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 188 Documents
Design and Development of a QR Code-Based Ordering System and Mobile Cashier Application at Rumah Seduh Coffee Shop Fadhilah, Indirokan; Rindri, Yang Agita; Wathan, M. Hizbul
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.636

Abstract

This research was carried out with the aim of designing and developing a QR Code–based ordering system integrated with a mobile cashier application at Warung Kopi Rumah Seduh. The previously manual process created several issues, including long queues, delayed service, and frequent transaction recording errors that disrupted operational efficiency. To address these challenges, a digital system was introduced that allows customers to place orders independently by scanning a QR Code, with the orders being automatically recorded in the cashier system. The mobile cashier application supports real-time order processing, transaction management, and structured sales data storage. The system was developed using a prototyping approach, beginning with requirements analysis through field observations and user interviews. The implementation results demonstrate that this solution improves service efficiency, accelerates the ordering process, reduces input errors, and enhances the organization of sales data. Ultimately, this study is expected to provide practical contributions for MSMEs in adapting to the challenges of service digitalization.
ANALISIS KINERJA SISTEM MONITORING SANTRI DENGAN PENDEKATAN UJI FUNGSIONAL DAN SUS (SYSTEM USABILITY SCALE) Lucita, Lucita; Rindri, Yang Agita; Farma, Tri Agusti
KHARISMA Tech Vol 20 No 2 (2025): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v20i2.637

Abstract

This study aims to analyze the performance of a student monitoring system in Islamic boarding schools using functional testing and the System Usability Scale (SUS) approach. The system is designed to facilitate the management of student data, including violations, achievements, permissions, and health, while providing real-time access for parents. The research employs the Waterfall model, consisting of requirements analysis, system design, implementation, testing, and maintenance. Functional testing ensures that all features operate according to specifications, while usability evaluation using SUS was conducted with 30 parent respondents. The functional testing results indicate that all main system features function correctly and meet user requirements. Meanwhile, the average SUS score of 80 falls within the Good–Excellent category, demonstrating that the system is easy to use, quickly understandable, and supports effective student management activities. The study concludes that the developed student monitoring system not only fulfills operational functions but also offers high usability, making it an effective tool for improving the efficiency of boarding school management.
PERANCANGAN UI/UX VIXVEHICLE BERBASIS MOBILE MENGGUNAKAN PENDEKATAN WIREFRAME DENGAN METODE LEAN UX Leonard, Rivaldo Louis; Hasniati; Bahri, Syamsul
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.557

Abstract

This study aims to design the user interface (UI) and user experience (UX) of VixVehicle, an online workshop service platform, using a wireframe approach and the Lean UX methodology. In the digital era dominated by mobile devices, VixVehicle faces significant challenges related to an unresponsive design and poor user experience, hindering accessibility and user convenience. To evaluate usability levels, this study employs the System Usability Scale (SUS), with initial scores indicating unsatisfactory results. The design process consists of several stages, including quantitative data collection through surveys, the identification of assumptions regarding user needs, the development of a Minimum Viable Product (MVP) prototype, and iterative testing to gather user feedback. The implementation of the new design led to an increase in the SUS score to 74.5, indicating a significant improvement in user experience. This enhancement demonstrates that the new design is more intuitive, responsive, and capable of increasing user engagement. The findings of this study are expected to serve as a reference for the development of similar applications, particularly in applying Lean UX principles to improve user satisfaction and ease of use in mobile-based applications.
ANALISIS PENGARUH MODEL-VIEW-VIEWMODEL TERHADAP KINERJA APLIKASI COMFY LEARN Raintung, Juan Kevin; Rahman, Syaiful; S, Abdul Munir
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.581

Abstract

Interactive learning applications for early childhood, such as Comfy Learn, play an important role in the digital age. However, poor technical performance can hinder their pedagogical effectiveness. This study aims to analyze and improve the performance of Comfy Learn by implementing the Model-View-ViewModel (MVVM) architecture pattern, recommended by Google for modern Android applications. A quantitative approach was used by comparing performance metrics (CPU usage, memory consumption, and janky frames) and code maintainability metrics (Source Lines of Code, Cyclomatic Complexity, Cognitive Complexity) before and after migrating to MVVM. Testing was conducted with Android Studio Profiler, Firebase Test Lab, and SonarQube under standardized procedures. Results show that MVVM implementation reduced janky frames by 46.3% (p < 0.05), lowered code complexity by 37.5%, and improved application stability. This study provides empirical evidence that MVVM not only improves technical performance but also enhances long-term maintainability of Android-based educational applications.
PENGEMBANGAN FITUR PENCARIAN INFORMASI OBAT BERBASIS AI PADA APLIKASI POTIO Joshin, Allycia; Thayf, Moh. Sofyan S.; Pontoh, Zaenab
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.597

Abstract

Potio was a mobile-based alarm application that functioned as a medication reminder for users who often forgot their medication schedules, which consisted of several features, such as adding alarms, medication history, themes customization, and medicine information research. In its development, this application used a MySQL database to store the results of inputting alarm data and medicine information. However, with the increasing amount of data that needed to be managed, researchers faced challenges in data management, because the very large number of medicines needed to be inputted manually, so it took longer and there was the potential for errors in data input. Therefore, the development of a medicine information search feature in the Potio application was carried out using one of the models, namely Gemini AI, by obtaining an Application Programming Interface key to be implemented into the medicine information search feature, followed by a prompt technique to provide effective output. The results of testing using Blackbox Testing with test cases showed that Potio successfully utilized Gemini AI for the medicine information search feature, eliminating the need for manual input of medicine information into the MySQL database.
PEMANFAATAN ARTIFICIAL INTELLIGENCE SEBAGAI ALAT BANTU PENGUJIAN APLIKASI VISUAL NOVEL MYSTIC PAGES MENGGUNAKAN METODE BLACK-BOX Engka, Elisya Belia Maria; Fajar, Mohammad; Zaman, Baizul
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.602

