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Perancangan Sistem Informasi Berita Kegiatan Asisten Laboratorium Ilmu Komputer UINSU Medan Bintang Kurniawan Herman; Mhd. Farhan Aditiya; Suthan Farras Ashar; M. Khalil Gibran
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 3 (2025): Juni 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i3.9173

Abstract

Abstrak – Perkembangan teknologi informasi mendorong perlunya sistem digital yang terstruktur dalam mendokumentasikan berbagai aktivitas akademik, termasuk kegiatan asisten laboratorium. Laboratorium Ilmu Komputer UIN Sumatera Utara Medan selama ini belum memiliki sistem khusus untuk mencatat dan mempublikasikan kegiatan asisten secara sistematis. Informasi masih disampaikan secara manual, sehingga sulit ditelusuri dan tidak efisien dalam pelaporan. Untuk mengatasi permasalahan tersebut, dikembangkan sistem informasi berita kegiatan berbasis web menggunakan metode pengembangan perangkat lunak extreme programming, yang bersifat iteratif dan fleksibel terhadap perubahan kebutuhan. Proses pengumpulan data dilakukan melalui observasi langsung, wawancara dengan pengguna, serta studi pustaka. Sistem ini dirancang dengan fitur utama seperti manajemen akun, pengelompokan berita berdasarkan kategori dan tag, serta dashboard admin sebagai pusat pengelolaan konten. Dengan hadirnya sistem ini, proses dokumentasi dan publikasi kegiatan menjadi lebih cepat, terstruktur, dan akurat. Selain itu, sistem ini mendukung akses multi-pengguna dan memiliki potensi untuk dikembangkan lebih lanjut pada unit akademik lain dalam institusi yang sama.Kata Kunci: Sistem Informasi; Asisten Laboratorium; Berita; Web; Extreme Programming.Abstract – The development of information technology encourages the need for a structured digital system in documenting various academic activities, including laboratory assistant activities. UIN North Sumatera Medan's Computer Science Laboratory has not had a special system to record and publish assistant activities systematically. Information is still submitted manually, making it difficult to track and inefficient in reporting. To overcome these problems, a web-based activity news information system was developed using the Extreme Programming software development method, which is iterative and flexible to changing needs. The data collection process is done through direct observation, interviews with users, and literature study. This system is designed with main features such as account management, news grouping based on categories and tags, and an admin dashboard as a content management center. With the presence of this system, the process of documentation and publication of activities becomes faster, structured, and accurate. In addition, this system supports multi-user access and has the potential to be further developed in other academic units within the same institution.Keywords: Information System; Laboratory Assistant; News; Web; Extreme Programming.
Ekstraksi Fitur Citra Grayscale dengan Convolutional Neural Networks Diah Putri Kartikasari; Fiqri Dian Priyatna Sinaga; Tiara Ayu Triarta Tambak; Zahra Humaira Kudadiri; M. Khalil Gibran
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 5 No. 1 (2025): April: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v5i1.5175

Abstract

This study aims to explore the use of Convolutional Neural Networks (CNN) in feature extraction from grayscale images for avocado object identification. The process begins with taking a grayscale image of the avocado object to be recognized. Convolution is applied using a 3x3 horizontal Sobel kernel filter with a stride of 1 to the right, and a ReLU (Rectified Linear Unit) activation function to improve the network's ability to extract relevant features. After the convolution stage, pooling is carried out using the max pooling method to reduce the image dimension while retaining important information, thereby speeding up the training process and reducing the risk of overfitting. The processed image is then flattened to produce a feature vector that is ready to be used in classification. The results of the study indicate that the CNN approach can be used as an effective method for feature extraction and edge detection on avocado objects from grayscale images.
Analisis Perbandingan User Experience Aplikasi WhatsApp pada Platform Mobile dan Desktop Menggunakan Metode User Experience Questionnaire (UEQ) Fiqri Dwi Al Hafiz; TM. Farrel Davin; Rizky Agung Simatupang; Friza Talita; M. Khalil Gibran
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.v7i1.8689

