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Contact Name
Clara Hetty Primasari
Contact Email
clara.hetty@uajy.ac.id
Phone
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Journal Mail Official
clara.hetty@uajy.ac.id
Editorial Address
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Location
Kota yogyakarta,
Daerah istimewa yogyakarta
INDONESIA
Indonesian Journal of Information System
ISSN : 26230119     EISSN : 26232308     DOI : -
Core Subject : Science,
Arjuna Subject : -
Articles 192 Documents
The Web-Based Usability Heuristic Survey Supports User Satisfaction Wijayanto, Emanuel; da Costa Tavares, Ofelia Cizela; dos Santos, Apolinario
Indonesian Journal of Information Systems Vol 3, No 1 (2020): August 2020
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v3i1.3579

Abstract

Competition between companies is now getting stronger strongly related to the company's mechanism in providing the services provided. Companies can build ways that can maintain customer loyalty. The approach can be done with web-based Usability Testing adopting an application user acceptance model, a usability aspect analysis that acts as a customer who enjoys a company's products and services. At present, there are already many theories of user acceptance models for an application. One of them is the user satisfaction model (User Satisfaction). This review specifically also identifies that content content has a significant positive effect on website visitor satisfaction.
Analysis of Information Technology Readiness in Furniture Business in Indonesia Chotijah, Umi; Retrialisca, Fitri
Indonesian Journal of Information Systems Vol 3, No 1 (2020): August 2020
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v3i1.3470

Abstract

Adoption of information technology (IT) can be assessed from the perspective of user readiness. This study examine the level of readiness of the Micro, Small and Medium Enterprises (MSME) furniture sector in Java in adopting IT. The design and research model was developed using the Technology Acceptance Model (TAM) and the Technology Readiness Index (TRI). Sampling uses a non-probability procedure with a purposive sampling technique. Data collection using the questionnaire survey method and analyzed using the Partial Least Square (PLS) method. In general, research findings indicate that the furniture sector SMEs in Java are prepared to adopt IT. However, research findings also indicate that the perception of discomfort and insecurity is a major issue that has the potential to hinder IT adoption by the furniture sector SMEs. Implications for stakeholders and empirical research are discussed further.
Prototype of Control and Monitor System with Fuzzy Logic Method for Smart Greenhouse Kurniawan, Didik; Witanti, Arita
Indonesian Journal of Information Systems Vol 3, No 2 (2021): February 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v3i2.4067

Abstract

To increase plant productivity, greenhouse buildings are needed that can protect plants from external factors and integrated with smart systems that can be monitored anytime and anywhere, and can provide optimal plant needs automatically. In this research, a system was built that can monitor greenhouse conditions in real time anywhere through Blynk application with IoT concept, as well as a system that can control output automatically with fuzzy logic method. The focus of control on this research is the duration of watering with Mini Water Pump and light intensity setting with LED Strip. This system is also equipped with FAN that can be active when the temperature is 31°C or more. Parameters used in this system are DHT22 sensor (air temperature and humidity), Soil Moisture sensor, Water Level sensor ,LDR sensor (light intensity) and RTC DS3231 (Real Time Clock), which is controlled with Arduino Mega 2560 microcontroller. In the test results obtained accuracy on fuzzy logic water pump by 93.1% and accuracy on fuzzy logic LED Strip by 99.6%. In the test results of the existing parameters, the results get a fairly optimal reading.
Modeling University Business Incubator For SMEs Digitalisation Huda, Nisrina Nafi'atul; Rejito, Cattleya
Indonesian Journal of Information Systems Vol 3, No 1 (2020): August 2020
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v3i1.3500

