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Rancang Bangun Aplikasi Pemesanan Makanan dan Minuman Hamdi Indra; Afifah Cahayani Adha; Devi Yuliana; Agusdi Syafrizal; Khairul Sabri
Jurnal Minfo Polgan Vol. 12 No. 1 (2023): Artikel Penelitian 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v12i1.12771

Abstract

Restoran Plaza merupakan sebuah tempat yang menyediakan makanan dan minuman yang dijual serta cara penyajian dan pelayanan yang diberikan kepada pelanggan yang datang untuk menikmati hidangan maupun sekedar untuk bersantai. Sering terjadinya kesalahan dalam pemesanan, kesalahan dalam pelaporan penjualan serta lambatnya penyajian pesanan karena lambatnya pesanan sampai kedapur juga menjadi kendala dalam kemajuan bisnis restoran. Untuk itu dibutuhkan informasi yang cukup akurat bagi manager sebagai acuan dalam penentuan strategi bisnis yang dibutuhkan. Sistem informasi merupakan salah satu cara yang dapat digunakan untuk mempersingkat proses bisnis dan memberikan informasi yang akurat bagi manager. Maka dibangunlah aplikasi pemesanan makanan dan minuman ini. Aplikasi dibangun menggunakan Webframework yang sudah ada yaitu Framework CodeIgniter menggunakan konsep Model, View, dan Controller (MVC) dalam struktur sistemnya dan menggunakan pendekatan Berbasis Objek dalam pemrogramanya.
Pelatihan Desain UI/UX Sebagai Upaya Peningkatan Literasi Dan Keterampilan Digital Siswa Pondok Ibnul Qoyyim Balikpapan Subhan Hartanto; Bambang Cahyono; Muhammad Farman Andrijasa; Agusdi Syafrizal; Hendriyanto Hendriyanto
Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2026): Juni 2026
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v5i1.427

Abstract

Perkembangan teknologi digital menuntut generasi muda untuk memiliki keterampilan yang relevan dengan kebutuhan industri, salah satunya dalam bidang desain antarmuka pengguna (User Interface/UI) dan pengalaman pengguna (User Experience/UX). Namun, pemahaman dan keterampilan siswa dalam merancang produk digital masih terbatas. Oleh karena itu, kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan literasi digital dan keterampilan desain UI/UX siswa Pondok Ibnul Qoyyim Balikpapan melalui pelatihan berbasis praktik menggunakan aplikasi Figma. Kegiatan ini diikuti oleh 30 siswa dan dilaksanakan melalui beberapa metode, yaitu ceramah untuk penyampaian konsep dasar UI/UX, demonstrasi penggunaan Figma, serta praktik langsung dalam merancang antarmuka aplikasi sederhana. Evaluasi kegiatan dilakukan menggunakan pre-test, post-test, observasi, dan penilaian hasil desain peserta. Hasil evaluasi menunjukkan adanya peningkatan pemahaman peserta terhadap konsep UI/UX dengan rata-rata nilai yang meningkat dari 58,3 pada pre-test menjadi 84,7 pada post-test, atau mengalami peningkatan sebesar 45,3%. Selain itu, 86,7% peserta berhasil menyelesaikan rancangan prototipe antarmuka aplikasi sesuai dengan instruksi yang diberikan. Hasil tersebut menunjukkan bahwa pelatihan mampu meningkatkan pemahaman konseptual dan keterampilan praktis siswa dalam merancang produk digital yang berorientasi pada pengguna. Dengan demikian, kegiatan pelatihan UI/UX ini memberikan kontribusi positif dalam penguatan literasi digital dan pengembangan kompetensi teknologi informasi bagi siswa Pondok Ibnul Qoyyim Balikpapan.
Pembuatan Game 2d Ilmu Tajwid “Qur’an Harmony Challenges” Muhammad Miftahul Nur Safitri; Farandika Metandi; Agusdi Syafrizal
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

