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PERBANDINGAN KRITERIA DECISION TREE PADA PENGETAHUAN MASYARAKAT PADA PEMILIHAN UMUM PRESIDEN INDONESIA 印度尼西亚总统大选中公众知识决策树标准的比较
Pub Date : 2024-02-07 DOI: 10.33480/inti.v18i2.5065
Siti Masripah, Lestari Yusuf
In the Presidential election, gen z as a new voter, must know in advance who the presidential candidate will be in the 2024 election as well as the election process, because if voters do not know and do not understand, it will cause the wrong choice will result in their votes cannot be used even to abstain. What factors cause milennials and gen z generations to not know about elections can be determined using a decision tree. Therefore, in this study, a questionnaire was given to millennials and gen z generation to find out whether voters know the presidential candidate to be elected. The data from the questionnaire is processed to become training data and testing data with a ratio of 70:30. Then measure the accuracy level using the C4.5 algorithm with a comparison of splitting criteria, namely gain ratio, information gain and gini index.  By knowing the right splitting criteria, the decision tree model can help overcome the problem of overfitting in the data. Overfitting occurs when the model is too complex in memorizing training data, thus failing to generalize well to read new data. The calculation results show the difference in accuracy values between Gain ratio, Information gain and Gini index, namely 81.67%, 83.33% and 83.33%. It can be concluded that for the use of Algorithm C4.5 splitting criteria Gain ratio and Gini index have the same accuracy value for accuracy measurement in this study.
在总统大选中,z 世代作为新选民,必须提前了解 2024 年大选的总统候选人是谁以及选举过程,因为如果选民不知道、不了解,就会造成错误的选择,导致自己的选票无法使用甚至弃权。导致千禧一代和 Z 世代不了解选举的因素可以通过决策树来确定。因此,本研究向千禧一代和 z 世代发放了调查问卷,以了解选民是否了解将要选举的总统候选人。问卷中的数据经过处理后成为训练数据和测试数据,两者的比例为 70:30。然后使用 C4.5 算法,通过比较拆分标准(即增益比、信息增益和基尼指数)来衡量准确率水平。 通过了解正确的拆分标准,决策树模型可以帮助克服数据中的过拟合问题。当模型在记忆训练数据时过于复杂,从而不能很好地泛化到读取新数据时,就会出现过拟合。计算结果表明,增益比、信息增益和基尼指数的准确度值存在差异,分别为 81.67%、83.33% 和 83.33%。由此可以得出结论,在本研究中,使用 C4.5 算法分割标准时,增益比和基尼指数具有相同的准确度测量值。
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引用次数: 0
PERBANDINGAN KRITERIA DECISION TREE PADA PENGETAHUAN MASYARAKAT PADA PEMILIHAN UMUM PRESIDEN INDONESIA 印度尼西亚总统大选中公众知识决策树标准的比较
Pub Date : 2024-02-07 DOI: 10.33480/inti.v18i2.5065
Siti Masripah, Lestari Yusuf
In the Presidential election, gen z as a new voter, must know in advance who the presidential candidate will be in the 2024 election as well as the election process, because if voters do not know and do not understand, it will cause the wrong choice will result in their votes cannot be used even to abstain. What factors cause milennials and gen z generations to not know about elections can be determined using a decision tree. Therefore, in this study, a questionnaire was given to millennials and gen z generation to find out whether voters know the presidential candidate to be elected. The data from the questionnaire is processed to become training data and testing data with a ratio of 70:30. Then measure the accuracy level using the C4.5 algorithm with a comparison of splitting criteria, namely gain ratio, information gain and gini index.  By knowing the right splitting criteria, the decision tree model can help overcome the problem of overfitting in the data. Overfitting occurs when the model is too complex in memorizing training data, thus failing to generalize well to read new data. The calculation results show the difference in accuracy values between Gain ratio, Information gain and Gini index, namely 81.67%, 83.33% and 83.33%. It can be concluded that for the use of Algorithm C4.5 splitting criteria Gain ratio and Gini index have the same accuracy value for accuracy measurement in this study.
