Journal of Digital System Development (JDSD) is a refereed academic journal published biannually (April and October) by UUM Press and managed by the School of Computing (SOC), Universiti Utara Malaysia. A manuscript submitted to the Editorial Board must be an original work. JDSD is an open-access journal that practices the principle of double-blind review by experts from abroad and local referees. Scope The scope of the journal includes the following topics, but is not limited to: Digital System Technology: Web-Based Systems, Mobile-Based Systems, IoT Systems, Robotics Systems, Embedded Systems, Smart/Intelligent Systems, Standalone Systems, Digital Support Systems, etc. Domain Applications of Digital Systems: Businesses, Enterprises, Domestics, Manufacturing, Agriculture, Commerce, Construction, Environmental, Legal, Digital Government, Health, etc. Methodology for the Development of Digital Systems Evaluation of Digital Systems The entire manuscript should be written between 3,000 and 5,000 words. CONTACT US jdsd@uum.edu.my
VERISIGNDOC: DIGITAL SIGNATURE VERIFICATION SYSTEM FOR OFFICIAL DOCUMENTS
The widespread adoption of digital documents in academic, governmental, and organisational environments has introduced significant challenges related to document authenticity, integrity, and trust. Conventional document approval processes often rely on manual signing or unsecured signature images, which are vulnerable to forgery, duplication, and unauthorised modification, underscoring the need for a secure, reliable digital document verification mechanism. This study presents VeriSignDoc, a web-based digital signature verification system designed to ensure the authenticity and integrity of official documents using cryptographic techniques based on Public Key Infrastructure (PKI). The system enables authorised users to digitally sign documents, while recipients can verify the validity of digital signatures through a verification interface without requiring prior registration. A usability evaluation and user acceptance testing were conducted with 30 participants from diverse academic backgrounds, who performed task-based activities, including document upload, digital signing, and document verification, followed by a structured Likert-scale questionnaire to assess usability, system functionality, and user interface quality. The findings indicate high levels of user satisfaction, ease of use, and functional reliability, with most participants agreeing that the system workflow was simple, verification results were clear and understandable, and the interface appeared professional and trustworthy. Overall, the results demonstrate that VeriSignDoc provides a practical, low-cost, and user-friendly solution for enhancing trust in digital document handling and verification processes.
Copyright (c) 2026 Salmi Hassan, Adi Affandi Ahmad https://creativecommons.org/licenses/by/4.0
DEVELOPMENT AND EVALUATION OF A CROSS-SUBJECT ATTENDANCE PATTERN SYSTEM
Student attendance is crucial for academic success and compliance with institutional policies, such as the 80% attendance rule for exam eligibility. However, existing systems often operate in subject silos, making it difficult to identify students whose absenteeism spans multiple courses. This study aimed to develop and evaluate the Cross-Subject Student Attendance Pattern (CSSAP) system, a web-based platform designed to consolidate attendance data across subjects, facilitate collaboration among lecturers, and support timely intervention for at-risk students. The platform was built using PHP for server-side logic and MySQL for database management, creating a dynamic web application accessible through standard browsers. A field test was conducted with 36 participants (30 students, 6 lecturers) to evaluate usability, functionality, and user acceptance via a Likert-scale questionnaire and open-ended feedback. The evaluation revealed strong positive feedback across all measured dimensions. CSSAP addresses a critical gap in academic administration by providing a centralised, collaborative tool for attendance monitoring. Effective monitoring is conceptualised as a three-stage process: recording (initial data collection), reporting (sharing data with stakeholders), and using the data to inform decisions and interventions. The system empowers lecturers to make data-driven, fair decisions regarding student barring and enables early intervention. The CSSAP system serves as a model for other institutions seeking to modernise attendance management and enhance student support mechanisms through accessible web-based solutions.
attendance monitoring, academic barring, web-based system, student engagement, higher education administration
Copyright (c) 2026 Nur Umairah Shamsul, Adi Affandi https://creativecommons.org/licenses/by/4.0
HOBBYISTS’ COLLECTION WEB APPLICATION FOR MANAGING MINIATURE MODEL INVENTORIES USING MERN STACK
This is a web-based prototype that serves as a solution for miniature collectors of tabletop games, allowing them to manage their collection through addition, modification, deletion, and viewing. One of the principal problems this project addresses is that as collections grow, managing them becomes a hassle, leading people to purchase items twice because spreadsheet-based management is neither convenient nor portable. This analysis highlights a deficiency in current general-purpose inventory techniques when used for miniature hobbyist inventorying. Among its objectives, it aimed to develop a web application using React.js to improve the user experience (UX), develop the web server using Node.js (Express), enhance Node.js with Express, and utilise MongoDB to meet database needs. Among other objectives, it identified the functional and non-functional specifications of projects, activity diagrams, use case diagrams, user story specifications, collaboration diagrams, and database object schematics. A test of both usability and user experience was carried out using a 5-point Likert scale. The evaluation served as the prototype assessment to identify user perspectives and guide further refinements. There were 17 responses, representing roughly 89% of the active membership of a local game group. Results suggested that one should consider mobile-friendliness and allow users to interact using a touchpad. Results demonstrate the need to implement mobile-responsive features in the upcoming development iteration. Future developments would involve database modification, redesign of the graphical user interface, login function, and hosting options.