Abstract

The emergence of changes in various aspects of human life due to the global pandemic COVID-19 not only affects large or multi-national companies, but it also has several impacts on SMEs.  Over the numerous barriers and unreadiness of SMEs in facing technological developments, they are forced by circumstances to immediately adapt and digitize their business processes.  Universities, through its richness of research and resources are believed to be appropriate agent to help SMEs overcome this completely new situation.  Universities are expected to be able to generate innovations, providing such opportunities to SMEs to build their competitive advantage to keep sustain in this uncomfortable condition.  One option that can be done is to incubate the SMEs in the university business incubator. However, to date, research that related to university business incubators specializing in managing SMEs is still very limited. Current research on business incubators is dominated by studies of business incubators related to start-ups and new  technology-based firm . Therefore, this research was conducted to develop a conceptual model of university business incubator with the main objective of helping the SMEs to digitize the business they run. This research was conducted using the literature study method and obtained a university business incubator model consisting of four components or stages, namely preparation, pre-incubation, incubation, and post-incubation.
The Influence of E-Service Quality, and Customer Satisfaction On Go-Send Customer Loyalty In Surabaya Wirapraja, Alexander; Aribowo, Handy; Setyoadi, Eddy Triswanto
Indonesian Journal of Information Systems Vol 3, No 2 (2021): February 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v3i2.4191

Abstract

The shipping industry is currently one of the vital aspects of industrial business, especially in the current Covid-19 pandemic era. Delivery of goods, both products and foodstuffs, can be done quickly by using courier services that can be accessed through online media such as personal gadgets, namely computers and smartphones. One of the features of GO-Jek Indonesia is a courier service called Go-Send, the problem that arises is that there is competition in the same line of business, causing consumers to have many choices when making deliveries. Measuring the level of loyalty makes researchers interested in measuring Go-Send users' perceptions of the level of customer loyalty as measured by e-service quality and customer satisfaction. This study used a quantitative method using a questionnaire with a Likert scale measurement and a sample of 109 respondents was obtained which was then measured using the Structural-Equation-Modeling (SEM) method with a 95% confidence level. The results of this study indicate that Go-Send user loyalty is positively and significantly influenced by customer satisfaction and the level of e-service quality.
Application of Named Entity Recognition via Twitter on SpaCy in Indonesian (Case Study : Power Failure in the Special Region of Yogyakarta) Yanti, Rizka Maulida; Santoso, Ibnu; Suadaa, Lya Hulliyyatus
Indonesian Journal of Information Systems Vol 4, No 1 (2021): August 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v4i1.4677

Abstract

SpaCy is a tool that can efficiently handle Natural Language Processing (NLP) problems, one of which is Named Entity Recognition (NER). NER is used to extract and identify named entities in a text. However, so far SpaCy has not officially released the NER model pre-train for Indonesian. On the other hand, based on the 2019 PLN statistical report, the Province of D.I. Yogyakarta is a province that often experiences power failure and many complaints from the public are found on Twitter related to power failure that occur in the province. This is because there is no research on extracting information related to electrical disturbances and research on NER using SpaCy in Indonesian is still rare. So in this study, information extraction related to power failure in the Province of D.I. will be carried out. Yogyakarta via twitter using Indonesian SpaCy. This study produces good performance results with 95.52% precision calculation, 93.27% recall, and 94.38% f1-score. Then, mapping is carried out based on the location entities contained in tweets related to electrical disturbances. From this process, it was found that the highest number of locations mentioned in the tweet related to power failure came from Sleman Regency, while the lowest number came from Gunung Kidul Regency. Then, the month that experienced the most power failure was March 2020, while the month that experienced the least amount of electricity was July 2020.
The Adoption of Blended Learning in Non-Formal Education Using Extended Technology Acceptance Model Kurniawan, Ridho; Pramana, Edwin; Budianto, Herman
Indonesian Journal of Information Systems Vol 4, No 1 (2021): August 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v4i1.4415

