cover
Contact Name
Hasniati
Contact Email
puslit@kharisma.ac.id
Phone
+62411-871555
Journal Mail Official
kharismatech@kharisma.ac.id
Editorial Address
Jl. Baji Ateka No. 20 Makassar
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Kharisma Tech
Jurnal Ilmu Komputer merupakan jurnal yang menampung hasil penelitian di bidang informatika dan sistem informasi, mencakup : - Sistem Informasi - Informatika - Teknologi Informasi - Ilmu Komputer - Software Engineering
Articles 172 Documents
ANALISIS ANTARMUKA APLIKASI NAVYFRIEND MENGGUNAKAN METODE USABILITY TESTING Candana, Ronald; Baizul Zaman; Syamsul Bahri
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.442

Abstract

The research aims to analyze the usability level of the NavyFriend application in three aspects: effectiveness, efficiency, and user satisfaction. Testing was conducted by providing 5 task scenarios to 20 respondents to measure the effectiveness and efficiency of the NavyFriend application. This was followed by administering the SUS questionnaire to assess the satisfaction aspect experienced by the respondents after using the NavyFriend application. The test results showed an average score of 100% for the effectiveness and efficiency aspects, while the satisfaction aspect obtained an average score of 64. It can be concluded that the user experience is still lacking, as the score of 64 including into the "OK" rating but with a grade scale of "D." Therefore, the study suggests that the NavyFriend application needs a redesign of the interface and the addition of useful features for users. With these improvements, it is expected that the usability level of the NavyFriend application will be enhanced.
REDESIGN UI/UX PADA APLIKASI BCA MOBILE MENGGUNAKAN METODE LEAN UX Winardi, Michelle; Muawwal, Ahyar; Renny
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.444

Abstract

BCA Mobile is a mobile banking application from PT Bank Central Asia Tbk. which enables customers to perform various types of banking transactions digitally. UI/UX plays an important role in the success of an application because good design can create a positive user experience and increase user satisfaction using the application. The results of observations collected through the rating and review columns on the Play Store and App Store show several problems experienced by users related to the UI/UX of the BCA Mobile application, as well as the results of usability testing from distributing the system usability scale (SUS) questionnaire before redesign to 30 respondents getting a score of 55.85 with an "OK" rating. This study aims to redesign the UI/UX of the BCA Mobile application and produce a new design that can improve user experience and satisfaction. The redesign uses the Lean UX method by going through 4 processes, namely Declare Assumptions, Create an MVP, Run an Experiment, Feedback, and Research. The results of the SUS score after the redesign showed an increase in the score to 83.48 with an "Excellent" rating. So it can be concluded that redesign using the Lean UX method, can create a display that meets user needs and expectations, as well as improves user experience and satisfaction.
PERANCANGAN PROTOTYPE APLIKASI MOBILE FRIZFOO MENGGUNAKAN METODE USER CENTERED DESIGN limputra, Juan kristo; Sudirman; Thayf, Mohammad Sofyan S
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.446

Abstract

This research involves the design of a mobile application prototype called Frizfoo using the User-Centered Design (UCD) approach to ensure the alignment between design and user needs. Primary data was obtained through interviews and observations of five Frizfoo users, using the "magic number five" approach to identify usability issues. The analysis results showed significant problems with some tasks. Furthermore, the research measured the time required to complete tasks (Time on Task) and the error rate (Errors) made by users. It was found that one user experienced delays in completing some tasks, attributed to factors such as age and lower technological skills. However, these delays were still within acceptable limits. The average error rate for all tasks was approximately 5.30%. The testing results indicated that the designed interface of the mobile application had low error rates, efficient task completion times, and a high level of user satisfaction. Adjustments and design improvements made based on the testing results had a significant positive impact on the performance and responsiveness of the mobile application prototype. This research provides a clearer insight into the quality of the Frizfoo application prototype design and serves as a foundation for further development that better aligns with user needs.
PERANCANGAN ULANG USER INTERFACE PADA APLIKASI JUST MEME MENGGUNAKAN METODE DESIGN THINKING Gozalianto, Rafli Gozalianto; Himala Praptami Adys; Baizul Zaman
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.451

