cover
Contact Name
Ari Zulsafar
Contact Email
zulsapar@telkomuniversity.ac.id
Phone
+6285280983983
Journal Mail Official
jasmed@telkomuniversity.ac.id
Editorial Address
Jl. D.I Panjaitan No.128 Purwokerto
Location
Kota bandung,
Jawa barat
INDONESIA
Journal of Software Engineering and Multimedia (JASMED)
Published by Universitas Telkom
ISSN : -     EISSN : 30256372     DOI : https://doi.org/10.20895/
Core Subject :
JASMED : Journal of Software Engineering and Multimedia is a peer-reviewed scientific journal published by Institut Teknologi Telkom Purwokerto (ITTP) and managed by the Software and Multimedia Engineering Expertise Group. The aim of this journal is to publish articles dedicated to all aspects of the outstanding latest developments in the fields of Informatics, Information Systems, Software Engineering, Multimedia and Applications with ISSN 3025-6372. JASMED : Journal of Software Engineering and Multimedia published twice a year between January - June, and July - December with the scope and focus of research
Arjuna Subject : -
Articles 15 Documents
Design of the "SRIKANDI" Image Processing Application for Detecting Rice Leaf Diseases using the NASNetMobile Convolutional Neural Network Architecture Dodi Bayu Prasanto; Fauzaandhiyaa Shafiananto; Muhammad Rakan Atha; Septiyadi Susanto; Putri Anggrani Sijabat; Cindy Anti; Dany Candra Febrianto
Journal of Software Engineering and Multimedia (JASMED) Vol. 4 No. 1 (2026): Journal of Software Engineering and Multimedia (JASMED)
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/jasmed.v4i1.10235

Abstract

Rice leaf diseases can cause a significant decrease in productivity if not treated early, while currently still using a manual diagnosis process that is often slow, inconsistent, and dependent on extension workers. In this study, the SRIKANDI application was developed, a mobile application for image processing for rice leaf diseases using the NASNetMobile Convolutional Neural Network (CNN) architecture. This system is designed using five labels, namely bacterial, blast, brownspot, leafsmut, and healthy leaves. The dataset used consists of 2500 images collected from Kaggle, Mendeley Data, and taken directly. All images go through preprocessing stages of resizing, pixel normalization, and augmentation, then divided into 80% train, 10% test, and 10% validation. The model training was carried out in two stages, namely, 40 epochs of fine-tuning with a learning rate of 0.0008 followed by 20 epochs of fine-tuning with a learning rate of 1e-5, the results obtained by the model with a test set accuracy rate of 96.40%. The trained model is then saved in TFLite format to be integrated into the SRIKANDI mobile application so that it can help farmers detect rice leaf diseases in real-time via camera or taken from the gallery.
Terrai A Road Damage Reporting Application Based on GIS, Gamification, and Artificial Intelligence Yuliana Cantikasari; Erni Widarti
Journal of Software Engineering and Multimedia (JASMED) Vol. 4 No. 1 (2026): Journal of Software Engineering and Multimedia (JASMED)
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/jasmed.v4i1.10900

Abstract

Slow response to road infrastructure damage is often caused by inefficient conventional reporting systems and a lack of public participation. This research aims to develop Terrai, an innovative road damage reporting system application in Sukoharjo Regency that integrates Geographic Information Systems (GIS), artificial intelligence, and gamification elements. The use of GIS allows for precise mapping of damage locations on digital maps, while Geospatial Artificial Intelligence (GeoAI) technology is implemented to automate the classification of road damage photos into five severity categories through digital image processing. To maintain ongoing public participation, a gamification concept is implemented through points, badges, and a leaderboard. The system development method included field observations, a literature review, prototype design, and interface quality testing. Evaluation was conducted using the System Usability Scale (SUS) method with 30 selected respondents. The test results showed an average score of 87.83, categorizing the application as very good, or very easy to use. Overall, the integration of these three key technologies in Terrai has proven effective in accelerating data verification by relevant authorities, improving reporting accuracy, and providing a robust database for local governments to proactively make road maintenance decisions. The implementation of this system is expected to become a supporting pillar for the realization of smart city governance in Sukoharjo Regency.
User-Centered UI/UX Design for Intisari Banyumas Souvenir Food E-Commerce Website Ika Wida Nuragustin; Indy Aurelia Az Zahra; Dill Thafa Jausha
Journal of Software Engineering and Multimedia (JASMED) Vol. 4 No. 1 (2026): Journal of Software Engineering and Multimedia (JASMED)
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/jasmed.v4i1.11059

