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Implementation of Digital Invitation Applications in The Era 

Society 5.0 As a Business Opportunity Micro Small to Medium 

(MSMEs) 

 
1Bayu Priyatna, 2 Agustia Hananto, 3 Baenil Huda 

 
1-3, Information Systems, Faculty of Computer Science, Buana Perjuangan University Karawang 

1 bayu.priyatna@ubpkarawang.ac.id,  

2 agustia@ubpkarawang.ac.id,  
3 baenil.huda@ubpkarawang.ac.id  

 

 
 

Abstract 
The rapid development of digital technology in the Society 5.0 era and the growth of MSMEs means 

that Indonesian people have a great opportunity to become MSME players, one of which is utilizing 

digital technology as an innovative product. One of the phenomena that is slowly transforming into a 

social community is that invitations, originally made using paper, have now become digital invitations. 

Invitations are digital or electronic and can be accessed via computer, tablet, or smartphone devices. 

Digital invitations can be images, videos or text messages created using graphic design or special digital 

invitation applications. Typically, a Digital Invitation includes information about the event, such as 

date, time, place and theme. Digital Invitations can also be decorated with images, icons or illustrations 

related to the event. The advantages of using a digital invitation include being practical, easy to share, 

cost-effective, environmentally friendly, and accessible anytime. In contrast to conventional invitations, 

which are susceptible to damage, require additional fees, limit design choices, and take time to print 

and send, they generate waste. The research method was descriptive, using a qualitative approach 

through in-depth interviews with several printed invitation service providers and wedding organizers in 

Karawang. Digital invitation application research results can help MSMEs expand market reach, 

increase time and cost efficiency, and provide customers with a more interactive and personalized 

experience. 

 
Keywords: Digital Invitation, Society 5.0, MSMEs, E-Business. 

 

I. Introduction 
In the 21st century, digital technology continues to develop rapidly. Smartphones and tablets 

allow users to access the internet and use applications anywhere and at any time. Digital technology has 

also influenced various aspects of life, including business, education, entertainment and 

communication. Digital technology has also influenced how humans work and socialize in recent years.  

Era Society 5.0 creates a human-focused society which can integrate intelligent and innovative 

technology, such as artificial intelligence (AI), Internet of Things (IoT), robotics, and other digital 

technologies, to achieve social welfare and prosperity. Overall. The Society 5.0 concept strengthens 

collaboration between the public and private sectors. It leads to the development of innovative and 

holistic technological solutions to address society's complex social and economic problems. 

Indonesia has a lot of potential for creative and innovative businesses, especially in the 

development of digital technology such as Technology Startups, E-commerce, Gaming, Digital 

Marketing, Content creation, Augmented Reality (AR) and Virtual Reality (VR) and Artificial 

P-ISSN: 2715-2448 | E-ISSN: 2715-7199 
Vol.5 No.2 June 2024 
Buana Information Technology and Computer Sciences (BIT and CS) 
 

mailto:bayu.priyatna@ubpkarawang.ac.id
mailto:agustia@ubpkarawang.ac.id
mailto:baenil.huda@ubpkarawang.ac.id


Vol. 5, No.2 June 2024 | 91  

Intelligence (AI) Technology. This opportunity can certainly be utilized to grow micro, small, and 

medium enterprises (MSMEs) to increase the absorption of the workforce. 

The rapid development of digital technology in the Society 5.0 era and the growth of MSMEs 

means that Indonesian people have a great opportunity to become MSME players, one of which is 

utilizing digital technology as an innovative product. One of the phenomena that is slowly transforming 

into a social community is that invitations, originally made using paper, have now become digital 

invitations. 

A digital invitation is made in digital or electronic form that can be accessed via a computer, 

tablet, or smartphone. Digital invitations can be images, videos or text messages created using graphic 

design or special digital invitation applications. Typically, a Digital Invitation includes information 

about the event, such as date, time, place and theme. Digital Invitations can also be decorated with 

images, icons or illustrations related to the event. 

The advantages of using Digital Invitation include being practical and easy to share, cost-

effective, more environmentally friendly, and accessible at any time. In contrast to conventional 

invitations, which are susceptible to damage, require additional fees, limit design choices, and take time 

to print and send, they generate waste. 

Based on this phenomenon, this research can build a Digital Invitation Application as a 

manifestation of Society 5.0, which can be utilized for business opportunities for the community, 

improving MSMEs in Indonesia. At the same time, it can also become a forum for transformation for 

conventional invitation printing businesses. 

 

II. Literature review 
A. Information Technology 

Information technology is a field that is closely related to technological developments. 

Information technology has positive and negative sides (Lawu and Ali, 2022). Technology can be a tool 

for improving performance and achieving goals. However, on the other hand, technology can have the 

opposite effect, so it must be managed wisely (Rusdiana and Irfan, 2014). According to Jogiyanto 

(Wicaksana and Saputra, 2021), information technology consists of the words technology and 

information. 

Technology means applying various equipment or systems to solve problems humans face in 

everyday life. The word technology is closely related to the term procedure. Information is data 

processed into a more useful form for those who receive it (Lawu and Ali, 2022). 

