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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 9 Documents
Search results for , issue "Vol. 6 No. 2 (2024): October" : 9 Documents clear
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.  
Exploring the Impact of Cloud Service Quality on Customer Loyalty towards Cloud Service Providers: A Stimulus Organism Response (SOR) Approach Nur Afan Syarifudin; Zaenal Abidin, S, Si., M, Cs., Ph. D.
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.v6i2.5037

Abstract

Cloud computing, a versatile computing service offering processing power and data storage, presents numerous advantages including flexible payment models, expedited marketing processes, adaptable costs and capacities, cost-effective disaster recovery solutions, and enhanced global collaboration efficiency. Despite its merits, assessing cloud computing service adoption remains a challenge, especially concerning long-term factors like customer loyalty. This study endeavors to identify the determinants of user loyalty towards cloud services and assesses the predictive strength of the model. Employing a quantitative approach, the research integrates the SERVQUAL framework and the stimulus organism response (SOR) model, incorporating cloud service quality variables. Data collection, utilizing Google Forms and purposive sampling, targeted cloud service users aged 18 to 60. Analysis of responses from 286 participants was conducted using Partial Least Squares Structural Equation Modelling (PLS-SEM) via SmartPLS 4. The findings reveal the acceptance of 10 hypotheses, indicating significant influence of cloud service quality variables agility, service responsiveness, reliability, scalability, security, and assurance of service on user loyalty. Additionally, customer loyalty is influenced by factors including perceived brand image, customer satisfaction, and electronic word of mouth. The PLS-SEM model tested using PLSPredict that showed good strength for overall prediction variables. This study contributes to a deeper understanding of user loyalty dynamics within the context of cloud computing services, offering insights for service providers and researchers alike.
Analysis of User Acceptance Levels of the e-Rapor System Users in Junior High Schools in Rembang District Using The TAM 3 And DeLone & McLean Yogiana Marta Dewi; Kholiq Budiman
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.v6i2.8342

Abstract

Education is a human right that is important for nation development. Entering the 21st century, education must adapt to digital technology. One important innovation is the e-Report system, a web-based student grade processing application introduced by the Ministry of Education and Culture in 2017. This research aims to analyze the level of user acceptance of the e-Report system in Rembang. Regency Middle School uses the Technology Acceptance Model (TAM) 3 method and the DeLone & McLean method. This research used a quantitative approach by distributing questionnaires to teachers in four junior high schools in Rembang Regency involving 93 samples from a total of 1,201 teachers. The number of samples was calculated using the Slovin formula with a significance error level of 10%. The results of the analysis show that perceived ease of use and perceived usefulness have a significant influence on the acceptance of e-Report technology. Factors such as information quality, self-efficacy, and perceived enjoyment also influence the perceived ease and usefulness of using e-Reports. However, system quality and service quality do not show a significant influence on the acceptance of this technology. This research provides important insights into the factors that influence the acceptance and success of implementing e-Report systems in junior high schools. It is hoped that the research results can become a reference for policy makers in improving administrative efficiency and supporting the learning process through modern technology
Usability Analysis of Educational Assistance Information Systems Using the Heuristic Evaluation and End User Computing Satisfaction (EUCS) Methods. Angel Novita Sinurat; Anggyi Trisnawan Putra
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.v6i2.8506

Abstract

User interface and user satisfaction are crucial components of a system that can significantly impact its usability. SIBADIK, as a web-based application used by many students as a scholarship platform, should have a high level of usability. However, there has been no specific research analyzing the usability of the SIBADIK website. Usability analysis is necessary to determine whether the website is acceptable to users or if there are issues that need to be addressed. The method used is heuristic evaluation combined with End-User Computing Satisfaction (EUCS) to measure user satisfaction levels before and after improvements. The sample was obtained using purposive sampling technique with Slovin formula at 10% margin of error, resulting in 95 samples. The research findings indicate that the SIBADIK website received a user satisfaction score of 2.92 (in the "fairly satisfied" category). The heuristic evaluation by three evaluators revealed a severity point of 3.0195 (rounded to 3), indicating a major usability problem that requires improvements. Twelve issues were identified on the SIBADIK website: 2 issues with Match Between System and Real World, 1 issue with User Control and Freedom, 2 issues with Consistency and Standards, 1 issue with Error Prevention, 2 issues with Recognition Rather Than Recall, 2 issues with Flexibility and Efficiency of Use, and 2 issues with Aesthetic and Minimalist Design. These identified problems serve as recommendations for improving the SIBADIK user interface.
The Effect of Online Customer Reviews, Perceived Value, and Perceived Trust on Purchase Intention at the Shopee Marketplace with the Technology Acceptance Model Approach Fadlil Zulfan Ishomi; Zaenal Abidin
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.v6i2.8595

Abstract

The e-commerce sector in Indonesia faces intense competition among companies with similar business models. To stay competitive, e-commerce platforms like Shopee must understand the factors influencing customer purchase intention. This research explores the determinants of purchase intention in the Shopee marketplace and evaluates their significance. Using a quantitative approach and the Technology Acceptance Model (TAM) framework, this study incorporates additional variables such as online customer reviews, perceived value, and perceived trust. Data were collected through questionnaires distributed via Google Forms using purposive sampling, targeting Shopee users aged 18–40 years with at least one year of shopping experience. A total of 286 respondents participated in the study. The data were analyzed using partial least squares-structural equation modeling (PLS-SEM) with SmartPLS 3. The findings reveal that perceived usefulness, online customer reviews, and behavioral intention directly influence purchase intention. Additionally, factors such as perceived ease of use, perceived value, perceived trust, and attitude toward using have indirect effects on purchase intention. Out of 18 proposed hypotheses, 14 were supported, while 4 were rejected. These results provide critical insights for e-commerce developers and companies like Shopee to craft more effective marketing strategies, particularly those aimed at enhancing customer purchase intention.
Analysis of Factors Affecting The Sustainability of Using Online Loan Applications Using The Information System Success Model and Expectation Confirmation Model Kevin Tito Hutahaean; Endang Sugiharti
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.v6i2.12035

Abstract

The rapid digitization of financial services has spurred the growth of cashless lending systems, with online lending emerging as a prominent method for individuals and businesses to access funds. This trend is driven by the ease of loan application through online platforms and the challenges associated with traditional bank loans. However, online loans often come with higher interest rates compared to conventional banks, raising concerns about users' long-term engagement with these platforms. This study investigates the factors influencing the continuance intention of users in utilizing online loan applications. Employing a quantitative approach, the research integrates the Information System Success Model (ISSM) and the Expectation Confirmation Model (ECM) to examine 13 variables across 24 hypotheses. Data was collected via Google Forms, distributed through social media, targeting individuals aged 17 to 55 in Indonesia who had previously applied for online loans. After rigorous data screening, 227 valid responses were analyzed using SmartPLS. The findings revealed that out of the 13 variables, use, satisfaction, and debt attitudes significantly influence continuance intention, while other factors like perceived usefulness and impulsive buying were less impactful. Future studies should explore a broader respondent base and incorporate variables such as interest rates and urgency to provide a more comprehensive understanding of users' continued use of online loan applications.

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