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Contact Name
Made Adi Paramartha Putra
Contact Email
adi@primakara.ac.id
Phone
+6281238140754
Journal Mail Official
smart-techno@primakara.ac.id
Editorial Address
Jalan Tukad Badung No. 135, Denpasar Selatan, Bali
Location
Kota denpasar,
Bali
INDONESIA
Smart Techno (Smart Technology, Informatic and Technopreneurship)
Published by Universitas Primakara
ISSN : -     EISSN : 25410679     DOI : 10.59356
Core Subject : Science,
Jurnal Smart-Techno merupakan jurnal ilmiah dan bersifat terbuka untuk menampung hasil penelitian ilmiah. Jurnal ini bersifat elektronik dengan harapan memungkinkan penyebaran informasi ilmiah tanpa batas ke seluruh wilayan Indonesia. Secara garis besar, Jurnal Smart-Techno menampung hasil karya ilmiah yang berasal dari penelitian di bidang Smart Technology, Informatics and Technopreneurship. Jurnal online ini terbit 2 (dua) kali dalam setahun yaitu pada bulan Februari dan September secara berkala. Adapun topik-topik yang dapat diterbitkan melalui karya ilmiah ini meliputi bidang-bidang (namun tidak terbatas pada): Technopreneurship Digital Start-up Technology Innovation Virtual Reality Data Mining Data Warehousing Matematika Diskrit Teori Graph Artificial Intelligence Natural Language Processing Robotic Image Processing Microcontroller User Experience (UX) Mobile Computing Distributed/Parallel Computing Communication System Network Security Wireless Communication Internet of Things Smart Home Smart City Smart Village Smart System E government E learning
Articles 10 Documents
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Implementation of a Web-Based Boarding House and Rental Search and Booking Information System Using the Waterfall Method Irawan, Peri; Sembiring, Falentino; Hidayat, Rahmat
Smart Techno (Smart Technology, Informatics and Technopreneurship) Article in Press
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The rapid development of information technology has increased the need for a more efficient and structured housing search system for students. This study aims to develop an integrated web-based information system for searching and booking boarding houses and rental properties in accordance with user requirements. The development method employed is the Waterfall model, which consists of the stages of Requirement Analysis, System Design, Implementation, and Testing. Data were collected through observations of Facebook social media, questionnaires distributed to 81 students, and interviews with 10 boarding house owners. The system was developed using PHP with the Laravel framework and a MySQL database. System testing was conducted using Black-box Testing and User Acceptance Testing (UAT) involving 20 respondents, resulting in a user satisfaction rate of 87.4%. The findings indicate that the developed system enhances the efficiency of housing searches and facilitates the online booking process. With a structured approach grounded in empirical needs, the system is considered effective and feasible as a web-based solution for searching and booking boarding houses.
The Influence of Smart Technology Experience on Satisfaction Mediated by Generation Z Loyalty in Bali's Tourism and Hospitality Industry Wisnawa, I Made Bayu
Smart Techno (Smart Technology, Informatics and Technopreneurship) Article in Press
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This study examines how Smart Technology Experience shapes Generation Z's satisfaction and loyalty to the tourism and hospitality industry in Bali, given the acceleration of digital transformation of services and the high expectations of young tourists for technology-based experiences. This study uses a quantitative approach with an explanatory design through a survey of Generation Z respondents who have experience using smart technology-based tourism and hospitality services in Bali. Data were analyzed using Partial Least Squares–Structural Equation Modeling to test the direct relationship between variables as well as the mediating role of satisfaction. The results of the analysis show that Smart Technology Experience has a positive effect on satisfaction, and satisfaction has a positive effect on loyalty. Smart Technology Experience also has a direct effect on loyalty, so that Generation Z's loyalty is not only formed through satisfaction evaluations, but also through the value of technology experiences that are directly felt. The mediation test indicates that satisfaction mediates the relationship between Smart Technology Experience and loyalty partially. These findings underscore the importance of managing consistent and relevant technology experiences to strengthen satisfaction while building Generation Z loyalty in the context of Bali destinations.
