scholarly journals Penerapan Antrian dan Pemesanan Online di Aplikasi Pearl Salon And BarberShop Berbasis Mobile

Author(s):  
Alfian Rizaldi ◽  
Viktor Handrianus Pranatawijaya ◽  
Putu Bagus Adidyana Anugrah Putra

Pearl Salon and Barbershop is a provider of services and services engaged in the body care of women and men in the city of Palangkaraya. Pearl Salon and Barbershop itself wants to increase the number of turnover and maintain customer loyalty pearl in the service and services in the field of body care by creating queue applications and ordering online. Building this application uses extreme programming (xp) method software development methodology, which has stages, Exploration phase, Planning phase, Iteration Phase, Production Phase, and Maintenance Phase. At the concept stage, namely by describing the project and analysis of the system to be made. The application and website creation phase of this study used Android Studio, Firebase, XML, Java, PHP, Javascript, CSS, and JSON. The tests performed on these applications and websites use a type of Black Box testing, where the Black Box testing focuses on the requirements or functional needs of the software created. With the construction of Pearl Salon and Barbershop application can produce a system of queues and bookers that facilitate customers salon and barbershop, and realize optimal service, so that the owner can increase the trust and income of the customer salon and barbershop itself

Author(s):  
Sandra P. Cano ◽  
Carina S. González ◽  
César A. Collazos ◽  
Jaime Muñoz Arteaga ◽  
Sergio Zapata

The development of video games is a complex, multidisciplinary process, which involves different areas as well as a greater number of roles than for traditional software. Serious games face process constraints that concern a number of interactive, educational and psychological factors designed to lead to the fulfillment of educational objectives within a specific context. Based on a case study in the city Cali, Colombia, an iterative and incremental process is proposed, focusing on small and medium development for educational serious games and basing itself on two lines of research: agile development methodology and user-centered design (UCD) for children from 7 to 10 years. The agile methodology eXtreme Programming (XP) offers a useful option for the development of serious games as it establishes a continuous communication with all project stakeholders - including the end user - throughout the project, while UCD allows the user profile to be known and identified so that the game will meet the needs and match the capabilities, expectations and motivations of the child.


Author(s):  
Masrukin Masrukin ◽  
Anton Budiharjo ◽  
Agus Budi P ◽  
Mohammad Archi Maulyda

The needs of land transportation grows rapidly each year, along with the increasing population and mobility. It threatens the safety of road users if not handled appropriately. From 2015 to 2018 accidents in the city of Surakarta were relatively increased by the number of accidents in 2018 was 834 events. 55% of accident events caused by road users are not orderly. There is already handling done, but not effective. No one has overcome the blackspot with technology. Si Waja application is designed to reduce traffic accidents. Si Waja application serves to improve the driver's attention. The process of designing this application using methods of research and development. Application design Si Waja uses Android Studio integrated with Firebase. There are two tests conducted to test the Si Waja application Black Box Testing and Usability Testing. All elements in the application go well, evidenced by the Black Box Testing. This usability test uses the System Usability Testing (SUS) method which provides adequate results based on the consideration of small sample quantities, time, and cost. The SUS calculation result will be converted to certain values. This conversion result will give the app information that is made worthy or unfeasible to implement. From the 100 total value, Si Waja obtained 71,833, with index B. It means that this application is eligible to be applied in Surakarta.