Abstract

Perkembangan teknologi informasi meningkatkan penggunaan aplikasi pesan instan dalam berbagai aktivitas komunikasi. Salah satu aplikasi yang banyak digunakan adalah WhatsApp pada platform mobile dan desktop. Penelitian ini bertujuan untuk menganalisis dan membandingkan tingkat user experience aplikasi WhatsApp menggunakan metode User Experience Questionnaire (UEQ). Pengumpulan data dilakukan melalui penyebaran kuesioner kepada pengguna WhatsApp pada kedua platform. Analisis dilakukan berdasarkan enam dimensi UEQ, yaitu attractiveness, perspicuity, efficiency, dependability, stimulation, dan novelty. Hasil penelitian menunjukkan bahwa platform mobile memiliki pengalaman pengguna yang lebih baik dibandingkan platform desktop, terutama pada aspek kemudahan penggunaan, efisiensi, dan kenyamanan aplikasi.
Use of Data Visualization Techniques in Bioinformatics for Time-Based Gene Expression Pattern Analysis M. Khalil Gibran; Mhd Ikhsan Rifki; Amir Saleh
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 2 (2025): Mei 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i2.373

Abstract

This study explores data visualization techniques in bioinformatics for analyzing time-series gene expression patterns. It examines how different visualization approaches support the interpretation of large-scale temporal gene expression data. A dataset comprising 4,381 genes across 24 time intervals was analyzed using heatmaps, Principal Component Analysis (PCA), volcano plots, and dendrograms. Heatmaps were used to observe expression correlations, PCA was applied to reduce dimensionality, volcano plots identified differentially expressed genes between conditions, and dendrograms grouped genes with similar expression profiles. The PCA results showed that the first two principal components accounted for 42.32% of the total variance, indicating that these components captured a substantial but not complete portion of the data structure. Volcano plot analysis detected differentially expressed genes based on log2 fold change > 1 and p-value < 0.05, while dendrogram visualization revealed several major clusters with comparable temporal expression patterns. Overall, the findings suggest that combining multiple visualization methods can improve the exploratory analysis of temporal gene expression data by clarifying patterns, highlighting potentially relevant genes, and supporting further biological interpretation. Rather than serving as standalone evidence for clinical application, these visual approaches provide a useful analytical foundation for subsequent validation, biomarker investigation, and large-scale omics research.  
Evaluasi Usability Antarmuka Instagram pada Mahasiswa Arini Sastra Marulafau; Mahda Khairun Nazwa Daulay; Rafika Hadi Siregar; Syukri Falahi Capah; M. Khalil Gibran
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 5 No. 2 (2025): Mei 2026
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v5i2.411

Abstract

This study examines the usability of Instagram’s interface among university students since Instagram has become one of the social media platforms most frequently used in daily life and academic activities. The study aims to find out how easy and comfortable Instagram is to use based on Nielsen’s usability dimensions which include learnability, memorability, efficiency, error prevention, and satisfaction. This research used a descriptive quantitative method by distributing a 5-point Likert scale questionnaire to 76 active university students in May 2026. The results showed that the overall usability score reached 3.88 and was categorized as “Good”. The satisfaction dimension obtained the highest score of 3.98 while error prevention received the lowest score of 3.75. The findings also revealed that some students were still confused by the similarity between the Reels and Explore features while the placement of advertisements was considered disruptive to navigation. In addition, many respondents suggested adding a study focus mode to support productivity while using Instagram. Overall, Instagram already provides a good usability experience, although improvements are still needed in navigation consistency, error prevention, and features that better support student needs.  
ANALISIS TINGKAT KEPUASAN PENGGUNA WEBSITE E-LEARNING UINSU MENGGUNAKAN METODE SYSTEM USABILITY SCALE Zaki Tausy Errahman Sitanggang; Nadil Fawwaz Ray; Irfan Yusuf; Ahmad Satria; M. Khalil Gibran
CENDEKIA: Jurnal Ilmu Pengetahuan Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/cendekia.v6i3.11489