React.js, MERN, Node.js, Usability, Web-Based Application
Copyright (c) 2026 Yousef Fazea, Sean Armstrong https://creativecommons.org/licenses/by/4.0
SCHOOL CO-CURRICULAR PERFORMANCE SYSTEM: A WEB-BASED APPROACH TO STREAMLINING CO-CURRICULAR MANAGEMENT IN SCHOOLS
Managing co-curricular activities is essential for fostering students’ holistic development, yet conventional approaches that rely on paper-based records and spreadsheets are often inefficient and error-prone. This study presents the design and development of a web-based School Co-Curricular Performance System to digitise and automate the management of student participation, teacher assignments, and performance tracking. Developed using PHP, MySQL, and HTML/CSS, the system adopts an Agile methodology to support iterative improvements based on user feedback. Core features include student and teacher record management, event scheduling, performance report generation, and role-based authentication. Field testing was conducted with teachers at SMK Bukit Kayu Hitam to evaluate usability and functionality. The results demonstrated improved data retrieval, system responsiveness, and record consistency. The findings support the system’s effectiveness in reducing administrative workload and enhancing the accuracy and efficiency of co-curricular data management. This study is significant because it offers a practical, scalable digital solution for Malaysian schools to improve the efficiency, accuracy, and transparency of co-curricular management through centralised, role-based data management. Future enhancements will include mobile access, advanced security features, and intelligent recommendation capabilities.
Copyright (c) 2026 Mohamad Farhan Mohamad Mohsin, Ainur Hanim Abdul Halim, Hasiah Hanipah https://creativecommons.org/licenses/by/4.0
A MOBILE APPLICATION FOR PERSONALIZED DIET PLAN USING ARTIFICIAL INTELLIGENCE
Despite the growing awareness of healthy eating habits, many individuals, especially college students, struggle to maintain a balanced diet due to a busy schedule filled with academic responsibilities and extracurricular activities. Due to the limited time for meal preparation, they may skip meals or opt for high-calorie and low-nutrition food choices. Thus, this GenZDiet mobile application leverages Artificial Intelligence (AI) to provide personalised diet plans tailored to individual health goals, dietary preferences, and nutritional needs. To evaluate its usability, a survey was conducted with 30 respondents aged between 18 and 24 years old using a Google form based on the Computer System Usability Questionnaire (CSUQ) framework. Key evaluation criteria include ease of use, clarity of information and security assurance, navigation and interface design, usefulness, and satisfaction. The findings indicated intense user satisfaction, with over 50% of respondents strongly agreeing that the app is intuitive and easy to navigate. Notably, 53.3% of respondents strongly agreed that the interface was user-friendly, and 50% respondents reported high satisfaction in meeting dietary expectations. However, minor improvements were identified, such as AI-driven recommendations, expanding the meal database, and refining the user interface. Overall, the study demonstrates that GenZDiet achieves a positive result and has potential as a practical tool for supporting healthier eating habits in the long term.
Copyright (c) 2025 WAN AIDA NADIA WAN ABDULLAH, Emily Koay Si Ying https://creativecommons.org/licenses/by/4.0
A WEB-BASED ANNOUNCEMENT SYSTEM: A CASE STUDY OF UNIVERSITI UTARA MALAYSIA
Communication is essential for the operation of any learning institution, particularly in keeping students informed about institutional matters and engaged with activities within the university environment. Currently, Universiti Utara Malaysia uses a decentralised approach, with multiple platforms for disseminating information to students. This approach has frequently led to issues such as information overload, redundancy, and uneven message reach. To address these challenges, this paper develops and evaluates a prototype web-based announcement system that serves as a centralised platform for educational, administrative, and club-related announcements. The development process employs the Rapid Application Development methodology to accelerate progress and adapt to user feedback. Usability testing involving 33 respondents revealed high satisfaction with the system’s usefulness, ease of use, smooth communication flow, elimination of duplicate postings, and improved accessibility and information retrieval. The results suggest that the system can effectively mitigate the identified problems and enhance information dissemination within the university environment. Its design and functionality offer broader applicability to other higher education institutions facing similar challenges in managing and communicating student-related information. In conclusion, the proposed prototype demonstrates the potential to streamline communication processes and improve the overall information experience for students across universities.
Copyright (c) 2025 Mohd Zabidin, Ms Rubbini, Ts Ali Yusny https://creativecommons.org/licenses/by/4.0
DEVELOPMENT AND EVALUATION OF MY MONEY MANAGER: AN INTELLIGENT MOBILE APP FOR PERSONALIZED FINANCIAL INSIGHT
Personal finance management has become increasingly critical in today's digital economy, yet existing mobile applications often lack the intelligence to provide personalised financial guidance. This article presents the development of "My Money Manager Mobile App," an Android-based personal finance management system that addresses current limitations through intelligent expense categorisation and personalised financial insights. The application distinguishes between fixed and variable expenses using algorithmic analysis and provides tailored savings recommendations based on user spending patterns over 90 days. Unlike existing solutions that offer generic financial advice, this system analyses individual spending behaviour to detect anomalies and provide dynamic, evolving financial guidance. The app employs an iterative and incremental development methodology, ensuring continuous improvement based on user feedback. Key features include automated expense categorisation, visual representation of financial flows, balance tracking, and personalised savings advice. The system addresses significant gaps in current personal finance applications by providing intelligent analysis rather than simple expense tracking, ultimately empowering users to make more informed financial decisions and develop healthier spending habits. A usability evaluation involving 35 participants was conducted. The results demonstrate that 71.4% of respondents agreed that the financial insights helped guide their financial decision-making. In terms of personal finance habits, 74.3% of users reported that the app encouraged them to manage their finances more effectively, pointing to the usefulness of budget planning and savings recommendations. The strongest validation was observed in income and expense tracking, where 82.8% of respondents confirmed that the feature was efficient and reliable in monitoring their daily financial activities.