Author(s):  
Nur Shodik ◽  
Neneng Neneng ◽  
Imam Ahmad

Pertumbuhan Smartphone secara drastis seringkali menyulitkan pengguna untuk memilih manakah pilihan yang tepat karena Smartphone memiliki spesifikasi yang beragam, untuk menyelesaikan masalah tersebut maka perlu dirancang sebuah sistem rekomendasi. Sistem rekomendasi merupakan model aplikasi dari hasil obsevarsi terhadap keadaan pengguna dan memelurkan model rekomendasi yang tepat agar sesuai keinginan pengguna.Sistem pemilihan smartphone diimplementasikan metode Simple Multi Attribute Rating Technique (SMART) untuk memberikan rekomendasi terhadap Smartphone yang menggunakan Snapdragon 636. Pengembangan sistem menggunakan Extreme Programming dengan empat tahapan meliputi planning, design, coding dan testing, pengujian Black Box Testing sebagai uji fungsionaltias web. Hasil penelitian menunjukkan bahwa pemilihan smartphone snapdragon 636 terbaik adalah Asus Zenfone Max Pro M1 dengan nilai 83.50 yang memiliki spesifikasi 4GB RAM, 64GB ROM, kapasitas 5000 mAh battery, sistem android Oreo (8.1), memiliki dual kamera 12MP+5MP dengan kamera depan 8MP, 18:09 resolusi layar dengan dukungan Hybrid Sim Card, Finger Print maupun Face Recognation dengan harga Rp 2.900.000


2020 ◽  
Vol 2 (2) ◽  
pp. 22-26
Author(s):  
Rosmiati Rosmiati ◽  
M. Haris Qamaruzzaman

Sekolah adalah tempat pendidikan dimana siswa dan guru melakukan kegiatan belajar mengajar. SMAN 1 Kahayan Hilir Pulang Pisau dapat memberikan informasi sekolahnya kepada orang yang membutuhkan informasi khususnya orang tua siswa. Informasi sekolah yang diperoleh orang tua siswa dan masyarakat umum dengan mendatangi secara langsung ke sekolah atau orang tua siswa menanyakan informasi kepada siswa yang bersekolah pada sekolah yang dimaksud. Sehingga terbatasnya informasi dan komunikasi, khususnya antara sekolah dan orang tua siswa. Untuk membantu memudahkan siswa, orang tua dan masyarakat umum dalam kebutuhan informasi, misalnya berita terbaru yang dikeluarkan oleh pihak sekolah dan pendaftaran online. Jenis penelitian yang digunakan adalah Research and Development dan metode pengumpulan data (observasi, wawancara, dokumentasi dan studi pustaka), menerapkan metode Agile Software Development dengan menggunakan pendekatan pengembangan perangkat lunak Extreme Programming (XP) dan metode pengujian perangkat lunak menggunakan black box testing. Framework codeigniter mempercepat proses pembuatan website SMAN 1 Kahayan Hilir Pulang Pisau, karena semua class dan modul yang dibutuhkan sudah ada di dalam framework codeigniter. Hasil penelitian ini adalah sebuah aplikasi website secara online yang mempermudah pihak sekolah dalam memberikan informasi kepada pengguna (siswa, orang tua siswa serta masyarakat umum), karena dapat diakses dimana dan kapan saja oleh pengguna dengan menggunakan media komputer, laptop atau smartphone yang tentunya harus selalu terkoneksi dengan jaringan internet. Sehingga pengguna dapat dengan mudah mengetahui infomasi-informasi yang kurang jelas.


2021 ◽  
Vol 1 (2) ◽  
pp. 117
Author(s):  
Maulana Syepanda ◽  
Zulhalim Zulhalim ◽  
Rachmawaty Haroen

South Tangerang is a city that has a culinary destination that is favored by many tourists. The difficulty of travelers in finding a place that is located in the alley or within a few tens of meters from the highway in South Tangerang need to be anticipated.. Application design the route of culinary tourism is an alternative that can minimize or even eliminate such difficulties. This research was conducted to develop an application created with the java programming language with the SDK and the application help of Google Maps API, and Location Based Service provides information on the geographical position of the place of food. The making of this app through several important stages, including requirements analysis, design, design implementation, and testing of the system are made.. Research and design of this application using the waterfall method and applying the algorithm of Dijkstra based on android. Use of this application is preceded by testing on the algorithm of Dijkstra and black box testing, so this app can be used properly. Based on the research that has been done, this application can be used to assist and facilitate tourists to find and to determine the shortest route to the location of the culinary tourism in the City of South Tangerang.


