Design Journal, e-ISSN: 2964-6227 and p-ISSN: 2964-805X is a free and open-access journal published by the Research Division, YPMMA Institute, Indonesia. Design Journal is a well-established, leading international peer-reviewed journal covering many aspects of design. The journal is published two times a year and provides a lively forum for a broad audience of design scholars, researchers, practitioners, educators and managers worldwide. It aims to publish thought-provoking work which will have a direct impact on design knowledge and which challenges assumptions and methods, while being open-minded about the evolving role of design. All published article URLs will have a digital object identifier (DOI). Template (English) Template (Indonesia)
Yayasan Pendidikan Mitra Mandiri Aceh (YPMMA)
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Design and Development of Interactive Learning Media to Increase Student Learning Interest
This study aims to design interactive learning media for improving students' learning interest in computer systems material. The research employs Research and Development (R&D) methodology with the ADDIE development model, encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Seventh-grade students at MTs Ar-Rahmah, Tasikmalaya City, participated as research subjects. Subject matter and media experts validated the interactive learning media, yielding validation results of 100% and 96% respectively, both categorized as "very feasible." Student learning interest effectiveness was measured through questionnaires administered before and after media implementation. Results demonstrated a significant increase in student learning interest following interactive media usage, with an average N-Gain score of 0.70, classified within the high category. The findings indicate that visual displays, animations, and interactive features successfully engaged students and enhanced their participation during learning activities. Statistical analysis confirms the media's capability to address monotonous teaching methods and abstract material challenges. The interactive learning media developed proves both feasible and effective for improving student learning interest in computer systems material, offering a practical solution for educators seeking innovative teaching approaches.
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Designing a Solar-Powered IoT-Based Flood Early Warning System Prototype with Audio-Visual Alarm for Aceh Region
Floods have repeatedly threatened the people of Aceh Province. Thousands of families lost their property and lives because the early warning information was delayed. This research designs a flood early warning system prototype based on IoT using renewable energy, which can operate on its own without PLN electricity. The system uses three IP68 float switch sensors to detect water levels at thresholds of 0.5m (normal), 1.0m (alert), and 1.5m (danger) combined with a 2-in-1 audio-visual alarm (strobe and siren) with a coverage distance of 100-150 meters. The energy design uses a solar panel of 50-100W with 12V DC voltage and has a minimum backup for 48 hours without sunlight. Hardware design, sensor accuracy testing, validation of the energy system, and testing the effectiveness of alarms are the research methods in this study which is conducted in Banda Aceh City. The results indicate that this system can run independently at low power consumption because float switch sensors are more effective than ultrasonic sensors under conditions where the water is turbid and full of debris as found in rivers in Aceh Province. This prototype is low-cost (less than Rp 2 million), requires minimal maintenance, and has high reliability; therefore, it can be adopted by communities that do not have many resources. This research provides a technical blueprint for developing an early warning system that fits geographically and climatically with Aceh Province which may be replicated in other flood-prone districts for disaster risk reduction programs.
Copyright (c) 2026 Design Journal https://creativecommons.org/licenses/by-nc-sa/4.0
Development of Animation Video-Based Learning Media Using Animaker for Grade VII Informatics Subject
This study aimed to develop and assess the feasibility of Animaker-based animated video learning media for Grade VII Informatics, specifically addressing hardware material. The research adopted a Research and Development (R&D) approach utilizing the ADDIE model—encompassing Analysis, Design, Development, Implementation, and Evaluation stages. Twenty seventh-grade students at MTs Mathlabussa'adah participated in the study. Both material and media experts validated the developed learning media, while student feedback was gathered through questionnaires using Likert scale assessments. Material expert validation achieved 92% (highly feasible), whereas media expert validation attained 80% (feasible). Student responses yielded 86.3%, classified as excellent. The high validation scores were attributed to clear material presentation, attractive visual design, appropriate language use, and suitable video duration aligned with student concentration capacity. The findings demonstrate that Animaker-based animated video learning media proves appropriate for Informatics instruction, particularly regarding hardware topics, offering an effective alternative to conventional teaching methods such as textbooks and worksheets.
