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PROTOTYPE DESIGN USER INTERFACE SISTEM PRELOVED MENGGUNAKAN METODE LEAN UX Hasibuan, Fadliansyah; Setiawan, Hengki; Ali, Edwar; Junadhi
ZONAsi: Jurnal Sistem Informasi Vol. 5 No. 1 (2023): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Januari 2023
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v5i1.12915

Abstract

Jual beli barang preloved mulai banyak diminati sebagian masyarakat karena memiliki harga yang lebih terjangkau dibandingkan barang yang kondisinya baru, namun masih layak untuk digunakan kembali. Penjual yang kesulitan memperluas jangkauan pemasaran dan konsumen yang kesulitan menemukan barang preloved yang diinginkan, menjadi permasalahan pada bisnis barang preloved. Pada penelitian ini dibuat sistem preloved melalui web online menggunakan pendekatan metode Lean UX sebagai proses perancangan prototype user interface. Sistem ini dirancang untuk mempermudah penjual dan pembeli barang preloved. Pengumpulan data melibatkan 100 responden yang terdiri dari masyarakat yang pernah berbelanja barang preloved, menggunakan kuesioner USE untuk mendapat umpan balik dari pengguna agar mempercepat perancangan dan mengetahui nilai usability nya. Hasil pengujian menunjukkan persentase usablity sebesar 86% yang berarti dalam kategori sangat layak. Maka dapat disimpulkan bahwa prototipe sistem preloved memiliki User Experience yang sangat baik dan dapat diterima dengan mudah oleh pengguna web.
Implementasi Deep Learning untuk Pengenalan Plat Nomor Kendaraan Ginting, Alex Elanta; Azdar, Qowiyyu; Jabbar, Fiqri Abdul; Ramadhani, Yurifa; Junadhi
Innovative: Journal Of Social Science Research Vol. 5 No. 4 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i4.20358

Abstract

Automatic license plate recognition is a vital component in the development of intelligent transportation systems and security management based on digital imagery. This study examines the implementation of deep learning using algorithm to detect and recognize vehicle license plates from visual images. Using 472 sample images of license plates taken under varying lighting conditions, camera angles, and background complexities, the research involved manual data labeling and trained an end-to-end object detection model. Google Colab was employed to train the model, allowing efficient and cost-free GPU computation. After training, the system was tested for its ability to detect license plate regions, followed by character extraction using Optical Character Recognition (OCR). Experimental results show that the model accurately detects license plate regions with a detection accuracy exceeding 90%, and successfully reads most alphanumeric characters, despite challenges such as image blur and partial occlusion. These findings demonstrate that the a reliable solution for license plate recognition systems powered by artificial intelligence. Furthermore, this research offers potential for integration into automated edge devices and intelligent traffic management systems.
Optimalisasi Penggunaan Microsoft Powerpoint Guna Mendukung Keahlian Siswa Magang Di Stmik Amik Riau Junadhi; Agustin; Edwar Ali; Susanti; Herwin
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2023): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v4i2.938

Abstract

Pengabdian kepada masyarakat (PKM) ini bertujuan melatih para siswa untuk membuat media pembelajaran berbasis powerpoint. Sehingga dapat dimanfaatkan dalam proses presentasi laporan di sekolah. Metode yang digunakan adalah action research (Penelitian tindakan) yang terdiri dari 4 (empat) langkah, yaitu: analisa awal, proses persiapan, proses pelaksanaan dan penutup. Adapun mitra dari kegiatan PKM ini adalah para siswa/siswi yang melaksanakan kerja praktik di STMIK Amik Riau sebanyak 20 orang dan kegiatan pengabdian ini dilaksanakan selama 2 (dua) hari. Adapun topik materi yang diberikan kepada siswa meliputi cara mengaktifkan/membuka dan menutup aplikasi Ms. PowerPoint; membuat file baru, teknik penggunaan warna, mengubah warna background, menambahkan tabel, gambar, video, sound dan menggunakan efek dalam presentasi; serta mencetak slide, note page, dan handout. Hasil yang diperoleh dari kegiatan PKM ini yaitu sebanyak 83% dari jumlah siswa sebagai peserta telah mampu membuat media presentasi berbasis powerpoint secara tuntas. Dengan demikian bisa ditarik kesimpulan bahwa kegiatan ini dapat memberikan dampak yang baik karena peserta (siswa) telah mampu meningkatkan hardskill untuk mengoperasikan laptop atau komputer diantaranya bisa membuat media pembelajaran berbasis powerpoint. Sehingga media pembelajaran yang telah dibuat tersebut dapat digunakan dalam kegiatan keperluan di sekolah.
Workshop Desain Sistem UI/UX Untuk Membangun Ekosistem Kreatif Junadhi; Agustin; Rahmiati; Susanti; M. Jamaris
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 5 No. 1 (2024): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v5i1.1081

