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"Design Science Research is a powerful paradigm enabling researchers to make important contributions to society and industry. Simply stated, the goal of DSR is to generate knowledge on how to find innovative solutions to important problems in the form of models, methods, constructs and instantiations. Over the past 20 years, the design science research (DSR) paradigm has developed into an established paradigm in Information Systems Research and it is of strong uptake in many other disciplines, including Management Science and Computer Science.
This book provides a collection of twelve DSR cases, presented by experienced researchers in the field. It offers readers access to real-world DSR studies, together with the authors’ reflections on their research processes. These cases will support researchers who want to engage in DSR, and represent a valuable addition to existing introductions to DSR methods and processes. Readers will learn from the hands-on experiences of respected experts who have conducted extensive DSR in a range of application contexts."
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Switzerland: Springer Cham, 2020
e20535412
eBooks  Universitas Indonesia Library
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Eisenmann, Thomas R.
Boston: McGraw-Hill Irwin, 2002
384.3 EIS i
Buku Teks  Universitas Indonesia Library
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Adhiba Mastura
"Peningkatan penggunaan e-Commerce selama pandemi COVID-19 di Indonesia menyebabkan penggunaan jasa ekspedisi sebagai penyedia layanan pengiriman barang e-Commerce juga meningkat. Salah satu platform yang digunakan penjual e-Commerce untuk mengirim barang adalah Wehelpyou. Memahami permasalahan yang biasanya dialami pengguna saat mengirim barang menggunakan aplikasi Wehelpyou dari sisi user interface/user experience melalui pendekatan kualitatif dan kuantitatif dengan metode penelitian mixed methods research design diharapkan dapat meningkatkan kualitas serta jasa yang diberikan Wehelpyou. Pendekatan kualitatif menggunakan data kuesioner daring yang memiliki open-ended questions serta data yang diperoleh dari usability testing dan pendekatan kuantitatif penelitian ini menggunakan data kuesioner daring yang memiliki close-ended questions dan system usability scale. Setelah data tersebut dikumpulkan, data dianalisis kemudian penulis memperbaiki desain aplikasi saat ini dengan merancang desain antarmuka alternatif yang disesuaikan dengan prinsip desain interaksi. Secara keseluruhan, hasil evaluasi yang didapatkan dari desain antarmuka alternatif bersifat positif karena penulis mendapatkan nilai SUS 84,75 dan semua responden UT dapat menyelesaikan skenario yang sudah disusun. Hal ini menunjukkan pengguna cukup puas dan mendapatkan kesan yang baik dari hasil rancangan desain antarmuka alternatif fitur delivery aplikasi Wehelpyou.

Since the beginning of March 2020, the COVID-19 pandemic forced most activities in Indonesia to be conducted online. As a result, demand for delivery services grew exponentially as individuals were obliged to stay inside for their safety by the government. One of the delivery service platforms that capitalized on the influx of demand is known as Wehelpyou. The purpose of this research is to find out the user’s problems related to interface/user experience that usually occur when a user is using Wehelpyou’s mobile application through qualitative and quantitative approaches using mixed methods research design. The research is done so that the problems can be fixed, and customers can use the application easily, also feel satisfied with the service given by Wehelpyou through its mobile application. The qualitative approach uses the data gathered from open-ended questions in the online questionnaire and usability testing results. On the other hand, the quantitative approach uses data from close-ended questions in the online questionnaire and system usability scale results. The usability evaluation of the application's alternative design result shows that participants are quite satisfied and give positive feedbacks towards the design because the SUS score achieved is 84.75 and all the UT participants can complete the scenarios given."