Analysis Design Development Implementation Evaluation
Design and Development of Visual Novel-Based Educational Game to Enhance Computer Basics Understanding for High School Students
This study was intended to design and determine the effectiveness of a visual novel-based educational game in enhancing the understanding of basic computer subjects for high school students. The research used the ADDIE model as its development framework, which stands for Analysis, Design, Development, Implementation, and Evaluation. The analysis phase revealed that students were having difficulty understanding concepts about computers because conventional lecture-based teaching methods were being used. The visual novel game was designed by combining narrative storylines with illustrations, interactive quizzes, and decision-making elements to engage students in learning activities. Media and material experts validated the product with feasibility scores of 90% and 88%, both categorized as highly feasible. Implementation involved 26 tenth-grade students who completed pretest and posttest assessments; results indicated significant learning improvement with average scores increasing from 5.81 (41.5%) to 10.77 (76.9%), producing an N-Gain value of 0.61 (medium category). Student response questionnaires indicated high acceptance with an overall score of 87.58%—particularly in game usefulness at 94.23% and learning experience at 91.35%. This proves that visual novel-based educational games can improve student understanding, motivation, and engagement in learning basic computers as an alternative to conventional teaching methods in ICT education.
Abject Objects: A Case for Using Humour and Horror in Design
This paper explores the possibility of combining theories from different subject areas into product design as influences that are not typically seen in this space. The main aim of this research was to discover whether concepts from horror and comedy could be incorporated into a design process in order to create products that influence user reactions in new ways. While this paper only explores one example of incorporating new influences into a design process, it covers some of the key ideas in relation to wider exploration of concepts and how the ideas presented may work with other disciplinary themes. An exploration of user interactions with products in general was also key in understanding how this could affect the way users viewed and interacted with the final products. Finally, this paper proposes these ideas as a way to open new critiques on the design world and the influences used when designing new products. Building on research into horror and humour concepts, this paper explores the integration of these into a product design process. Walking through each stage of a design process drawing from academic perspectives on what makes a product design process successful. This paper demonstrates how a design process can be altered by introducing new influences while still meeting guidelines for what good design is. By then undertaking the design process and thus creating a suite of products demonstrating the concepts that were introduced, the paper determines that products designed with alternative influences can have a space in the design world and can function and interact with users in new ways. The implications of this research open possibilities of successfully using uncommon influences in product design as a way to open new understandings of what good design can be.
Virtual Heritage: Preserving Acehnese Culture through Interactive Roblox Experiences
This research crafts and tests a Roblox-based Acehnese cultural learning environment showcasing virtual tours of key heritage landmarks, including the Baiturrahman Grand Mosque, traditional Rumoh Aceh houses, and coastal ecological zones. Following a Research and Development approach with two-phase testing, the platform weaves together folklore-driven quests, dance reconstruction challenges, artifact recognition activities, and team-based puzzles. Findings reveal strong quest completion rates (85%) alongside marked improvements in cultural knowledge (from 32% to 76%) among the 100 teenage participants. The multiplayer design fostered genuine social connections, averaging 3.2 group problem-solving moments per session, while nearly two-thirds of players expressed desire to visit the actual locations. The adaptive difficulty system kept challenges engaging without overwhelming players. The project demonstrates how thoughtfully designed virtual environments serve as living cultural spaces where heritage breathes through active participation rather than passive observation, building bridges across generations and geography.