Copyright (c) 2025 Sharwin Parameswaran, Sharhida Zawani Saad https://creativecommons.org/licenses/by/4.0
GAME OF MISINFORMATION (GOMI): EDUCATING MISLEADING INFORMATION IN A FUN WAY
Game of Misinformation (GOMI) is an interactive educational game designed to help teenagers aged above 14 years old identify misleading information in a fun and immersive way. With the rapid growth of the internet, misinformation spreads quickly. An unverified or inaccurate message can lead to confusion and misunderstandings, not only on a personal level but also in society, politics, and national policies. GOMI was developed to address this issue by incorporating learning elements into an enjoyable game format. This study adopts the Agile development methodology, consisting of requirement, design, development, testing, deployment, and review phases, to develop the game prototype. To evaluate the usability and effectiveness of GOMI, a field study was conducted with 30 respondents using the USE (Usefulness, Ease of Use, and Satisfaction) questionnaire. Participants were given a 5-minute gameplay session before completing a structured survey. The results indicate high levels of perceived usefulness, ease of use, and user satisfaction, with most respondents agreeing that the game improved their awareness and ability to identify misinformation. However, the evaluation focuses on short-term usability and perceived learning rather than objective knowledge gain. Future work will incorporate pre- and post-tests to measure learning effectiveness more rigorously. Overall, GOMI demonstrates the potential of serious games as a tool for enhancing media literacy among youth.
Copyright (c) 2026 Ali Yusny Daud, Tan Pei Yong, Mohd Zabidin Husin https://creativecommons.org/licenses/by/4.0
DESIGN AND DEVELOPMENT OF MY SHOP ASSISTANT MOBILE APP: A SMART RECOMMENDER FOR BUDGET TRACKING AND PERSONALIZED SHOPPING AMONG UUM STUDENTS
My Shop Assistant is a mobile application designed to enhance the shopping experience by improving organisation and budget management. Although the number of mobile shopping apps is increasing, many still lack features that enable users to prioritise purchases, manage spending, and compare prices in a user-friendly, efficient manner. This project explores how a mobile shopping assistant can support budgeting and efficiency without requiring complex personalisation. The primary objectives are to develop an application that provides categorised shopping lists, automatic price comparison, budget tracking and priority tagging of items such as “wishlist” or “must-have”. Users can view a monthly breakdown of their spending over three months and receive insights into shopping patterns, including popular and favourite items and stores, with the top three stores ranked by items on the user’s shopping list. The project was developed using the Rapid Application Development (RAD) methodology, which consists of four phases: requirements planning, user design, construction and cutover. A field test was conducted with 30 respondents from Universiti Utara Malaysia (UUM), who interacted with the app and completed an online questionnaire assessing usability, usefulness, ease of use, acceptance and intent to use. The result indicated that users were very satisfied with the app, particularly with price comparison and budget tracking features. This application benefits budget-conscious individuals, including students, young adults, and frequent shoppers, by providing a useful, user-friendly way to prioritise purchases and manage their expenditure. It fills a gap in current mobile shopping tools by offering an efficient, simplified solution that does not rely on complex personalisation features.
Copyright (c) 2026 Sharhida Zawani Saad, Nurhasni Lyana Haron https://creativecommons.org/licenses/by/4.0
IMPROVING THE COMMUNITY SYSTEM WITH RADIO FREQUENCY IDENTIFICATION (RFID) TECHNOLOGY
Many gated communities still rely on outdated manual methods for security and facility management, leading to inefficiencies and security risks. Security challenges in gated communities stem from poor visitor tracking, inefficient facility management, and manual record-keeping errors. Traditional logbooks often lead to missing or inaccurate data, making it difficult to monitor visitor movements and prevent unauthorised access. Furthermore, the lack of an anonymous complaint system leads to unaddressed concerns and resident dissatisfaction. These issues underscore the need for an integrated, technology-driven solution to enhance security and improve management efficiency. MyCommunity ResolvePoint is a digital solution designed with RFID technology to enhance security, track visitors, and streamline facility access. It replaces physical logbooks with real-time digital records, ensuring accurate monitoring and preventing unauthorised access. Additionally, an anonymous complaint platform allows residents to communicate securely with management, fostering a more transparent and responsive community. The product's development follows an Agile methodology, comprising planning, design, development, testing, release, and feedback. By implementing the MyCommunity ResolvePoint system, management can enhance security oversight, maintain accurate records of facility usage, and facilitate seamless communication with residents. The system’s digital tracking and alert mechanisms provide real-time updates, reducing vulnerabilities and improving operational efficiency. As a scalable and adaptable solution, MyCommunity ResolvePoint helps create safer, better-managed residential communities, setting a new standard for security and resident engagement. Therefore, this study contributes to the residential community in Balik Pulau, Penang, with a secure RFID architecture tailored for low-density residential environments.
Copyright (c) 2026 Norhanisha Yusof https://creativecommons.org/licenses/by/4.0
DEVELOPING A STOCK MANAGEMENT SYSTEM WITH FIFO LOGIC FOR SME FERTILIZER WAREHOUSING
Stock management is important for a business’s performance and profitability. However, some companies manage their stock manually to update and check their stock. Manual stock management negatively impacts SMEs’ performance through data inaccuracies and operational inefficiencies, leading to poor decision-making and lost revenue. The absence of systematic tracking mechanisms hinders optimal inventory control, resulting in overstocking or stockouts. Implementing robust inventory management systems is crucial for enhancing accuracy and efficiency in operations. This study focuses on the design and development of a Web-based Stock Management System for a fertiliser company to improve stock tracking and handling by implementing FIFO logic. The system is designed to meet the needs of SMEs which have poor stock management due to manual stock recording. The Rapid Application Development (RAD) methodology includes requirements planning, user design, construction, and cutover phases. Requirements were modelled using UML, followed by iterative user-involved design and development, and concluded with usability evaluation in the cutover phase. The prototype had been evaluated by five employees from the company on the aspects of usability, ease of use, and satisfaction. Results showed that the system was considered helpful in improving stock efficiency, easy to operate without written instructions, and overall satisfying to use. Future work will explore mobile integration and real-time alerts for further enhancement. This research contributes to the body of knowledge in web-based inventory systems by integrating system development methodology, usability evaluation, and operational efficiency outcomes within an SME context.