在总统大选中,z 世代作为新选民,必须提前了解 2024 年大选的总统候选人是谁以及选举过程,因为如果选民不知道、不了解,就会造成错误的选择,导致自己的选票无法使用甚至弃权。导致千禧一代和 Z 世代不了解选举的因素可以通过决策树来确定。因此,本研究向千禧一代和 z 世代发放了调查问卷,以了解选民是否了解将要选举的总统候选人。问卷中的数据经过处理后成为训练数据和测试数据,两者的比例为 70:30。然后使用 C4.5 算法,通过比较拆分标准(即增益比、信息增益和基尼指数)来衡量准确率水平。 通过了解正确的拆分标准,决策树模型可以帮助克服数据中的过拟合问题。当模型在记忆训练数据时过于复杂,从而不能很好地泛化到读取新数据时,就会出现过拟合。计算结果表明,增益比、信息增益和基尼指数的准确度值存在差异,分别为 81.67%、83.33% 和 83.33%。由此可以得出结论,在本研究中,使用 C4.5 算法分割标准时,增益比和基尼指数具有相同的准确度测量值。
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引用次数: 0
EVALUASI USABILITY WEBSITE BUKALAPAK DAN TOKOPEDIA MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ) 使用用户体验问卷调查法(UEQ)对BUKALAPAK和TOKOPEDIA网站进行可用性评估
Pub Date : 2024-02-06 DOI: 10.33480/inti.v18i2.5023
I. D. G. A. Putra, Pande Putu Ode Juiantara. KW, I. Gunawan, G. Indrawan
This research aims to compare elements of usability and user experience on the e-commerce platforms Bukalapak and Tokopedia. Usability quality has important significance because if an application or website has optimal usability, users will be able to use it easily. Users who feel disappointed or have difficulty interacting with a website are likely to leave the platform and look for an alternative that is easier to use. Therefore, usability evaluation becomes crucial for e-commerce websites. Measurements were carried out using the User Experience Questionnaire (UEQ) method which involves several aspects, including attractiveness, perception, efficiency, dependability, stimulation and novelty. The results of evaluating user usage and experience on these two e-commerce websites, using the UEQ method, show that Bukalapak achieved an Attractiveness value of 0.80, Perspicuity of 0.83, Efficiency of 0.63, Dependability of 0.53, Stimulation of 0.74, and Novelty of 0.38. Meanwhile, Tokopedia achieved an Attractiveness score of 1.24, Perspicuity of 1.08, Efficiency of 1.20, Dependability of 1.19, Stimulation of 0.96, and Novelty of 0.70. Therefore, it can be concluded that Tokopedia shows better performance than Bukalapak in terms of usability and user experience on the e-commerce platform.
本研究旨在比较电子商务平台 Bukalapak 和 Tokopedia 的可用性和用户体验要素。可用性质量具有重要意义,因为如果应用程序或网站具有最佳可用性,用户就能轻松使用。如果用户对网站感到失望或难以与网站互动,他们很可能会离开该平台,寻找更容易使用的替代品。因此,可用性评估对电子商务网站至关重要。使用用户体验问卷(UEQ)方法进行了测量,该方法涉及多个方面,包括吸引力、感知、效率、可靠性、刺激性和新颖性。使用 UEQ 方法对这两个电子商务网站的用户使用情况和体验进行评估的结果显示,Bukalapak 的吸引力值为 0.80,清晰度为 0.83,效率为 0.63,可靠性为 0.53,刺激性为 0.74,新颖性为 0.38。同时,Tokopedia 的吸引力得分为 1.24,清晰度得分为 1.08,效率得分为 1.20,可靠性得分为 1.19,刺激性得分为 0.96,新颖性得分为 0.70。因此,可以得出结论,在电子商务平台的可用性和用户体验方面,Tokopedia 的表现优于 Bukalapak。
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引用次数: 0
EVALUASI USABILITY WEBSITE BUKALAPAK DAN TOKOPEDIA MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ) 网站可用性评估和用户体验调查表(ueq)的使用方法
Pub Date : 2024-02-06 DOI: 10.33480/inti.v18i2.5023
I. D. G. A. Putra, Pande Putu Ode Juiantara. KW, I. Gunawan, G. Indrawan
This research aims to compare elements of usability and user experience on the e-commerce platforms Bukalapak and Tokopedia. Usability quality has important significance because if an application or website has optimal usability, users will be able to use it easily. Users who feel disappointed or have difficulty interacting with a website are likely to leave the platform and look for an alternative that is easier to use. Therefore, usability evaluation becomes crucial for e-commerce websites. Measurements were carried out using the User Experience Questionnaire (UEQ) method which involves several aspects, including attractiveness, perception, efficiency, dependability, stimulation and novelty. The results of evaluating user usage and experience on these two e-commerce websites, using the UEQ method, show that Bukalapak achieved an Attractiveness value of 0.80, Perspicuity of 0.83, Efficiency of 0.63, Dependability of 0.53, Stimulation of 0.74, and Novelty of 0.38. Meanwhile, Tokopedia achieved an Attractiveness score of 1.24, Perspicuity of 1.08, Efficiency of 1.20, Dependability of 1.19, Stimulation of 0.96, and Novelty of 0.70. Therefore, it can be concluded that Tokopedia shows better performance than Bukalapak in terms of usability and user experience on the e-commerce platform.