Abstract

Workshop Desain Sistem UI/UX Untuk Membangun Ekosistem Kreatif bertujuan memberikan pemahaman mendalam tentang desain sistem antarmuka pengguna (UI/UX) sebagai kunci dalam pengembangan ekosistem kreatif yang berkelanjutan. Kegiatan dilakukan selama dua hari dengan melibatkan dosen sebagai narasumber dan mahasiswa komunitas UI/UX desain yang berjumlah sebanyak 30 orang. Rangkaian kegiatan dimulai dari tahapan pengantar dan pemahaman dasar desain UI/UX, peserta diperkenalkan pada prinsip-prinsip penting dan tren terkini dalam desain. Studi kasus dan analisis mendalam memberikan contoh aplikasi praktis dari konsep-konsep tersebut dalam situasi dunia nyata. Sesi praktis dan hands-on memberikan peserta kesempatan untuk menerapkan pengetahuan yang telah mereka pelajari melalui proyek-proyek desain yang relevan. Workshop kelompok dan kolaborasi meningkatkan interaksi antar peserta, memfasilitasi diskusi, dan mendukung pertukaran ide. Sesi konsultasi dan feedback memastikan bahwa peserta mendapatkan panduan dan perbaikan langsung terhadap desain mereka. Pameran dan diskusi hasil karya mengakhiri workshop dengan merayakan kreativitas peserta dan memberikan kesempatan untuk mendiskusikan solusi desain. Evaluasi dan umpan balik sesudahnya membantu memperbaiki workshop untuk masa depan. Hasil akhir kegiatan workshop menunjukkan bahwa 87% peserta berhasil memperoleh kemampuan dalam merancang sistem UI/UX untuk membangun ekosistem kreatif, sedangkan 13% lainnya belum mencapai kriteria tuntas.
Penerapan Metode Support Vector Machine Untuk Analisis Sentimen Terhadap Produk Skincare Jasmarizal; Junadhi; Rahmaddeni; M. Khairul Anam
The Indonesian Journal of Computer Science Vol. 13 No. 1 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i1.3654