Abstract

The development of information technology has had a significant impact on the world of education, particularly in the use of electronic-based learning systems, or e-learning. Universities have begun utilizing e-learning websites as online learning media to support academic processes such as material delivery, discussions, assignment submission, and online exams. However, the success of an e-learning system is determined not only by the completeness of its features, but also by the level of ease and comfort of use for users. This study aims to analyze the level of user satisfaction of the e-learning website at the State Islamic University of North Sumatra using the System Usability Scale (SUS) method. The study employed a descriptive quantitative method, with data collection techniques including observation, literature review, and distribution of SUS questionnaires to 50 active student users of the UINSU e-learning website. The results showed that the UINSU e-learning website obtained a SUS score of 57,45 which is in the below avarage category. These results indicate that the system meets usability aspects such as learnability, efficiency, and satisfaction, although some shortcomings remain in the navigation and interface. This research is expected to provide material for the evaluation and development of e-learning websites to make them more effective, efficient, and user-friendly. ABSTRAK Perkembangan teknologi informasi memberikan pengaruh besar terhadap dunia pendidikan, khususnya dalam penggunaan sistem pembelajaran berbasis elektronik atau e-learning. Perguruan tinggi mulai memanfaatkan website e-learning sebagai media pembelajaran daring untuk mendukung proses akademik seperti penyampaian materi, diskusi, pengumpulan tugas, dan ujian online. Namun, keberhasilan suatu sistem e-learning tidak hanya ditentukan oleh kelengkapan fiturnya saja, tetapi juga tingkat kemudahan dan kenyamanan penggunaan sistem oleh pengguna. Penelitian ini bertujuan untuk menganalisis tingkat kepuasan pengguna website e-learning Universitas Islam Negeri Sumatera Utara menggunakan metode System Usability Scale (SUS). Penelitian menggunakan metode kuantitatif deskriptif dengan teknik pengumpulan data berupa observasi, studi literatur, dan penyebaran kuesioner SUS kepada 50 mahasiswa aktif pengguna website e-learning UINSU. Hasil penelitian menunjukkan bahwa website e-learning UINSU memperoleh skor SUS sebesar 57,45 yang termasuk kategori dibawah rata-rata. Hasil tersebut menunjukkan bahwa sistem telah memenuhi aspek usability seperti learnability, efficiency, dan satisfaction, meskipun masih terdapat beberapa kekurangan pada aspek navigasi dan tampilan antarmuka. Penelitian ini diharapkan dapat menjadi bahan evaluasi dan pengembangan website e-learning agar menjadi lebih efektif, efisien, dan user friendly.
ANALISIS USABILITY ANTARMUKA APLIKASI SPOTIFY DITINJAU DARI LEARNABILITY, EFFICIENCY, DAN USER SATISFACTION PADA MAHASISWA PENGGUNA AKTIF Muhammad Zidni Ilman Hasibuan; Zidni Hudan Al Farabi; Faishal Dzaky; Nurkhatmul Azmi; Muhammad Nirvi Akbar; M. Khalil Gibran
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 2 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i2.10955

Abstract

The rapid development of digital technology has increased the use of music streaming applications, including Spotify, which has become one of the most popular platforms in Indonesia. However, a large number of users does not necessarily reflect the quality of an application's usability, which is essential for ensuring ease of use, efficiency, and user satisfaction. Research on Spotify’s usability, particularly regarding learnability, efficiency, and user satisfaction, remains limited, thus requiring further analysis. This study employs a descriptive quantitative approach by distributing questionnaires to 57 active Spotify users using a purposive sampling technique. The instrument was developed based on Human-Computer Interaction (HCI) concepts and measured using a 1–5 Likert scale. Data were analyzed by calculating mean scores to determine the usability category levels. The results show that the learnability aspect obtained the highest mean score of 3.98 (good category), indicating that users can easily understand the features and adapt to the application. The efficiency aspect scored 3.72 (good category), although some users did not fully experience time efficiency in certain activities. The user satisfaction aspect scored 3.58 (good category), with several neutral responses suggesting that the user experience is not yet fully optimal. Overall, Spotify demonstrates good usability, especially in terms of learnability. However, improvements in efficiency and user satisfaction are still needed to strengthen user experience and loyalty. ABSTRAK Perkembangan teknologi digital mendorong meningkatnya penggunaan aplikasi music streaming, termasuk Spotify yang menjadi salah satu platform paling populer di Indonesia. Namun banyaknya pengguna tidak selalu mencerminkan kualitas usability, sementara aspek ini penting untuk memastikan kemudahan penggunaan, efisiensi, dan kepuasan pengguna. Penelitian mengenai usability Spotify, khususnya pada aspek learnability, efficiency, dan user satisfaction, masih terbatas sehingga diperlukan analisis lebih mendalam. Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan menyebarkan kuesioner kepada 57 pengguna aktif Spotify melalui teknik purposive sampling. Instrumen disusun berdasarkan konsep Human-Computer Interaction (HCI) dan diukur menggunakan skala Likert 1–5. Data dianalisis dengan menghitung nilai rata-rata untuk menentukan kategori tingkat usability. Hasil penelitian menunjukkan bahwa aspek learnability memperoleh nilai rata-rata tertinggi sebesar 3,98 (kategori baik), yang berarti pengguna mudah memahami fitur dan beradaptasi dengan aplikasi. Aspek efficiency memperoleh nilai 3,72 (kategori baik), meskipun sebagian pengguna belum sepenuhnya merasakan efisiensi waktu dalam penggunaan fitur tertentu. Aspek user satisfaction berada pada nilai 3,58 (kategori baik), dengan cukup banyak jawaban netral yang mengindikasikan pengalaman pengguna belum optimal. Secara keseluruhan, Spotify memiliki usability yang baik, terutama pada aspek learnability. Namun, peningkatan pada aspek efficiency dan user satisfaction tetap diperlukan untuk memperkuat pengalaman dan loyalitas pengguna.
Pemberdayaan Usaha Mikro melalui Pelatihan Produksi Lilin Aromaterapi, Pemasaran Digital, dan Manajemen Keuangan Muhammad Bagas F; Salim Salim; Nur Azizah Lubis; Mhd Ikhsan Rifki; M. Khalil Gibran; Amir Saleh; Muhammad Arif Fadhillah Lubis; Nursiah Nursiah
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.v5i1.529