2020 ◽  
Vol 11 (2) ◽  
pp. 111
Author(s):  
Yanuar Arviansyah ◽  
Nurfaizah Nurfaizah ◽  
Retno Waluyo

Abstract. Applying Fisher Yates Shuffle Algorithm on The Web-Based TOEFL Preparation Application. TOEFL (Test of English as a Foreign Language) in Indonesia has been using paper all this time so the questions given to participants are still the same. Therefore, an application for randomizing the TOEFL questions is needed. The algorithm for randomizing the questions used is the Fisher Yates Shuffle algorithm, which is an algorithm to generate random permutations from a finite set. The purpose of this research is to make an application of the Fisher Yates Shuffle algorithm in the web based TOEFL Preparation application in Britania Purwokerto. Britania Purwokerto is an English language course in Banyumas. The method used to develop the application is the Extreme Programming (XP) method. After testing using the black box testing method, it is concluded that the fisher yates shuffle algorithm can be applied in the web based TOEFL Preparation application for the online TOEFL test in Britania Purwokerto.Keywords: Course Institution, TOEFL, Fisher Yates Shuffle, Extreme Programming.Abstrak. Ujian TOEFL (Test of English as a Foreign Language) di Indonesia selama ini masih menggunakan paper sehingga soal yang diberikan kepada peserta tetap sama. Oleh karena itu diperlukan aplikasi untuk mengacak soal ujian TOEFL. Algoritma pengacakan soal pada aplikasi yang digunakan yaitu algoritma Fisher Yates Shuffle, yang merupakan sebuah algoritma untuk menghasilkan permutasi acak dari suatu himpunan terhingga. Tujuan penelitian ini adalah membuat aplikasi penerapan algoritma Fisher Yates Shuffle pada aplikasi TOEFL berbasis web untuk Britania Purwokerto. Britania Purwokerto merupakan lembaga kursus bahasa Inggris yang berada di Kabupaten Banyumas. Metode yang digunakan untuk mengembangkan aplikasi adalah metode Extreme Programming (XP). Setelah dilakukan pengujian mengunakan metode black box testing disimpulkan bahwa algoritma Fisher Yates Shuffle dapat diterapkan pada aplikasi TOEFL Preparation berbasis web untuk ujian online di Britania Purwokerto. Kata Kunci: Lembaga Kursus, TOEFL, Fisher Yates Shuffle, Extreme Programming (XP).


2019 ◽  
Vol 1 (1) ◽  
pp. 111-120
Author(s):  
Royana Afwani ◽  
Sri Endang Anjarwani ◽  
Baiq Azizah Tauhida

Taekwondo is one of the most popular martial arts in the world. Based on the data obtained, in the Province of West Nusa Tenggara (NTB) there were 59 training sites or also called Dojang and the most were in the City of Mataram. Currently, for routine activities carried out are UKT, championships throughout the City of Mataram, championships throughout NTB, joint training in the City of Mataram, training for trainers in the City of Mataram, and regional referee training (WASDA). In participating in these activities, member data and other requirements are always checked, the process of checking is still manual so that it tends to be complicated and vulnerable to manipulation. In this study, a hybrid application of member data processing and event was designed and made on mobile-based Mataram City Taekwondo sports, as a solution to deal with the above problems. Based on the Black Box Testing System after testing, the system runs accordingly. Based on the testing using the questionnaire in getting the results of the respondents of website users that agree, strongly agree, and enough each of them is worth 55.55%, 17.77%, and 26.66%. For testing the use of mobile the results obtained from respondents that agree, strongly agree, and enough each is worth 48.88%, 17.77%, and 26.66%. Based on the test results above, it is concluded that the system can be used.


2019 ◽  
Vol 10 (1) ◽  
pp. 391-404
Author(s):  
Indra Kusuma ◽  
Ajib Susanto ◽  
Ibnu Utomo Wahyu Mulyono