Abstract

Perawatan kulit telah menjadi aspek yang signifikan dalam pola hidup modern. Kesadaran masyarakat terhadap penampilan dan kesehatan kulit semakin meningkat, mendorong permintaan terus berkembang untuk produk skincare. Konsumen sering menghadapi kesulitan dalam memilih produk yang sesuai dengan jenis kulit mereka, di mana ulasan dari pengguna lain bisa menjadi panduan berharga, namun juga berpotensi menyebabkan kebingungan jika tidak dikelola dengan baik. Mengetahui sentimen konsumen terhadap produk skincare tidak hanya membantu produsen dan pengecer memahami penerimaan produk, tetapi juga memberikan arahan bagi konsumen lain dalam pengambilan keputusan. Kemajuan dalam teknologi analisis sentimen memungkinkan penelitian yang lebih efisien dan akurat terhadap pandangan konsumen mengenai produk skincare. Analisis sentimen dapat dijalankan secara otomatis menggunakan algoritma dan model kecerdasan buatan, di mana Support Vector Machine (SVM) menjadi salah satu metode yang efektif dalam permasalahan klasifikasi. SVM memberikan wawasan mendalam mengenai sentimen yang terkandung dalam ulasan konsumen. Dataset yang digunakan mengandung komentar dan ulasan dari pengguna terkait produk skincare MS Glow, dengan total 3.006 data. Proses selanjutnya melibatkan tahap pre-processing data, yang mencakup langkah-langkah seperti Case Folding, Normalisasi Data, Tokenisasi, Filtrasi Stop Words, dan Stemming. Pada tahap pemodelan, SVM digunakan untuk mengklasifikasi sentimen atau opini pengguna terhadap produk skincare tersebut. Hasil akhir menunjukkan bahwa model dengan ketidakseimbangan kelas mengalami overfitting, di mana performa model optimal hanya pada data pelatihan dan kurang efektif pada data uji. Namun, dengan melatih model menggunakan kelas yang seimbang dan menerapkan teknik SMOTE, ditemukan hasil optimal, mencapai akurasi sebesar 99.60% dan nilai f1-score sebesar 98.55%.
Analisis Sentimen Layanan Hotel Menggunakan Algoritma Extra Trees: Studi Kasus pada Ulasan Pelanggan Aprilita, Windi; Junadhi; Agustin; Hadi Asnal
The Indonesian Journal of Computer Science Vol. 13 No. 3 (2024): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i3.4014

Abstract

This research aims to analyze the sentiment of hotel services based on customer reviews using the Extra Trees algorithm. This method was tested on a dataset containing customer reviews about hotel services. The evaluation is done by taking into account the accuracy, precision, recall, and F1 score of the developed model. The results showed that the Extra Trees algorithm was able to achieve an accuracy of 85.05%, with a precision of 84.46%, a recall of 97.00%, and an F1 score of 90.17%. These findings indicate that the Extra Trees algorithm has good performance in analyzing hotel service sentiment based on customer reviews. The implication of this research is to provide guidance to hotels to understand and improve their service quality based on feedback from customers. In addition, this research can also be the basis for further development in the field of sentiment analysis and customer service in the tourism industry.
PERANCANGAN UI/UX APLIKASI CRYPTOCURRENCY WALLET BERBASIS ANDROID MENGGUNAKAN HEURISTIC EVALUATION DAN SYSTEM USABILITY SCALE Qevin Attaqwa; Junadhi Junadhi; Khusaeri Andesa; Parlindungan Kudadiri
DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Vol 7, No 1: JUNI 2026
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/device.v7i1.8375

Abstract

The development of blockchain and cryptocurrency technology has increased the need for cryptocurrency wallet applications that are not only secure but also easy to use for a wide range of users. However, the complexity of features and technical terms in digital financial applications often causes difficulties for users, especially beginners, so usability-oriented UI/UX design is needed. This study aims to design and evaluate the UI/UX of an Android-based cryptocurrency wallet application using the Design Sprint approach and the Heuristic Evaluation and System Usability Scale (SUS) methods. The design process is carried out through the stages of understanding the problem, sketching a solution, determining the best design, building a prototype, and conducting testing. The resulting prototype is then evaluated using Heuristic Evaluation based on Nielsen's ten principles to identify usability issues. The evaluation results indicate several improvements that need to be made in the aspects of system status clarity, display consistency, and prevention of user errors. After refining the design, the prototype was tested with users using the SUS questionnaire. Based on the results of testing on 5 respondents, the average SUS score was 78.4, which is included in the acceptable category and is at the good usability level. These results indicate that the application has a good level of ease of use, clear navigation, and is able to provide a positive user experience. Thus, the application of Design Sprint in the design process, combined with Heuristic Evaluation and SUS, proved effective in producing intuitive, informative, and user-oriented UI/UX designs for cryptocurrency wallet applications. This research is expected to serve as a reference in the development of more user-friendly mobile-based digital financial applications.
Evaluation of User Experience Information Systems Using Heuristic Evaluation (Case Study of STMIK Amik Riau Student Portal) Heru Satria Surya; Benino Giordiola Millenio; Junadhi Junadhi; Silvyana Dwi Putri
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 4 No. 2 (2021): Jurnal Teknologi dan Open Source, December 2021
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v4i2.1790

