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Abstract
The mosque serves as a center for community development, the cornerstone of Islamic society, and the foundation of civilization. According to data from the Ministry of Religious Affairs through the SIMAS (Masjid Information System) application, there were 242,832 mosques and 269,076 prayer rooms in Indonesia as of 2022. However, mosques and prayer rooms in Indonesia face issues like low activity levels and management often dominated by elderly individuals. Therefore, this research aims to design an integrative multi-mosque management application specifically for mosque caretakers (takmir) to manage mosques effectively and make them centers of community activities. This study uses the Design Thinking method, consisting of five stages: empathize, define, ideate, prototyping, and testing. The result is the design of a mosque management application named Kaffah, with seven main features: congregation data, congregation activities, mosque staff data, calendar, takmir, event list, and event data. These features are expected to assist takmir in managing the mosque and congregation data, the mosque becomes bustling with visitors and making the mosque a hub for community activities. Testing the Kaffah application's interface design shows that the developed prototype successfully aids and meets the needs of takmir in managing mosques.
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Copyright (c) 2024 Siti Umi Nurhavizza Siti Umi Nurhavizza, Ari Sujarwo

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References
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References
Afghan Baihaqy, M., Santoso, N., & Arwan, A. (2019). Pengembangan Sistem Informasi Manajemen Pengelolaan Masjid Raden Patah Universitas Brawijaya berbasis Web. Jurnal Pengembangan Teknologi Informasi Dan Ilmu Komputer, 3(8), 8090–8097. Retrieved from http://j-ptiik.ub.ac.id
Baihaqi, F. Al. (2023). PERANCANGAN UI / UX BERBASIS ANDROID UNTUK MANAJEMEN KEUANGAN PRIBADI DENGAN METODE DESIGN THINKING PERANCANGAN UI / UX BERBASIS ANDROID UNTUK MANAJEMEN KEUANGAN PRIBADI DENGAN.
Cahyanto, K. A., Sumarudin, A., Ghozali, A. L., Abdilah, D., & Amaliyah, A. (2020). Aplikasi Manajemen Masjid Nurul Muttaqien Desa Jatisawit Lor. Ikraith-Abdimas, 3(08), 97–101.
Deshdeep, N. (2024). Mobile App Or Website? 10 Reasons Why Apps Are Better. Retrieved from https://vwo.com/blog/10-reasons-mobile-apps-are-better/
Handayani, A. (2022). Psikologi Unissula Dorong Pemberdayaan Warung Umat. Retrieved from https://unissula.ac.id/psikologi-unissula-dorong-pemberdayaan-warung-umat/
Haryono, K., & Miftakhurozak Budi Nugraha, R. (2019). Sistem Informasi Kegiatan dan Infak Masjid : Studi Kasus Masjid Ulil Albab UII Yogyakarta. Journal Portal - Universitas Islam Indonesia, 1(2), 2–8.
Masjid 2.0, R. (2023). 3 Hari Bangun Masjid. Yogyakarta: Real Masjid PRESS.
Muhyidin, M. A., Sulhan, M. A., & Sevtiana, A. (2020). Perancangan Ui/Ux Aplikasi My Cic Layanan Informasi Akademik Mahasiswa Menggunakan Aplikasi Figma. Jurnal Digit, 10(2), 208. https://doi.org/10.51920/jd.v10i2.171
Nasution, W. S. L., & Nusa, P. (2021). UI/UX Design Web-Based Learning Application Using Design Thinking Method. ARRUS Journal of Engineering and Technology, 1(1), 18–27. https://doi.org/10.35877/jetech532
Wang, M. B. A., & Erandaru, E. (2022). Studi Perbandingan Teori Dan Praktek Perancangan Ui/Ux Saat Internship Di Atdawn. Jurnal DKV Adiwarna, 1(121), 9.