A Hybrid “Probabilistic Scaffold” Model for Enhancing Reading Literacy, Numeracy, and AI Literacy among Indonesian Primary School Students
This design study develops a structured pedagogical framework positioning generative AI as a verification-dependent learning support for Indonesian 4th-5th grade students. The framework implements a sequential process (Prompt → Verify → Diagnose → Revise → Reflect → Transfer) bounded by ethical guidelines and local cultural contexts. The research addresses student bypassing of initial reasoning, absence of age-appropriate AI literacy assessment, digital access disparities, insufficient verification practices, and potential erosion of academic integrity. Using a quasi-experimental design (n≈200 across 4 schools; 12 weeks), the study compares an AI-integrated curriculum with conventional instruction, controlling for pre-test performance, socioeconomic indicators, and gender. The intervention balances AI-mediated learning (25-35%) with analog activities (65-75%) to preserve direct cognitive engagement. Assessment instruments include reading comprehension measures, contextual mathematics problems, a four-dimensional AI literacy rubric, interaction logs, classroom observations, motivation scales, and verification records. Anticipated outcomes include normalized learning gains of 0.35-0.45 in reading and 0.30-0.40 in mathematics; advancement to Level 3 AI literacy; reduction in AI dependence from 60% to 35-40%; increased higher-order questioning; and equitable outcomes across settings through offline resource distribution. The theoretical framework proposes that prompt quality influences learning outcomes through verification practices, metacognitive awareness, and ethical understanding. Implementation challenges include novelty effects, variable teacher adherence, technology access inconsistencies, and ethical standards application. The research aims to shift elementary AI education from answer retrieval toward evidence-based inquiry with ethical awareness.
Analysis of Student Satisfaction with Digital-Based Learning Media Assisted by Baamboozle
This study evaluates student satisfaction with Baamboozle educational game-based learning media among fifth-grade students. The research employed quantitative descriptive methods using a 5-point Likert scale questionnaire administered to 18 students at SDN 1 Cihaurbeuti. Data analysis through Jamovi software revealed varying satisfaction levels across three measured aspects. Students rated user experience and application performance as "Satisfied" (3.73 and 4.12 respectively), while interface appearance received "Moderately Satisfied" ratings (3.21). The overall satisfaction score reached 3.66, falling within the "Satisfied" category. Students particularly appreciated the application's responsiveness (4.39) and stability (4.17), but expressed challenges with navigation and menu visibility (2.94). The findings suggest that while Baamboozle effectively engages elementary students, its interface design could benefit from simplification to better accommodate young users. These results offer practical guidance for educators selecting digital learning tools and developers creating age-appropriate educational media for elementary school settings.
Development of Interactive Learning Media Based on Genially for Informatics Subject in Grade X of Vocational High School
This study developed interactive Genially-based learning media for Grade X vocational Informatics focusing on network hardware. The development followed an R&D approach structured with the ADDIE model: Analysis, Design, Development, Implementation, and Evaluation. During the analysis stage, teacher‑centered delivery and low student autonomy were identified as barriers to engagement. The design phase produced a storyboard specifying navigation flow, visual layout, and embedded quiz checkpoints. The media was then built in Genially and reviewed by a subject expert and a media expert. Validation used a 5-point Likert instrument covering accuracy, curriculum alignment, clarity, usability, visual layout, responsiveness, and interaction. The subject expert awarded a score equivalent to 100%, and the media expert 90%, both classified as very feasible under the predefined criteria. Implementation involved 20 students in the Computer and Network Engineering track at SMK Islam Tenjonagara, who accessed the material individually and completed a response questionnaire. Aggregate student feedback reached 83.8%, categorized as very good, indicating positive perceptions of clarity, ease of navigation, and usefulness for self‑paced review. The findings support adoption of the Genially-based media as a supplementary resource for Grade X network hardware instruction in vocational settings and justify further refinement toward learning gain measurement.
Research on the Innovative Path of Cultural and Creative Transformation of Tibetan Thangka Intangible Cultural Heritage
This study examines the innovative integration of Tibetan Thangka, a 1,300-year-old painting tradition and national intangible cultural heritage, with contemporary cultural and creative industries. The research aims to identify effective strategies for preserving Thangka's cultural essence while enhancing its market viability and social relevance in the digital age. Using a mixed-methods approach combining literature analysis, case studies of successful cultural transformations, and comparative evaluation of existing Thangka initiatives, this study develops a "Four Crosses" framework for cultural heritage innovation: cross-element integration (talent and capital collaboration), cross-platform integration (digital communication matrix), cross-industry integration (extending the "Thangka+" value chain), and cross-audience integration (targeted product design). Results demonstrate that successful transformation requires balancing traditional craftsmanship with contemporary design approaches, leveraging digital technologies for wider dissemination, creating immersive cultural experiences, and adapting cultural symbols for modern consumption while maintaining their philosophical integrity. The findings contribute to broader discussions on sustainable preservation of intangible cultural heritage in market economies.
