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jaist@mail.unnes.ac.id
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Journal Mail Official
jaist@mail.unnes.ac.id
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Sekaran, Kec. Gn. Pati, Kota Semarang, Jawa Tengah 50229
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INDONESIA
Journal of Advances in Information Systems and Technology
ISSN : -     EISSN : 2715999X     DOI : https://doi.org/10.15294/jaist
Core Subject : Science,
Journal of Advances in Information Systems and Technology (JAIST) is a peer-reviewed open-access journal. The journal invites scientists and engineers throughout the world to exchange and disseminate theoretical and practice-oriented topics of advances in information systems and technology which covers 16 major areas of research that include
Articles 29 Documents
Analysis and Evaluation of Storage Systems Using the ABC Classification and Periodic Review Method at Supermarket in Semarang City Manasya Khulafa Alief Rahman; Zaenal Abidin
Journal of Advances in Information Systems and Technology Vol. 6 No. 1 (2024): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i1.129

Abstract

The warehouse section is one of the parts that must exist in the company, especially for manufacturing or retail companies. Therefore, companies usually implement a storage system which is a policy to control, supervise, and determine the level of goods that need to be maintained. In addition, companies also use supply chain management to control the number of incoming and outgoing goods more effectively and efficiently. This is because the company only has limited warehouse storage space, so the amount of goods stored must also be in accordance with company needs. Including one of the retail companies in Semarang City, it is PT Inti Cakrawala Citra or can be called Indomaret Group which built a supermarket namely Indogrosir which has been established for almost 30 years and a lot of research has been done there, so it has a strong company system, including in the warehouse section. Based on this explanation, this study aims to analyze by implementing the proposed method using ABC Classification and Periodic Review on the storage system and evaluation based on the results obtained. This research uses a mixed-method approach with interview and documentation studies as data collection methods. The results of the interview that have been conducted prove that Indogrosir has a strong storage system and the results of the documentation study also show that the data successfully obtained are 19,872 with six different types of goods in the period October 2022 to August 2023. The result of data processing is the type of tabbacco which amounts to 274 data selected as a sample and results in the calculation of the total storage cost on one of the product codes with the company's method of IDR 10,888,505,214 and the proposed method of IDR 4,473,946, so that the implementation of the proposed method is more optimal. This is due to one of the variables in the company's method that uses purchase data or can be called capital for cashflow in the company, so it has much greater results. In addition, the proposed method also provides other outputs, such as the number of reorders, the amount of safety stock, and a high level of service level by implementing the proposed method that can help companies in managing stock items.
User Experience Evaluation of BPOM Mobile Application Using User Experience Questionnaire and Focus Group Discussion Method Afifah Muthmainnah; Devi Ajeng Efrilianda
Journal of Advances in Information Systems and Technology Vol. 6 No. 1 (2024): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i1.1125

Abstract

The Indonesian Food and Drug Authority (BPOM) as a government agency has developed the BPOM Mobile application to make it easier for the public to check the safety of drug and food products in circulation. From the research results, several user experience problems were found on BPOM Mobile, especially in the scan product feature. User experience evaluation needs to be carried out to measure the comfort felt by the user and determine the user's level of understanding of the application being used. This research aims to evaluate the user experience on BPOM Mobile using the User Experience Questionnaire and Focus Group Discussion methods. The sampling technique used was purposive sampling which was based on the criteria of public users who had used the scan product feature and were 18-25 years old and had a sample size based on the User Experience Questionnaire guidelines of 30 people. Respondents were 6 users who were willing to do a Focus Group Discussion exploring perceptions and problems in detail related to 6 aspects of the User Experience Questionnaire and aspects of visual aesthetics. The research results show that the BPOM Mobile application currently has a neutral user experience score on the attractiveness, perspicuity, efficiency, dependability, and novelty scales and a positive user experience score on the stimulation scale. Based on the Focus Group Discussion, 20 negative perceptions and problems were found, with details of 2 perceptions and problems of attractiveness, 3 perceptions and problems of perspicuity, 4 perceptions and problems of efficiency, 5 perceptions and problems of dependability, 1 perception and problem of novelty, and 5 perceptions and problems of visual aesthetics, while stimulation obtained 1 positive perception. The problems obtained were corrected through a prototype and resulted in positive user experience values in all aspects.
The Effect of S-Commerce Tiktok Shop Recommendation Products on Changes in Consumer Impulsive Buying Behavior: A Study with Signaling Theory Asharinnisa Salsabila; Budi Prasetyo
Journal of Advances in Information Systems and Technology Vol. 6 No. 1 (2024): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i1.1718