本研究旨在比较电子商务平台 Bukalapak 和 Tokopedia 的可用性和用户体验要素。可用性质量具有重要意义,因为如果应用程序或网站具有最佳可用性,用户就能轻松使用。如果用户对网站感到失望或难以与网站互动,他们很可能会离开该平台,寻找更容易使用的替代品。因此,可用性评估对电子商务网站至关重要。使用用户体验问卷(UEQ)方法进行了测量,该方法涉及多个方面,包括吸引力、感知、效率、可靠性、刺激性和新颖性。使用 UEQ 方法对这两个电子商务网站的用户使用情况和体验进行评估的结果显示,Bukalapak 的吸引力值为 0.80,清晰度为 0.83,效率为 0.63,可靠性为 0.53,刺激性为 0.74,新颖性为 0.38。同时,Tokopedia 的吸引力得分为 1.24,清晰度得分为 1.08,效率得分为 1.20,可靠性得分为 1.19,刺激性得分为 0.96,新颖性得分为 0.70。因此,可以得出结论,在电子商务平台的可用性和用户体验方面,Tokopedia 的表现优于 Bukalapak。
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引用次数: 0
ANALISA KEPUASAN PENGGUNA WEBSITE TOP UP VOUCHER GAMES ONLINE MENGGUNAKAN WEBQUAL 4.0 在线充值优惠券游戏网站与 Webqual 4.0 的关系分析
Pub Date : 2024-02-05 DOI: 10.33480/inti.v18i2.5036
Shinta Oktaviana R, Rifqi Avriyansyah Prayudha
The online gaming industry generates revenue through the sale of games that customers pay to play. In Indonesia, there are numerous programs that offer online game vouchers at different costs and with various payment options. The objective of this study is to identify the variables that influence user satisfaction on web applications that offer online game coupons. The study used the WebQual 4.0 methodology as a tool for evaluating the caliber of web apps. The research was conducted online via the Google Form application. The data collection period spanned from June 11, 2023 to June 29, 2023, and we got 130 respondents. The data was evaluated using descriptive statistical analysis with the aid of SPSS tools. The findings of this study indicate that the variable of Interaction Quality (X3) has a significant role in determining user satisfaction for online game voucher websites, however the factors of Usability (X1) and Information Quality (X2) do not exert any influence on user satisfaction. Therefore, this research shows that hypotheses H1 and H2 are rejected for all data groups. This research provides recommendations to online game voucher application owners to focus on interaction quality variables in further web application development.