This research, titled "Development of the 2D Tajwid Game 'Quran Harmony Challenge'," aims to enhance students' interest and engagement in learning the Quran and Hadith at Madrasah Tsanawiyah Nurul Islam, Kecamatan Palaran. Addressing the issue of low student interest, the game was developed using the Multimedia Development Life Cycle (MDLC) method with Unity as the platform, and Corel Draw and Adobe Photoshop for creating graphic assets. Testing was conducted in two phases: alpha testing to ensure there were no bugs or errors and that all features functioned correctly, and beta testing involving students to evaluate the game and provide feedback using a questionnaire with Likert scale calculations. The test results indicate that this game effectively increases students' learning interest, making it an enjoyable and beneficial educational medium.
Implementasi Teknik Audio Pada Pembuatan Film Pendek “Demi Cinta” Marcella Aprilia Bandua; Anton Topadang; Agusdi Syafrizal
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Sound is an important element in enhancing the visuals in a movie and providing a deep emotional dimension to the audience's experience. With proper use, sound can be an effective tool in creating strong emotional engagement and bringing the overall atmosphere of the movie to life. The main process of making a short film is to consider the selection of appropriate audio to achieve a deep dramatic impression. Adobe Premiere Pro as an application used to edit video and audio. This research produces a short film that implements audio settings with the title “Demi Cinta” which lasts 16 minutes 24 seconds, and is published through the youtube page    with    the    URL https://youtu.be/JDHMKfO7MyQ?si=fmvmTj4je8BcHGyK, with 322 views, 69 likes, 31 comments, 358 subscribers.
Aplikasi Pemesanan Makanan Dan Minuman Pada Safaa Coffee Space Berbasis Mobile Android Elvito Ruby Chenarna; Agusdi Syafrizal; Muchamad Zainul Rohman
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Safaa Coffee Space, a coffee shop in Samarinda, faces issues with efficiency and comfort in its food and beverage ordering services due to cashier queues, leading to wasted time for customers and hindering the ordering process. This study aims to develop a mobile Android-based ordering application to enhance the efficiency and comfort of visitors. The identified problems include inefficient ordering processes and queue times that can diminish the customer experience. This research provides a solution by designing an ordering application that allows customers to select menus freely and place orders without having to queue at the cashier. The research methodology employs a prototype approach using the Dart programming language, the Flutter framework, and Firebase as the database. The results indicate that the application can improve the efficiency and comfort of visitors when ordering food and beverages. Black box testing demonstrates that all application features function properly. Additionally, the results of a questionnaire analysis involving 20 respondents show a satisfaction level of 78.4% with the application. Respondents were generally satisfied with the ease of use and the application's user interface, although there were suggestions for improving accessibility and the payment system.
Pembuatan Video Polusi Sampah Plastik Berbasis Iklan Layanan Masyarakat Menggunakan Teknik Frame Cutting Points Dan Voice Over Hafid Pradana; Anton Topadang; Agusdi Syafrizal
JURNAL VOKASI TEKNIK Vol 3 No 02 (2025): July Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

The unchecked growth of plastic consumption has caused problems among society, such as polluting soil and water, as well as environmental damage. Plastic pollution can also negatively affect human health, through microplastics entering the food chain. In an effort to increase public awareness of the negative impacts of plastic waste pollution, the creation of a Public Service Announcement video is needed to help people realise the dangers of plastic waste pollution and also to reduce plastic consumption. This research aims to produce a video that is effective in providing insight into plastic waste pollution and encouraging action to reduce plastic waste pollution by using Frame Cutting Points and Voice over techniques. The use of Frame Cutting Points Technique can provide a strong visual effect and attract the attention of the audience, while the use of Voice Over aims to strengthen the message conveyed through clear narration. In making a Public Service Announcement video using the Frame Cutting Points technique supported by Voice Over, the video making process with pre-production, production and post-production stages is applied as the method of choice in video making. The research produced a Public Service Announcement video using the Frame Cutting Points technique and Voice Over with a duration of 2 minutes 45 seconds.
Perancangan Web Profile Berita Sebagai Sumber Informasi Tentang Gapoktan Purwajaya Menggunakan Aplikasi Figma Yuliana Maharani; Subhan Hartanto; Agusdi Syafrizal
JURNAL VOKASI TEKNIK Vol 3 No 02 (2025): July Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