Abstract

Product recommendation was introduced as a marketing technique that is quite commonly used in online shopping platforms, one of which is TikTok Shop. The use of recommended products in the digital market environment is intended to learn consumer interests and preferences so that the target market can conduct marketing. It is expected to make it easier for consumers to find their desired products. However, the use of product recommendations in the digital market also has the potential to have a negative effect in the form of forming consumer impulsive behavior. For this reason, this research was conducted to understand what factors of product recommendations can motivate consumer impulsive behavior at TikTok Shop and to see the effectiveness of video advertisements in motivating consumers to make purchases. In its implementation, this research uses the principles of signaling theory as the basis of research. Then, the research was carried out using a quantitative approach to collect and process data. The data collection method was carried out through questionnaire distribution by utilizing Google form as a data collection medium and social media as a medium for distributing questionnaires. Meanwhile, the data from the questionnaire was processed using the SmartPLS 3 application. The study results show that providing product recommendations through video content (VC) has the potential to shape consumer impulsive behavior.
Analysis Acceptance of LinkedIn Application Users Using the Revised Technology Acceptance Model for Social Media and Information System Success Model Bagas Mahardika; Anggy Trisnawan Putra
Journal of Advances in Information Systems and Technology Vol. 6 No. 1 (2024): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i1.2231

Abstract

Social media is a web-based application that provides facilities for communicating and chatting online, sharing videos and images, carrying out activities related to education and business, making learning easier, searching for information, and looking for work. LinkedIn is a social media designed to help many people make connections in business, share experiences, and find work. So far, LinkedIn is the most popular social network when it comes to recruiting. More than 95% of recruiters use social media in their recruiting process, which indicates that they use LinkedIn. The aim of this research is to determine the factors that influence perceived usefulness, perceived ease of use, and intention to use by using a combination of the revised Technology Acceptance Model (TAM) for social media and the Information System Success Model (ISSM) methods. This research uses a quantitative approach with sample criteria, namely people from Central Java who have used LinkedIn to look for work and are aged between 19 – 34 years. This research obtained 140 valid data through surveys distributed via social media. The results obtained found influencing factors. The results of the hypothesis test showed that there were 10 hypotheses that were accepted. From this hypothesis, there are several factors that influence perceived usefulness, namely information quality, service quality, critical mass, perceived playfulness, and trustworthiness. Then the factors that influence perceived ease of use are system quality and service quality. Then the factors that influence intention to use are information quality, trustworthiness, perceived usefulness, and perceived ease of use.
Acceptance of Artificial Intelligence-Based Online Shopping Applications: A Combination of Artificially Intelligent Device Use Acceptance and Online Shopping Service Quality Tiffany Ovilia Dwi Lestari; Endang Sugiharti
Journal of Advances in Information Systems and Technology Vol. 6 No. 1 (2024): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i1.2232