Abstract

This study aims to determine the influencing factors for understanding the intention of the learners in Non-Formal Education to use Blended Learning. In addition, it aims to investigate the relationships of the factors in a theoretical model. This study was conducted due to the lack of research in the world that discusses the adoption of Blended Learning in Non-Formal Education in Developing Countries such as Indonesia. Blended Learning at Non-Formal Education in the Covid-19 era is needed because the education institution has a limited place to accommodate more learners. A questionnaire based on google form was used to collect data. A sample of 566 users of Blended Learning from Non-Formal Education Institutions in Indonesia were used.  All variables from the theoretical model are measured using existing scales.  Structural Equation Model (SEM) was used to analyze the theoretical model.  SPSS and Amos were used as the software tools. This research contributes to the theoretical understanding of Blended Learning adoption as well as practice and provide guidance for Non-Formal Education to successfully implementing Blended Learning in their institutions. From the thirteen initial hypotheses, there are nine significant hypotheses. Three hypotheses with the largest magnitude are SI -> PU, CE -> PEU, and PU -> BI.  SI is the most influencing factor in the adoption of blended learning at non-formal education institutions.
Identifying the Factors of Online Game Acceptance Using Technology Acceptance Model Dewi, Findra Kartika Sari; Natalia, Bunga
Indonesian Journal of Information Systems Vol 4, No 1 (2021): August 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v4i1.4727

Abstract

In the last two decades, many companies create online games. Online game is a game that is connected to the internet, where players can play and communicate with other players in different places at the same time. There are many types of game, such as adventure, strategy, cooking, make up, and so on. That is why a lot of people love to play online game. This study tries to identify the factors that support online game acceptance by students of Atma Jaya Yogyakarta University, because many students at this university play online games. The method used for this analysis is Technology Acceptance Model, which has main construct, namely Perceived ease-of-use (PEOU), Perceived usefulness (PU), Attitude toward use (ATU), Intention to use (ITU) and Actual Use (AU), and additional variables of Social Influence (SI), Personal (P) and Excitement (E) added by researcher. The data obtained to conduct this analysis using a questionnaire addressed to students. There are eleven hypotheses that serve as a reference in analyzing the relationship between variables. Each variable proves that each of these variables has a significant relationship in online game acceptance.
User Experience Analysis on Mobile Application Design Using User Experience Questionnaire Sabukunze, Igor Didier; Arakaza, Alexis
Indonesian Journal of Information Systems Vol 4, No 1 (2021): August 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v4i1.4646

Abstract

Nowadays, it is essential to use all concepts of Human-Computer interaction to understand mobile application design usability. This manuscript aimed to analyze a mobile application user experience (Grab online transportation), especially Grab foodservice users, using a user experience questionnaire since we noticed some Grab food users' complaints.  Researchers collected data from 90 respondents within six were not used because the excel data analysis tool found that there were suspicious. We finally analyzed using an excel data analysis tool. The findings have shown that all six scales of the User Experience Questionnaire (UEQ) are good except the dependability scale. In addition, the mean scale value computed is favorable, and all values are more significant than 0.8 compared to the UEQ benchmark. The findings can be used for dependability improvement to reduce complaints from users.
Digital Simulation as a Design Method of Artificial Lighting for Prayer Rooms Ola, Frengky Benediktus; Michelle, Brigitta
Indonesian Journal of Information Systems Vol 4, No 1 (2021): August 2021
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v4i1.4392

Abstract

This article aims to describe the results of the lighting design for the prayer room using a simulation method to answer the needs of function and ambience. In general, the lighting design for prayer rooms does not use an integrated approach. A common problem faced by prayer rooms, especially churches and chapels, is too glaring or too dim in some cases. The results of the community service activities in the form of lighting planning for the Church of Santa Theresia Sedayu and Chapel of SMA de Britto with the digital simulation method expect to provide an overview of designing lighting with a more measured method that can meet the needs of the ambience. Lighting simulation in both cases uses DIALux Evo software. The simulation result shows that the lighting design meets lighting standards and is able to provide a sacred atmosphere. Concerning the study, solving lighting problems with the digital simulation as the method is more scalable and can meet the ambience needs. Field measurements of the lighting design results can be carried out in the future to measure the simulation's level of achievement and validation.

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