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Rafli Hidayat
"Konsep design system berangkat dari kebutuhan dari organisasi teknologi informasi untuk menerapkan komponen produk yang bersifat reusable, konsisten, dan mudah untuk dijaga. Beberapa tahun terakhir, banyak organisasi yang menerapkan kosnsep design system ini untuk meningkatkan kualitas dari produk yang mereka hasilkan. PT. Nusa Satu Inti Artha atau yang biasa disebut DOKU sedang menghadapi masalah consistency pada design dan penerapan kode pada bagian frontend dari produk mereka. Maka dari itu, sebuah design system dibutuhkan sebagai suatu penerapan single source of truth baik dari sisi desain maupun code. Untuk membuat sebuah design system ada faktor unik yang perlu diperhatikan untuk memastikan pembuatan design system menjadi berdampak kuat pada organisasi tersebut. Faktor unik tersebut adalah timing, team dan project. Dalam konteks timing, DOKU sudah berumur lebih dari 8 tahun. Organisasi DOKU sudah memiliki lebih dari 20 tim engineer. Dari sisi project structure, design system ini nantinya diharapkan menjadi single source of truth baik untuk implementasi pada produk web dan mobile. Proses pembuatan design system ini akan menggunakan metodologi design science research dan atomic design. Dalam membuat artifak design system, metodologi design science research digunakan. Artifak dalam konteks ini adalah design system untuk DOKU. Disisi lain atomic design merupakan sebuah metodologi yang dikembangkan oleh Brad Frost untuk mengembangkan atau membuat sebuah design system. Atomic design dibagi menjadi komponen yang lebih kecil yaitu atom, molecule, dan organisms. Untuk menghasilkan design system yang baik, metodologi ini tidak bersifat berurutan bisa bersifat bolak balik dari tiap tahap tahapnya. Hasil akhir dari penulisan skripsi ini adalah sebuah design system yang fokus terhadap bidang user interface dan implementasinya, yang dibuat untuk memenuhi kebutuhan para engineer DOKU.

The concept of system design departs from an IT organization's need to implement product components that are reusable, consistent, and easy to maintain. In recent years, many organizations have implemented this concept design system to improve their products' quality. PT. Nusa Satu Inti Artha, commonly known as DOKU, faces consistency problems in designing and implementing code on the front end of their product. Therefore, we need to apply a single source of truth in terms of design and code, namely, a design system. To create a design system, unique factors need to be considered to ensure that the organization's design system is made impactful. The unique factors are timing, team, and project. In terms of timing, DOKU is more than eight years old. The DOKU organization already has more than 20 engineering teams. In terms of project structure, this system design is expected to become a single source of truth both for web and mobile products. The process of making this design system will use design science research methodology and atomic design. Design science research is a methodology used to create information systems to build an artifact. The artifact in this context is the design system for DOKU. On the other hand, atomic design is a methodology developed by Brad Frost to develop or create a design system. Atomic design is divided into smaller components, namely atoms, molecules, and organisms. These two methodologies are not sequential to reiterate the existing process to produce an impactful design system. The final result of this thesis is a design system that is focused on the user interface area and its implementation designed to meet the needs of DOKU engineers."
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Depok: Fakultas Ilmu Kompter Universitas Indonesia, 2020
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UI - Skripsi Membership  Universitas Indonesia Library
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Vasil Khachidze, editor
"This book constitutes the proceedings of the International Conference on E-business and Strategy, iCETS 2012, held in Tianjin, China, in August 2012. The 65 revised full papers presented were carefully reviewed and selected from 231 submissions. The papers feature contemporary research on developments in the fields of e-business technology, information management systems, and business strategy. Topics addressed are latest development on e-business technology, computer science and software engineering for e-business, e-business and e-commerce applications, social networking and social engineering for e-business, e-business strategic management and economics development, e-business education, entrepreneurship and e-learning, digital economy strategy, as well as internet and e-commerce policy."
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Berlin : Springer-Verlag, 2012
e20408411
eBooks  Universitas Indonesia Library
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Suhadi Lili
"Kementerian Riset, Teknologi dan Pendidikan Tinggi (Kemenristekdikti) mempunyai visi untuk "mewujudkan pendidikan tinggi yang bermutu serta kemampuan ilmu pengetahuan (iptek) dan inovasi untuk mendukung daya saing bangsa. Makna daya saing bangsa tersebut adalah kontribusi iptek dan pendidikan tinggi dalam perekonomian yang ditunjukkan oleh keunggulan produk teknologi hasil litbang yang dihasilkan oleh industri/perusahaan yang didukung oleh lembaga litbang (LPNK, LPK, Badan Usaha, Perguruan Tinggi) dan tenaga terampil pendidikan tinggi. Direktorat Jenderal Sumber Daya Iptek dan Dikti (Ditjen SDID) adalah satu unit organisasi di dalam Kemenristekdikti menetapkan sasaran strategis meningkatnya relevansi, kualitas, dan kuantitas sumber daya iptek dan pendidikan tinggi.