Abstract

Nowadays, e-commerce, including Shopee, is often associated with Artificial Intelligence (AI). The use of AI systems triggers the emergence of new marketing methods to reach consumers effectively and offer a better shopping experience. Moreover, the increased use of AI in online commerce occurs because AI is considered an excellent tool to meet rapidly changing consumer demands. Currently, more sellers are using AI-supported features such as chatbots, smart logistics, and personalized recommendations. This makes online channels more competitive and enticing for consumers to make purchases. Despite the numerous benefits of e-commerce and AI, they are not exempt from shortcomings that make customers reluctant to use them. Therefore, this research aims to understand the relationship among factors influencing the acceptance and objection of AI-based Shopee by using a combination of Artificially Intelligent Device Use Acceptance (AIDUA) and Online Shopping Service Quality (OSSQ). The study employs a quantitative method with survey data collection techniques. The collected sample from the survey process consists of 169 respondents, mostly females aged 17-26 years, and students. The results obtained find that factors significantly influencing performance expectancy are social influence, hedonic motivation, anthropomorphism, website design, responsiveness, communication, and trustworthiness. Factors affecting effort expectancy are social influence, reliability, communication, anthropomorphism, and website design. Meanwhile, the factor influencing emotion is performance expectancy. Lastly, the factors influencing willingness to use and objection to use are emotion. Based on the research findings, Shopee developers can enhance the quality of their AI programming algorithms and improve the design quality of Shopee.
Evaluating User Continuance Intentions for QRIS Mobile Payments Services Using Information System Success Model and Expectation Confirmation Model Wiyan Herra Herviana; Zaenal Abidin
Journal of Advances in Information Systems and Technology Vol. 6 No. 1 (2024): April
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i1.2398

Abstract

QRIS services on mobile payment applications are one of Indonesia's most popular payment methods, and they allow transactions by scanning or displaying the QR code. This enables mobile-based payments to be easy and flexible anywhere and anytime. As it grows and benefits, some obstacles exist regarding users' desire to continue using it. Some users decided to stop using the QRIS service for mobile payments due to indications of potential risks associated with the service. This research aims to find out what variables support or influence the intention to continue using QRIS services for mobile payments using quantitative methods and the information system success model (ISSM) and expectation confirmation model (ECM) frameworks by adding perceived risk and trust variables. The data collection technique used in this study was a questionnaires survey using Google Forms and applying purposive sampling techniques. The survey targeted QRIS service users aged 17 to 65 who experienced transactions using mobile payments (e-wallets and mobile banking). The data was collected from 513 respondents and analyzed using the partial least squares structural equation model (PLS-SEM) by Smart-PLS 4 software tools. The findings were that 10 hypotheses were declared accepted and five hypotheses were rejected. Based on the accepted hypothesis, research shows that satisfaction and trust influence the intention to continue using QRIS services for mobile payments. Satisfaction is a key factor that supports or influences a user's decision to continue using or utilizing QRIS payment services. The findings of this research can be an essential consideration for developers and companies providing QRIS services in mobile payments.
Application of Lean UX and System Usability Scale (SUS) Methods in Redesigning User Interface and User Experience on Adella Hospital Online Registration Website Sabrina Desy Rahmawati; Budi Prasetiyo
Journal of Advances in Information Systems and Technology Vol. 6 No. 2 (2024): October
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i2.2430

Abstract

This research aims to evaluate user experience of a hospital online registration website. The SUS method will be used to accurately measure users’ experience. Testing using SUS is carried out by distributing a questionnaire containing 10 SUS template questions and 13 general questions. After the questionnaire is distributed, the collected data will be processed using SUS assessment standards. In addition, several respondents will be interviewed in order to design a new website prototype. The prototype will be developed using Lean UX method. Testing design improvements using Lean UX method shows improvements compared to the old design.
Design of User Interface and User Experience Website-Based Mental Health Applications as a Means of Counseling Universitas Negeri Semarang Students Using Design Thinking Methods and System Usability Scale Alifia Prastiwi Alifia Prastiwi; Budi Prasetiyo Budi Prasetiyo
Journal of Advances in Information Systems and Technology Vol. 6 No. 2 (2024): October
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i2.3490

