cover
Contact Name
Muhammad Wali
Contact Email
journal@stmiki.ac.id
Phone
+62651-7552408
Journal Mail Official
jimik@stmiki.ac.id
Editorial Address
Jl. Teuku Nyak Arief No. 400 Jeulingke Banda Aceh
Location
Kota banda aceh,
Aceh
INDONESIA
Jurnal Indonesia : Manajemen Informatika dan Komunikasi
ISSN : 27768074     EISSN : 27237079     DOI : https://doi.org/10.35870/jimik
Core Subject : Science, Education,
Jurnal Indonesia: Manajemen Informatika dan Komunikasi is a scholarly publication dedicated to advancing the fields of information technology and communication management in Indonesia. The journal serves as a platform for researchers, academicians, practitioners, and policymakers to share their insights, knowledge, and expertise in these domains. This journal is a peer-reviewed online journal dedicated to high-quality research publications focused on research, implementation. Jurnal Indonesia: Manajemen Informatika dan Komunikasi is a scholarly publication dedicated to advancing the fields of information technology and communication management in Indonesia.
Articles 684 Documents
Optimalisasi Strategi Komunikasi Pemasaran Perusahaan Startup PT. Tala Bumi Group dalam Bisnis Franchise Food and Beverages Amelia, Nabila Syifa; Yudhistira, Nurfian
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1133

Abstract

This study aims to optimize the marketing communication strategy employed by PT. Tala Bumi Group, a startup in the food and beverage (F&B) franchise industry. This sector has been experiencing rapid growth in Indonesia, driven by a rising population and increased market demand. However, the coffee shop segment faces significant challenges due to heightened competition. This research utilizes a descriptive qualitative method with a case study approach, involving in-depth interviews with stakeholders and secondary data analysis to explore the 7P marketing mix components: Product, Price, Place, Promotion, People, Process, and Physical Evidence. The main findings indicate that PT. Tala Bumi Group successfully leverages digital communication—particularly through social media—to enhance brand visibility and market reach. In terms of the 7P strategy, the company has differentiated its product offerings and strengthened promotional activities, including influencer partnerships aimed at appealing to younger demographics. However, further optimization is needed in pricing strategy to align with shifting consumer behavior, as well as in customer loyalty initiatives to remain competitive. Enhancements in customer service processes and physical elements (e.g., store design) also emerged as key areas of focus. These findings contribute to the F&B franchise industry by providing strategic insights adaptable to dynamic market demands and competitive pressures.
Desain dan Prototipe Integrasi IoT dalam Pertanian Hidroponik Cerdas Berbasis Energi Terbarukan Wardhana, Agus Salim; Ferdiansyah, Muhammad; K, Siti Kholifah
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1134

Abstract

This research aims to develop a prototype for an Internet of Things-based automation system powered by renewable energy, specifically solar panels, to enhance the efficiency and productivity of hydroponic farming. The study addresses critical challenges, including high energy costs and the intensive monitoring demands of conventional hydroponic systems. The experimental methodology involves designing hardware featuring Arduino Uno as the central control unit, environmental sensors (DHT22) for real-time monitoring, and automated actuators such as water pumps, fans, and LED lights. The system integration process encompasses linking the hardware to an IoT interface, followed by rigorous functional testing to evaluate system stability, energy efficiency, and operational performance under varying environmental conditions. The results demonstrate that the prototype successfully operates the entire hydroponic system using energy exclusively from solar panels, eliminating reliance on conventional electricity. The system achieves precise control over critical plant growth parameters such as temperature, humidity, and lighting, with high operational stability observed during trials. This research makes a notable contribution by innovatively integrating IoT, automation, and renewable energy, thereby enhancing energy efficiency while delivering a sustainable and environmentally friendly hydroponic farming solution. The findings have significant practical implications, particularly for implementation in remote areas with limited access to electricity. Furthermore, the study paves the way for future developments, including applications in other agricultural systems and the integration of artificial intelligence to enhance predictive analytics and automated control.
Representasi Liberalisme dalam Film Gran Turismo (Analisis Semiotika John Fiske) Prasetyo, Diky Rizky; Nanda, Ertika
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1135

