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INDONESIA
Jurnal Riset Sistem Informasi
ISSN : 30479029     EISSN : 30479010     DOI : 10.69714
Core Subject : Science, Education,
Jurnal Riset Sistem Informasi (JISSI) dengan 3047-9010, p-ISSN : 3047-9029 diterbitkan oleh Denasya Smart Publisher. Jurnal Riset Sistem Informasi(JISSI) memuat naskah hasil-hasil penelitian di bidang Sistem Informasi. Jurnal Riset Sistem Informasi (JISSI) berkomitmen untuk memuat artikel berbahasa Indonesia yang berkualitas dan dapat menjadi rujukan utama para peneliti dalam bidang ilmu Rekayasa Sistem, Teknologi Informasi, Sistem Informasi, Ilmu Komputer, Manajemen,Manajemen Informatika dan Bisnis. Jurnal ini terbit 1 tahun 4 kali (Januari, April, juli dan oktober).
Articles 117 Documents
PERANCANGAN ARSITEKTUR ENTERPRISE PADA LEMBAGA MI PUTRI PONDOK PESANTREN SALAFIYAH SYAFI’IYAH MENGGUNAKAN METODE TOGAF ADM Fatimah Isa Auliya; Septi Camelia Ulfa; Akhlis Munazilin
Jurnal Riset Sistem Informasi Vol. 3 No. 1 (2026): Januari : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/pwd95v58

Abstract

The rapid development of information technology necessitates that educational institutions have integrated and efficient data management systems. At MI Putri Pondok Pesantren Salafiyah Syafi’iyah, many administrative and academic activities are still conducted manually or through separate applications, resulting in data duplication and a slow information flow. This study designs an enterprise architecture using the TOGAF ADM framework as a blueprint for developing an integrated information system. Data were collected through observation, interviews, and document analysis to understand current conditions and needs. The design includes business, data, application, and technology architectures, supported by SWOT analysis and an implementation roadmap. The results indicate that MI Putri requires a centralized system to integrate key processes, including admissions, attendance, assessments, and administration. The proposed architecture provides clear guidance for building an efficient, adaptive, and sustainable information system that improves service quality and strengthens information management.
Evaluasi Usability Aplikasi Spotify Berbasis Mobile Menggunakan System Usability Scale (SUS) Muhammad Hafidz; Aditya Triguna Wicaksana; Setyo Bagus Adi Nugroho; Zuhrul Anam; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/9kj2q384

Abstract

Spotify is a mobile-based music streaming application that is widely used by the public to access digital entertainment in a practical manner. The high level of usage of this application requires ease of use (usability) so that users can operate the application comfortably and efficiently. Therefore, usability evaluation is needed to determine the extent to which the Spotify application is able to meet user needs. This study aims to evaluate the usability level of the mobile-based Spotify application using the System Usability Scale (SUS) method. The research was conducted using a descriptive quantitative approach by distributing a SUS questionnaire consisting of ten questions to 58 respondents who are Spotify application users. The data obtained was analyzed by calculating the SUS score of each respondent and the average usability score. The results showed that the mobile-based Spotify application obtained an average SUS score of 62.59, which is in the marginal category with a grade of C and an OK rating. These results indicate that the Spotify application is generally quite easy to use, but there are still several usability aspects that need to be improved. The System Usability Scale (SUS) method was used because it is able to provide quick, reliable usability measurements and is widely used in the evaluation of mobile-based applications. Thus, it can be concluded that the usability of the mobile-based Spotify application is quite good, but there are still aspects that need to be improved.
EVALUASI PENGGUNAAN PLATFORM CANVA PADA PENGGUNA PEMULA BERDASARKAN ISO/IEC 25010: STUDI DESKRIPTIF KUANTITATIF Achmad Rezy Aprian Nafi; Bagas Dwi Anggoro Setyo Wibowo; Aldi Firmansyah; Khanif Nur Hidayat; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/ja359f21

Abstract

Canva has become one of the most popular cloud-based graphic design tools in Indonesia with millions of active users from various backgrounds. Despite the continuous growth of Canva usage, there has been no comprehensive research measuring the quality of this platform using structured international standards. This study aims to evaluate the usability of Canva platform based on ISO/IEC 25010 standards, focusing on four quality characteristics: Usability, Functional Suitability, Performance Efficiency, and Reliability. The research method employed is a descriptive quantitative approach using survey technique involving 56 active Canva users in Indonesia. The research instrument consists of a structured questionnaire with 17 closed statements using a 5-point Likert scale and 2 open-ended questions to capture qualitative insights. Data were analyzed using descriptive statistics and thematic analysis for qualitative data. The research results indicate that Canva platform has good quality with an overall average score of 3.90 out of 5.00. Usability characteristic obtained the highest score of 4.04, categorized as very good, followed by Functional Suitability with a score of 3.98. Meanwhile, Performance Efficiency and Reliability obtained scores of 3.77 and 3.80, categorized as good. Qualitative analysis identified that the main user complaints were performance and speed issues (25 percent) and limited free features (13,6 percent). This study concludes that Canva's main strengths lie in usability and functional suitability, but significant improvements are needed in performance and system reliability aspects to enhance overall user satisfaction.
ANALISIS PENGALAMAN PENGGUNA APLIKASI ROBLOX DITINJAU DARI PERSPEKTIF MODEL KUALITAS MCCALL Vania Wafiq Azizah; Amelia Balqis; Aisyah Lutfi Sarahma; Ulfi Nur Islamiyati; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/0p8yfx52