Abstract

Application or software testing is one of the important stages in application development, as it ensures that the application meets the defined specifications or user requirements. This also applies to visual novel applications, which face challenges in the testing process, such as ensuring that the narrative runs smoothly and logically, and that the features work without any obstacles. This study aims to utilize Artificial Intelligence (AI) as a testing tool for the visual novel application Mystic Pages. The AI application Gemini is used to assist in the automatic generation of testing scenarios using equivalence partitioning and boundary value analysis techniques. Data collection was conducted through literature review, AI prompt testing, and the designed application. Evaluation showed that the Gemini AI used could generate structured, systematic, and easy-to-use test scenario outputs for equivalence partitioning and boundary value analysis techniques. If done manually without using Gemini AI, scenario descriptions took approximately 1 hour and 20 minutes to generate. Meanwhile, using Gemini AI only takes approximately 10 minutes. The Gemini AI prompt entered must include the Mystic Page application specification table and a request for scenario creation based on the desired technique. Additionally, the test scenarios generated by Gemini AI can be used to test the Mystic Page application.
Implementation of Finite State Machine as an Alternative Story in Another World Reborn Game Winarto, Wilbert Nickson; Marlina; Muawwal, Ahyar
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.606

Abstract

The development of RPG (Role Playing Game) games requires dynamic interactions and immersive stories. However, Another World Reborn has weaknesses in terms of monotonous NPC (Non-Player Character) behavior and a linear storyline, thus reducing the level of replayability. This study aims to implement the Finite State Machine (FSM) method to create a dynamic alternative story using RPG Maker MV. FSM is applied to organize NPC state transitions, dialogue branches, and storylines based on player choices, resulting in three alternative endings: (A) defeating the Demon King, (B) siding with the Devil, and (C) returning to the original world. Testing using Black Box Testing shows that all features function as designed, while usability testing with the System Usability Scale (SUS) on 20 respondents resulted in a score of 74.3 (Acceptable category), indicating a significant improvement from the initial version (score 61.1). And for the reason for choosing 20 respondents is based on the principle that this number is sufficient to identify the majority of usability problems without requiring large resources. Furthermore, these numbers allow for simple statistical analysis, such as the mean and standard deviation, which are useful for measuring the consistency of user experiences. The research results demonstrate that FSM successfully generates three alternative endings while also effectively increasing NPC interactivity and game replayability.
Website-Based Library Visitor Data Collection System Using Face-API Firmansyah, Muhammad Ferdi Firmansyah; Josi, Ahmat; Swengky, Better
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.642

Abstract

The library plays an important role in supporting academic activities in higher education institutions, including the Politeknik Manufaktur Negeri Bangka Belitung. The existing visitor recording system, which still relies on manual input of Student Identification Numbers (NPM), has proven to be inefficient and prone to input errors. To address this issue, a Library Visitor Data Collection System Based on Facial Recognition was developed to automatically identify visitors using Face Recognition technology through the Face-API.js library. The system is designed as a web-based application, allowing both visitors and administrators to access it in real-time. The development process was carried out using the Rapid Application Development (RAD) method, enabling rapid prototyping and a strong focus on user requirements. The implementation results show that the system improves data collection efficiency, reduces human error, and accelerates the visitor identity verification process. Therefore, this system can serve as a tangible step toward the digitalization and modernization of library administrative services.
Implementing the Flutter Educational Game "Bubble Math" to Improve Fifth Grade Students' Understanding of Arithmetic Operations Lionza, Rahmat; Sidhiq Andriyanto; Tri Agusti Farma
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.643

Abstract

Mathematics learning in elementary schools generally still uses conventional methods, resulting in low student interest and understanding of arithmetic concepts. This research was conducted to develop an interactive learning medium in the form of an Android-based educational game called Bubble Math, designed for 5th-grade Public Madrasah Ibtidaiyah students. The game was developed using the Flutter framework. The game employs a drag and drop mechanic to train students’ accuracy and speed in solving basic arithmetic operations, including addition, subtraction, multiplication, and division. The development process followed the Game Development Life Cycle (GDLC) method, which consists of six stages: Initiation, Pre-production, Production, Testing (Alpha), Testing (Beta), and Release. The test results showed a 22.3% increase in Pretest-Posttest scores, with a User Acceptance Test (UAT) score of 91.09% from students. Therefore, Bubble Math is proven to be a feasible and effective medium for arithmetic learning in elementary schools.
PENGEMBANGAN SISTEM BERBASIS WEB UNTUK DIGITALISASI ADMINISTRASI PELAYANAN SURAT DI DESA RIAS Pratama, Rizqi
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.644

Abstract

Village administration plays a crucial role in the implementation of governance at the village level. However, in Rias Village, Toboali District, administrative processes are still carried out manually, which hinders service efficiency, increases the likelihood of recording errors, and limits public access to important documents. To address these issues, a web-based administrative information system was developed to digitalize the village’s correspondence services. Through this system, residents can submit requests for official letters online, which are then verified and processed by the village operator. The system also provides a notification feature for tracking submission status. Additionally, it supports digital document downloads, user account management by the admin, administrative letter type management, and an archiving feature accessible to both admin and operator. The system was developed using the Rapid Application Development (RAD) method. The results of the User Acceptance Testing (UAT) achieved a score of 91.42%, categorized as “Highly Feasible.” The implementation of this system has made administrative processes in Rias Village more efficient, transparent, and easily accessible without requiring direct visits to the village office.