在线游戏行业通过销售客户付费玩的游戏创收。在印度尼西亚,有许多提供在线游戏代金券的项目,其费用各不相同,支付方式也多种多样。本研究旨在确定影响用户对提供在线游戏优惠券的网络应用程序满意度的变量。研究使用 WebQual 4.0 方法作为评估网络应用程序质量的工具。研究通过谷歌表单应用程序在线进行。数据收集时间为 2023 年 6 月 11 日至 2023 年 6 月 29 日,我们得到了 130 位受访者。我们借助 SPSS 工具,使用描述性统计分析对数据进行了评估。研究结果表明,交互质量(X3)变量对在线游戏优惠券网站的用户满意度具有重要的决定作用,而可用性(X1)和信息质量(X2)因素对用户满意度没有任何影响。因此,本研究表明,所有数据组的假设 H1 和 H2 均被否决。本研究为网络游戏优惠券应用程序的所有者提供了建议,即在进一步开发网络应用程序时应关注交互质量变量。
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引用次数: 0
ENTERPRISE ARCHITECTURE PLANNING BAGI DESA DIGITAL DI KABUPATEN SUMEDANG 苏门答腊州数字化企业架构规划
Pub Date : 2024-02-05 DOI: 10.33480/inti.v18i2.4990
Hari Supriadi, M. Istambul, Parlindungan Parlindungan
Penerapan Enterprise Architecture (EA) telah menjadi keharusan strategis yang penting untuk menjawab tantangan transformasi digital di Desa Digital. Penelitian ini bertujuan untuk mengembangkan Enterprise Architecture Desa Digital di Kabupaten Sumedang. Permasalahan utamanya terletak pada tidak adanya kerangka terstruktur atau tata kelola dalam pengelolaan transformasi digital yang efektif di tingkat desa. Metodologi yang digunakan dalam mengembangan Enterprise Architecture pada Desa Digital menggunakan Enterprise Architecture Planning (EAP), EAP dilakukan secara cermat, dimulai dengan analisis mendalam mengenai tantangan spesifik yang dihadapi desa dalam proses transformasi digital. Tahapan perancangan EAP meliputi inisiasi perencanaan, pemodelan bisnis dan teknologi saat ini, perancangan arsitektur data, arsitektur aplikasi, arsitektur teknologi, dan perencanaan implementasi. Temuan penelitian ini bahwa partisipasi aktif pemerintah daerah, masyarakat, dunia usaha dan pakar teknologi dianggap penting dalam merumuskan rencana EAP yang komprehensif. Penekanannya adalah pada pendekatan inklusif untuk memastikan keselarasan antara tujuan bisnis desa dan infrastruktur teknologi yang direncanakan, sehingga memberikan panduan praktis bagi pengambil keputusan dalam mengarahkan transformasi menuju Desa Digital yang lebih adaptif dan inovatif. Penelitian ini menghasilkan panduan berupa roadmap pengembangan teknologi informasi 5 tahun ke depan yang terdiri dari 14 data kandidat, 7 kandidat aplikasi, dan peta jaringan terkait, yang dapat memberikan wawasan berharga bagi kepala desa dalam merencanakan dan melaksanakan perubahan arsitektur yang ada apakah sudah sesuai dengan kebutuhan, kekhususan dan potensi Desa Digital.
实施企业架构(EA)已成为应对数字村庄数字化转型挑战的一项重要战略要务。本研究旨在开发苏美当地区的数字村企业架构。主要问题在于缺乏一个结构化的框架或治理来管理村庄层面的有效数字化转型。开发数字村企业架构所使用的方法是企业架构规划(EAP),企业架构规划要仔细进行,首先要深入分析村庄在数字化转型过程中所面临的具体挑战。EAP 设计阶段包括规划启动、当前业务和技术建模、数据架构设计、应用架构设计、技术架构设计和实施规划。研究结果表明,地方政府、社区、企业和技术专家的积极参与对于制定全面的 EAP 计划非常重要。重点是采用包容性方法,确保村庄的业务目标与规划的技术基础设施相一致,从而为决策者提供实用指导,引导他们向适应性更强、更具创新性的数字村庄转型。这项研究以未来 5 年信息技术发展路线图的形式形成了一份指南,其中包括 14 个候选数据、7 个候选应用程序和相关网络图,可为村长规划和实施对现有架构的变革提供有价值的见解,以确定其是否符合数字村的需求、特点和潜力。
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引用次数: 0
KLASTERISASI ANGKATAN KERJA DI INDONESIA BERDASARKAN USIA MENGGUNAKAN METODE ALGORITMA K-MEANS 使用 K-means 算法按年龄对印度尼西亚劳动力进行分类
Pub Date : 2024-02-05 DOI: 10.33480/inti.v18i2.5056
Ririn Restu Aria
The concept of the population is divided into two groups, namely the working age population and the population not working age. Indonesia, which has 34 provinces, has an unequal distribution of labor force due to the level of economic growth that is still not evenly distributed in several sectors. Labor is the most important and influential element in managing and controlling the economic system. In this study the method used in the grouping of provinces was based on the workforce in 34 provinces using the K-Means algorithm. The purpose of grouping data is done to get a province grouping that has a workforce in Indonesia by grouping / clustering into 3 groups based on age groups using the K-Means algorithm. Based on the calculations, the results of cluster 0 were 6 provinces, cluster 1 as many as 3 provinces and cluster 2 were 25 provinces. The K-Means algorithm can be used to understand the workforce problems and make it easier to describe the characteristics or characteristics of each group. Based on these results, the local government can give more attention to the regions with the smallest workforce such as the Province of Central Sulawesi, East Kalimantan, Jambi so that economic growth in various sectors can be increased so that the welfare of the workforce, especially in terms of work in the field of work can be easily obtained.