Abstract

Roblox is a multi-purpose online gaming platform used by more than 70 million users daily. Despite its popularity, there are still user complaints related to application performance, such as lag, frame rate drops, system instability, and difficulties in using the application across various devices. This study aims to analyze the user experience of the Roblox application from the perspective of the McCall Quality Model, which includes five main factors: correctness, reliability, efficiency, usability, and integrity. This research employs a descriptive quantitative approach by collecting data through an online questionnaire distributed to 67 active Roblox users. The questionnaire instrument was developed based on indicators of the McCall Model and utilized a Likert scale to measure user perceptions. The data were analyzed descriptively by calculating the mean and percentage for each quality factor. The results indicate that the overall quality of the Roblox application falls into the “Good” category, with an average score of 72.6%. The usability factor achieved the highest score at 77.8% (Very Good), indicating that the application is easy to use. Meanwhile, the reliability factor obtained the lowest score at 69.0% (Good), suggesting that issues related to system stability still exist. These findings indicate that although the Roblox application demonstrates good quality from the user’s perspective, improvements are still needed in terms of performance and efficiency, particularly for mobile devices with lower specifications.
PERANCANGAN SISTEM INFORMASI MANAJEMEN GUDANG DI PLN ULP AMPERA Muhammad Iqbal; Muhamad Kadafi
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/zf25ey12

Abstract

Warehouse management is an important aspect in supporting operational activities at PLN ULP Ampera, particularly in maintaining the availability of electrical materials and equipment. However, the warehouse management process, which is still carried out manually, causes several problems such as errors in recording incoming and outgoing goods, difficulties in monitoring stock in real time, and delays in generating reports. This study aims to design a web-based Warehouse Management Information System that can improve the efficiency, accuracy, and effectiveness of inventory management at PLN ULP Ampera. The research method used is Object-Oriented Analysis and Design (OOAD) with a Unified Modeling Language (UML) approach to model system requirements and design. The research stages include requirement analysis, system design, design validation, and preparation of the system blueprint. The results of this study are in the form of a web-based warehouse management information system design equipped with features for managing item data, recording incoming and outgoing goods transactions, monitoring stock in real time, managing users, and generating automatic reports in the form of tables and graphs. The system is also designed using a three-tier architecture consisting of front-end, back-end, and centralized database layers. Based on the results of the study, the designed system can improve data recording accuracy, accelerate administrative processes, and support the digitalization of material management within PLN ULP Ampera.
ANALISIS DAN RANCANGAN SISTEM INFORMASI LAYANAN POSYANDU BERBASIS WEB PADA POSYANDU ALPOKAT Bhakti Sihanjono; Seneng Rahayu; Navita Apriani; Ilham Albana
Jurnal Riset Sistem Informasi Vol. 3 No. 3 (2026): Juli : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/g2mx0129

Abstract

Posyandu is a community-based health service that plays an important role in monitoring maternal and child health. However, the data management process at Posyandu Alpokat is still carried out manually using record books, causing several problems such as difficulties in data retrieval, risk of data loss, and slow report generation. This study aims to design a Web-Based Posyandu Information System that is designed to assist in managing toddler data, pregnant women data, health examination records, child growth monitoring, and digital report generation. The methods used in this study include requirements analysis, system design using Data Flow Diagrams (DFD), Entity Relationship Diagrams (ERD), and database design. The results of this study indicate that the designed system can improve the effectiveness and efficiency of Posyandu data management, facilitate information retrieval, increase data recording accuracy, and support more organized and modern public health services.
EVALUASI USABILITY FITUR SCREEN TIME BREAKS DAN SLEEP REMINDERS PADA TIKTOK UNTUK ETIKA KESEJAHTERAAN DIGITAL Ziezou Claudi Putri Dewi; Evy Nurmiati
Jurnal Riset Sistem Informasi Vol. 3 No. 3 (2026): Juli : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/p799e310

Abstract

The rapid growth of social media, particularly TikTok, has raised significant concerns regarding addictive behavior and the digital wellbeing of its users. In response, TikTok has introduced "Screen Time Breaks" and "Sleep Reminders" features to assist users in managing their usage time. However, the effectiveness of these features heavily depends on their usability and ethical design transparency. This study aims to evaluate the usability of these two features using User Testing and the System Usability Scale (SUS) method, while analyzing them through the lens of digital wellbeing ethics. The testing was conducted on Information Systems students by measuring the Success Rate and Time on Task in locating and activating these features. The results of this study demonstrate the level of user ease in accessing time-management tools and whether TikTok's interface design supports or hinders the principles of Privacy by Design and Digital Wellbeing. These findings are expected to contribute to the development of application interfaces that are more humane and ethical in safeguarding user mental health. These findings emphasize the critical need for digital platforms to conduct periodic evaluations of their wellbeing features, ensuring that digital addiction intervention instruments are accessible, transparent, and accountably designed.

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