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Perancangan Desain Antarmuka Website Sekolah Menengah Atas Menggunakan Metode Goals Directed Design Aldito Doni Pasha; Ayouvi Poerna Wardhanie; Endra Rahmawati
Jurnal Teknik Informatika dan Sistem Informasi Vol 9 No 1 (2023): JuTISI (in progress)
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v9i1.5080

Abstract

SMA Muhammadiyah 9 Surabaya is a school located in the city of Surabaya. The school uses the website as a medium for introducing school information, but when using the website, a problem is found, such as a lack of usability, convenience and user satisfaction. In the situation of the corona virus pandemic, educational services have become a service that must be provided to students or the community. Website improvement is one of the stages in improving the quality of education and can also be used as a marketing and branding tool for schools. Therefore, it is necessary to design an interface design using the Goals Directed Design (GDD) method, so that users can feel comfortable when using the website. In this (GDD) there are 6 stages, the first is research conducting interviews, observations and initial testing of the website using usability testing, then modeling doing the preparation of user personas and user journeys, then requirements for designing scenario contexts and compiling website information needs, then framework and refinement wireframe design and design prototypes are carried out, the last one is support for testing usability testing on the prototype design and comparing it with the results of the initial testing at the research stage. The results of the initial test obtained an average value of 2.59 on the Likert scale which can be said to be less good. The results of testing the prototype design obtained an average value of 3.14 on the Likert scale which can be said to be good so that it can be used as a recommendation for improvement on the SMA Muhammadiyah 9 Surabaya website.
Aplikasi Pemesanan Menu Makanan Menggunakan Metode FCFS Pada Grande Garden Cafe Utama, Khosy Hanno Candra; Wardhanie, Ayouvi Poerna; Santoso, Rudi
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 1 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i1.5296

Abstract

Grande Garden Cafe merupakan salah satu cafe popular di  Kabupaten Pasuruan yang memiliki lahan luas serta banyaknya tempat duduk, sehingga disaat ramai pihak cafe rawan kebingungan menghadapi permasalahan seperti customer melakukan pemesanan menu ditulis secara manual, antrian eksekusi tidak urut sesuai dengan pesanan customer yang membayar, waiters saat mengantar pesanan tidak tahu lokasi meja customer, dan laporan penjualan dibuat secara manual dari struk pembelian.Penelitian ini bertujuan untuk menghasilkan sebuah aplikasi pemesanan menu makanan berbasis web dengan metode FCFS. Metode FCFS ini dipilih karena dapat mengurutkan antrian customer yang melakukan pemesanan terlebih dahulu untuk dieksekusi. Dalam perancangan aplikasinya menggunakan metode SDLC dengan model Waterfall. Adapun fitur yang dihasilkan adalah halaman dashboard pemesanan untuk pengguna customer, halaman transaksi untuk pengguna kepala produksi dan kasir, cetak struk pemabayaran untuk pengguna kasir, dan penambahan data master, transaksi, dan cetak laporan penjualan untuk pengguna admin. Dalam menguji kesuksesan aplikasi ini digunakan Blackbox testing dimana hasil dari testing ini adalah keberhasilan fitur yang diuji 100% berhasil.
Perancangan dan Evaluasi Desain Antarmuka Pengguna pada E-Commerce Peralatan Medis Berbasis User Centered Design Wardhanie, Ayouvi Poerna; Effendi, Pradita Maulidya; Prasetyo, Muhammad Farid Alif
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 4 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i4.8816

Abstract

In today’s rapidly evolving digital era, e-commerce platforms play a key role in distributing information, marketing, ordering, and online product sales. However, many platforms still struggle with suboptimal user interface and user experience design, such as unclear product and company information, complex ordering and payment processes, and visually unappealing interfaces, such as layout, colour, images, and typography. This study aims to designing the UI/UX design of a healthcare e-commerce platform at PT. Wanbass Timur Persada is using the User Centered Design (UCD) approach. UCD emphasizes active user involvement throughout the design process to ensure that the final product aligns with user needs, preferences, and behaviours. The research involved observing business process flows, conducting competitor UI/UX analysis, creating user personas and journey maps, developing prototypes, and evaluating the design. The result is a website-based e-commerce prototype that enhances navigation, improves information search efficiency, and features a clean and readable interface. User testing and in-depth interviews indicate that the prototype improves business process clarity and efficiency, while also meeting user expectations regarding interaction control and perceived security.
Penguatan Kompetensi Digital Bagi Tuna Karya dan Remaja Putus Sekolah di Kelurahan Wonorejo Sulistiowati; Julianto Lemantara; Ayouvi Poerna Wardhanie; Lilis Binawati; Tony Soebijono
Jurnal Ragam Pengabdian dan Penelitian Vol. 2 No. 3 (2025): Desember
Publisher : Lembaga Teewan Journal Solutions

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/m3r4vn97

Abstract

The digital competency strengthening program for school dropouts and unemployed youth in Wonorejo Village is a strategic effort to improve the quality of human resources in the digital era. This activity aims to equip participants with practical skills in Microsoft Office and productive internet use, as a foundation for entering the workforce and entrepreneurship. The training was conducted offline using the Direct Instruction method, where instructors delivered material in a structured manner through explanations, demonstrations, guided practice, and independent practice. The program was evaluated by distributing questionnaires to 18 training participants to assess its effectiveness. The results showed an average score of 4.58 on a five-point scale, falling into the "tend to strongly agree" category. This indicates that the Microsoft Office and internet use training was well implemented and had a positive impact on improving participants' skills and confidence. This program not only strengthens technical skills but also plays a crucial role in empowering school dropouts and unemployed youth to be more adaptable and competitive in facing the challenges of the digital workplace.