Abstract

Desa Bingkat, Kecamatan Pegajahan, Kabupaten Serdang Bedagai, berbasis ekonomi pertanian, namun peran perempuan dalam kegiatan produktif mandiri masih terbatas. Program pengabdian ini bertujuan memberdayakan kelompok perempuan melalui pelatihan terpadu produksi lilin aromaterapi alami, literasi pemasaran digital, dan manajemen keuangan sederhana, guna mendorong usaha mikro baru serta mendukung SDGs: pengentasan kemiskinan, kesetaraan gender, dan pekerjaan layak serta pertumbuhan ekonomi. Metode mencakup observasi awal, diskusi kebutuhan, praktik produksi, simulasi pemasaran digital via WhatsApp Business, dan pelatihan pencatatan keuangan. Peserta berjumlah 18 ibu rumah tangga. Evaluasi keberhasilan dilakukan melalui survei kepuasan empat aspek dan observasi unjuk kerja. Hasilnya, relevansi materi memperoleh 88,89% (sangat baik), kompetensi narasumber 90,28% (tertinggi), pengembangan wawasan dan kesempatan usaha 88,89% (sangat baik), serta kelayakan fasilitas 83,33% (baik). Dari sisi keterampilan, seluruh peserta mampu memproduksi lilin aromaterapi secara mandiri sesuai standar produksi. Sebanyak 15 peserta (83,33%) berhasil membuat katalog produk di WhatsApp Business dengan foto dan deskripsi, dan 14 peserta (77,78%) mampu mencatat keuangan terpisah dari rumah tangga serta menghitung harga pokok produksi. Integrasi pelatihan produksi, pemasaran digital, dan pengelolaan keuangan  diharapkan dapat membekali peserta dengan keterampilan yang mendukung kemandirian ekonomi perempuan pedesaan yang sejalan dengan agenda pembangunan berkelanjutan. Pendampingan lanjutan diperlukan untuk memastikan konsistensi penerapan dan perluasan jangkauan pasar.
ANALISIS USABILITY ANTARMUKA DOMPET DIGITAL DANA DALAM MEMUDAHKAN TRANSAKSI PEMBAYARAN MAHASISWA Azriel Taqwallah Rangkuti; Muhammad Faiz Akbar -; Ilham Patih Hasibuan; Muhammad Amin Naufal; M. Khalil Gibran
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.11518