Namun, strategi bisnis dan strategi sistem informasi (SI) / teknologi informasi (TI) yang ada di Ditjen SDID belum mendukung aspek relevansi, terutama dalam aspek keekonomian. Ada kelebihan sekaligus kekurangan produksi sarjana dari pendidikan tinggi bila dibandingkan dengan kebutuhan tenaga kerja yang berimplikasi pada rendahnya efisiensi pendidikan tinggi dalam mendukung perekonomian.
Penelitian ini bertujuan untuk menghasilkan strategi bisnis dan strategi SI/TI yang selaras dalam mencapai tujuan dan sasaran strategis Ditjen SDID dan Kemenristekdikti, yang diwujudkan dengan melakukan perencanaan strategis sistem informasi. Penelitian dilakukan dengan melakukan analisis bisnis eksternal dan internal menggunakan metode value chain, 5-competitive forces, dan SWOT. Pendekatan yang dilakukan adalah dengan menelaah penelitian-penelitian terdahulu dalam hal peran, strategi dan perubahan/disrupsi pendidikan tinggi dalam mendukung daya saing bangsa, kemudian memvalidasi opsi-opsi yang dihasilkan kepada pejabat eselon I dan II di Ditjen SDID. Selanjutnya, analisis SI/TI eksternal dan internal dilakukan dengan melakukan analisis portofolio aplikasi eksisting, polesei Pangkalan Data Dikti serta praktek-praktek TI terbaik dalam pendidikan tinggi. Strategi digital Ditjen SDID dilakukan dengan kerangka kerja strategi sistem informasi bisnis dan tool business dependency network, dengan memperhatikan sumber daya SI/TI saat ini untuk membentuk portofolio aplikasi di masa yang akan datang serta peta jalan untuk mewujudkannya. Diharapkan dari penelitian ini, dapat diusulkan menjadi bagian dari rencana strategis Ditjen SDID tahun 2020-2025 dan bagi para eksekutif dapat mendorong pemikiran-pemikiran kreatif untuk menghasilkan strategi yang unggul.

ABSTRACT
The Ministry of Research, Technology, and Higher Education (MoRTHE) has a vision to realize qualified higher education, and science & technology capability and innovation to support national competitiveness. The national competitiveness means the contribution of science, technology, and higher education in economy that is indicated by technology products superiority which are produced by industries that are supported by research and development institutions, and high-skilled workforce. The Directorate General of Science, Technology, and Higher Education Resources is an organization unit within The Ministry of Science, Technology, and Higher Education. The organization unit has established a strategic goal of increasing the relevancy, quality, and quantity of science, technology, and higher education resources.
However, the directorate general strategies on business and information system (IS) / information technology (IT) had not been spotting the relevancy aspect, especially on its economic impact. There was overproduction of graduates over its demand in some fields. There was also shortage of graduates in certain fields. Thus, the condition implied inefficiency of higher education system in promoting economy.
This action research is aimed to align business and IS/IT strategies with the organization`s strategic goals and objectives. The research was done by committing an information system strategic planning. At the preliminary stage, some planning methodologies were evaluated and Peppard & Ward methodology has been selected. According to the methodology, internal and external business environment analyses were conducted using value chain method, Porter`s 5-competitive forces and SWOT analysis. Further literature reviews were needed to construct a model on how higher education can promote competitiveness, global trends, changes, and disruptions, to shape Indonesia`s higher education future. Then, internal and external IS/IT environment analyses were done by application portfolio analysis, Indonesia higher education database (PDDIKTI) policy review, and IT best practices in higher education review. Business information system strategy framework and business dependency network tool were used to formulate business information system strategy.
The result of the research is a future application portfolio, roadmap, and IS management strategy that has better control to the ultimate goal of national competitiveness, human capital oriented, and better utilization of higher education resources in all segments. Hopefully, the result would be incorporated as a part into the next 5-year period strategic plan of the organization and will unleash creative ideas of the executives using the IS/IT solution."
