Journal of Information Systems and Informatics (Journal-ISI)
Not a member yet
580 research outputs found
Sort by
Analysis of Online Transportation User Satisfaction Using the Customer Satisfaction Index (CSI) and Important Performance Analysis (IPA) Methods In Palembang City
The development of Information Technology today has brought many changes in various fields of human life. One of them is the field of transportation services. The existence of online transportation is slowly shifting the use of conventional public transportation. Online Transportation is a transportation service that utilizes network technology, which is based on the internet network in carrying out all its transaction activities. The increasing number of users of online transportation services is an option for the public to use these services based on satisfaction with the services provided to their customers. This study aims to determine the level of satisfaction of online transportation users using the Customer Satisfaction Index (CSI) Method and the Importance Performance Analysis (IPA) method. The results showed that the level of user satisfaction measured by the CSI method showed a satisfaction index of 0.7728 or 77.28%, which means that the satisfaction index value of online transportation users is on the criteria of "Satisfied". Measurements using the IPA method show that there are three attributes that are at the top priority, seven attributes that need to be maintained, five attributes that have low priority and four attributes that have excess performance
Analysis of Production Planning Problem in Palembang's Jumputan Industry Using Earlier Deadline First Algorithm
Palembang is one of the big cities that has jumputan cloth as one of its characteristics. Palembang has many areas where craftsmen produce jumputan fabrics, one of which is in the area of Tuan Kentang. Many craftsmen in the area have not used existing technological developments s there are several problems that occur such as in the scheduling process. Scheduling issues are important because craftsmen usually produce fabrics based on the history of the previous year so when there is an order outside the available stock, there are often delays in the order being completed. In this study, researchers took the initiative to solve this problem by analyzing the scheduling process using the Earlier Deadline First (EDF) algorithm. This algorithm serves to help craftsmen determine when each manufacturing process is carried out and helps craftsmen to determine which orders to work on first based on the deadline. The results obtained after the implementation of this algorithm prove that the algorithm can minimize the occurrence of order delays and successfully prioritize which orders should be done so as to minimize the occurrence of delays in orders which creates a decrease in the level of consumer confidence in craftsmen
Evaluation of Personnel Information System Performance at the Department of Population and Civil Registration of Bengkayang Regency Using COBIT 5
The Bengkayang Regency Population and Civil Registry Service is an institution that aims to record population administration data which includes data including birth data, marriage data and death data, identity cards, family cards, and children's identity cards. The Dukcapil Service Office is one of the services that serves the community, especially in population management. This study aims to refer to the version 5 COBIT framework for reviewing the management of Personnel SI at the Bengkayang Regency Population and Civil Registry Service. The domain used in COBIT 5 is "Monitoring, Evaluation and Assessment" (MEA). The results of the study determine the maturity of the Bengkayang Regent's Population and Civil Registry, and provide suggestions for the application of information technology to make it better in the future
Pieces Framework for Analysis of User Saticfaction Internet of Things-Based Devices
Internet of Things is a concept where internet connectivity can exchange information with one another with the existing devices around it. IoT can help humans in their daily activities. In general, Internet of Things-based devices can perform controlling and scheduling. In this research, an analysis of the level of power saving using smart lamp and smart plug devices based on the Internet of Things will be carried out. The analysis carried out in this study used the PIECES method which is a framework that can classify a problem, opportunity, and directives. Research on the efficiency of electricity savings based on IoT devices will be supported using devices and applications from Bardi Smart Home. In addition to the PIECES method, this analysis and research is supported by using the IoT framework: Conceptual Framework, and will be supported by IoT-based devices from Bardi Smart Home.  