GAPOKTAN (Gabungan Kelompok Tani) Purwajaya is an organization that plays an important role in the development of the agricultural sector in Indonesia. However, the dissemination of information about GAPOKTAN Purwajaya's activities and programs is still not optimal. This research aims to design an informative and attractive news profile web using Figma application and Design Sprint method. The Design Sprint method was chosen because of its ability to produce design solutions in a short time through five stages: Understand, Diverge, Converge, Prototype, and Test. with data collection through interviews, observation, and document analysis. The design process begins with analyzing the needs of GAPOKTAN Purwajaya, generating various design ideas, selecting the best idea, creating a web prototype, and testing the prototype. Evaluation was conducted using the User Experience Questionnaire (UEQ).
Implementasi Teknik Rotoscope dan Cel Shading Pada Pembuatan Animasi 2D Rendy Daffa Wardhana; Agusdi Syafrizal; Yusni Nyura
JURNAL VOKASI TEKNIK Vol 3 No 03 (2025): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

2D animation with the Rotoscope Technique is a form of artwork that can be used to convey social messages, such as about bullying. Bullying is aggressive behavior that is carried out repeatedly and deliberately to hurt or dominate others. Bullying can have a negative impact on both the victim and the perpetrator, such as lowering self-confidence, causing depression, or even suicide. Therefore, there needs to be efforts to prevent and overcome bullying in the school and community environment. The purpose of this study is to make a 2D animated short film that raises the theme of the causes of bullying using the Rotoscope Technique and the Cel Shading Technique. The author uses the Rotoscope Technique to give a realistic and dramatic impression to the characters and backgrounds. The Rotoscope technique is an animation technique that uses a computer to redraw frame by frame on top of an existing video recording or moving image. The Cel Shading technique is a coloring technique that uses the selection of colors with strong contrast. The production process uses the Clip Studio Paint application, Adobe Premiere Pro, CorelDraw and FL Studio, the result of this research is a 2D animated short film entitled "Causes", which can convey moral messages about the causes and impacts of bullying behavior.
Pembuatan Film Pendek “Berbagi Asa” Dengan Menggunakan Teknik Color Grading dalam Editing Muhammad Maulana; Agusdi Syafrizal; Farindika Metandi
JURNAL VOKASI TEKNIK Vol 3 No 1 (2025): April Issue 2025 Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Technological developments in the digital era have made multimedia an important element in conveying information. One effective form of multimedia is short films, audio-visual media that are able to convey messages easily and are interesting to the public. The short film BERBAGI ASA was developed to promote the KIP-Kuliah Program and Samarinda State Polytechnic Campus, a tertiary institution that offers various study programs and educational scholarships. The process of making this film uses the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. This method was chosen because of its ability to ensure that each design step is carried out in a structured and efficient manner. Apart from that, color grading techniques are applied at the editing stage to improve visual quality, so that the final result is more attractive and professional. The short film BERBAGI ASA succeeded in meeting the target of 3000 views in three days, produced through this process and used as informative and inspirational promotional media, helping to increase public understanding of the benefits of the KIP-Kuliah Program and introducing the Samarinda State Polytechnic more widely.
Film   Pendek   “Kesalahan   dalam   Penyesalan”   Dengan   Menerapkan Teknik Type of Shot Veronika Yessy Marsita; Agusdi Syafrizal; Farindika Metandi
JURNAL VOKASI TEKNIK Vol 3 No 03 (2025): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

In the making of the short film entitled "Kesalahan dalam Penyesalan" aims to explore the use of shooting techniques in cinematography. In the short film, it tells the story of a student who is careless and irresponsible in his academy in order to play games. Through this film, the author applies various types of shooting, such as extreme long shot, medium shot, close-up, cut-in, medium close-up, medium long shot, extreme close-up, wide shot, over shoulder shot. To highlight the expression and atmosphere in the story. Using the Multimedia Development Live Cycle (MDLC) method, the development of this short film consists of 6 stages: concept, design, material collection, manufacturing, testing, and distribution. The test of this film was through a questionnaire with a total of 40 respondents. And it was watched as many as 2,500, liked as many as 480, commented 66 and subscribed 100.