Copyright (c) 2026 Jia Yong Tee, Mazida Ahmad https://creativecommons.org/licenses/by/4.0
DESIGNING FOR EMOTIONAL WELL-BEING: A KANSEI-BASED APPROACH TO DEVELOPING A MENTAL HEALTH APP FOR UNIVERSITY STUDENTS
University students experience increasing mental health difficulties because of academic load, emotional shifts, and limited access to personalised wellness resources. This paper presents MoodBloom, a mobile mental health application designed with Kansei Engineering (KE), a methodology that converts feelings into specific design specifications. The study used a three-stage Kansei process — Kansei Research, Kansei Analysis, and Product Design — to integrate functional demands with emotional design components. During early development, a formative evaluation was conducted to understand expert perceptions of functional usability of the Moodbloom prototype through task-based testing. The summative evaluation used a high-fidelity prototype with 35 university students to validate the application’s emotional effectiveness and assess the presence and strength of each Kansei element in the user experience. The study identified seven Kansei elements—calm, supportive, reassured, peaceful, comforted, joyous, and connected—and applied them as evaluation criteria. Results demonstrated that MoodBloom's design effectively produced a digital space that is not only useful in a functional sense but also emotionally calming and resonant. The evaluation confirmed that all seven Kansei elements were consistently present and effectively expressed in the app's design. The research shows the need for emotionally sensitive design in preventive mental health aids. It provides a framework for future development in higher education settings, despite being restricted to a non-clinical student population.
Copyright (c) 2025 SITI MAHFUZAH SARIF, Ivy Wong Kah Wei https://creativecommons.org/licenses/by/4.0
BRIDGING INNOVATION AND IMPACT: A WEB-BASED CROWDFUNDING SOLUTION FOR SOCIAL ENTREPRENEURSHIP
This paper presents the design, development, and usability evaluation of a web-based Crowdfunding Platform tailored for Social Entrepreneurs, aimed at supporting IT-driven initiatives with measurable social impact. The platform features campaign creation tools, real-time funding tracking, and simulated payment processing functionalities, enabling aspiring entrepreneurs to secure financial support for community-oriented projects. A field test involving 30 purposively selected participants, including IT students, recent graduates, and young professionals, was conducted to assess the platform’s usability. Participants engaged with the prototype and completed a structured online questionnaire featuring Likert-scale and open-ended items. Findings revealed moderate satisfaction with the campaign management components. However, critical issues were identified related to interface navigation, payment simulation accuracy, and data security, where over 70% of respondents expressed dissatisfaction. Key user recommendations included enhancing user interface intuitiveness, strengthening authentication processes, and incorporating interactive features such as live Q&A sessions and AI-generated feedback. Despite its limitations, the prototype demonstrates significant potential to address financing gaps among tech-based social innovators. This study offers valuable insights for the future refinement of digital crowdfunding ecosystems, particularly in fostering accessible, user-friendly solutions for the next generation of social entrepreneurs.
Copyright (c) 2025 Ummi Syahirah Husna Amurad, ABDUL RAZAK RAHMAT, BAHARUDIN OSMAN, Azizol Abdullah https://creativecommons.org/licenses/by/4.0
MINING SOCIAL MEDIA FOR MENTAL HEALTH INSIGHTS: A TEXT ANALYTICS STUDY ON UUM STUDENTS
This study explores the application of sentiment analysis using a BERT-based model on confession texts from a university social media platform to understand student mental health at Universiti Utara Malaysia (UUM). Mental health issues among university students are often shared anonymously through platforms like UUM Confession. This research aims to identify prevailing emotional trends and sentiments expressed by students. The methodology involves data crawling from Telegram, data preprocessing, and classification into positive, negative, and neutral sentiments using a fine-tuned BERT model. The study also uses keyword extraction and visualisation techniques to support straightforward interpretation of a massive dataset. Results reveal a high occurrence of negative sentiments, often associated with stress, anxiety, and relationship issues, highlighting the urgent need for mental health interventions. The findings contribute to the broader field of educational data mining and provide actionable insights for university counsellors and administrators.
Copyright (c) 2025 Farzana Kabir Ahmad, Nurul Farrah Bahazir https://creativecommons.org/licenses/by/4.0
FLUFFY'S LEARNING JOURNEY: DESIGN OF AN INTERACTIVE ANIMATION FOR GAME-BASED ENGLISH LEARNING
In recent years, interactive animation has become a standard teaching method in classrooms, especially with game-based learning, as traditional methods are less effective for this generation of students. Interactive media learning is absent for standard two students at SJK(C) Ave Maria Convent Ipoh, and the students are relatively weak in English due to their reliance on their mother tongue. The purpose of this project is to develop a game-based interactive animation to serve as a teaching tool for English teachers and engage students’ learning interests. The application was developed based on the Standard 2 syllabus using the SuperMinds textbook, covering Chapters 5 to 9. The design and development process of Fluffy’s Learning Journey followed the ADDIE model, encompassing five key stages: Analysis, Design, Development, Implementation, and Evaluation. The evaluation phase was conducted in two parts: formative and summative assessments. Formative evaluation involved expert reviews to gather feedback for refining the application during its development. Summative evaluation, conducted post-development, aimed to collect user responses through an interview and observation with Standard 2 students in SJK(C) Ave Maria Convent Ipoh. The survey assessed the animation's performance in terms of effectiveness, ease of use, and overall user satisfaction. The results indicate that despite the introduction of the animation, many students were satisfied with learning English through the media. The findings affirm the satisfaction with Interactive Animation and Game-Based English Learning in enhancing motivation for learning the English language.