Abstract

The research aims to understand how the representation of struggle is depicted through the journey faced by the main character in the film Gran Turismo. This research employs a qualitative method with a descriptive approach, as well as a semiotic analysis method by John Fiske using his Three Codes of Television, which divides social codes into three levels: the level of reality, the level of representation, and the level of ideology. Data collection was conducted through non-participant observation, with documentation in the form of screen captures. The results of this research include analyses of the level of reality, the level of representation, and the level of ideology. The level of reality is derived from several aspects, including gesture codes, expression codes, conversation codes, and behavior codes. The analysis of the level of reality in this film shows that the character Jann is portrayed as having a focused and patient attitude when facing problems. The level of representation analyzes scenes through audiovisual elements such as camera techniques, lighting, editing, music, and sound. The analysis of the level of representation in this film highlights the importance of aspects that support the film's appearance, making it more engaging and effectively conveying its message. The level of ideology analyzes the story presented in the film to determine the ideological concepts contained within it. The analysis of the level of ideology in this film reveals that the struggles of the main character against the currents of simplicity to become a professional racer illustrate that the film conveys a liberalism ideology, where liberalism represents the concept of individual freedom, particularly to become what one desires.
Pengembangan Antarmuka Website Kebugaran Fitme untuk Mendukung Pola Hidup Sehat dengan Penerapan Metode Human-Centered Design Putra, Anak Agung Adi Wiryya; Wanditya, I Made Dedy; Fhadillah, Moh. Lukman Hakim
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1136

Abstract

Healthy living is often associated with achieving an ideal body weight, which is the goal of many people who are overweight. Therefore, various methods are carried out to achieve the desired body weight. FitMe is present as a website designed to make it easier for the public to get information related to the importance of maintaining an ideal body weight. FitMe equipped with various features such as personalized workout programs, diet and nutrition monitoring, exercise trackers, daily journal entries, fitness consultation, comprehensive fitness education materials, as well as a marketplace for the purchase of products such as protein milk and nutritious foods. This research uses the Human Centered Design method, which is an approach that focuses on all users, both potential and not. Human Centered Design is determined in this research because this method focuses on a wider range of users. Design testing is carried out using the UEQ method on 20 respondents and the results obtained are Excellent, which means that the design of Fitme has met the user's criteria and there is no need to undergo a redesign process.
Optimasi Produksi Donat di Usaha O’Om Donuts untuk Mencapai Keuntungan Maksimal dengan Program Linier Metode Grafik Jaya, Asirman; Sukma, Silvia Antana; Utomo, Pradita Eko Prasetyo; Khaira, Ulfa
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1143

Abstract

Small and Medium Enterprise (SME) in the culinary sector, such as O'om Donuts, explore innovation in unique donut products. Despite creating enticing variations like Baby Donuts and Donuts, O'om Donuts faces challenges in determining the optimal production to maximize profits. This research employs the linear programming graphic method at O'om Donuts' production facility in Kota Jambi to design an efficient production strategy and minimize production costs. The research methodology involves observation, interviews, and quantitative descriptive analysis. The results indicate that the optimal solution involves producing 300 Baby Donuts and 70 Big Donuts from limited resources, yielding a maximum profit of Rp315,000. The implementation of linear programming in O'om Donuts' production is expected to enhance production efficiency and accommodate product variations, creating maximum profits for MSMEs in the diverse culinary market.
Rancang Bangun UI/UX dengan Metode Design Thinking pada Aplikasi Laundry Quick and Clean Berbasis Mobile Putra, Anak Agung Adi Wiryya; Mahayani, Ni Komang Dewi; Tilman, Benedito Nidio Da Rosa Maia
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1145

Abstract

The purpose of this research is to develop a mobile-based laundry application with Design Thinking method and measure the level of user satisfaction through System Usability Scale (SUS) testing. As the popularity of laundry services increases, manual management becomes a significant challenge, such as inefficiency in recording and tracking orders. Therefore, this research offers an innovative solution by designing a Quick and Clean application that focuses on improving user experience (UI/UX) to simplify the management of laundry services. This research uses a Design Thinking approach that includes five stages: empathize, define, ideate, prototype, and test. The empathize stage involved interviews with 15 laundry service users to identify key needs and problems. The define stage mapped out the functional and non-functional requirements that formed the basis of the application design. The ideate stage produced a 16-page wireframe design, while the prototype stage produced an application model with UI design using Figma. The novelty value of this research lies in the application of the Design Thinking method in the context of laundry services, which is rarely applied in similar studies, as well as the integration of UI/UX design that emphasizes ease of use and operational efficiency. SUS testing shows an average score of 85.6 which falls into the Excellent category. This result indicates that the application design not only meets user needs but also provides a satisfying experience, contributing to the development of UI/UX standards in laundry business applications. Overall, this research has made a significant impact by presenting an application model that can improve the efficiency and quality of moobile-based laundry services. And this development makes it easier for further development to develop further.
Pengembangan UI/UX Website Uluresto untuk Meningkatkan Efisiensi Operasional Restoran Menggunakan Metode Design Thinking Putra, Anak Agung Adi Wiryya; Rada, I Nyoman Theo Ardiles
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1146

