To ensure that the developed system meets the intended expectations, Black Box Testing is applied as the testing method. Based on the testing results, the system functions properly, as indicated by a 100% success rate in Black Box Testing outcomes.
Sistem Informasi Geografis Pemetaan Perguruan Tinggi Di Kota Padang Novrizarny, Sinthya; Sularno, Sularno; Razi A., Muhammad
Jurnal Sains dan Teknologi (JSIT) Vol. 1 No. 3 (2021): Jurnal Sains dan Teknologi
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (174.968 KB) | DOI: 10.47233/jsit.v1i1.19

Abstract

Dinas Pendidikan Kota Padang saat ini menangani banyak lembaga pendidikan, akan tetapi pengelolaan perguruan tinggi belum dapat dilakukan secara optimal sehingga hal ini dapat mengakibatkan permasalahan pengelolaan pendidikan. Dinas Pendidikan Kota Padang telah memiliki website sebagai media informasi yang mampu diakses secara global, namun informasi-informasi yang ditampilkan dalam website tersebut bersifat umum, belum mampu menggambarkan secara detail mengenai keadaan suatu perguruan tinggi. Untuk itu diperlukan suatu rencana strategis, melalui perencanaan strategis inilah Dinas Pendidikan Kota Padang secara sistematis dapat menggambarkan suatu manajerial yang efektif dan efisien, yaitu dengan Sistem Informasi Geografis Pemetaan Perguruan Tinggi di kota Padang. Dengan adanya dukungan teknologi SIG yang berbasis web, sehingga pendistribusian informasi dapat meluas hingga seluruh nusantara. Penelitian ini menggunakan metode pengumpulan data dengan cara observasi, studi literatur, dan wawancara. Setelah data terkumpul dilakukan analisis kebutuhan sistem dan perancangan sistem yang meliputi perancangan proses, perancangan database, perancangan struktur menu dan perancangan interface. Selanjutnya implementasi sistem dengan memanfaatkan Google Maps API keys dan HTML sebagai bahasa MarkUpnya.
The Benefits of Gamification on User Experience: A Systematic Literature Review Putri, Mutia Fadhila; Razi A, Muhammad
Jurnal Sains dan Teknologi (JSIT) Vol. 2 No. 2 (2022): Mei - Agustus
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v2i3.353

Abstract

influence the success of a product, and gamification is one purposed method which is expected to improve the user experience. But actually, whether gamification can provide benefits to increase user experience has not explicitly been explained before. This study purpose identifies the benefits implementation gamification for improving the user experience. To achieve the objectives, this study conducts the systematic literature review that summarized all the studies required in Gamification and User experience context. This study has discovered 539 papers and do three steps to select primary studies through kitchenham method with the results of the first stage is 314 research papers. Then, for the 2nd stage find 50 papers, and finally, the 3rd stage finds 16 best papers. During a systematic literature review, the study is a variety approach depends on two clustered such as intangible and tangible benefits. This study identified gamification have positive intangible and tangible benefits for improving the user experience.
PERANCANGAN UI/UX SISTEM PERIZINAN DIGITAL ANGKUTAN SUNGAI PADA DINAS PERHUBUNGAN PROVINSI JAMBI DENGAN METODE USER CENTERED DESIGN (UCD) Cyntia Sauri Purba; Saputra, Edi; Muhammad Razi A.
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 10 No 2 (2025): OCTOBER
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24252/instek.v10i2.57477

Abstract

Proses perizinan angkutan sungai di Dinas Perhubungan Provinsi Jambi masih dilakukan secara manual sehingga layanan berjalan lambat, rentan kesalahan, dan sulit dipantau. Penelitian ini bertujuan merancang antarmuka (UI) dan pengalaman pengguna (UX) sistem perizinan digital menggunakan metode User Centered Design (UCD). UCD digunakan agar desain sesuai kebutuhan pengguna melalui tahapan memahami konteks penggunaan, menetapkan kebutuhan pengguna, merancang solusi, dan mengevaluasi desain. Prototype dikembangkan menggunakan Figma dan dievaluasi dengan Maze Testing dan User Experience Questionnaire (UEQ). Hasil evaluasi menunjukkan skor usability Maze sebesar 80 (agen), 84 (admin), dan 90 (verifikator). Hasil UEQ menunjukkan kategori Excellent pada lima dimensi dan Good pada dimensi Novelty. Temuan ini menunjukkan bahwa desain UI/UX berhasil memberikan pengalaman penggunaan yang efektif, jelas, dan mudah dipahami oleh pengguna.
Analisis Kelayakan Pengembangan Sistem Informasi Perpustakaan SMA/SMK Kota Jambi Berbasis Web: Studi Kasus: SMKN 6 Kota Jambi Putri Hazmawati; Edi Saputra; Muhammad Razi A; Niko Akbar; Muhammad Adfa Aditiya; Ari Prayitno
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 3 (2025): November: Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i3.1696