Copyright (c) 2025 Vicky Teh, Nur Sauri Yahaya, Dr. Nurulnadwan https://creativecommons.org/licenses/by/4.0
DESIGN AND DEVELOPMENT OF A WEB-BASED VIRTUAL EVENT MANAGEMENT PLATFORM FOR ENTREPRENEURS
Entrepreneurs—individuals who establish and grow business ventures—and virtual events—digitally hosted gatherings conducted via online platforms—have become increasingly vital for networking, promotion, and engagement in the modern digital economy. Entrepreneurs face significant challenges in organising and participating in virtual events, including limited visibility, high costs, and the complexity of managing event logistics. The Virtual Event Management Platform for Entrepreneurs (VEMP) project addresses these issues by developing a comprehensive web-based application tailored to entrepreneurial needs. Employing a structured research and development approach, VEMP progresses through problem identification, design, development, and evaluation phases to streamline event management processes across event types such as conferences, webinars, and networking sessions. Key features of the platform include user-friendly interfaces, real-time communication tools, intuitive navigation, and robust data management capabilities. Methodologically, the platform’s usability was evaluated with 31 participants from diverse entrepreneurial backgrounds, focusing on interface design, usefulness, and user satisfaction. The findings reveal a high level of user acceptance, demonstrating that VEMP provides a cost-effective and efficient solution that enhances visibility, reduces logistical complexity, and expands business opportunities for entrepreneurs. Future work will focus on iterative feature enhancements and responsiveness to evolving user needs.
Copyright (c) 2026 ABDUL RAZAK RAHMAT, Looi Lai Tyng https://creativecommons.org/licenses/by/4.0
ENHANCING ALUMNI EVENTS MANAGEMENT WITH DIGITAL TOOLS: DEVELOPMENT AND EVALUATION OF ALUMNI EVENTS MANAGEMENT SYSTEM
The Alumni Events Management System was created to overcome the limitations of manual alum event management, where data is frequently stored in unstructured files, record-keeping is inefficient, and report generation is time-consuming and error-prone. Using a structured prototyping methodology, the system creates a centralised, secure, and user-friendly platform accessible via desktop and mobile devices. Staff administrators can manage events, register participants, update alum profiles, and generate automated reports, whereas alums can easily register, update their information, and view event details. A usability test with 30 participants, including alums and administrators, revealed high satisfaction with the system's usability, dependability, and ability to improve communication and administrative efficiency. The findings highlight the system's potential to increase alum engagement, reduce operational costs, and serve as a modern digital alternative to traditional paper-based processes, thereby contributing to long-term institutional development.
Copyright (c) 2025 Nurain Ahmad Nasri, Lily Julenti Abu Bakar, Amelia, Dr Kang https://creativecommons.org/licenses/by/4.0
USER SATISFACTION OF THE ZAKAT SYSTEM IN THE KEDAH STATE: FROM A QUALITY-IN-USE PERSPECTIVE
Lembaga Zakat Negeri Kedah (LZNK) has adopted two types of Zakat management systems: Jom Zakat and Zakat-on-Touch. The aim is to increase Zakat collection through online platforms. However, although Jom Zakat (adopted in 2018) and Zakat-on-Touch (adopted in 2019) have been in use for over five years, neither system has been evaluated from a Quality-in-Use perspective, which may impact user satisfaction. These evaluations are crucial to guarantee that the systems meet the necessary and established standards for quality in ISO/IEC 25010. Thus, the main objective of this study is to evaluate the Zakat systems’ user satisfaction from the Quality-in-Use perspective. The study was carried out in three stages using the quantitative approaches, involving literature reviews, instrument development, and survey distribution to 53 respondents. The data was analysed using SPSS. In general, the respondents are satisfied with the Quality-in-Use of the Zakat systems. The findings indicate that the study is highly significant by illustrating the correlations between User Satisfaction with Efficiency (mean=4.2, r=0.933, p=0.001) and effectiveness (mean=4.1, r=0.902, p<0.001) of the zakat systems. The study supports LZNK decision-makers in formulating IT strategic plans, particularly on the long-term maintenance of the Zakat systems. It will also assist developers in making improvements to the systems. Most importantly, more related studies are necessary to create a comprehensive assessment model of the Zakat Systems to guarantee their sustainability.