Abstract

Current technological developments have developed from year to year, where in the last few decades, technology has played an important role in driving progress in various fields. This study aims to design the UI/UX of a food ordering application for Uluresto MSMEs using the Design Thinking method. The type of research used is research and development. The sampling technique used is random sampling and 10 respondents were obtained. The results of the study show that users are satisfied with the experience of using the application. This application is able to provide intuitive, flexible, and satisfying interactions for Uluresto application users. Therefore, it can be concluded that the design being tested can be used well by research respondents. This can be seen from testing 10 respondents. With the SUS results assessed by users, the final result of SUS 85.25 is included in the fairly high points with that value. The Uluresto website design is in accordance with the quality desired by users. Further suggestions for further research include the addition of personalized recipe features according to the menu available at the restaurant concerned.
Membangun Identitas Desa Wisata Tajuk melalui Website menggunakan Metode Waterfall : Analisis Komunikasi dan Strategi Digital Branding Buana, Chandra Lukita; Pamungkas, Rifky Januar Adi; Muntaha, Rama Faisal; Umami, Zahrotul
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1147

Abstract

Digital transformation plays a strategic role in introducing tourist villages, by utilizing digital technology to reach a wider tourism market. This study aims to build an integrated website that functions as a communication and branding medium for Tajuk Tourism Village. This website was developed using a waterfall software development model, with the main objective of increasing the visibility and attractiveness of Tajuk Tourism Village, as well as encouraging increased local income through village services and products. The result of this development is the Tajuk Smart Tourism website, which has been successfully created and hosted so that it can be accessed by the general public. This website uses XAMPP as a database manager, as well as HTML, PHP, CSS, Javascript, and Unity to present interactive content. This website not only provides practical information such as location, accommodation, and tourist activities, but is also able to build the image and identity of Tajuk Tourism Village as a superior tourist destination. The use of visual elements such as high-quality photos and videos, interesting narratives, and attractive designs, contribute to the creation of a virtual experience that changes tourists' perceptions of this village. In addition, the significant increase in visitors from 615 people per month to 900-1,200 people per month shows the success of the website in attracting more tourists. The income of the village community also increased rapidly, from 1 million rupiah per month to 6.6 million to 8.85 million rupiah per month. The website also provides great benefits to the local community, by opening up new opportunities in the tourism, homestay, and local product sectors. As a result, the website serves as an asset that supports village branding and increases its competitiveness in the digital tourism industry.
Analisis Pengaruh Elemen Gamifikasi pada Aplikasi Pembelajaran Terhadap Motivasi Belajar Siswa SMA Pahlevi, Reza; Mulyati, Sri
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1148

Abstract

The advancement of technology in the information era has significantly impacted the field of education, enabling more interactive and innovative learning methods. One such emerging innovation is the application of gamification technology in education, which aims to enhance students' learning motivation by applying game principles within non-game contexts. This study examines the impact of various gamification elements, including scores, missions, levels, achievements, feedback, avatars, and leaderboards, on students learning motivation. Using the multiple linear regression analysis method., the research found that all these elements significantly influence student motivation, with the leaderboard showing the highest impact. The leaderboard, which positions or ranks students based on performance, has proven to be a particularly strong motivator, with a regression coefficient of 0.234, surpassing other gamification elements. These findings provide practical guidance for educators and educational app developers to prioritize the leaderboard element in the design of gamified learning systems. This study’s results are expected to support more effective and interactive learning strategies, ultimately increasing student engagement and learning outcomes.
Klasifikasi Penyakit Migrain dengan Metode Naïve Bayes pada Dataset Kaggle Yuichi, Michael; Susetyo, Yeremia Alfa
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v6i1.1150

Abstract

Migraine is one of the most common neurological diseases in society and has a significant disability impact. According to the Global Burden of Disease Study, migraine is one of the most common neurological disorders in the world, with a greater disability burden than other neurological disorders. In data science, data classification plays an important role in determining the category or class of an object based on a number of available classes. One frequently used classification method is Naïve Bayes, which utilizes mathematical probabilities with the assumption that the decision made is accurate based on the given data. This research develops a classification model using the Naïve Bayes algorithm to predict and classify migraine patient data. This model produces classification values with an accuracy of 88.51% when training from 280 train data given and 89.02% when testing from 120 test data given. The classification results can support the medical world in diagnosing migraine types more accurately, optimizing treatment, saving health costs, and becoming the basis for further research and development in the field of neurology.