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Leon A. Abdillah

Publications and source records attributed to Leon A. Abdillah.

5 recordsLinked to original sources

Knowledge of Songket Cloth Small Medium Enterprise Digital Transformation

This article examines the knowledge of digital transformation of Small and Medium Enterprises (SMEs) that specialize in traditional handicrafts, with a specific emphasis on the Songket textile sector. The study investigates the use of digital technologies, notably blog platforms and the e-commerce site Shopee, to improve and streamline several business processes in Songket textile SMEs. The report takes a case study approach, diving into the experiences of Songket clothing enterprises that have undergone digital transformation. Key areas studied include the use of Blog platforms for brand development, marketing, and consumer involvement, as well as the Shopee E-Commerce platform for online sales and order processing. The essay seeks to give insights into the problems and possibilities faced by Songket cloth SMEs along their digital transformation journey by conducting in-depth observation, interviews, and surveys. The findings add to the scholarly discussion on the digitization of traditional industries, with practical implications for SMEs in the Songket textile sector and other handicraft areas. This study emphasizes the necessity of using digital technologies to preserve and expand traditional crafts, while also throwing light on the potential role of prominent E-Commerce platforms like Shopee in facilitating worldwide market access for such firms.

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Perancangan UI/UX Aplikasi Sistem Informasi Layanan Administrasi dalam Perspektif Psikologi Menggunakan Metode Prototype

Bina Darma University student administration services are still carried out conventionally. Students meet the lecturer to ask the lecturer to sign their administrative documents. However, cases of forged signatures still occur at Bina Darma University. This problem can cause material loss and is included in the category of criminal offense. The aim of this research is to design an Administrative Services Information System (SILASTRI) interface by applying color psychology theory, Gestalt principles with a good user experience. SILASTRI is designed to support student administration services at Bina Darma University. Data collection through observation, distributing questionnaires and literature study. This research uses a prototype method which consists of communication, quick plan, modeling quick design, construction of prototype and deployment delivery & feedback. The prototype method proves technical feasibility and validates the usability of the user interface display by estimating the software so that if there are deficiencies they can be corrected immediately. Based on the results of usability testing using Maze, which was tested by 70 respondents, the Maze usability value was 89 and the SUS calculation value was 88, which is in the good category. Therefore, it can be concluded that the UI/UX design of the SILASTRI application by applying a psychological perspective has an interface and user experience that is well received by users. The results of this testing and evaluation prove that the SILASTRI display design is ready to be developed into an application.

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Mobile-Based COVID-19 Vaccination Registration Application Prototype

Information technology-based applications have entered the era of mobile phones or smartphones such as those using the Android or iOS operating system. Mobile-based application development has become a trend for today's society. Especially during the global COVID-19 pandemic, almost all activities are carried out remotely through mobile-based applications. To prevent the spread of COVID-19, mass vaccines are given to the public. So that the process of administering the vaccine does not cause crowds, it is necessary to create a mobile-based application. So that the application can be further developed properly, it is necessary to make a prototype. The prototype consists of 5 (steps): 1) Quick plan, 2) Modeling Quick Design, 3) Construction of prototype, 4) Deployment Delivery & feedback, and 5) Communication. In this research, the InVision design tool is used which can help design prototypes for both mobile and web versions. InVision has been widely used in making prototypes and is used by many digital companies in the world. The results obtained are in the form of a prototype application for the registration of vaccine participants via mobile phones and also the web. The programmers will easily translate the prototype results into a mobile-based application for the benefit of mobile phone-based online vaccine registration.

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Web-Based Learning

Information Technology (IT) has had a number of positive impacts in various fields. In the world of education, IT provides its own style with various modes that may be used. Modern education in the era of globalization and based on Information Technology has transformed towards digital. IT has become the backbone of the modern learning process. The educational process that was previously carried out classically with a direct face-to-face mode has experienced a shift towards distance learning mode. In distance learning mode, students can access lecture material via the internet. Web-based learning is often also called online learning or e-learning because it includes course content and includes all educational interventions that use the internet (or local intranet).

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FinTech E-Commerce Payment Application User Experience Analysis during COVID-19 Pandemic

The application of information technology in the era of big data and cloud computing has led to the trend of electronic payments through financial technology, or FinTech. One of the most popular FinTech applications in Indonesia is Go-Pay in the Gojek start-up application. This research will analyze how the FinTech Go-Pay user experience both for transactions on Gojek and at merchants that collaborate with Gojek. User Experience (UX) is analyzed using the User Experience Questionnaire which consists of 6 (six) variables (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty). Total data collected amounted to 258. After analyzing the calculation results, the mean scores are obtained in the following order: Efficiency, Perspicuity, Stimulation, Attractiveness, Dependability, and Novelty. Then when compared with benchmark data the following sequence is obtained: Efficiency, Perspicuity, Stimulation, Attractiveness, Dependability, and Novelty. Overall the Go-Pay service is efficient and perspicuity, but the Go-Pay service needs to improve its novelty. This article provides additional knowledge or novelty contributions, especially for user experience analysis using FinTech applications.

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