Copyright (c) 2025 Haslina Mohd, Fauziah Baharom, Shafinah Farvin Packeer Mohamed, Yuhanis Yusuf, Nur Hani Zulkifli Abai, Samera Obaid Barraod, Bakr Ba-Quttayyan https://creativecommons.org/licenses/by/4.0
EVALUATING THE EFFECTIVENESS OF A COMPREHENSIVE LIGHTWEIGHT APPLICATION SECURITY PROCESS FRAMEWORK IN CAPTURING SECURITY REQUIREMENTS AMONG NOVICE DEVELOPERS
Existing evaluations of the security requirement framework often have a limited focus on capturing security requirements, leaving gaps in understanding their effectiveness and usability. This study investigates the effectiveness and usability of the Comprehensive, Lightweight Application Security Process (CLASP) framework in capturing and documenting security requirements, particularly for novice developers. This research examines how effective and usable the CLASP framework is in assisting novice developers in identifying security requirements. This study employed an experimental methodology, dividing participants into groups, providing structured educational materials, and guiding them through the CLASP framework using a controlled case study. Participants prepared security requirements by completing the CLASP templates, and CLASP framework effectiveness was evaluated using task completion rates and “task with error” analysis. CLASP’s usability was evaluated based on the System Usability Scale (SUS). Using an online bakery system as a case study, 55 undergraduate students assessed CLASP's effectiveness and usability regarding documentation quality and overall usability in enhancing security requirements identification. Results indicate high usability scores, particularly for novice developers, and validate the efficiency of the CLASP frameworks. However, limitations such as a small sample size, reliance on self-reported feedback, and the focus on a single case study are acknowledged. The findings from this study contribute to the existing body of knowledge by providing empirical evidence of CLASP’s impact on improving security documentation practices.
Copyright (c) 2025 Mohamad Hafizal Ahmad Fauzi, Nor Laily Hashim https://creativecommons.org/licenses/by/4.0
AN INVENTORY MANAGEMENT SYSTEM FOR SMALL BUSINESSES
Effective inventory management is crucial for the success and profitability of small businesses, yet many struggle with outdated manual processes or overly complex systems that are not tailored to their needs. This study addressed this gap by developing a web-based inventory management system called "EzStock" specifically for small businesses. The system provides real-time visibility into inventory levels, automates key processes, and offers cross-platform accessibility. An Agile methodology guided the development process, with requirements gathered through surveys of 30 participants and a comprehensive literature review. The system was developed using web technologies, including HTML, CSS, JavaScript, and PHP, with a Mysql database backend. Key findings revealed high user satisfaction rates, with 93.3% of users expressing overall satisfaction with the system, 96.7% likelihood of recommendation, and 90% finding the user interface intuitive. The system significantly improved inventory management processes, data accuracy, and time savings. This study contributes an affordable, user-friendly solution that streamlines inventory management for small businesses, with identified areas for future development, including enhanced search functionality, improved reporting features, and product bundling capabilities.
Copyright (c) 2025 Lim Hui Qi , Abdul Razak Rahmat, Shukli Suban@Ani https://creativecommons.org/licenses/by/4.0
ASSESSING USER SATISFACTION OF SMART PARKING PAYMENT SYSTEM IN SELANGOR
The Smart Selangor Parking (SSP) app aims to enhance digital adoption in Selangor's journey toward becoming a livable smart state. However, user satisfaction with the app remains unclear, raising concerns about its effectiveness in fostering economically productive and environmentally conscious communities. The research question is: What factors significantly influence user satisfaction with the SSP application? Thus, the objectives are to identify the factors influencing user satisfaction with SSP and determine which factors have the most significant impact. This analysis aims to provide insights into areas that require improvement to enhance the app's effectiveness and adoption. This study follows a quantitative design to assess user satisfaction with the SSP app. It includes three phases: definition, exploratory, and confirmation. In the definition phase, the research problem and objectives are set. The exploratory phase involves collecting data and refining the research questions. The confirmation phase rigorously tests hypotheses using statistical techniques. Validation activities ensure the reliability and validity of the findings, such as ensuring accurate measurements and testing the consistency of data collection methods. The findings revealed that user satisfaction with the Smart Selangor Parking app is most influenced by learnability, which ensures ease of use and minimises distractions. Helpfulness also plays a significant role, as providing relevant information enhances user satisfaction. Emotional attachment, controllability, and efficiency were also factors, though efficiency had the least impact. Overall, this study emphasises the importance of usability, clear information, and user-centred design in enhancing satisfaction. This study contributes to understanding factors influencing user satisfaction with mobile parking payment applications in Malaysia, offering valuable insights for developers and policymakers. It highlights the importance of usability, user perceptions, and barriers to adoption, guiding future research and enhancing the effectiveness of mobile payment systems for parking.
Copyright (c) 2025 Maslinda Mohd Nadzir, Siti Aslinda Mahat https://creativecommons.org/licenses/by/4.0
A USER-CENTERED DIGITAL REPOSITORY: DESIGNING AND EVALUATING HOBBYHAVEN FOR COLLECTORS
Collecting physical and digital items has become increasingly popular, but many collectors struggle with keeping their collections organised, accessible, and easy to manage. Traditional methods, such as manual record-keeping or essential digital tools, often fail to meet their needs. This study introduces HobbyHaven, a web-based repository designed to simplify collection management. The platform allows users to store, organise, and track their collectables more efficiently. The goal is to create a simple, intuitive, and customisable system, making it accessible to collectors of all experience levels. HobbyHaven was developed using the Waterfall methodology, which follows a structured approach that includes gathering user requirements, designing the system, and building a functional prototype. To evaluate its usability, we applied the Website Analysis and Measurement Inventory (WAMMI) framework, which assesses key factors such as attractiveness, ease of use, helpfulness, efficiency, and learnability. A total of 35 participants tested the system and provided feedback through a five-point Likert scale questionnaire. The results showed high user satisfaction, particularly with navigation (85.8%) and helpfulness (85.7%), indicating that users found the platform well-structured and easy to use; however, some areas required improvement. For instance, only 45.7% strongly agreed that the visual design was appealing. In comparison, 37.1% felt neutral about the need for better introductory guidance, and a further 37.1% agreed that some features were difficult to locate. HobbyHaven has the potential to significantly enhance collection management by providing an organised, user friendly, and accessible platform. Reducing reliance on outdated methods allows collectors to track and manage their items more effectively, fostering knowledge sharing and community engagement. Its open-access feature enables users to explore collections without requiring registration, making it more inclusive. With further improvements—such as AI-driven categorisation and integrated social networking features—HobbyHaven could evolve into a leading digital repository for collectors, transforming how collections are documented, shared, and preserved.