Pemanfaatan Reaktor Kontinu dan Katalis Zeolit dalam Konversi Termal Limbah Poliolefin menjadi Bahan Bakar Ramah Lingkungan
This study investigated the conversion of plastic waste into fuel oil through thermal and catalytic cracking with an innovative reactor. The study analyzed the effect of plastic type (LDPE, HDPE, PP), reactor temperature (400-550°C), and catalyst type (HZSM-5, ZSM-5, Ni-Mo/Zeolite) on the yield and characteristics of liquid products. The experimental results showed that LDPE produced the highest liquid product (78.5%), the optimum temperature was 500°C, and the HZSM-5 catalyst gave the best performance. GC-MS analysis identified the main components of C5-C12 hydrocarbons according to the characteristics of fuel oil. The liquid product had a calorific value of 42.5 MJ/kg and a sulfur content of <10 ppm with an energy efficiency of 65%. The results of the study prove the effectiveness of the innovative reactor in overcoming the problem of plastic waste while producing alternative energy
Implicit Catalytic Cracking in Pyrolysis
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Dapatkah Desain Produk Kuliner Aceh Mengurangi Emisi Karbon dan Melestarikan Kearifan Lokal?
This study examines the potential of Acehnese culinary product design in reducing carbon emissions while maintaining local wisdom. The focus of the study is on identifying product design innovations that support decarbonization without ignoring the characteristics of regional culinary culture. The case study method and literature review reveal that the application of green technology and sustainability principles can reduce the environmental impact of the Acehnese culinary industry, while maintaining traditional values. The results of the analysis show that the synergy between environmentally friendly technology, production process innovation, and the use of local ingredients has the potential to create a low-carbon culinary ecosystem. These findings recommend an integrative strategy for industry players in achieving sustainability targets while strengthening cultural identity.
Pengaruh Estetika Desain terhadap Persepsi Merek dan Keputusan Pembelian Konsumen di Pasar Internasional
The study aimed to examine the importance of product design aesthetics in influencing consumer brand perception and brand purchasing behavior in a culturally diverse market. Using a mixed methods approach, the researchers obtained quantitative data through questionnaires distributed to 300 respondents selected through stratified random sampling from three leading economies (USA n=100, Germany n=100, Japan n=100). Multivariate regression analysis showed a significant positive effect of aesthetics on brand equity formation (β=0.71, p<0.001; R²=0.42), explaining up to 42% of the variance in purchase intention. The results showed significant cultural differences in design preferences: 73% of Western consumers (USA: 75%, Germany: 71%) favored more minimalist designs, with monochrome & geometric trends; while 68% of Japanese respondents favored polychromic arrangements with detailed symbolic components. Rather than a uniform global product design paradigm, these findings suggest a flexible conceptual framework of the Cultural Design Adaptation Matrix (CDAM). The CDAM paradigm systematizes assets into four strategic dimensions: color semiotics, form-language localization, symbolic value alignment, and tactile experience customization and it is known that multinational companies can increase market penetration by 18-22% by modifying culture-specific design elements, while the theoretical contributions expand our knowledge of aesthetic cognition in cross-cultural consumer behavior.