Abstract

To support secondary education, proper facilities, including a school library, are essential. The literature in the library must be well-managed to ensure user satisfaction and comfort. However, many school libraries still rely on traditional management methods, as seen in SMKN 6 Kota Jambi's Library. To ensure the successful development of a web-based library information system, a feasibility analysis is required. This analysis helps determine if the project should proceed. This study aims to evaluate the feasibility of the system from technical, economic, and organizational perspectives. Using a descriptive approach, the research collected qualitative data through observations, interviews, and document studies, with technique triangulation to ensure validity. The findings show that the library has adequate hardware, software, and network support for the system's development, with a technical feasibility score of 75.59. The economic analysis shows an ROI of 2.3, resulting in a score of 100, and the organizational feasibility score is 93.33. The overall feasibility average is 89.64, indicating that the project is feasible.
Rancang Bangun Aplikasi Ruang Baca Digital Berbasis Web Pada Fakultas Sains dan Teknologi Universitas Jambi Dengan Metode Agile Prabowo, Dimas Wisnu; Saputra, Edi; Razi A, Muhammad; Pratama, Jepri
DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Vol 6, No 2: DESEMBER 2025
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/device.v6i2.7854

Abstract

Penelitian ini bertujuan untuk merancang dan membangun Aplikasi Ruang Baca Digital Berbasis Web pada Fakultas Sains dan Teknologi Universitas Jambi sebagai solusi atas keterbatasan akses koleksi tugas akhir dan laporan magang, minimnya referensi yang tidak diperbarui, ruang baca yang kurang memadai, serta proses pencarian yang masih manual. Pengembangan sistem menggunakan metode Agile Scrum yang menekankan kolaborasi, fleksibilitas, dan iterasi berkelanjutan. Pengujian dilakukan dengan dua pendekatan, yaitu Black Box Testing untuk menguji fungsionalitas dan User Acceptance Test (UAT) untuk mengukur pengalaman pengguna. Hasil Black Box Testing menunjukkan seluruh 526 fungsi berjalan dengan baik dengan tingkat keberhasilan 100%. Sementara itu, hasil UAT memperoleh nilai rata-rata 88,4% dengan rincian: learnability 88,5%, efficiency 85,8%, memorability 88,9%, errors 89,3%, dan satisfaction 89,3%. Hasil ini menunjukkan bahwa aplikasi yang dikembangkan telah berfungsi dengan baik serta memberikan pengalaman pengguna yang positif, efisien, dan mudah digunakan, sehingga mampu meningkatkan aksesibilitas serta efektivitas ruang baca di Fakultas Sains dan Teknologi Universitas Jambi.
Analisis dan Perancangan UI/UX Aplikasi Ruang Baca Digital Berbasis Web Pada Fakultas Sains dan Teknologi Universitas Jambi Dengan Metode Design Thinking Pratama, Jepri; Saputra, Edi; Razi A, Muhammad
DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Vol 6, No 2: DESEMBER 2025
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/device.v6i2.7833

Abstract

Penelitian ini bertujuan untuk merancang User interface dan User Experience (UI/UX) Aplikasi Ruang Baca Digital Berbasis Web pada Fakultas Sains dan Teknologi Universitas Jambi sebagai solusi atas kendala yang dihadapi ruang baca, seperti keterbatasan akses koleksi tugas akhir, waktu operasional terbatas, serta proses pencarian dan pengumpulan dokumen yang masih manual. Pengembangan dilakukan dengan pendekatan Design Thinking, yang berfokus pada kebutuhan dan pengalaman pengguna melalui lima tahapan, yaitu empathize, define, ideate, prototype, dan testing. Metode ini memungkinkan peneliti memahami permasalahan pengguna secara mendalam dan menghasilkan solusi desain yang inovatif serta relevan. Hasil penelitian menghasilkan prototype Aplikasi Ruang Baca Digital Berbasis Web yang telah di uji dan memiliki tingkat usability dan user experience yang sangat baik. Pengujian usability melalui platform Maze terhadap 26 responden menghasilkan skor MAUS rata-rata 95 untuk Mahasiswa dan 97 untuk Admin, menandakan kemudahan dan efisiensi penggunaan yang tinggi. Sementara itu, hasil UEQ menunjukkan nilai rata rata pada enam skala utama berada dalam kategori “Excellent”, dengan daya tarik 2,417; kejelasan 1,971; efisiensi 2,144; ketepatan 2,192; stimulasi 2,115; dan kebaruan 1,923. Temuan ini membuktikan bahwa prototype mampu memberikan pengalaman pengguna yang positif, menarik, dan inovatif.
Analisis Dan Perancangan Sistem Pencatatan Dan Pemantauan Kekeruhan Air Berbasis Website Rivaldi, Ikvi Akmal; Utomo, Pradita Eko Prasetyo; A, Muhammad Razi
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 8 No 1 (2026): Januari 2026
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v8i1.2355