Abstract

This study aims to modify the user interface (UI) of the Just Meme application by applying the design thinking approach to achieve a better UI. Data collection was conducted by distributing questionnaires to 21 respondents using Google Form. The collected data was then processed using the System Usability Scale (SUS) method. The initial UI testing with the SUS method resulted in a score of "41.19" with a rating of "Okay." Based on these results, the Just Meme application was redesigned using the Design Thinking approach. The new prototype resulting from this method was then retested using the SUS method. The prototype testing yielded a score of "76.30" with a rating of "Excellent”. It can be concluded that through the design thinking approach in redesigning the UI, the study successfully addressed the issues faced by users and produced a design with improved usability.
ANALISIS KEPUASAN PENGGUNA APLIKASI MYTELKOMSEL MENGGUNAKAN PIECES FRAMEWORK crystanto, calvin; Abdul Munir S; Hendra Surasa
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.453

Abstract

The aim of this research is to measure the level of satisfaction of MyTelkomsel application users. This research was carried out by means of analysis using the PIECES method (Performance, Information, Economy, Control, Efficiency, and Service). This research specifically surveyed 30 STMIK Kharisma Makassar students who used the MyTelkomsel application using the Google form. The calculation process will use a likes scale. The results of this research survey show that the level of satisfaction of 30 STMIK Kharisma Makassar students based on each variable is as follows: Performance 4.06 (satisfied), Information 4.17 (satisfied), Economy 4.22 (satisfied), Control and Security 3.3 (undecided), Efficiency 4.03 (satisfied), and Service 4.1 (satisfied).
ANALISIS SENTIMEN BAKAL CALON PRESIDEN 2024 MENGGUNAKAN ALGORITMA SUPPORT VECTOR MACHINE PADA TWITTER Winarto, Wilson; Alwiah Musdar, Izmy; Hasniati, Hasniati
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.464

Abstract

Indonesian is a democratic country with a huge population and the largest Twitter users in the world. The 2024 presidential election in Indonesia is an interesting topic for Twitter users. Public tweets related to presidential candidates can be used to see a picture of public opinion on presidential candidates. The large number of incoming tweets about presidential candidates encourages the need for methods that help to see public opinion effectively. One method that can be used to classify public opinion effectively is Support Vector Machine (SVM). This method will classify whether a public opinion belongs to a positive or negative sentiment by finding the best hyperlane from both classification classes. The addition of the Kernel function to the Support Vector Machine is useful for dealing with data that is not linearly separated. The use of the K-Fold Cross Validation Method is intended so that data can alternately become test data so as to increase accuracy. Weighting is done using the Term Frequency Document Inverse Frequency (TF-IDF). System evaluation was carried out using a confusion matrix to measure the accuracy of the system in classifying the average accuracy using a linear kernel. The results of the classification obtained by Anies Baswedan get an accuracy of 78.28% and a precision of 81.298%. Ganjar Pranowo received an accuracy of 82.494% and a precision of 85.642%. Prabowo Subianto received an accuracy of 83.904% and a precision of 86.22%.
IMPLEMENTASI METODE WEBQUAL 4.0 DALAM MENGANALISIS KEPUASAN PENGGUNA WEBSITE SEARCH BUDDY Tanriady, Eka Prasetyo; Munir, Abdul; Surasa, Hendra
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.470

