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Adaptasi Digital Marketing berbasis Website untuk Produk UMKM Fatikha Sweet Honey Haryadi, Toto; Ulumuddin, Dimas Irawan Ihya'; Prabowo, Dwi Puji; Ihwan, Afif Mas’udi
Jurnal Informatika UPGRIS Vol 8, No 1: Juni 2022
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v8i1.11524

Abstract

Honey is one of health supplements which bought by people to prevent Covid-19 symptoms. This is an opportunity for Fatikha Sweet Honey to introduce its products. However, the currently applied digital marketing strategy only focus on Facebook and Instagram media, which rarely get a response from consumers. It needs digital marketing media which can present a variety of product information such as: photos, benefits, variants, how to order, and so on. Based on these considerations, the website becomes a right digital marketing medium. This study focuses on adapting the website as a medium to introduce and sell honey products. The study used qualitative methods, supported by data searches through indirect interviews, observation, and literature studies. Website adaptation using MDLC. The result is a website as main media for promoting and selling Fatikha Sweet Honey products. The output of this research is expected to be useful for increasing sales of it and can be further developed into a marketplace application.
Implementasi AI untuk Otomatisasi dan Desain Cerdas dalam Media Presentasi Pendidikan di SMKN 10 Semarang Prabowo, Dwi Puji; Sulistiyawati, Puri; Ulumuddin, Dimas Irawan Ihya; Muqoddas, Ali; Soeleman, Arief
Lumbung Inovasi: Jurnal Pengabdian kepada Masyarakat Vol. 10 No. 4 (2025): December
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/5437mr02

Abstract

Integrasi kecerdasan buatan (Artificial Intelligence/AI) dalam pendidikan vokasi menjadi kebutuhan strategis untuk meningkatkan efisiensi, kualitas visual, dan kesiapan lulusan menghadapi industri kreatif berbasis teknologi. Kegiatan pengabdian kepada masyarakat ini dilaksanakan di SMKN 10 Semarang dengan tujuan membekali siswa kompetensi implementatif AI dalam otomatisasi pembuatan media presentasi yang cerdas, menarik, dan profesional. Permasalahan utama mitra meliputi keterbatasan literasi AI, rendahnya keterampilan desain grafis visual, serta inefisiensi waktu dalam penyusunan materi presentasi yang masih dilakukan secara manual. Metode pelaksanaan menggunakan pendekatan partisipatif melalui hands-on workshop yang mencakup pengenalan konsep Generative AI, praktik prompt engineering, serta pendampingan intensif pemanfaatan fitur otomatisasi desain berbasis AI pada platform Canva. Kegiatan yang dilaksanakan pada 3 September 2025 ini diikuti oleh 32 siswa jurusan Rekayasa Perangkat Lunak. Hasil pelatihan menunjukkan peningkatan kompetensi yang signifikan, ditandai dengan 87,5% peserta mencapai kategori baik pada post-test. Secara kualitatif, siswa mampu menghasilkan presentasi tematik seperti profil startup digital dan proposal aplikasi dengan struktur narasi yang runtut, konsistensi visual, serta kualitas estetis yang mendekati standar industri. Dampak jangka panjang kegiatan ini berkontribusi pada peningkatan kesiapan siswa dalam menghadapi kebutuhan industri kreatif dan teknologi informasi. Keberlanjutan program diarahkan melalui integrasi materi AI ke pembelajaran produktif serta pemanfaatan AI sebagai alat bantu pengembangan portofolio siswa. Implementation of AI For Automation and Smart Design in Educational Presentation Media at SMKN 10 Semarang Abstract The integration of artificial intelligence (AI) in vocational education is a necessary strategy to improve efficiency, visual quality, and graduate readiness to face the technology-based creative industry. This community service activity was carried out at SMKN 10 Semarang with the aim of equipping students with AI implementation competencies in the automation of creating intelligent, attractive, and professional presentation media. The main problems of partners include limited AI literacy, low visual graphic design skills, and time inefficiency in preparing presentation materials which are still done manually. The implementation method used a participatory approach through a hands-on workshop that included an introduction to the concept of Generative AI, practice of prompt engineering, and assistance in intensifying the use of AI-based design automation features on the Canva platform. The activity, which was held on September 3, 2025, was attended by 32 students majoring in Software Engineering. The training results showed a significant increase in competency, marked by 87.5% of participants achieving a good category in the post-test. Qualitatively, students were able to produce thematic presentations such as digital startup profiles and application proposals with a coherent narrative structure, visual consistency, and aesthetic quality approaching industry standards. The long-term impact of this activity contributes to improving student preparedness for the needs of the creative and information technology industries. The sustainability program is guided by the integration of AI materials into productive learning and the use of AI as a tool to develop student portfolios.
Pelatihan Dasar UI/UX Untuk Penyempurnaan Website Profil Siswa di SMK Negeri 1 Kendal Irawan, Dimas; Ulumuddin, Dimas Irawan Ihya; Bastian, Henry; Prabowo, Dwi Puji
Lumbung Inovasi: Jurnal Pengabdian kepada Masyarakat Vol. 11 No. 2 (2026): June
Publisher : Lembaga Penelitian dan Pemberdayaan Masyarakat (LITPAM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/linov.v11i2.5127