Copyright (c) 2025 Maisarah Nadiah Razali, Ts. Wan Hussain Wan Ishak https://creativecommons.org/licenses/by/4.0
PERSONALISED INFORMATION SYSTEM FOR HEALTH EATING AND WEIGHT LOSS
The rise in health awareness has driven the need for digital solutions to support personalised dietary management and weight loss. Existing digital health solutions lack personalised dietary and weight management strategies, which limits their effectiveness. This study develops and evaluates a Personalised Information System for Healthy Eating and Weight Loss, incorporating structured health assessments, AI-driven meal planning, and exercise recommendations tailored to user-specific data such as BMI, dietary preferences, and activity levels. Using the Waterfall model, the system was designed and tested through an online survey involving 30 respondents, which assessed five key factors: ease of Use, Usefulness, User Interface Design, User Satisfaction, and System Performance. Results indicate that 78.7% of users found the system highly useful, 86.7% praised its intuitive interface, and 90% expressed overall satisfaction. Correlation analysis reveals a strong positive relationship (r = 0.72) between ease of use and perceived usefulness, underscoring the potential of this relationship to foster long-term engagement. While digital health tools often lack adaptive recommendations, this study addresses this gap by integrating real-time feedback and AI-driven customisation. Future enhancements include integrating wearable devices and expanded meal plan options to optimise the user experience.
Copyright (c) 2025 Nurul Aminah Kamarudin, Rafidah Razak, Rohaya Dahari https://creativecommons.org/licenses/by/4.0
UNIVERSITY SMART FOOD BANK APPLICATION TOWARDS DEVELOPING A HUNGER-FREE CAMPUS
Food insecurity, a pervasive global challenge, extends its reach to university campuses, posing a pressing concern that affects the well-being of both individuals and entire academic communities. Within the academic realm, campuses grapple with the multifaceted issue of ensuring food security for students, a challenge that demands attention and concerted efforts. Addressing the complexities of this problem involves exploring sustainable solutions and fostering a campus environment where every student has reliable access to nutritious and affordable food options, promoting not only physical health but also overall academic success and well-being. To address this issue, a Smart Food Bank application has been developed for the Android platform, aiming to efficiently manage the university food bank and contribute to achieving zero hunger within the university community. The application encompasses key functions such as food stock management, food allocation, food applications, food donations, and user registration management. Users can track their application status and request food by sharing their location through a map, while donors can specify their donation drop-off points. Designed to streamline interactions among administrators, applicants, and donors, the application aligns with Sustainable Development Goals (SDGs) by targeting hunger eradication and promoting health and well-being. This innovative food bank application not only has the potential to enhance the quality of life for less fortunate members of the university community but also supports broader SDG objectives. Serving as a platform for providing healthy meals, it addresses the university's specific challenges while contributing to global sustainability goals. The application's success suggests its potential for scalability, allowing it to be extended to other food bank facilities or similar organisations. With positive findings, feedback, and impactful outcomes, the Smart Food Bank application stands as a promising tool in the collective effort to achieve zero hunger on a larger scale.
Copyright (c) 2025 Noraziah ChePa, Nur Azzah Abu Bakar, Rajwani Md. Zain, Laura Lim Sie-Yi https://creativecommons.org/licenses/by/4.0
KOFIKALCHER: AN ITERATIVE DESIGN APPROACH TO A CAFE REVIEW PLATFORM FOR CREATIVE SPACES
In today’s interconnected world, shared experiences and peer-generated recommendations play a vital role in decision-making. This paper addresses the growing need for a specialised platform that rates and reviews cafes with a focus on their creative spaces—environments designed to inspire productivity, innovation, and collaboration. Unlike typical cafe review sites that emphasise food and beverages, this platform highlights the significance of creative spaces for designers, artists, students, and other creative professionals who seek ambience, resources, and comfort to support their work. The proposed platform will feature a user-friendly website that offers tailored recommendations based on individual preferences. Users will be able to search for and filter cafes by specific criteria, such as Wi-Fi availability, quiet zones, natural lighting, seating comfort, or inspiring decor. Customised recommendation algorithms will guide users towards venues that align with their creative needs, enabling them to make informed choices about where to work, study, or collaborate. The significance of this project lies in its contribution to both the creative community and the local economy. By promoting cafes that invest in providing conducive work environments, the platform encourages the development of spaces that foster creativity, social interaction, and community growth. Future work will focus on expanding the platform’s coverage to all Malaysian states, incorporating AI-driven personalisation for more accurate recommendations, and introducing interactive community features such as event listings, networking opportunities, and user-generated content. Performance enhancements—including database optimisation and mobile-first design—will ensure fast, seamless browsing. By iteratively improving both functionality and user experience, the platform aims to establish itself as the most trusted resource for discovering and evaluating creative spaces nationwide.
Copyright (c) 2026 Nor Farzana Abd Ghani, Rosanisah Omar, Mohammad Radzi Ismail https://creativecommons.org/licenses/by/4.0
FOOD HUNTER: HYPERLOCAL FOODIES' EXPERIENCE
Food Hunter: Hyperlocal Foodies' Experience addresses the problem of decision fatigue and untrustworthy restaurant reviews by offering personalised, community-based dining recommendations. The platform targets users within hyperlocal communities, providing suggestions tailored to individual preferences and supported by trusted feedback from friends and locals. The system was developed using a structured methodology, including planning, user research, agile development, and iterative testing. Data was collected through on-site observations and interviews in a community housing area to ensure the platform aligns with user needs. Findings reveal that personalised recommendations and community-driven reviews enhance user trust and satisfaction, while also promoting the discovery of local food culture. The platform fosters stronger community engagement and supports local food businesses by celebrating nearby culinary experiences.