Analisis Pengaruh Desain Antarmuka Pengguna terhadap Adopsi Aplikasi Edukasi: Studi Kasus pada Ruangguru, Skill Academy, dan Belajar dari Rumah (Kemendikbud) di Platform Pembelajaran Daring Indonesia
The study aims to draw a relationship between User Interface (UI) design and educational app adoption in Indonesia—compared to three of the most popular online learning apps, Ruangguru, Skill Academy, and Belajar dari Rumah (Kemendikbud). Despite increasing access to education through digital transformation, adoption challenges related to UI design are still prevalent. Increasing familiarity with an app prevents user abandonment and improves the overall user experience, leading to continued adoption and usage. Qualitative findings from survey data of 200 respondents isolated ease of navigation, visual aesthetics, and app responsiveness as the three most prominent determinants of anticipated user satisfaction and adoption patterns. Quantitatively, Ruangguru and Skill Academy showed a significant influence of UI size on user satisfaction (R² = 0.620), while Belajar dari Rumah needs to improve its UI, from the results it is recommended for educational app developers to improve UI design, increase adoption rates, and maximize user satisfaction
Pengaruh Teknologi Augmented Reality terhadap Pengalaman Pengguna dalam Desain Interior di Museum Wayang dan Fatahillah
The study aims to analyze how the application of Augmented Reality (AR) technology affects the user experience at the Wayang Museum and Fatahillah Museum. Augmented Reality technology is considered an innovation that can increase the interactivity, understanding, and satisfaction of museum visitors. With a mixed method approach, surveys, interviews, and observations were used to collect data in this study, resulting in 85% of respondents stating that AR technology increases their interactivity with museum artifacts and the average score for interactivity reached 4.3 on a scale of 5. Up to 90% of all respondents reported that AR features such as 3D animation, QR-Code, etc., allow them to understand culture and history better. In addition, there is a strong positive correlation between the use of AR technology and visitor satisfaction (r = 0.75, p < 0.01), 88% of participants expressed satisfaction with the AR-based exhibition experience. The application of this technology poses several challenges, including expensive development and maintenance, infrastructure limitations such as stable internet availability, and user devices that are not yet fully compatible. To address these barriers, it is recommended that infrastructure improvements, collaboration with technology partners, and staff training be implemented to increase understanding of how the introduction of AR technology can be used to enhance the museum visitor experience in a way that includes further integration of educational standards and interactive and enjoyable aesthetics to achieve greater potential for tourists and cultural education in general
Rancang Bangun Aplikasi Sistem Informasi Geografis untuk Pencarian Bengkel Resmi Honda di Kota Depok Berbasis Android dengan Metode Location-Based Service (LBS)
For modern society, motor vehicles have become the main mode of transportation. Regular vehicle maintenance is very important to maintain its performance and ensure safety while driving. However, many people have difficulty finding the nearest authorized Honda repair shop. The purpose of this study is to produce an android-based application that will help users find authorized Honda repair shops using the Location Based Service (LBS) method. This application will help find repair shops, check the accuracy of the repair shop location, and help raise awareness of the need to service vehicles at authorized repair shops. System development process Extreme programming consists of planning, designing, coding, and testing stages. The APP was developed from Android studio, Google Firebase, GPS, LBS. The test results show that this application can help users find the nearest authorized Honda repair shop, provide accurate address information, working hours, and repair shop contacts. This application also provides booking and navigation services to the repair shop. By using LBS, customers can contact the repair shop without having to waste time looking for the repair shop location first. This application is expected to increase the loyalty of Honda motorcycle owners to use authorized Honda repair shop services and increase awareness of the importance of routine vehicle maintenance
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Pengembangan Kurikulum Pendidikan Jasmani Berbasis Pendekatan Desain untuk Menguatkan Profil Pelajar Pancasila (P5)
Designing the right physical education curriculum can build a holistic learning atmosphere for students. The purpose of the study was to develop a physical education curriculum that combines a design approach with the aim of improving the profile of Pancasila students (P5). Classroom action research developed learning, where learning modules were used when doing physical activities to foster Pancasila values. The results of the study showed that the use of a design approach in the physical education curriculum can increase student interest, social skills and foster awareness of Pancasila values. Therefore, it is known that the curriculum does not limit itself to the physical side but also discusses the emotional and social sides that help facilitate holistic character development. The results of the study are expected to help develop physical education curricula in schools and can be used as a reference for a practice-based approach that uses design in the pedagogical approach
Aplikasi Sistem Laporan Kerja Harian Staf Pelayanan PT. Securindo Packatama Indonesia Berbasis Web dengan Metode Rapid Application Development
This study aims to develop a web-based daily work report information system that is more effective, efficient, and computerized. The application is designed to assist service staff in preparing daily reports and provides a data backup medium for work programs. The study employs the Rapid Application Development (RAD) method, which emphasizes fast development through iterative prototyping and active user involvement. RAD consists of several phases, including planning, design workshops, and implementation, allowing continuous user feedback to incrementally improve the system. Data was collected through field studies with direct observation, discussions with colleagues, and interviews with relevant parties. The application was built using PHP and MySQL and tested comprehensively to ensure performance and accuracy. The study concludes that the system effectively facilitates report recapitulation and performance data presentation, improving operational efficiency at PT. Securindo Packatama Indonesia.