Salah satu jenis retribusi daerah adalah retribusi parkir. Setiap pemerintah daerah memiliki wewenang dalam menetapkan tarif retribusi parkir. Tetapi, sering sekali para juru parkir meminta lebih dari tarif yang sudah ditetapkan. Hal tersebut merugikan pengguna parkir, selain harus membayar lebih, pengguna parkir sering tidak mendapatkan karcis parkir. Belum lagi pengelolaan retribusi parkir yang tidak transparan menjadi salah satu penyebab rendahnya penerimaan retribusi parkir. Permasalahan ini dapat diminimalkan dengan menerapkan teknologi RESTful web services pada sistem pembayaran retribusi parkir yang terintegrasi dan transparan sehingga diharapkan mampu menjadi alternatif solusi mengatasi masalah pengelolaan retribusi parkir yang dialami oleh Pemkot maupun Pemda di Indonesia. Metode pengembangan sistem yang digunakan yaitu Extreme Programming (XP) dengan tahap : planning (perencanaan), design (perancangan), coding (pengkodean) dan testing (pengujian). Hasil aplikasi berbasis Android yaitu Markir sebagai sarana utama mengirimkan data pembayaran parkir dan OAuth 2.0 sebagai protokol otorisasi setiap  transaksi data yang dilakukan. Hasil pengujian aplikasi Markir dengan metode black-box testing, sistem telah terintegrasi dengan baik dan dilakukan berbagai tahap validasi seperti client credentials, access token dan scope akses fungsi yang tersedia pada API Markir sesuai standar protokol OAuth 2.0 sehingga transaksi data lebih aman jika dibandingkan menggunakan otorisasi API standar seperti basic-auth API ataupun API Key.


Author(s):  
Viktor Handrianus Pranatawijaya

Location Based Service (LBS) is a service to provide information that has been created, compiled, selected or filtered by considering the location of users or other people or current mobile devices [1]. It is possible to implement LBS using GPS because mobile devices have GPS services [6]. Based on these services, making an application for room recognition can be done by utilizing the Google Maps API by implementing GIS, LBS, and GPS. Implementation of application with extreme programming methods is carried out in accordance with the stages. In the planning part, an analysis is carried out on the business needs and user stories, in the design, use case diagrams and activity diagrams are made, coding is done by implementing the design using the mobile programming language, and testing is done using black box testing. The application of LBS is carried out when calling the room information page which functions to find the location of the room and displays notifications and room information when the user enters the radius that has been determined in the room data. Determining the radius is very important to do so that the information about the room that is displayed does not overlap with other rooms. This is done to keep the room information displayed to the user only to display information about one room only. Therefore, when determining the radius of the room, it must be determined carefully so that the radius can create a circle that does not intersect with other radius circles. The room information displayed is obtained from data management by the admin through the building management page, rooms, and items. In managing, admins can add, edit, and delete data.


2021 ◽  
Vol 1 (1) ◽  
pp. 61-70
Author(s):  
M. Arif Setiawan ◽  
Ahmad Tantoni ◽  
Hairul Fahmi

Abstract:Central Lombok Diskominfo availability of very limited information about towers that have not paid or that have already paid fees causes Central Lombok Dikominfo tends not to have accurate and relevant information so it must check the tower. The research objective is to map 320 towers spread across the Lombok Regency in the form of a Google map. The system development method in this study uses XP (Extreme Programming) and the application testing technique uses the Black-Box Testing method. The results of this study are to make it easier for employees / staff in finding the location of the tower that has not paid and who have paid fees by clicking the tower icon in the application.            Keywords:Geographic Information Systems, XP (Extreme Programming), Central Lombok  Abstrak:Diskominfo Lombok Tengah ketersediaan informasi yang sangat terbatas mengenai menara yang belum membayar atau yang sudah membayar retribusi menyebabkan Dikominfo Lombok Tengah cenderung tidak memiliki informasi yang akurat dan relevan sehingga harus mengecek menara tersebut.Tujuan penelitian untuk memetakan 320 menara yang tersebar di wilayah Lombok bentuk google map. Metode pengembangan sistem dalam penelitian ini menggunakan XP (Extreme Programming) dan teknik pengujian aplikasi ini menggunakan metode Black-Box Testing.Hasil penelitian ini ialah memberikan kemudahan kepada pegawai/staff dalam mencari lokasi menara yang belum membayar dan yang sudah membayar retribusi dengan cara mengklik icon menara pada aplikasi. Kata kunci:Sistem Informasi Geografis, XP (Extreme Programming), Lombok Tengah


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