Copyright (c) 2025 Nor Farzana Abd Ghani, Ooi Yau Ming, Azian Muhamad https://creativecommons.org/licenses/by/4.0
PROJECTION MAPPING AS A MEDIUM FOR CULTURAL HERITAGE: THE CASE OF THAI MENORA
Projection mapping is a video projection technology in which video is mapped onto a surface. Then, it turns everyday objects such as buildings, walls, runways, stages, or any surface that can be manipulated in interactive displays and graphical videos. Projection mapping is very suitable for presenting creative content based on historical storytelling. It provides uniqueness to attract the public's attention to get a new experience in projection mapping and add general knowledge about history today. However, traditional methods of presenting historical narratives often struggle to capture public interest, especially among younger audiences, resulting in declining awareness and appreciation of cultural heritage. The main objective of this paper is to develop an interactive and creative storyline of the history of Thai Menora as a projection mapping for people interested in knowing about history. Next, the methodology used to make this projection mapping is the ADDIE model, which consists of analysis, design, development, implementation, and evaluation. The completed projection mapping has been successfully developed using Adobe After Effects, Adobe Audition and Filmora software, which uses content and audio elements to map the historical content. Based on the results from the usability testing on the public, all the feedback from the respondents agreed that projection mapping is very effective in presenting the storyline history of Thai Menora. Overall, the research investigated the interactive storyline history of Thai Menora through projection mapping.
Copyright (c) 2025 Ruzinoor Che Mat, Wilinda A Wan https://creativecommons.org/licenses/by/4.0
ENHANCING CHILDREN’S ARTISTIC CREATIVITY THROUGH ARTIFICIAL INTELLIGENCE TECHNOLOGY IN CHINESE PRIMARY SCHOOLS
Existing studies lack discussion on challenges in fostering Chinese children's artistic creativity and offer no clear conclusions on AI's impact. This study explores the challenges in cultivating children's artistic creativity in primary schools in China and the impact of digital technology on this process. This study will be conducted through a systematic literature review and induction, current problems will be analysed, strategies will be proposed from a theoretical perspective, and future development trends will be analysed. The finding reveals that through a scoping review of 16 relevant studies, it was found that AI technology plays three leading roles in enhancing children's artistic creativity: as a tool, tutor, and medium. AI as a tool helps generate creative ideas, as a tutor provides guidance and support, and as a medium facilitates learning and collaboration. The study highlights the significant role of AI in stimulating children's interest and enhancing their artistic creativity while noting potential risks, such as increased cognitive load and copyright issues. The research concludes that while digital technology, especially AI, offers substantial benefits for children's artistic creativity, its application requires careful consideration of pedagogical strategies and ethical issues. Future research should continue to explore the effective integration of AI in art education to enhance children's creative abilities.
Copyright (c) 2025 Shi Feng He, Adzrool Idzwan Ismail, Chen Zhang Meng https://creativecommons.org/licenses/by/4.0
Development Framework for Social Circle Relationship Learning Software for Children with Autism
Autism, also called Autism Spectrum Disorder (ASD), is a complex condition that includes problems with communication and behaviour. Due to the increasing awareness among parents, these children are increasing every year. The safety of children is a crucial subject in family life both inside and outside the home. All parents want the best for their children, especially when they are away from the family. Recognising this situation, an application proposal was developed to expose their level of security when meeting the people around them. The social circle relationship was first introduced as an aid for students with special needs to categorise the people they meet. This study implemented the social circle relationship as an application for an early-stage prototype to be tested on selected respondents. Five autistic children, with their parents as instructors, modified the prototype to suit their child. The built-in framework was used as a guide and reference for developing the application that fits this concept of social circle relationship. The study employed a mixed method, mainly implying a quantitative methodology to analyse the collected data. The effectiveness of the proposed framework was validated using two experts’ judgments and learners’ feedback through interviews and experimental evaluation, respectively. The results indicated that the proposed framework effectively taught social boundaries and provided autistic children with satisfaction.
Copyright (c) 2024 Nazean Jomhari, Rabiatul Adawiyyah Asmoin , Norziana Yahya https://creativecommons.org/licenses/by/4.0
A Web-Based Industrial Training Management System: A Case Study of the School Of Computing
Implementing an internship program is an integral part of an educational institution's academic operations, providing students with valuable experience in their chosen fields. However, effective program management ensures seamless collaboration between students and the university. This paper aims to develop and evaluate a prototype of a web-based industrial training management system tailored specifically for a university to address this need. Currently, the school uses online storage and an instant messaging application to manage student internships. Consequently, this implementation causes confusion, repeated questions, and redundant announcements that must be organised systematically. This development focuses on managing documentation, announcements, and communication among students and school members. The project employs a Rapid Application Development methodology to streamline the entire process from initiation to completion. The findings show high satisfaction with the system’s usefulness, ease of use, and learning in improving the management of industrial training processes. In conclusion, the resulting prototype demonstrates the potential benefits, including improved accessibility, streamlined internship management processes, and efficiency within the university.
Copyright (c) 2024 Mohd Zabidin Husin, Pravin Raj Ganes, Nurnasran Puteh https://creativecommons.org/licenses/by/4.0