Abstract

The academic information system is an important system to supports lecture activities. Is used by almost all elements in the university, both students, lecturers, staff and leaders. This research uses Heuristic Evaluation as an inference method to assess the components of learnability, efficiency, memorability, errors, and satisfaction. for various cases, such as designing academic and corporate websites with reference to these problems, it is necessary to evaluate the usability of STMIK Amik Riau information system. STMIK Amik Riau implements an integrated information system to support fast and real-time information management processes of STMIK Amik Riau information system includes various services such as E-KRS, E-KTM, E-EDOM, and other information. The aim is to identify problems related to the usability of the website. The data collection method in this research was carried out using questionnaire, containing a list of questions distributed via google form to respondents, its about 100 students of STMIK Amik Riau. Based on the analysis conducted using the Heuristic Evaluation method, the evaluation results of STMIK Amik Riau web portal have met the usability criteria with an average of 78.71915% where P > 60% and provides user satisfaction in accessing STMIK Amik Riau web portal. STMIK Amik Riau's web interface design is quite good. These results are based on the results of Likert scale score which states that the respondents agree.
WhatsApp Chat Fraud Analysis Using Support Vector Machine Method Fathur Rahman; Irfansyah Irfansyah; Rivaldi Dwi Andhika; Junadhi Junadhi
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 4 No. 2 (2021): Jurnal Teknologi dan Open Source, December 2021
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v4i2.1791

Abstract

Fraud is one of the most cyber crime on social media. One of the popular social media in Indonesia is Whatsapp. Cases of fraud through chat on Whatsapp application often occur in Indonesia, its due to lack of information. The research conducted related to the detection of words containing fraud in WhatsApp chat application. The methods in this research applies the literature study method to find secondary data in the references theories and relevant research. The data collection is carried out by collecting chats that lead to fraud cases and then processing them using RapidMiner application with SVM (Support Vector Mechine) method. The results of this research can be concluded that this research succeeded in implementing SVM algorithm for whatsapp fraud chat analysis with an accuracy rate of 84.21%
Implementation of K-Means Clustering Algorithm for Grouping Traffic Violation Levels in Siak Bias Arbi Fauzan; M Jamaris; Junadhi Junadhi
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 5 No. 1 (2022): Jurnal Teknologi dan Open Source, June 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i1.2427

Abstract

Traffic offences often occur in different regions, ranging from mild to moderate to severe. The categories of offences include not carrying a Driver's Licence, stnk (Vehicle Number Certificate) or stck (Vehicle Trial Certificate) is invalid, not wearing a seat belt, not turning on headlights during the day and under certain conditions, disobeying traffic signs, disobeying traffic signals. Moderate offences include not having a Driver's Licence, not concentrating while driving and breaking the door of the drawbar. Serious violations include deviating from other vehicles on the road, damaging and interfering with road functions, not insuring one's own responsibility and not insuring staff and passengers. In this study, the K-Means algorithm was used with the aim of obtaining information on data groups of traffic violations based on the time of the incident so that the cause of the traffic violations that occurred in Tasikmalaya City is known. Based on the validation with Davies Bouldin Index metric, 4 clusters were identified which can group the data well. The PerformanceVector results from the assessment of the clusters resulted in 4 clusters with a value of 0.134. Cluster 1 with the most data violations amounting to 74 violations occurred at night, Cluster 2 with the most violations amounting to 16 violations occurred during the day, Cluster 3 with the most violations amounting to 6 violations occurred in the afternoon and Cluster 4 with the most violations amounting to 113 violations occurred in the morning.