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RANCANG BANGUN SISTEM INFORMASI PEMESANAN KOPI DENGAN MENGGUNAKAN METODE WATERFALL Ibnu Alfarobi; Taransa Agasya Tutupoly; Mahmud Safudin; Sofian Wira Hadi; Muhamad Satrio Zulqistan Rusdi; Fachmi Andriansyah; Fandy Fandy
Indonesian Journal of Networking and Security (IJNS) Vol 8, No 5 (2019): IJNS Desember 2019
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (738.6 KB) | DOI: 10.55181/ijns.v8i5.1621

Abstract

Abstract Business competition between coffee shops in Tangerang is getting stronger as the number of coffee shops in Tangerang increases. So, to survive in this competition, coffee shops are required to have their own characteristics and provide unique services to make it more memorable and enjoyable. In the design of the desktop program ordering Mororgana coffee shop using the waterfall method which consists of analysis, design, coding and testing and entity relationship diagrams in designing databases. The results of this study are allowing customers to view and order menus independently. Customers can order directly without going through a waiter and automatically provide notification to the barista to print the order form. Employees can use the report feature when the owner requests a sales report based on a certain period so that management performance becomes efficient. Keywords: waterfall, information system, ordering program Abstrak Persaingan bisnis antara coffee shop di Tangerang semakin kuat seiring bertambahnya jumlah coffee shop di tangerang. Jadi, untuk tetap bertahan di kompetisi ini, coffe shop dituntut untuk memiliki ciri khas sendiri dan memberikan pelayanan yang unik untuk membuatnya lebih berkesan dan menyenangkan.Dalam perancangan program desktop pemesanan kedai kopi morgana menggunakan metode waterfall yang terdiri dari analisis, desain, pengkodean dan pengujian serta entity relationship diagram dalam merancang database. Hasil dari penelitian ini adalah memungkinkan pelanggan untuk melihat dan memesan menu secara mandiri. Pelanggan dapat memesan langsung tanpa melalui pelayan dan secara otomatis menyediakan pemberitahuan ke barista untuk mencetak formulir pemesanan. Pegawai dapat menggunakan fitur laporan saat pemilik meminta laporan penjualan didasarkan pada periode tertentu sehingga kinerja manajemen menjadi efisien. Kata kunci: waterfall, sistem informasi, program pemesanan
Pengembangan Idle Game “Havok Runner” Berbasis Android Menggunakan Metode Agile Game Development Achmad Baroqah Pohan; Ibnu Alfarobi; Sofian Wira Hadi
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 3 (2022): Juli 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i3.3994

Abstract

Video games are one of the industries that are growing very rapidly every year. And in a video game industry, there are many types/genres of games that have been widely circulated in the community. One of them is a type of game where players interact a little while the game is running, namely idle games. Even though gaming is one of the industries that is growing very rapidly, based on the report of Diana Paskarina (COO of game loka nutmeg) the contribution of the creative game industry is still very small to state revenue. However, regardless of the existing constraints, there are opportunities/opportunities that can be utilized to improve the country's economy through idle games. This refers to the results of the Sensor Tower survey which shows that the income of the idle game genre in Q3 2016 to Q2 2018 has increased very rapidly. Therefore, researchers try to make a positive contribution by developing game applications with the idle game genre using the Agile Game Development method.
Analisis Faktor-Faktor Yang Mempengaruhi Penggunaan Aplikasi Tiktok Dengan Metode Utaut 2 Sofian Wira Hadi; Ibnu Alfarobi
JISAMAR (Journal of Information System, Applied, Management, Accounting and Research) Vol 7 No 1 (2023): JISAMAR : February 2023
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v7i1.1011

Abstract

Humans are social beings who need interaction and communication with others. One of the social media that is often used today is Tiktok. The positive impact on social media includes facilitating user communication throughout the world who use communication tools in social media. Several previous studies examining the factors that drive the use of a system show that the UTAUT model is proven to be able to explain the acceptance of a technology. From the results of Habbit research, Performance Expetancy, and Social Influence have a positive effect on BI or interest in using the tiktok application and affect the use of the tiktok application. These three variables have significant values ​​that are different from Performance Expetancy and Habit which have a fairly high significant value for interest in using the tiktok application.