Rancang Bangun Aplikasi Sistem Pakar Diagnosis Penyakit Jantung: Studi Kasus pada Klinik Siaga Menggunakan Metode Case-Based Reasoning (CBR) Berbasis Web
In the era of modernization, technological advancements are developing rapidly and play an essential role in various aspects of life, including healthcare. Technology enables people to easily access information in fields such as business, education, and health. In the medical field, computer-based expert systems assist professionals in diagnosing diseases and solving specific problems. This study focuses on developing an expert system application for diagnosing heart diseases using the Case-Based Reasoning (CBR) method, implemented as a web-based system with PHP and MySQL. The heart, a vital organ responsible for pumping blood, is slightly larger than a fist (around 200–425 grams). According to Dr. Helmanu Kurniadi and Ulfa Nurrahmani, S.Kep., smoking is identified as one of the contributing factors to heart disease. The developed application consists of five primary elements, with several menus such as the homepage, user data, disease information, disease list, and login page. Based on black box testing, the application has been thoroughly tested to ensure it functions correctly and is free from coding errors. Additionally, acceptance testing was conducted eight times, resulting in a 100% accuracy rate, aligning with the intended design. Thus, the application is ready to be deployed and is expected to assist both the public and healthcare professionals in diagnosing heart diseases effectively.
Optimalisasi Pendataan Anak Serta Donatur Yayasan Kasih Mandiri Bersinar dengan Metode Prototype
The Yayasan Kasih Mandiri Bersinar (YKMB) is a child welfare institution established in May 1996. However, data management for foster children and donors is still performed manually using notebooks or Microsoft Excel, leading to challenges such as data entry errors, difficulties in report generation, data loss, and limitations in information retrieval. This study employs a prototyping method to develop a web-based application using PHP and MySQL. The prototyping approach allows iterative testing and refinement of the application based on user feedback throughout the development process. The results indicate that the application meets the foundation’s requirements, enhances data management efficiency, and reduces the risks of errors and data loss. Additionally, the application facilitates faster and more structured report generation, supporting better data management practices at YKMB.
Inovasi Desain Produk Kuliner Berkelanjutan untuk Dekarbonisasi
In the realm of culinary design, sustainability has emerged as a critical imperative to mitigate environmental impacts, particularly carbon emissions. This research explores innovations in sustainable culinary product design aimed at decarbonization. Through a comprehensive literature review and case studies, the study identifies and evaluates various strategies and technologies employed to reduce carbon footprints in food production and distribution. The methodology involves analyzing current innovations and their effectiveness in achieving sustainable outcomes. The findings highlight key innovations such as eco-friendly packaging, efficient energy use, and sourcing practices that minimize environmental harm. By examining these innovations, the research contributes to understanding their potential for broader application in the culinary industry. This study underscores the significance of integrating sustainability into culinary product design to foster a more environmentally responsible food ecosystem
Penerapan Kecerdasan Buatan untuk Meningkatkan Pembelajaran Desain Logo dalam Industri Kreatif
The integration of Artificial Intelligence (AI) into logo design education represents a pivotal advancement within the creative industry, aiming to enhance both pedagogical strategies and practical design applications. This study seeks to explore how AI-based platforms can improve the learning experience by fostering creativity and expanding students' design capabilities. Using a mixed-method approach combining qualitative and descriptive methods, this research analyzes multiple AI logo generator platforms—such as Canva, Adobe Logo Maker, and Wix Logo Maker—and their effectiveness in both education and industry. Data were collected through literature reviews, case studies, and interviews with users to gain comprehensive insights into AI’s impact on the design process. The findings indicate that AI-based education offers significant benefits, including improved efficiency and faster production, which align with market demands. Platforms such as Canva and Wix were particularly effective for beginner students, while Adobe Logo Maker and LogoAI provided professionals with deeper control and customization options. However, the research also highlights challenges related to the ethical use of AI, including data security concerns and the balance between automation and human creativity. The study concludes that AI-based education equips students with essential design skills, preparing them to meet future industry challenges.