Business Model Design of a Digital-Based Outfit Recommendation Application for Fashion Personalization Wahyudi, Nayla Nakeisha; Ariyani Mutiah Safitri; Darmadi, Anastasia Bella Clarisa; Ridho Aulia Rihhadatul Hudai; Petrus Sokibi
Smart Techno (Smart Technology, Informatics and Technopreneurship) Article in Press
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The rapid development of the digital fashion industry has increased the demand for personalization in outfit and makeup selection, particularly among Generation Z and millennial women who face time constraints and demonstrate growing awareness of sustainability. Common issues include difficulties in matching clothing according to personal characteristics, low self-confidence due to inappropriate outfit choices, and a tendency toward overconsumption influenced by fast fashion practices. This study aims to design a business model and develop a user interface prototype for the ColorMatch application as an AI-based outfit recommendation platform, utilizing the Business Model Canvas (BMC) framework and the Prototyping development method. A descriptive qualitative approach is employed to analyze the nine elements of the BMC, while the prototyping stages include requirement identification, wireframe design, mockup development, and feedback-based evaluation to produce a user-oriented UI/UX design. The results indicate that ColorMatch offers a value proposition in the form of outfit and makeup recommendations based on seasonal color analysis, mood-based styling, and personal wardrobe optimization. The integration of digital business model approaches, AI technology, and UI/UX design through prototyping results in a platform that is economically viable, responsive to user needs, and supportive of sustainable fashion practices.
Design and Development of the Rescentify Website as a Platform to Support Product Marketing Indrayana, I Kadek Wanna; Putra, I Gede Juliana Eka; Putra, Ida Bagus Ardhi
Smart Techno (Smart Technology, Informatics and Technopreneurship) Article in Press
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The rapid development of digital technology has encouraged businesses to utilize websites as a primary medium for marketing and information dissemination. Rescentify, a business engaged in environmentally friendly products, requires a digital platform capable of introducing its products, building customer trust, and expanding its marketing reach. Therefore, this study focuses on the design and development of the Rescentify website as a digital information and marketing platform using the Prototype method. This method involves iterative stages, including communication, quick planning, quick design, prototype construction, and delivery and feedback, allowing user requirements to be effectively identified and implemented.The developed website incorporates key features such as a homepage, product catalog, detailed product descriptions, a scent recommendation system (Scent Advisor) based on user mood, article pages, and integrated communication through WhatsApp for transaction purposes. The website design emphasizes a simple and user-friendly interface to enhance usability and accessibility for a wide range of users. In addition, Search Engine Optimization (SEO) techniques and social media integration are applied to improve website visibility and expand digital marketing reach. The results of system testing using the Black Box method indicate that all features function as intended and meet the predefined system requirements. The implementation of the Rescentify website demonstrates its effectiveness as a promotional and information platform, facilitating easy access to product information and improving interaction between customers and the business. Therefore, the website is expected to support more optimal, efficient, and sustainable digital marketing activities, particularly for environmentally friendly products
Evaluating the Performance of the No Language Left Behind Encoder for Sentiment Classification Across Multiple Indonesian Regional Languages Zul Akhyar; Zahnur; Martiwi Sukiakhy, Kikye; Zulfan; Nazaruddin
Smart Techno (Smart Technology, Informatics and Technopreneurship) Article in Press
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This study aims to evaluate the performance of the encoder from the No Language Left Behind (NLLB) model for sentiment classification tasks across several Indonesian regional languages. Originally developed for machine translation, the NLLB model is explored for its ability to generate contextual text representations that are relevant to sentiment classification. The dataset used in this study is NusaX, which comprises 12 languages, including Indonesian, English, and 10 Indonesian regional languages. Two training approaches were employed: fine-tuning, in which all model parameters were updated using sentiment classification data, and partial fine-tuning, in which only the upper layers were updated while the embedding layer was frozen to preserve the original lexical representations. Training was conducted using the AdamW optimization algorithm with CrossEntropyLoss as the loss function and mean pooling as the feature aggregation mechanism. Model performance was evaluated using accuracy and macro F1-score metrics at both the multilingual and per-language levels. The results indicate that the two approaches achieved comparable performance, with an accuracy of 81% and a macro F1-score of 80% on the multilingual dataset. Per-language analysis further revealed that the model performed better on languages that had been included in the original NLLB pretraining data, such as Acehnese, Balinese, Banjarese, Minangkabau, Javanese, and Sundanese, achieving accuracy scores ranging from 79% to 86%. In contrast, several languages that were not covered during NLLB pretraining, including Ngaju, Madurese, and Toba Batak, exhibited slightly lower performance, with accuracy scores ranging from 70% to 78%. These findings demonstrate that the NLLB encoder possesses strong adaptation capabilities for text classification tasks, even in the context of low-resource regional languages.