Analisis dan Penerapan Knowledge Management System (KMS) Berbasis Web (Studi Kasus Proses Bisnis PT. Bintang Selatan Agung)
PT. Bintang Selatan Agung merupakan perusahaan yang bergerak dalam bidang kontraktor jalan dan rental alat berat. Dalam mendukung proses bisnis, perusahaan memerlukan suatu teknologi berupa sistem yang dapat mendukung suatu perusahaan. Tujuan penelitian ini adalah untuk mengetahui bagaimana proses bisnis dapat berjalan dengan menerapkan Knowledge Management System (KMS). Metodologi yang digunakan dalam melakukan penelitian ini didasarkan pada metode KMS dengan tahapan Knowledge Management System Life Cycle (KMSLC), yang terdiri dari evaluasi infrastruktur, analisis dan desain sistem, sistem penyebaran/penerapan, dan evaluasi. Dalam penelitian didapatkan suatu hasil berupa struktur organisasi, alur proses sistem manajemen pengetahuan, dan penerapan/penyebaran sistem yang mendukung perusahaan. sistem manajemen pengetahuan ini dibangun berbasis web menggunakan bahasa pemrograman Native PHP dengan PhpMyAdmin sebagai framework database. Hasil analisis knowledge management pada perusahaan didapatkan bahwa terdapat penerapan KMS berbasis web yang berfungsi menjaga dan melindungi data dan informasi supaya tidak rusak dan hilang. Perusahaan telah menerapkan transfer pengetahuan explicit melalui sistem database add user, input data pegawai, dan sistem absen karyawan. Selain itu, perusahaan masih membutuhkan peningkatan KM berupa halaman yang dapat menambahkan pengetahuan tacit dan menampilkan pengetahuan tacit untuk menampung pengetahuan dari pegawai, sehingga kinerja karyawan dapat dimaksimalkan
The Game “Quiz Besemah” Sebagai Media Untuk Memperkenalkan Budaya Kota Pagar Alam
Pagar Alam City has great potential in the field of tourism, both natural and cultural tourism. Pagar Alam City is also known as one of the Besemah tribal areas with various cultural heritages. Game "Quiz Besemah" is a mobile quiz and educational game specially designed for learning the culture and traditions of the city of Pagar Alam. The development method used in this research is Game Development Life Cycle (GDLC) with six stages, namely Initiation Developer, Pre-Production, Production, Testing, Beta External Testing and Release Game. The game engine for developing game features will use the Unity application so that it can support various platforms such as web, windows, mac, android, iOS, Xbox, Playstation 3 and Wii. The game that was built consisted of 20 (twenty) questions randomly and divided into 4 (four) classifications, namely basic, easy, medium and difficult. This game is recommended and user friendly for children aged 8-13 years. Based on the results of testing the application that has been built, it can be concluded that the game can be used as a learning medium for the introduction of Besemah culture in Pagar Alam Cit
Perencanaan Strategis Sistem Informasi dan Teknologi Informasi menggunakan Enterprise Architecture Planning (EAP) di Toserba Yogya Kota Tegal
Toserba Yogya merupakan salah satu perusahaan yang bergerak dibidang ritel yang tersebar di DKI Jakarta, Jawa Barat dan Jawa Tengah. Salah satu cabangnya yang terdapat di Kota Tegal menjadi pusat distribusi di daerah Jawa Tengah. Toserba Yogya Kota Tegal sudah menggunakan SI/TI dalam menunjang kegiatan operasional, namun penerapan SI/TI masih kurang maksimal dan belum terencana dengan matang. Oleh karena itu diperlukan perencanaan strategis SI/TI yang tepat. Perencanaan strategis menggunakan metode pendekatan Enterprise Architecture Planning (EAP) yang menghasilkan arsitektur data, arsitektur aplikasi, arsitektur teknologi dan rencana implementasi perusahaan. Tujuan dari penelitian ini untuk meningkatkan efisiensi kegiatan proses bisnis dan SI/TI serta memberikan kontribusi dalam memberikan solusi terhadap permasalahan yang ada pada Toserba Yogya Kota Tegal. Pemodelan bisnis menggunakan analisis value chain untuk mengidentifikasi rangkaian bisnis aktivitas utama dan aktivitas pendukung dalam Toserba Yogya Kota Tegal. Output yang akan dihasilkan dari penelitian ini merupakan rekomendasi hasil perencanaan strategis sistem informasi yang dapat diterapkan dalam lima tahun kedepan