Abstract

The utilization of web-based information systems has been widely adopted to facilitate easier user access to information. Specifically, PAM Tirta Tempino requires a system to manage customer meter recording data and monitor water turbidity quickly and accurately. Therefore, this study aims to design and develop a web-based Information System for Recording and Monitoring Water Turbidity that ensures accessibility for users anytime and anywhere. The system development utilizes the Rapid Application Development (RAD) method. The result of this research is a web-based information system architectural design modeled using Unified Modeling Language (UML), allowing users (Head, Officer, and Customer) to manage and view data according to their respective access rights. Furthermore, the design was verified using the Requirement Traceability Matrix (RTM), yielding valid results which demonstrate that the design fulfills all specified requirements.
Penerapan Metode Design Thinking Dalam Perancangan UI/UX Sistem Pencatatan dan Pemantauan Kekeruhan Air Berbasis Website Efansa, Chika; Chika Efansa; Pradita Eko Prasetyo Utomo; Muhammad Razi A
Elkom: Jurnal Elektronika dan Komputer Vol. 18 No. 2 (2025): Desember : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v18i2.3286

Abstract

PAMTIRTA Tempino is an institution that provides clean water services in the Tempino area. The process of recording water use and monitoring water turbidity is still done manually, making it prone to recording errors and making it difficult to monitor the water quality distributed to the community. This study aims to design a website-based water turbidity recording and monitoring system by focusing on User Interface (UI) and User Experience (UX) aspects using the Design Thinking method. The research follows five stages of Design Thinking: empathize, define, ideate, prototype, and test. Data collection involves observation and in-depth interviews with PAMTIRTA officers. The results include a design with key features such as digital water meter recording, turbidity monitoring dashboards, and complaint services. The prototype was tested using Maze and the System Usability Scale (SUS), achieving a score of 80.1 and falling into the "Good" category (grade B). These results demonstrate that the UI/UX design effectively provides an easy-to-understand, operationally suitable, and efficient solution for PAMTIRTA Tempino's water recording and turbidity monitoring needs. This design offers a ready-to-implement solution to improve the efficiency, accuracy, and quality of clean water services in the Tempino area.  
IMPLEMENTASI SISTEM INFORMASI MANAJEMEN MEMBERSHIP GYM DENGAN METODE EXTREME PROGRAMMING: STUDI KASUS FURION GYM JAMBI M. Hazron Redian; Reni Aryani; Muhammad Razi A
Jurnal Manajemen Informatika dan Sistem Informasi Vol. 9 No. 2 (2026): MISI Juni 2026
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/misi.v9i2.2037

Abstract

Furion Gym Jambi masih mengelola data member, absensi, transaksi, dan laporan bisnis secara manual sehingga proses operasional kurang efisien serta menyulitkan pemantauan bisnis secara real-time. Penelitian ini bertujuan mengimplementasikan sistem informasi manajemen membership gym berbasis website dan desktop menggunakan metode Extreme Programming (XP). Pengembangan sistem dilakukan melalui tiga iterasi yang mencakup tahap planning, design, coding, dan testing. Sistem yang dikembangkan memiliki fitur manajemen membership, absensi berbasis fingerprint, transaksi produk, dashboard owner, laporan membership dan keuangan, notifikasi WhatsApp, Progressive Web Application (PWA), serta dashboard member. Pengujian dilakukan menggunakan black-box testing dan User Acceptance Testing (UAT). Hasil pengujian menunjukkan bahwa seluruh 99 test case berhasil dijalankan dengan tingkat keberhasilan 100%. Selain itu, hasil UAT memperoleh rata-rata penerimaan sebesar 93,3% dengan kategori sangat layak. Berdasarkan hasil tersebut, sistem yang diimplementasikan dinilai mampu mendukung pengelolaan membership, validasi kunjungan, transaksi, dan monitoring bisnis Furion Gym Jambi secara lebih efektif, efisien, dan terintegrasi.