Implementation of the Naive Bayes Algorithm for Public Sentiment Analysis Toward Power Plant Development Rasyid, Vithan; Ruuhwan
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This study aims to analyze public sentiment toward power plant development using data collected from the social media platform Twitter. The dataset consisted of 2,493 tweets obtained through a crawling process using keywords related to power plant development, such as “PLTS” and “PLTS Cirata.” The preprocessing stage included cleaning, case folding, stopword removal, tokenization, and stemming using the Sastrawi library to produce more structured textual data. The dataset was then divided into a training set comprising 85% of the data (2,120 tweets) and a testing set comprising 15% (373 tweets). The classification process was performed using the Multinomial Naive Bayes algorithm, as this method is well suited for text data represented by word-frequency features extracted through CountVectorizer. Model evaluation was conducted using a confusion matrix with accuracy, precision, recall, and F1-score as performance metrics. The results showed that the model achieved an accuracy of 75%, indicating that the Multinomial Naive Bayes method is reasonably effective for text-based sentiment classification. Furthermore, the findings revealed that public opinion regarding power plant development is influenced by perceptions of renewable energy benefits, environmental impacts, and government policies.
UI/UX Design Using the Design Thinking Approach for a Location-Based Attendance System at PT Agung Sumatera Development Sianturi, Ayu Elisya Natama; Septia Angelika Gettin Daely; Andayani, Sri
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Digital transformation has accelerated the adoption of technology-based attendance systems; however, manual attendance methods continue to exhibit limitations, including data manipulation and operational inefficiency. This study aims to design an optimal User Interface (UI) and User Experience (UX) for a location-based employee attendance system at PT Agung Sumatera Development using the Design Thinking approach up to the prototyping stage. The design process consisted of the empathize, define, ideate, and prototype phases, incorporating the MoSCoW prioritization framework Must-have, Should-have, Could-have, and Won't-have as well as the How Might We (HMW) technique to identify user needs and generate design solutions. Figma was employed as the primary design tool for developing the prototype. The proposed system integrates GPS-based location verification, real-time selfie authentication, and automatic watermark generation to enhance attendance accuracy and reliability. The resulting prototype features a simple workflow and intuitive navigation. A usability walkthrough involving five employees indicated that the design effectively met usability criteria in terms of ease of understanding and navigation clarity, achieving an average Task Completion Rate of 90%. Feedback regarding the readability of the location radius instruction was incorporated into the final design, resulting in improved user experience.