Abstract

The rapid growth of digital commerce has encouraged local businesses to adopt online platforms to improve accessibility and customer engagement. However, many local souvenir businesses in Indonesia still rely on conventional selling methods and lack user-friendly digital platforms. This study aims to design and evaluate a user-centered e-commerce website for Intisari, a Banyumas souvenir store specializing in traditional products such as gethuk goreng and nopia. The research employed the User-Centered Design (UCD) approach consisting of empathize, define, ideate, prototype, and testing stages. Data collection was conducted through observations, interviews, and questionnaires involving 60 respondents and local UMKM actors to identify user needs and usability expectations. An interactive prototype was developed using Figma by implementing UI/UX principles, Nielsen’s usability heuristics, and Gestalt visual principles. The prototype was evaluated using usability testing scenarios and the System Usability Scale (SUS). The evaluation results showed a task completion rate of 95%, an average checkout completion time of 1 minute and 40 seconds, and a SUS score of 88.33 categorized as “Excellent”. The findings indicate that the implementation of user-centered UI/UX principles significantly improves user satisfaction, usability, and interaction efficiency in local e-commerce platforms. This research contributes to the development of culturally oriented digital commerce platforms that support local UMKM digital transformation and cultural preservation.
Frontend Design of Spatial Working Memory Test Application for Junior and Vocational High School Students Using the Waterfall Method Martryatus Sofia; Rifki Adhitama
Journal of Software Engineering and Multimedia (JASMED) Vol. 4 No. 1 (2026): Journal of Software Engineering and Multimedia (JASMED)
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/jasmed.v4i1.11245

Abstract

Spatial Working Memory (SWM) is an essential cognitive function that supports learning processes, reasoning, mathematical abilities, and academic achievement among students. Despite its importance, accessible and digital-based tools for assessing spatial working memory remain limited, particularly for junior and vocational high school students. This study focuses on designing and developing the frontend of a web-based SWMT application, guided by the Waterfall development approach involving literature studies, interviews with psychology experts, observations, questionnaires, interface design using Figma, implementation with Laravel, HTML, and CSS, and usability and accessibility evaluations. Accessibility testing was conducted using the WebAIM Contrast Checker based on Web Content Accessibility Guidelines (WCAG), while usability assessment was carried out through the SUS instrument with 72 participants from junior and vocational high school levels. The results indicate that seven out of eleven evaluated interface elements successfully met WCAG 2.0 Level AA accessibility standards, with contrast ratios exceeding the minimum requirement of 4.5:1. Four elements, namely the login form and login button, the independent test start button, the test score display, and the PDF download button, require further improvement due to insufficient contrast levels. Usability evaluation produced an average SUS score of 66.15, categorized as "OK" with marginal acceptance, indicating that the application can be used independently while still requiring improvements in navigation consistency, instruction clarity, and overall user experience. This study offers a meaningful contribution toward building an open and inclusive digital tool for cognitive assessment in Indonesian educational settings and provides a foundation for future integration of backend functionality and psychometric validation.
The Effect of Vibe Coding on the Programming Skills of Beginner and Advanced Students at Telkom University Purwokerto Novita Syahwa Tri Hapsari; Rifki Adhitama; Yudha Islami Sulistya
Journal of Software Engineering and Multimedia (JASMED) Vol. 4 No. 1 (2026): Journal of Software Engineering and Multimedia (JASMED)
Publisher : Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/jasmed.v4i1.11260

Abstract

The growing use of generative AI has introduced vibe coding as a new programming approach in higher education, but its varying impacts on students’ experience levels have not yet been extensively explored in the Indonesian context. This study investigates whether vibe coding affects programming competencies differently between early-stage and advanced-stage students in the Software Engineering Program at Telkom University Purwokerto. A comparative design with a mixed-methods approach was used, involving 30 respondents: 15 early-stage students (Semester 4) and 15 advanced-stage students (Semester 6). Data were collected via a five-point Likert-scale questionnaire measuring the intensity of vibe coding (Section B) and perceptions of programming competence (Section C), supplemented by a prompt quality rubric validated by faculty members based on a case study of a circular single-linked list. Quantitative analysis employed Spearman’s rank correlation and the Mann-Whitney U test, while qualitative findings from the rubric were triangulated with questionnaire results. The results indicate that advanced-level students have a significantly higher coding vibe intensity (U = 57.5; p = 0.023), while beginner-level students report a significantly higher perceived ability (U = 39.0; p = 0.002). The Spearman test yielded a non-significant negative correlation in both groups, with the final-year group showing a moderate trend (rs = −0.50). No significant differences were found in prompt output quality between groups (U = 92.0; p = 0.400), and triangulation revealed inconsistencies between perceived ability and actual output quality. These findings indicate that vibe coding without structured instructional guidance has the potential to widen the gap between perceived and actual programming competence, underscoring the need for the explicit integration of prompting literacy into the programming curriculum.

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