Abstract

User Interface (UI) and User Experience (UX) are important components for designing a new application. Website-based online counseling applications are useful for students to conduct online counseling. With the counseling application, students can access counseling without the need to meet directly with a psychologist. To design a counseling application, the right method is needed, namely using design thinking. In addition, the test method used is the System Usability Scale (SUS). Research sampling in the emphatize stage using purposive sampling techniques with predetermined respondent characteristics, 3 people were interviewed participants. From the results of the interview, a user persona and pain point will be created.  Furthermore, at the define stage, the most urgent and significant pain points are identified. At the idea stage, brainstorming ideas that will be used as solutions to problems is carried out. The idea will be implemented into a wireframe. The wireframe that has been created will be developed into a high fidelity design. At the testing stage, sampling uses the random sampling method. The number of respondents to conduct testing was 43 people. The results of the counseling application testing get an SUS score of 75. Interpretation SUS scores occupy grade C in the Good category (good) and get an acceptable predicate in the acceptability range category.   
Evaluation of User Interface and User Experience on Solo Destination App using System Usability Scale and Human-centered Design Methods Muhammad Wildan Yasykur; Devi Ajeng Efrilianda
Journal of Advances in Information Systems and Technology Vol. 6 No. 2 (2024): October
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i2.4185

Abstract

User interface (UI) and user experience (UX) play a crucial role in determining a system's usability. Although designed for widespread use, the Solo Destination app has not been assessed for its usability. This study evaluates the app using the System Usability Scale (SUS) and Human-Centered Design (HCD) methods. The sample size was determined using Slovin’s formula, resulting in 50 participants, with 5 chosen for in-depth interviews to gain deeper insights. The initial evaluation showed that the app scored 55.55 on the SUS, placing it in the marginal low category within the acceptability range. This score corresponds to a grade scale of D and an "OK" adjective rating. Interviews conducted during the inspiration phase provided detailed data for the subsequent ideation phase, where brainstorming identified seven main issues: features, reminders, event updates, information delivery, color, layout, and hierarchy. In the implementation phase, solutions to these issues were developed into a prototype using Figma. The improved prototype was then retested using the same methods. The retest showed a significant improvement, with the SUS score rising to 82.05. This places the app in the acceptable category, with a grade scale of B and a "good" adjective rating. This research highlights the importance of continuous usability evaluation and user focused design. Addressing identified issues significantly enhanced the app’s usability, ensuring better user acceptance and satisfaction.  
Effect of Social Interaction and Gamer-Game Relationships on Mobile Legends Gamer Retention in Indonesia: Experimental Study Mohamamd Rifkiana; Devi Ajeng Efrilianda
Journal of Advances in Information Systems and Technology Vol. 6 No. 2 (2024): October
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jaist.v6i2.5010

Abstract

Indonesia has the most internet users and gamers globally, and mobile video games are one of the biggest markets. One of the most popular game genres is multiplayer online battle arena (MOBA), such as Mobile Legends: Bang Bang (MLBB). This study aims to determine the effect of social interaction network factors and gamer-game relationships on MLBB gamer retention. The research model used combines three theories: social capital theory, social presence theory, and self-perception theory. Data was collected using the inverse square root technique. A total of 211 questionnaire data were analyzed using a partial least squares-structural equation model (PLS-SEM) with the help of the SmartPLS 4 tool. The results showed that all social interaction network variables and gamer-game relationships were positively related to the sense of community (SC), relationship switching cost (RCS), and gaming habit (GH), which in turn were positively related to gamer retention (RG). However, the variables network convergence (NC) and relationship length (RL) have no relationship on all variables and thus do not affect gamer retention. The findings of this study suggest that social capital, social presence, and self-perception theory can prove and explain the relationship between social networks and gamers' relationship with games, which can effectively increase the retention of users, which in turn creates a competitive advantage for developers or publishers.  

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