 
B. Digital Invitation 

Digital Systems refer to information or data stored or transmitted electronically, usually using 

computer technology. The term "digital" is often used to describe the way computers and other 

electronic devices process and manipulate information, using binary code (0s and 1s) to represent data 

(Arms 2001).  

Digital technology has changed many aspects of modern life, from communication and 

entertainment to business and education. Digital devices and platforms have enabled new interaction 

and collaboration and provided access to vast information and resources (Foerster-Metz et al., 2018). 

Some examples of digital technology include: 

a. Computers, smartphones, tablets and other electronic devices 

b. Internet and World Wide Web 

c. Social media platforms 

d. Digital media, such as digital photos, videos and music 

b. e. E-commerce and online shopping 

a. Digital communication tools, such as email, instant messaging, and video conferencing 

b. Online learning platforms and educational resources. 

Digital invitations are invitations made in digital form, either in the form of images, videos or the 

form online invitations that cannot be physically touched, like conventional invitations that use paper, 

wood, acrylic and other media (Adi Ahmad et al. 2022; Hadjikhani and Lindh 2021). 

 

 



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C. Website 
A website is a collection of various integrated web pages and interrelated files. The web consists 

of pages or pages, then a collection of pages is called a homepage. The homepage is in the top position, 

with related pages at the bottom. Usually, each page below the homepage is called a child page, which 

contains hyperlinks to other pages on the web (C P Pamungkas, 2015). 

 

D. Clent-Server 
It is a component that consists of a database application and a DBMS server. Every activity 

carried out by the user will be carried out much earlier by the client. Next, take action so that the process 

runs as much as possible yourself. If a process involves data stored in the database, then the client 

handles the interaction with the server (Samsinar and Luhur 2018). 

 

E. Model Rpid Aplication Development (RAD) 
The Rapid Application Development (RAD) method, as stated by James Martin, consists of four 

phases: requirements planning phase, user design phase, construction phase, and cutover phase. Each 

phase will be implemented sequentially to develop CLIS, starting from the requirements planning stage 

and ending with the cutover phase (Kosasi and Yuliani 2015). The following is the cycle of RAD: 

 

Fig 1. Rapid application development (RAD) method 

(Wahyuningrum and Pensiunta 2014). 

 

The four main phases of RAD can be divided into several more specific phases, as depicted in 

the figure above. The general purpose of phase breakdown is to provide step-by-step information for 

developers using the RAD model to build software. The image shows 2 if-conditional loops; each loop 

shows how strongly the user is involved in the model. For example, the first loop shows that the 

requirements planning stage will not advance to the next phase when the information about the system 

requirements is incomplete and the user decides on the completeness of the information. Details about 

each main phase of RAD and the results of each phase will be explained in the next section 

(Wahyuningrum and January 2014). 

III. Method 

A. Research Objects and Methodology 

This research methodology uses a RAD system development model approach (RPID Application 

Development Model); the following is a flowgraph of this research methodology:  



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Fig 2.  Research methodology 

 

B. Data Collection Techniques 
In collecting data, researchers used several methods, including: 

a. Observation method 

The observation method is the systematic observation and recording of the symptoms that appear 

on the research object. This method obtains information by carefully observing and recording the 

Digital Invitation. 

b. Interview Method 

What is meant by the interview method is a method of collecting data through observation by 

conducting verbal questions and answers to business actors, both conventional and digital. 

c. Study of Literature 

The literature study method is to look for data about a thing or variable in scientific journals, 

books, workshop modules, notes, transcripts, books, newspapers, magazines, minutes, meetings, 

agendas, etc. 

 

C. Data analysis 
Data analysis in this research uses quantitative descriptive techniques that describe the 

monitoring system. Data obtained through the instrument was analyzed using quantitative descriptive 

statistics. This analysis is used to describe the characteristics of the data in each variable. This method 

makes it easier to understand the data in each process. 

 

IV. Research Results and Discussion 

A. Requirements Collection 

The collection of needs in this research was carried out to analyze the phenomenon of changes in 

the way people view socializing and people's habits in communicating, especially standard patterns in 

conveying messages officially. The results obtained in this activity are identifying the problems faced 

problem solving solutions. 

 

Research 
methodology 

Data collection  
technique 

Data analysis 

Research result 

Interview 

Observation 

Study of literature 

Agreement 



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B. Identify the problems faced 

Based on interviews with several parties, it turns out that some people are familiar with the digital 

invitation system. Still, some people and invitation printing business actors do not fully understand the 

idea of 120 entrepreneurs complaining about increased raw material prices. This long processing time 

resulted in not receiving all orders: 

a. Increasing raw materials for conventional invitations. 

b. The manufacturing process takes a long time. 

c. Requires many employees. 

d. Conventional invitation waste is not environmentally friendly. 