Abstract

Search Buddy is a website that provides service search services accessible through any platform. To consistently meet users' expectations of the website's services, an analysis of the website is essential. The conducted research aims to implement the WebQual 4.0 method in analyzing the quality and user satisfaction of the Search Buddy website. The WebQual 4.0 method is a framework that encompasses three main dimensions: usability quality, information quality, and service interaction quality. This method is considered suitable as it measures website quality from the perspective of end users. The analysis results indicate that the variables of usability quality and service interaction quality have a positive impact on user satisfaction. However, the information quality variable does not have a positive impact on user satisfaction. The coefficient of determination analysis shows that the variables of usability quality, information quality, and service interaction quality collectively influence user satisfaction by 40.3%. Based on these findings, it is recommended to pay attention to the aspects of usability quality and service interaction quality present on the website. Additionally, there is a need to enhance the quality of information presented on the website to make it more informative, relevant, and user-friendly, thereby potentially elevating user satisfaction with the Search Buddy website.
Evaluasi User Interface Pada Aplikasi Just Meme Menggunakan Heuristic Evaluation Method Ryu Wilsal, Ryu; Rahman, Syaiful; Arianti, Arianti
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i1.473

Abstract

Just Meme is a mobile application used for expressing people's feelings by creating stickers, GIFs, and funny videos. The aim of this research is to evaluate the user interface of the Just Meme application using the Heuristic Evaluation Method. Prior to this study, the researcher conducted an evaluation with 20 users of the Just Meme application, resulting in a plethora of user comments. Consequently, the researcher decided to assess the quality of the user interface in the Just Meme application with the goal of ensuring user satisfaction with the new feature displays and attracting more users to use this application. This was accomplished by distributing questionnaires to individuals considered experts in the field. The research findings, based on the ten principles of Heuristic Evaluation, revealed two principles with significantly higher scores than the others. Firstly, "recognition rather than recall" received a total score of 1.444 (cosmetic problem), indicating no need for improvement as it does not affect the user. Secondly, "Help and Documentation" scored similarly, with a total of 1.333 (cosmetic problem), suggesting that no significant improvements are required, and it does not impact the user
PENERAPAN WHITE HAT SEO ON-PAGE UNTUK MENINGKATKAN PERINGKAT WEBSITE GET PROMO PADA MESIN PENCARI GOOGLE Admunady, Nuradrey Natasyia; Muawwal, Ahyar; Munir, Abdul
KHARISMA Tech Vol 19 No 2 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i2.408

Abstract

Getpromo atau Gepo merupakan sebuah website yang menyediakan informasi promo makanan dan minuman di Kota Makassar. Tujuan dari penelitian ini yaitu untuk meningkatkan peringkat website Gepo melalui internet. Tetapi ada beberapa hal yang harus dilakukan untuk meningkatkan peringkat website getpromo yaitu menggunakan optimasi SEO On-page. Langkah awal yang dilakukan adalah menentukan kata kunci yang akan ditargetkan kemudian melakukan optimasi seperti Title tags, Meta descriptions, dan Meta Keywords. Setelah melakukan optimasi tersebut hasil yang didapatkan yaitu 1 dari 3 kata kunci telah menempati posisi barisan halaman pertama sehingga jumlah pengunjung dapat meningkat. Dan dapat disimpulkan bahwa metode SEO On-page mampu meningkatkan peringkat website Gepo pada mesin pencari Google
Analisis Kepuasan Pengguna Terhadap Website Kharisma Classroom Menggunakan Metode PIECES Sentosa, Chintia; Sudirman; Afifah
KHARISMA Tech Vol 19 No 2 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v19i2.409

Abstract

The Kharisma Classroom is a website that supports students learning by allowing students to access materials anywhere and anytime using the internet. The use of the Kharisma Classroom website as a learning tool made researchers want to know the users level of satisfaction. To determine the level of user satisfaction on the Kharisma Classroom website, an analysis using the PIECES (Performance, Information, Economy, Control, Efficiency, Service) method was needed. Based on the variables from the PIECES method, the level of user satisfaction based on each variable was: Performance gets a score of 3.62, Information gets a score of 3.48, Economy gets a score of 3.83, Control gets a score of 3.6, Efficiency gets a score of 3.2, and Service obtained a value of 3.68. Based on the results of calculating the average satisfaction level for each variable in the PIECES method, it can be concluded that the average user was satisfied but still needs to make improvements in the future so that the Kharisma Classroom website service can be better.