人口的概念分为两类,即劳动适龄人口和非劳动适龄人口。印尼有 34 个省,由于经济增长水平在多个部门的分布仍不均衡,劳动力分布不均。劳动力是管理和控制经济系统中最重要和最具影响力的因素。本研究采用 K-Means 算法对 34 个省的劳动力进行分组。分组数据的目的是通过使用 K-Means 算法,根据年龄组将印尼劳动力分为 3 组,从而得到一个省份分组。根据计算结果,第 0 组有 6 个省,第 1 组有 3 个省,第 2 组有 25 个省。K-Means 算法可用于了解劳动力问题,更易于描述各组的特点或特征。根据这些结果,地方政府可以对劳动力最少的地区给予更多关注,如中苏拉威西省、东加里曼丹省、占碑省等,从而提高各行业的经济增长,使劳动力的福利,尤其是在工作领域的工作方面可以轻松获得。
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引用次数: 0
ENTERPRISE ARCHITECTURE PLANNING BAGI DESA DIGITAL DI KABUPATEN SUMEDANG 苏门答腊州数字化企业架构规划
Pub Date : 2024-02-05 DOI: 10.33480/inti.v18i2.4990
Hari Supriadi, M. Istambul, Parlindungan Parlindungan
Penerapan Enterprise Architecture (EA) telah menjadi keharusan strategis yang penting untuk menjawab tantangan transformasi digital di Desa Digital. Penelitian ini bertujuan untuk mengembangkan Enterprise Architecture Desa Digital di Kabupaten Sumedang. Permasalahan utamanya terletak pada tidak adanya kerangka terstruktur atau tata kelola dalam pengelolaan transformasi digital yang efektif di tingkat desa. Metodologi yang digunakan dalam mengembangan Enterprise Architecture pada Desa Digital menggunakan Enterprise Architecture Planning (EAP), EAP dilakukan secara cermat, dimulai dengan analisis mendalam mengenai tantangan spesifik yang dihadapi desa dalam proses transformasi digital. Tahapan perancangan EAP meliputi inisiasi perencanaan, pemodelan bisnis dan teknologi saat ini, perancangan arsitektur data, arsitektur aplikasi, arsitektur teknologi, dan perencanaan implementasi. Temuan penelitian ini bahwa partisipasi aktif pemerintah daerah, masyarakat, dunia usaha dan pakar teknologi dianggap penting dalam merumuskan rencana EAP yang komprehensif. Penekanannya adalah pada pendekatan inklusif untuk memastikan keselarasan antara tujuan bisnis desa dan infrastruktur teknologi yang direncanakan, sehingga memberikan panduan praktis bagi pengambil keputusan dalam mengarahkan transformasi menuju Desa Digital yang lebih adaptif dan inovatif. Penelitian ini menghasilkan panduan berupa roadmap pengembangan teknologi informasi 5 tahun ke depan yang terdiri dari 14 data kandidat, 7 kandidat aplikasi, dan peta jaringan terkait, yang dapat memberikan wawasan berharga bagi kepala desa dalam merencanakan dan melaksanakan perubahan arsitektur yang ada apakah sudah sesuai dengan kebutuhan, kekhususan dan potensi Desa Digital.