 

C. Problem Solving Solutions 

Based on the analysis results from several parties, a workflow or criteria for the system to be built 

can be formulated. The system that will be built is expected to be able to handle problems such as the 

following: 

a. Cheaper raw materials for invitations result in a decrease in invitation prices. 

b. The creation process time is much faster just by setting the template 

c. There is no need for employees to organize invitations because it is user-friendly. 

d. No waste is generated from Digital Invitations. 

In the assembly (creation)/System Coding stage, all the objects or materials for the Digital 

Invitation Application are created. In this research, the programming languages used are PHP, 

Javascript and HTML. The following is a display of the program created: 

a. Application Front Page Interface 

The following is a display image of the front page interface of the Digital Invitation application: 

 
Fig 3. Application Front Page Interface 

 

 

 

 

 

 

 

 

 

 

 

 



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b. Customer Registration Page Interface 

The following is a picture of the Digital Invitation Customer registration page interface:

 
Fig 4. Customer Registration Page Interface 

 

c. Application Login Page Interface 

The following is a display image of the Digital Invitation application login page interface: 

 
Fig 5. Application Login Page Interface 

 

d. Sample Invitation Page Interface 

The following is a display image of the Digital Invitation sample invitation page interface: 

 
Fig 6. Interface Example invitation page 



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e. Invitation Order Page Interface 

The following is a display image of the Digital Invitation invitation order page interface: 

 
Fig 7. Invitation order page interface 

 

 
Fig 8. Invoice Page Interface 

 

f. Order Report Page Interface 

The following is a display image of the Digital Invitation invitation ordering report page 

interface: 

 
Fig 9. Invitation Order Report Interface 

 



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D. Testing (Evaluation System) 

This stage is carried out after completing the manufacturing (assembly) stage. Hypothesis testing 

is carried out using Structural Equation Modeling (SEM) with the help of the AMOS version 18 

program. This analysis is seen from the significance of the magnitude of the regression weight model 

and standardized regression weights, presented in Table 2: 

 

Table 2. Regression Weight 

   Estimate S.E C.R P 

PEOU  Customer/User 

Skills 

0.252 0.138 1.790 0.050 

PEOU  Resource 

Organization 

0.341 0.237 1.422 0.148 

PEOU  Display 

Design 

0.474 0.171 2.718 0.005 

 

From table 2 above, the results of hypothesis testing can be described as follows: 

 

H1: Portal design can influence perceived ease of use (Perceived Ease of Use) 

This hypothesis tests whether the Portal design influences perceived ease of use. Based on the 

calculation results in Table 2, the significance test for hypothesis 1 is proven to be significant because 

the probability value obtained is 0.005 or less than 0.05, which means it is important at the 5% 

significance level with a path coefficient value of 0.252, meaning the relationship between the variables 

is positive. The quality of the Portal design in terms of terminology, interface design and navigation 

presented by the Digital Invitation Application to its users will influence the perception of ease of use. 

 

The Digital Invitation organization will influence the perception of ease of use (Perceived Ease of 

Use) 

This hypothesis aims to test whether the organization of the Digital Invitation Application influences 

perceived ease of use. Based on the calculation results in Table 2, the significance test for hypothesis 2 

was not proven to be significant because the probability value obtained was 0.148 or greater than 0.05, 

which means it is not important at the 5% significance level. Estimating the organisation's influence on 

perceived ease of use shows that the path coefficient (standardized regression weight estimate) is 0.341, 

meaning that the relationship between the variable perceived ease of use and perceived usefulness is 

negative. This is because system access is easy, fast, and supported by good information resources, 

making it easier for users to find and obtain varied information. The results of the hypothesis analysis 

in this research may be due to easy system access. 

 

H3: User abilities and skills will influence the perceived ease of use (Perceived Ease of Use) of the 

Digital Invitation Application 

This hypothesis aims to test whether user abilities and skills influence perceived ease of use. Based on 

the calculation results in Table 2, the significance test for hypothesis 3 was not proven to be significant 

because the probability value obtained was 0.069 or greater than 0.05, which means it is not important 

at the 5% significance level. The results of estimating the influence of perceived ease of use on 

perceived usefulness obtained a path coefficient (standardized regression weight estimate) of 0.252, 

meaning that the relationship between the user abilities and skills variables on perceived ease of use is 

negative. Based on literature studies, this is caused by the ability and skills of users, in this case, young 

farmers, who are not good enough, which makes using the Digital Invitation Application not easy and 

requires time or frequency of use to use the Digital Invitation Application. 

 

 

 

 



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V. Conclusion 

Training with the Digital Invitation Application in Indonesian society has become a focus. It 

includes technical and practical steps that must be taken to ensure effective and widespread use in the 

community. Digital Invitation as their business product. This involves deeply understanding local 

market preferences and needs and designing a business model accordingly. Focus on developing Digital 

Invitations with more varied designs and types to create greater attraction. This includes researching 

local design trends and user preferences and introducing innovative features to meet the diverse needs 

of the Indonesian market. By exploring these aspects, it is hoped that valuable information and solutions 

can be found that can be applied to increase the acceptance and sustainability of the Digital Invitation 

Application in Indonesian society. 

  

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