Designing Mobile Applications As Old Money Information Media With Prototyping

Authors

  • Maylin Monica Telaumbanua Universitas Pendidikan Ganesha https://orcid.org/0009-0002-8996-0990
  • I Nyoman Tri Anindia Putra Universitas Pendidikan Ganesha
  • Kristian Telaumbanua Universitas Mikroskil

DOI:

https://doi.org/10.55601/jsm.v26i2.1712

Keywords:

Old Money, Mobile Application, Interface Design, Prototyping

Abstract

Old money holds significant historical and cultural value in Indonesia's economic growth. However, access to information about old money remains difficult due to limited documentation and less integrated digital systems. This research aims to design and develop a mobile application that provides information on Indonesian old money and archives while integrating an image recognition-based scanning feature to identify money and display historical details. The method used includes a literature study to collect data on old money history and prototyping the initial application design. The system design applies the UML approach, the interface design is developed using Figma, and the initial development is based on Flutter and Firebase. The research outcome is a prototype application that enables users to access old money information, view archives by year of issue and nominal, and use a scanning feature to recognize images on the back of the money automatically. This application is expected to facilitate public access to historical information about old money in Indonesia while increasing awareness and interest in preserving cultural identity in numismatics.

References

P. Risma, E. Pande, N. Tri, A. Putra, N. Wayan, and S. Putri, “RANCANG BANGUN SISTEM INFORMASI PENGAJUAN KREDIT PADA BUM DESA BERSAMA SANTHI SEDANA,” 2020.

S. Chairul Nisa, A. Sudrajat, and A. Fahri, “Transformation of History Learning in the Digital Era: Application of Riau Local History as an Interactive Educational Media,” 2024. [Online]. Available: http://journal.iaimnumetrolampung.ac.id/index.php/ji/

F. Bryan Prasetio and T. Wellem, “PERANCANGAN DAN IMPLEMENTASI APLIKASI ANDROID UNTUK LAYANAN INFORMASI PARIWISATA,” 2022.

I. Made Agus Artawan et al., “Rancang Bangun Aplikasi Elektronik Koperasi Indonesia (E-Koin) Berbasis Mobile,” 2020.

R. Cabral, M. De Iorio, and A. Harris, “From Coin to Data: The Impact of Object Detection on Digital Numismatics,” 2024.

K. W. Cahyadi, I. G. A. A. D. Indradewi, and P. Y. Pratiwi, “UI/UX Design for Mobile-based Sports Instructor Search Application ‘Befind’ using Design Thinking,” SISTEMASI, vol. 12, no. 3, p. 835, Sep. 2023, doi: 10.32520/stmsi.v12i3.2986.

G. Aditra Pradnyana, “DEVELOPING SIGN LANGUAGE ANDROID MOBILE APPLICATION ‘LETSIGN’ FOR DEAF AND HARD OF HEARING CHILDREN,” 2023. [Online]. Available: https://www.researchgate.net/publication/377062930

D. Anjani, H. Hilaliyah, and D. Novianti, “M-Absence : Analysis and Design using Unified Modelling Language (UML),” in Journal of Physics: Conference Series, Institute of Physics Publishing, Jul. 2020. doi: 10.1088/1742-6596/1539/1/012040.

P. Y. Pratiwi, I. M. Ardwi Pradnyana, and N. K. Winda Damayanti, “Usability Analysis on Digital Library Information System using System Usability Scale (SUS),” in Proceedings - IEIT 2023: 2023 International Conference on Electrical and Information Technology, Institute of Electrical and Electronics Engineers Inc., 2023, pp. 293–298. doi: 10.1109/IEIT59852.2023.10335582.

I. A. G R W Astari and I. T. Nyoman Putra, “ANALISIS SISTEM INFORMASI KEMDIKBUD PADA SD NEGERI 2 DAWAN KLOD DENGAN SYSTEM USABILITY SCALE,” Jurnal Informatika dan Komputer) Akreditasi KEMENRISTEKDIKTI, vol. 4, no. 1, 2021, doi: 10.33387/jiko.

N. Tri et al., “Analisis User Experience Pada Layanan Telekomunikasi Operator Seluler Menggunakan Metode System Usability Scale (SUS),” Digital Transformation Technology (Digitech) | e, vol. 3, no. 1, 2023, doi: 10.47709/digitech.v3i1.2391.

I. Kadek Aridena Putera, A. Agung Ayu Putri Ardyanti, K. Queena Fredlina, and W. Sujarwo, “PERANCANGAN APLIKASI MEDIA INTERAKTIF BERBASIS MOBILE SEBAGAI PENGENALAN ARTEFAK MUSEUM.” [Online]. Available: http://publikasi.dinus.ac.id/index.php/andharupa

G. R. Dantes, N. M. Asril, A. Liem, N. K. A. Suwastini, S.-L. Keng, and N. W. S. Mahayanti, “Brief Mobile App-Based Mindfulness Intervention for Indonesian Senior High School Teachers: Protocol for a Pilot Randomized Controlled Trial.,” JMIR Res Protoc, vol. 13, p. e56693, Oct. 2024, doi: 10.2196/56693.