Evaluasi Desain Pengalaman Pengguna (UX) untuk Meningkatkan Interaksi di Lingkungan Metaverse
This study evaluates the role of User Experience (UX) design in enhancing user interaction within the Metaverse, a rapidly evolving virtual environment. The research highlights the importance of creating immersive, intuitive, and secure virtual experiences that enable seamless interaction while safeguarding user privacy and mental health. Key factors in effective UX design include clear interface elements, responsive controls, and mechanisms for personal data management. Through a qualitative approach involving case studies and user interviews, this research explores successful UX implementations and identifies strategies for optimizing user engagement. Collaboration between academia and industry is emphasized to ensure the development of inclusive, accessible, and innovative virtual environments. The study also discusses challenges such as digital addiction and social isolation, providing guidelines for mitigating risks and improving user satisfaction within the Metaverse.
Perancangan Sistem Informasi Terhadap Pelayanan Administrasi Masyarakat Desa Berbasis Web di Kecamatan Seunagan Timur Kabupaten Nagan Raya
Seunagan Timur Subdistrict in Nagan Raya Regency faces challenges in managing village administrative services due to reliance on manual processes and basic applications like Ms. Word and Ms. Excel. These tools can only handle local data, resulting in delayed updates and reduced accuracy of information, which hampers effective and efficient public services. This research aims to design a web-based information system for village administrative services using the waterfall method. The waterfall approach involves several stages: requirements analysis, system design, implementation, testing, and maintenance. The results indicate that the web-based information system improves data management efficiency, simplifies data retrieval, and accelerates report generation. The system is expected to address the limitations of manual processes, facilitate administrative tasks for staff, and enhance public services. By implementing this system, village-level administrative services can become faster, more transparent, and better organized.
Copyright (c) 2023 Design Journal https://creativecommons.org/licenses/by-nc-nd/4.0/
Perancangan Aplikasi Flipbook Pada Erlangga Cabang Lhokseumawe
Flipbook is an interactive digital book application utilizing three-dimensional e-book technology, allowing users to flip pages as if reading a physical book on a monitor. This technology is widely adopted by various online bookstores to engage customers. However, the Erlangga Lhokseumawe branch has not yet utilized Flipbook as part of its website strategy. This study aims to design a web-based Flipbook application to improve content quality and boost site visits. The research follows the waterfall methodology, involving stages such as literature review, data collection, system analysis, development, and testing. The Flipbook application is developed using Data Flow Diagrams (DFD) and web-based programming languages. The implementation of Flipbook facilitates the presentation of book catalogs in an informative manner and enhances visitor engagement. The findings indicate that the system optimizes digital book promotion through interactive navigation and catalog integration, offering an efficient solution for the Erlangga Lhokseumawe website.