Sistem Informasi Geografis (SIG) Pemetaan Lokasi Pertambangan Batu Bara Berbasis Quantum GIS (Studi Kasus: PT. Hasil Bumi Kalimantan)
During this time, the determination of the mine coordinates location done by the fieldman of PT. Kalimantan Earth Results was using a GPS locator. Found 27 points of coal mines and 18 coal ports spread across the southern Sumatra region. At present the process of recording and mapping locations is still done conventionally, causing frequent data loss, inaccuracies in the location of mining and information about mining results are less up-to-date. Systematic determination of location points is needed to make the companies and customers easier to see the coal mine profiles, coal quality, find out the location of each mine, and up-to-date mining results reports via webgis The prototype model was chosen as a method in system development. As well as UML (Unified Modeling Language), Quantum GIS (Qgis) and php will be used for the designers, builders of the webgis. This research is expected to produce a geographic information system (GIS) mapping of coal mining location points
Challenges of Implementing Big Data Technology in Higher Institutions
The aim of this study is to investigate the challenges of implementing Big Data Technology (BDT) in Higher Educational Institutions (HEIs) in Namibia. The study further undertook quantitative surveys with staff of the three (3) higher institutions in Namibia. A sample of 345 participants from International University of Management (IUM), Namibia University of Science and Technology (NUST), and The University of Namibia comprising the study's population (UNAM) were selected for this study using the simple random sampling technique. The data collected was analysed for descriptive statistics using the Statistical Package for Social Sciences (SPSS). The finding indicated that there are challenges such as lack of awareness of BDT, lack of support for management and inadequate IT infrastructure. The study further recommended strategy that will enhance the implementation of BDT in HEIs
Perancangan Website E-commerce Produk Kopi Menggunakan Metode Prototyping (Studi Kasus: Kedai Kopi Kontekstual)
Bisnis kedai kopi telah mengalami kemajuan yang sangat pesat. Adanya trend nongkrong membuat bisnis kedai kopi meningkatkan pelayanan untuk kepuasan pelanggan. Kualitas pelayanan, produk, dan pengalaman pemasaran memiliki dampak penting dalam memenuhi kepuasan konsumen. Kedai Kopi Kontekstual merupakan kedai kopi yang berlokasi di Banyumas. Kedai Kopi Kontekstual masih dalam proses bertumbuh dan berkembang. Asset yang dimiliki Kedai Kopi Kontekstual cukup besar yaitu kebun kopi, mesin roasting, dan SDM. Melalui asset tersebut pemilik berharap dapat menjangkau pasar nasional. Kondisi pasar yang terbatas membuat Kedai Kopi Kontekstual perlu melakukan upaya jaringan pemasaran yang lebih luas. Sebagai upaya pengembangan pasar Kedai Kopi Kontekstual membutuhkan fasilitasi sistem dalam yang mampu mengakomodasikan penjualan dan sistem transaksi. Metode prototyping merupakan salah satu pendekatan dalam rekayasa perangkat lunak yang mendemonstrasikan bagaimana mengembangkan sistem secara sederhana, memberikan akses kepada pengguna konsep dasar sistem serta pengujian. UML digunakan sebagai rancangan gambaran sistem secara keseluruhan, website berbasis online menggunakan bahasa pemrograman visual studio code, javascript (framework ReactJS), Node Js dan database MySQL. Tujuan dari perancangan website adalah memperluas jangkauan pemasaran, brandawareness, dan meningkatkan pengetahuan calon pelanggan terhadap Kedai Kopi Kontekstual. Hasil dari penelitian ini adalah berhasil membuat rancangan website yang sesuai dengan kebutuhan Kedai Kopi Kontekstual