Abstract

The use of digital wallet applications among university students has continued to increase as a means of conducting daily payment transactions, both for academic and non-academic purposes. However, usability evaluations of digital wallet interfaces, particularly those focusing on the student user segment, remain relatively limited. This study aims to analyze the usability of the DANA application interface in facilitating payment transactions among university students based on four main aspects: learnability, efficiency, satisfaction, and security and trust. This study employed a descriptive quantitative approach using a questionnaire instrument consisting of 15 statements measured on a 1–5 Likert scale, distributed to 30 university students who were active users of the DANA application. The results show that the learnability aspect obtained the highest mean score of 4.39, followed by efficiency at 4.13, security and trust at 4.00, and user satisfaction at 3.97. Overall, these findings indicate that the DANA application demonstrates a good level of usability and is able to provide an effective, comfortable, and secure transaction experience for university students. Nevertheless, the application's stability under certain usage conditions still needs improvement to achieve a more optimal user experience. This study is expected to serve as a reference for developers in designing digital wallet interfaces that better align with the needs and expectations of student users. ABSTRAK Penggunaan aplikasi dompet digital di kalangan mahasiswa terus meningkat sebagai sarana transaksi pembayaran sehari-hari, baik untuk kebutuhan akademik maupun nonakademik. Meskipun demikian, evaluasi terhadap usability antarmuka aplikasi dompet digital, khususnya yang berfokus pada segmen pengguna mahasiswa, masih relatif terbatas. Penelitian ini bertujuan untuk menganalisis tingkat usability antarmuka aplikasi DANA dalam memudahkan transaksi pembayaran mahasiswa berdasarkan empat aspek utama, yaitu kemudahan dipahami (learnability), efisiensi penggunaan (efficiency), kepuasan pengguna (satisfaction), serta keamanan dan kepercayaan (security and trust). Penelitian ini menggunakan pendekatan kuantitatif deskriptif dengan instrumen kuesioner yang terdiri atas 15 pernyataan berskala Likert 1–5, yang disebarkan kepada 30 mahasiswa sebagai pengguna aktif aplikasi DANA. Hasil penelitian menunjukkan bahwa aspek kemudahan dipahami memperoleh nilai rata-rata (mean) tertinggi sebesar 4,39, diikuti oleh efisiensi penggunaan sebesar 4,13, keamanan dan kepercayaan sebesar 4,00, serta kepuasan pengguna sebesar 3,97. Secara keseluruhan, temuan ini mengindikasikan bahwa aplikasi DANA memiliki tingkat usability yang baik dan mampu memberikan pengalaman transaksi yang efektif, nyaman, serta aman bagi mahasiswa. Namun, aspek stabilitas aplikasi pada beberapa kondisi penggunaan masih perlu ditingkatkan agar pengalaman pengguna menjadi lebih optimal. Penelitian ini diharapkan dapat menjadi referensi bagi pengembang dalam merancang antarmuka dompet digital yang lebih sesuai dengan kebutuhan dan harapan pengguna mahasiswa.
EVALUASI USABILITY APLIKASI WHATSAPP MENGGUNAKAN METODE SYSTEM USABILITY SCALE (SUS) M.Rizky Ramadhan; Arif Sandika; Abiyyu Adzin; M. Khalil Gibran
EDUTECH : Jurnal Inovasi Pendidikan Berbantuan Teknologi Vol. 6 No. 3 (2026)
Publisher : Pusat Pengembangan Pendidikan dan Penelitian Indonesia (P4I)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51878/edutech.v6i3.12145

Abstract

ABSTRACT WhatsApp has evolved from a platform for personal conversations into a communication space used for group coordination, document sharing, and information dissemination across various daily activities. Its widespread use does not necessarily reflect a uniform user experience; therefore, evaluating its usability is necessary to understand users’ level of acceptance when interacting with the available features. This study evaluates the usability of WhatsApp from the perspectives of active users by employing the System Usability Scale (SUS). Data were collected online through an SUS questionnaire administered to 33 respondents selected purposively based on their experience using WhatsApp as a daily communication medium. Each participant’s responses were converted according to the SUS scoring procedure and calculated to obtain scores ranging from 0 to 100. The mean score reached 74.39, placing WhatsApp in the acceptable category. These findings indicate that respondents generally perceived WhatsApp as a relatively easy-to-use communication application, although variations in individual user experiences may still occur. This study provides empirical evidence regarding the usability acceptance of WhatsApp among active users and may serve as a basis for further evaluations focusing on navigation, interface consistency, and the use of specific features in greater depth. ABSTRAK WhatsApp telah berkembang dari sarana percakapan personal menjadi ruang komunikasi yang digunakan untuk koordinasi kelompok, pertukaran dokumen, serta penyampaian informasi dalam berbagai aktivitas sehari-hari. Luasnya penggunaan aplikasi tersebut belum selalu menggambarkan pengalaman pengguna yang seragam, sehingga evaluasi terhadap aspek usability diperlukan untuk memahami tingkat penerimaan pengguna dalam berinteraksi dengan fitur yang tersedia. Penelitian ini mengevaluasi usability WhatsApp melalui persepsi pengguna aktif dengan memanfaatkan System Usability Scale (SUS). Data dihimpun secara daring melalui kuesioner SUS dari 33 responden yang dipilih secara purposive berdasarkan pengalaman menggunakan WhatsApp sebagai media komunikasi sehari-hari. Respons setiap partisipan dikonversi mengikuti aturan penilaian SUS, kemudian dihitung untuk memperoleh skor pada rentang 0–100. Nilai rata-rata yang diperoleh mencapai 74,39 dan berada pada kategori acceptable. Temuan tersebut menunjukkan bahwa WhatsApp secara umum diterima responden sebagai aplikasi komunikasi yang relatif mudah digunakan, meskipun variasi pengalaman antarindividu tetap memungkinkan terjadi. Studi ini menyediakan gambaran empiris mengenai penerimaan usability WhatsApp pada pengguna aktif serta dapat menjadi pijakan bagi evaluasi lanjutan yang menelaah navigasi, konsistensi antarmuka, dan penggunaan fitur tertentu secara lebih mendalam.