Perancangan Aplikasi Sosialisasi Penerimaan Anggota Polri Berbasis Web Pada Polda Aceh
One of the challenges in the recruitment process for members of the Indonesian National Police (Polri) is the persistent rumors that candidates need to pay large sums of money to pass the selection, despite the official policy stating that the process is free of charge. This study aims to design a web-based application to disseminate accurate information about the recruitment process at Polda Aceh, with the goal of eliminating misconceptions and increasing public participation. The application integrates multimedia elements, including animations, videos, and images, to enhance public engagement. The development methodology combines the Waterfall model and Agile approach, allowing flexibility in incorporating user feedback and making improvements during the development process. The application was developed using HTML, CSS, PHP, and MySQL, enabling the recruitment information to be accessed via mobile devices or websites. The system also accelerates report generation and delivers comprehensive content such as socialization materials, videos, and animations, which are essential in motivating prospective applicants.
Perancangan Sistem Informasi Penjualan pada PT. Jaco Indosehat Sempurna Cabang Banda Aceh
The development of information technology has changed the paradigm in seeking and sharing information, including in the world of commerce. E-commerce is one of the important innovations that changes transaction patterns to become easier and more efficient. The focus of this research is the design of an information system for selling household products at PT. Jaco Perfect Indosehat Banda Aceh Branch. The waterfall method is used in system development, including requirements analysis, design, implementation, testing and maintenance. The results of system design include input, output, process, control, labor and cost designs. The designed application has features such as Login Form, Main Menu, Item Input, Sales Input, Item List, and View Sales Transaction List. The conclusion shows that this system has the potential to increase the efficiency of sales data management. The suggestions put forward are to increase optimal use of computers, add quality brainware, and increase skills in using information technology. It is hoped that PT. Jaco Indosehat Perfect Banda Aceh Branch can utilize this system optimally to achieve its business goals.
Perancangan Sistem Informasi Penggajian Pegawai di Kantor Camat Pangga Kabupaten Aceh Jaya
The development of a web-based employee payroll information system has become an important solution in increasing the effectiveness and efficiency of the payroll process in various agencies, including the Panga Aceh Jaya Subdistrict Office. This research aims to design and implement a website-based employee payroll information system to improve the manual payroll process in the office. The development method used is the SDLC method with a waterfall approach. The result is a web application that allows users to manage employee data and payroll processes efficiently. This application has features such as a login form, employee data input, recapitulation, and payroll reports. The conclusion of this research shows that the implementation of this system has brought significant benefits in increasing the accuracy and speed of the payroll process. However, to increase the effectiveness of the system, it is recommended to optimize the use of computers and improve training for the workforce in interacting with the system. By implementing these suggestions, it is hoped that the performance of the information system can be further improved to provide greater benefits for the Panga Aceh Jaya Subdistrict Office.
Sistem Pendukung Keputusan untuk Seleksi Siswa Berprestasi di SMA Elpida Noelbaki dengan Metode PROMETHEE
This study aims to develop a Decision Support System (DSS) to facilitate the selection of outstanding students at Elpida Noelbaki High School by applying the PROMETHEE method. This method helps in making decisions efficiently and objectively based on several relevant criteria. The research involves multiple stages, including the collection of achievement criteria data, development of the PROMETHEE model, and implementation of SPK in software form. The PROMETHEE method ranks students based on predetermined criteria, helping to identify those deserving recognition. The results are expected to provide positive contributions to the school and decision-makers by offering a strong and transparent basis for the selection process. Additionally, the implementation of SPK aims to enhance the recognition of students' achievements and motivate them to excel further, both academically and non-academically
Perancangan Sistem Informasi Penerimaan Siswa Baru Berbasis Web pada SMA Islam Terpadu Darul Amilin Kabupaten Aceh Selatan
The advancement of information technology has had a significant impact on various sectors, including education. One of the innovations in education is the development of a web-based student admission information system. SMA Islam Terpadu Darul Amilin in South Aceh Regency still relies on manual processes for student enrollment, causing inefficiencies and inaccuracies in data management. This study aims to design and implement a web-based admission information system to simplify the registration process for prospective students and parents, as well as to expedite administrative reporting. The research utilizes the waterfall software development model, with UML employed for system design. PHP programming language and MySQL are used as the foundation of the system. This system is expected to provide fast and accurate information, reducing errors in the administration of new student admissions.