Y. Yanfi and P. D. Nusantara, “UI/UX design prototype for mobile community-based course,” in Procedia Computer Science, Elsevier B.V., 2022, pp. 431–441. doi: 10.1016/j.procs.2022.12.155.

Y. N. Deda, N. Nasruddin, I. B. Nyoman Pascima, A. B. Liunokas, A. Ndandara, and R. Supardi, “Development of Android-Based Learning Media in Indonesia: A Systematic Literature Review,” SAR Journal - Science and Research, pp. 110–117, Jun. 2023, doi: 10.18421/sar62-08.

A. D. Rahmat, H. Kuswanto, I. Wilujeng, and R. Perdana, “Implementation of mobile augmented reality on physics learning in junior high school students,” J Educ Elearn Res, vol. 10, no. 2, pp. 132–140, 2023, doi: 10.20448/jeelr.v10i2.4474.

J. Zhang, A. Xiang, Y. Cheng, Q. Yang, and L. Wang, “Research on Detection of Floating Objects in River and Lake Based on AI Intelligent Image Recognition,” 2024.

M. Chandra and E. Pramana, “Image Recognition Menggunakan Metode Cosine Distance untuk Aplikasi Penanganan Food Waste,” Journal of Intelligent System and Computation, vol. 4, no. 2, pp. 77–84, Oct. 2022, doi: 10.52985/insyst.v4i2.250.

E. Gulo, H. Budiati, and Y. P. Sumihar, “PERANCANGAN APLIKASI DETEKSI CORAK KAIN TRADISIONAL BERBASIS ANDROID,” JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika), vol. 9, no. 4, pp. 1972–1983, Nov. 2024, doi: 10.29100/jipi.v9i4.5566.

A. Sopandi, A. R. Hannan, and H. Khotimah, “PERANCANGAN APLIKASI MOBILE MENGGUNAKAN FRAMEWORK FLUTTER PADA SISTEM INFORMASI AKADEMIK,” JIKA (Jurnal Informatika), vol. 8, no. 3, p. 304, Jul. 2024, doi: 10.31000/jika.v8i3.11402.

A. D. Rahmat, H. Kuswanto, I. Wilujeng, and R. Perdana, “Implementation of mobile augmented reality on physics learning in junior high school students,” J Educ Elearn Res, vol. 10, no. 2, pp. 132–140, 2023, doi: 10.20448/jeelr.v10i2.4474.

D. Rohendi and Y. Wihardi, “Learning three-dimensional shapes in geometry using mobile-based augmented reality,” International Journal of Interactive Mobile Technologies, vol. 14, no. 9, pp. 48–60, 2020, doi: 10.3991/ijim.v14i09.13035.

A. G. Jondya, D. P. Saputro, and L. C. Sungkharisma, “Pengembangan Aplikasi Augmented Reality ‘e-Museum’ dengan Metode Agile untuk Meningkatkan Pengalaman Pengunjung Museum,” Journal of Information System Research (JOSH), vol. 3, no. 4, pp. 483–489, Jul. 2022, doi: 10.47065/josh.v3i4.1746.

I. Gede Bagastia Widi Atmaja, K. Ngurah Adi Kusuma, A. Agung Eka Wirayuda, I. Komang Widiantara, N. Premadhipa, and G. Surya Mahendra, “Penerapan Metode Prototype pada Perancangan Sistem Informasi Pengaduan Masyarakat Buleleng Berbasis Website.”

K. Koga, I. Made, A. Pradnyana, I. Gede, and M. Darmawiguna, “PENGEMBANGAN PROTOTIPE SISTEM INFORMASI SKRIPSI UNIVERSITAS PENDIDIKAN GANESHA MENGGUNAKAN METODE USER CENTERED DESIGN,” INSERT: Information System and Emerging Technology Journal, vol. 5, no. 1, 2024.

N. I. Luh, G. E. Aprilianti, N. Tri, A. Putra, and S. Stikom Indonesia, “ANALISIS SISTEM INFORMASI SMA NEGERI 1 KERAMBITAN MENGGUNAKAN SYSTEM USABILITY SCALE,” Majalah Ilmiah UNIKOM, vol. 19, no. 1, 2021.

I. Nyoman Tri Anindia Putra and V. Trivonda Djani, “Analisis User Experience Pada E-Wallet GoPay Menggunakan System Usability Scale (SUS),” Jurnal Nasional Komputasi dan Teknologi Informasi, vol. 6, no. 3, 2023.

Downloads

Published

31-10-2025