UI/UX Design Of A Peer Counseling Website For Universitas Mulawarman Students Using The Design Thinking Method Suharizman Poerwo, Najwa Caesa Putri Ramadhania; Hario Jati Setyadi; Muhammad Labib Jundillah
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This study aimed to design a UI/UX-based website for peer counseling services at Universitas Mulawarman to improve accessibility and user experience. The existing counseling service, known as CIRCLE, had limited awareness and relied on non-integrated platforms, which reduced its effectiveness in meeting students’ needs. A user-centered approach was applied using the Design Thinking method, consisting of empathize, define, ideate, prototype, and test stages. Data were collected through surveys and in-depth interviews to identify user problems and expectations. The design process was carried out using Figma, including the development of wireframes, style guides, mockups, and interactive prototypes. Visual enhancements such as 3D icons were also applied to create a more engaging interface. The prototype was evaluated through usability testing using Maze and a System Usability Scale questionnaire. The results showed that the designed interface improved user understanding, navigation, and overall experience. The evaluation produced an average usability score of 77, indicating that the system was acceptable and easy to use. These findings demonstrated that a user-centered UI/UX design could enhance the effectiveness, accessibility, and usability of peer counseling services for university students.
Business Model Canvas Analysis and Financial Feasibility Assessment of the “TEMATIK” Math Board Game as an Educational-Based Technopreneurship Innovation Cahyadi, Vito Dwi; Antoro, Achmad Ghiyazt Suryo; Ramadani, Andrean; Romadhoni, Moch. Rizki; Ningsih, Resty Widya
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This study aims to analyze the digital business model, the effectiveness of digital marketing strategies, and the business feasibility of the “TEMATIK” Math Board Game, which was developed through the Student Creativity Program in Entrepreneurship (Program Kreativitas Mahasiswa Kewirausahaan/PKM-K) at Politeknik Negeri Jember in 2024. This study employed a quantitative descriptive approach using a case study method. Primary data were obtained from sales records during seven weeks of operations (July 1-August 21, 2024), capital and production cost data, and expert validation results, while secondary data were sourced from the program’s final report and digital marketing documentation. The analysis was conducted using the Business Model Canvas framework, which comprises nine key business elements, along with five financial feasibility indicators: Cost of Goods Manufactured, Break-Even Point, Benefit-Cost Ratio, Return on Investment, and Payback Period. The results indicate that the TEMATIK product offers differentiation through the integration of a physical board game with an Android-based educational application covering mathematics topics for Grades 1-6 of elementary school. A hybrid marketing strategy utilizing Shopee, Instagram, WhatsApp, and direct visits to elementary schools demonstrated a shift in channel distribution from an initial dominance of offline channels toward increased adoption of online channels, with total sales reaching 70 units during the first seven weeks. Based on the financial feasibility projections, the business is estimated to reach its break-even point at sales of 103 units. The business feasibility analysis yielded a Benefit-Cost Ratio of 1.46, a Return on Investment of 45.7%, a Cost of Goods Manufactured of IDR 58,333 per unit, and a Payback Period of 6.6 months. Overall, the findings confirm that the digital business model of the “TEMATIK” product is financially feasible and has the potential to be further developed as a scalable education-based technopreneurship product.
Design and Implementation of a Web-Based Mobile Phone Sales Forecasting Application Using the Single Exponential Smoothing Method Putra, Aldho Chahya Vinada; Dasuki, Moh.; Qodariyah Fitriyah, Nur
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This study was conducted to address the inventory management issues at iCare Apple Store, where mobile phone stock planning has traditionally relied on estimation, leading to the risk of both stock shortages and overstocking. The objective of this study was to design and implement a web-based mobile phone sales forecasting application using the Single Exponential Smoothing (SES) method. The dataset consisted of monthly sales data for the iPhone XR and iPhone XS from January 2021 to December 2024. The forecasting process was performed by testing alpha values ranging from 0.1 to 0.9, while forecasting accuracy was evaluated using the Mean Absolute Percentage Error (MAPE). The results indicated that the optimal alpha value for the iPhone XR was 0.1, yielding a MAPE of 27.04% and a forecast of 11.45 units, which was rounded to 11 units. For the iPhone XS, the forecasting model produced a MAPE of 52.33% with a forecast of 2.45 units, rounded to 2 units. These findings demonstrate that the Single Exponential Smoothing method can be effectively implemented in a web-based application and can support decision-making in determining appropriate inventory levels for subsequent periods.

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