Abstract

Transformasi digital menuntut lulusan pendidikan vokasi memiliki kompetensi literasi digital, keterampilan desain, serta kemampuan membangun portofolio digital sebagai bekal memasuki dunia kerja. SMK Negeri 1 Kendal belum memiliki website profil siswa dan berdasarkan hasil observasi menunjukkan bahwa sebagian besar siswa belum memahami standar desain User Interface (UI) dan User Experience (UX), terutama pada aspek konsistensi layout, navigasi, tipografi, dan responsivitas. Kegiatan pengabdian kepada masyarakat yang dihadiri oleh 33 peserta dari siswa jurusan rekayasa perangkat lunak ini bertujuan meningkatkan kompetensi dasar UI/UX siswa dan guru melalui pelatihan berbasis praktik untuk menyempurnakan website profil siswa. Metode pelaksanaan menggunakan pendekatan service learning yang dipadukan dengan design thinking dan project-based learning melalui tahapan sosialisasi, pembelajaran teoritis, workshop interaktif menggunakan Figma, evaluasi hasil desain, serta pendampingan berkelanjutan. Hasil kegiatan menunjukkan peningkatan pada pemahaman peserta terhadap konsep UI/UX dengan rata-rata peningkatan dari 53% menjadi 83% atau sebesar 33 poin berdasarkan hasil pre-test dan post-test. Selain itu, peserta mampu menghasilkan prototipe website yang lebih konsisten, responsif, dan berorientasi pada pengguna. Program ini juga memberikan dampak positif terhadap penguatan portofolio digital siswa sebagai media personal branding serta meningkatkan kesiapan siswa dalam menghadapi kebutuhan industri kreatif digital. Kolaborasi antara perguruan tinggi dan sekolah terbukti efektif dalam mentransfer pengetahuan dan meningkatkan kualitas pembelajaran berbasis praktik. Basic UI/UX Training for Improving Student Profile Websites at SMK Negeri 1 Kendal Abstract Digital transformation requires vocational education graduates to have digital literacy competencies, design skills, and the ability to build a digital portfolio as provisions for entering the workforce. SMK Negeri 1 Kendal does not yet have a student profile website and based on observations, it shows that most students do not understand User Interface (UI) and User Experience (UX) design standards, especially in aspects of layout consistency, navigation, typography, and responsiveness. This community service activity attended by 33 participants from students majoring in software engineering aims to improve the basic UI/UX competencies of students and teachers through practice-based training to improve the student profile website. The implementation method uses a service learning approach combined with design thinking and project-based learning through stages of socialization, theoretical learning, interactive workshops using Figma, evaluation of design results, and ongoing mentoring. The results of the activity showed an increase in participants' understanding of UI/UX concepts with an average increase from 53% to 83% or 33 points based on the results of the pre-test and post-test. In addition, participants were able to produce website prototypes that are more consistent, responsive, and user-oriented. This program also has a positive impact on strengthening students' digital portfolios as a means of personal branding and increasing their readiness to meet the demands of the digital creative industry. Collaboration between universities and schools has proven effective in transferring knowledge and improving the quality of practice-based learning.
Perancangan User Interface Website Berbasis E-Commerce dalam Upaya Memperluas Market pada Toko Bless Shoes Alfian Kholifatu Rahmansyah; Dimas Irawan Ihya Ulumuddin
CITRAKARA Vol. 8 No. 1 (2026): APRIL 2026
Publisher : Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ctr.v8i1.15931

Abstract

Toko Bless Shoes merupakan tempat penjualan sepatu offline ataupun online. Sepatu yang dijualnya pun beraneka macam merek, dan jenisnya. Seperti pada umumnya sebuah usaha, toko Bless Shoes ini memiliki kendala yang menjadi fokus utama dalam penjulannya terutama pada online store, yaitu adanya seller nakal yang mengambil foto produk dari Bless Shoes sehingga mengakibatkan turunnya omset bulanan Toko Bless Shoes, turunnya kepercayaan Toko Bless Shoes terhadap buyer online. Dari permasalahan tersebut perlunya Website berbasis e- commerce official sebagai terobosan baru untuk menaikkan Kembali kepercayaan terhadap para buyer, serta menjawab kekhawatiran buyer dalam berbelanja pada Toko Bless Shoes. Metode penelitian yang digunakan adalah User Centered Design dan Peracangan User Interface-nya sendiri menggunakan aplikasi Figma. Diharapkan perancangan ini mampu membantu memperluas market, dan menumbuhkan kembali kepercayaan terhadap para buyer.