实施企业架构(EA)已成为应对数字村庄数字化转型挑战的一项重要战略要务。本研究旨在开发苏美当地区的数字村企业架构。主要问题在于缺乏一个结构化的框架或治理来管理村庄层面的有效数字化转型。开发数字村企业架构所使用的方法是企业架构规划(EAP),企业架构规划要仔细进行,首先要深入分析村庄在数字化转型过程中所面临的具体挑战。EAP 设计阶段包括规划启动、当前业务和技术建模、数据架构设计、应用架构设计、技术架构设计和实施规划。研究结果表明,地方政府、社区、企业和技术专家的积极参与对于制定全面的 EAP 计划非常重要。重点是采用包容性方法,确保村庄的业务目标与规划的技术基础设施相一致,从而为决策者提供实用指导,引导他们向适应性更强、更具创新性的数字村庄转型。这项研究以未来 5 年信息技术发展路线图的形式形成了一份指南,其中包括 14 个候选数据、7 个候选应用程序和相关网络图,可为村长规划和实施对现有架构的变革提供有价值的见解,以确定其是否符合数字村的需求、特点和潜力。
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引用次数: 0
PROTOTYPE METHOD PADA APLIKASI SCHEDULER BERBASIS MOBILE 基于移动平台的调度程序原型方法
Pub Date : 2024-02-05 DOI: 10.33480/inti.v18i2.4986
Nurmalasari Nurmalasari, Nabila Adinda, Siti Masturoh
PT United Tractors is currently implementing digitalization in its various activities. In its implementation, delivering information and archiving documents in the PSD4 Service Division still have obstacles due to the lack of effective and efficient access to information needed to do work. To overcome these problems, the solution that can be provided is to develop a mobile-based document filing system using the Flutter framework to maximize the development of mobile-based systems. For developers to interact directly with teams related to application capabilities, this system development method uses the Prototype method, which has 5 phases: Communication, Quick Plan, Modelling Quick Design, Construction of Prototype, and Development, Delivery, and feedback phases. The result of this research is an Android-based Scheduler Mobile document archiving application that has been made based on the steps in the prototype method. Testing using Black Box and Flutter DevTools is done to find out the results of the application that has been made. Black Box and Flutter DevTools testing results show that the application can run as expected.
PT United Tractors 目前正在其各种活动中实施数字化。在实施过程中,PSD4 服务部门在传递信息和文件归档方面仍存在障碍,原因是无法切实有效地获取工作所需的信息。为了克服这些问题,可以提供的解决方案是使用 Flutter 框架开发基于移动的文件归档系统,以最大限度地开发基于移动的系统。为了让开发人员直接与团队就应用功能进行互动,这种系统开发方法采用了原型法,其中包括 5 个阶段:沟通、快速计划、建模快速设计、构建原型以及开发、交付和反馈阶段。本研究的成果是基于安卓系统的日程安排移动文档归档应用程序,该应用程序是根据原型法的步骤制作的。使用 Black Box 和 Flutter DevTools 进行了测试,以找出应用程序的结果。Black Box 和 Flutter DevTools 的测试结果表明,应用程序可以按预期运行。
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引用次数: 0
PROTOTYPE METHOD PADA APLIKASI SCHEDULER BERBASIS MOBILE 基于移动平台的调度程序原型方法
Pub Date : 2024-02-05 DOI: 10.33480/inti.v18i2.4986
Nurmalasari Nurmalasari, Nabila Adinda, Siti Masturoh
PT United Tractors is currently implementing digitalization in its various activities. In its implementation, delivering information and archiving documents in the PSD4 Service Division still have obstacles due to the lack of effective and efficient access to information needed to do work. To overcome these problems, the solution that can be provided is to develop a mobile-based document filing system using the Flutter framework to maximize the development of mobile-based systems. For developers to interact directly with teams related to application capabilities, this system development method uses the Prototype method, which has 5 phases: Communication, Quick Plan, Modelling Quick Design, Construction of Prototype, and Development, Delivery, and feedback phases. The result of this research is an Android-based Scheduler Mobile document archiving application that has been made based on the steps in the prototype method. Testing using Black Box and Flutter DevTools is done to find out the results of the application that has been made. Black Box and Flutter DevTools testing results show that the application can run as expected.
PT United Tractors 目前正在其各种活动中实施数字化。在实施过程中,PSD4 服务部门在传递信息和文件归档方面仍存在障碍,原因是无法切实有效地获取工作所需的信息。为了克服这些问题,可以提供的解决方案是使用 Flutter 框架开发基于移动的文件归档系统,以最大限度地开发基于移动的系统。为了让开发人员直接与团队就应用功能进行互动,该系统的开发方法采用了原型法,其中包括 5 个阶段:沟通、快速计划、建模快速设计、构建原型以及开发、交付和反馈阶段。本研究的成果是基于安卓系统的日程安排移动文件归档应用程序,该应用程序是根据原型法的步骤制作的。使用 Black Box 和 Flutter DevTools 进行了测试,以找出应用程序的结果。Black Box 和 Flutter DevTools 的测试结果表明,应用程序可以按预期运行。
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引用次数: 0
期刊
INTI Nusa Mandiri
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