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Jakarta: Fakultas Ilmu Komputer Universitas Indonesia, 2020
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UI - Tugas Akhir  Universitas Indonesia Library
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Simanjuntak, Theresia Gloria
"ABSTRAK
Perkembangan internet diikuti perilaku khalayak di ranah digital, memberikan peluang bagi perkembangan biro iklan digital. Dengan menggunakan pendekatan kualitatif, penelitian ini membahas pandangan biro iklan kategori digital Edge Asia Indonesia terhadap kampanye digital sebagai salah satu upaya pemasaran dengan batasan lingkup berupa proses pembuatan strategi dan implementasinya. Implementasi dari strategi kampanye digital yang dapat meraih angka yang cukup memuaskan membuat biro iklan merekomendasikan penggunaan lahan digital dalam upaya pemasaran, namun tidak semua brand atau kampanye dapat menggunakan lahan digital seutuhnya, sehingga dibutuhkan pemahaman terhadap tujuan dari strategi pemasaran awal sebelum menentukan pemilihan kanal pemasaran.

ABSTRACT
The growth of internet followed by the audience behavior in digital land, gives possibilities for the rise of digital agencies. Using qualitative approach, this research aims to comprehend on how Edge Asia Indonesia digital agency perceives the digital campaign as one of the marketing tools with the limitations such as the strategy making process and the implementation. The result of the digital campaign has become one of the reasons why the agency recommends marketers to use digital land as one of their marketing tools considering the whole marketing strategy to keep the product position. "
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2016
S64114
UI - Skripsi Membership  Universitas Indonesia Library
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"This new Edition of Electronic Commerce is a complete update of the leading graduate level/advanced undergraduate level textbook on the subject. Electronic commerce (EC) describes the manner in which transactions take place over electronic networks, mostly the Internet. It is the process of electronically buying and selling goods, services, and information. Certain EC applications, such as buying and selling stocks and airline tickets online, are reaching maturity, some even exceeding non-Internet trades. However, EC is not just about buying and selling; it also is about electronically communicating, collaborating, and discovering information. It is about e-learning, e-government, social networks, and much more. EC is having an impact on a significant portion of the world, affecting businesses, professions, trade, and of course, people. The most important developments in EC since 2014 are the continuous phenomenal growth of social networks, especially Facebook , LinkedIn and Instagram, and the trend toward conducting EC with mobile devices. Other major developments are the expansion of EC globally, especially in China where you can find the world's largest EC company. Much attention is lately being given to smart commerce and the use of AI-based analytics and big data to enhance the field. Finally, some emerging EC business models are changing industries (e.g., the shared economy models of Uber and Airbnb). The 2018 (9th) edition, brings forth the latest trends in e-commerce, including smart commerce, social commerce, social collaboration, shared economy, innovations, and mobility"
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Cham: Springer, 2018
343.081 142 ELE
Buku Teks  Universitas Indonesia Library
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Naufal Pramudya Yusuf
"Klinik Vocation Wellness Center Universitas Indonesia (VWC UI) merupakan klinik rehabilitasi medik yang berada di bawah naungan Program Studi Vokasi UI. Klinik VWC UI menghadapi permasalahan terkait kompleksitas proses bisnis dan dokumen rekam medis. Sistem yang ada saat ini belum bisa membantu tenaga kesehatan di VWC UI untuk menyelesaikan pekerjaan terkait proses bisnis dan dokumen rekam medis (Perceived Usefulness). Upaya digitalisasi rekam medis yang sebelumnya pernah dilakukan pun belum dapat membuahkan hasil karena penggunaannya yang sulit (Perceived Ease of Use). Permasalahan kompleksitas dan risiko-risiko dari dokumen rekam medis yang masih berbentuk fisik menghambat dan mengurangi efisiensi pelaksanaan operasional klinik (Perceived Efficiency). Penelitian ini bertujuan untuk membangun sebuah sistem informasi kesehatan untuk membantu klinik VWC UI dalam menghadapi permasalahan yang dialami. Penelitian ini menggunakan metodologi Design Science Research (DSR) dalam pengembangannya. Tahapan DSR yang dilakukan dalam penelitian ini adalah awareness of problem, suggestion, development, evaluation, dan conclusion. Manfaat dari penelitian ini adalah proses pengelolaan layanan kesehatan klinik VWC UI yang lebih mudah dan efisien dari saat ini. Permasalahan dari klinik diidentifikasi dengan melakukan studi literatur, wawancara, observasi, dan analisis proses bisnis klinik saat ini. Dari temuan masalah, Sistem Informasi Klinik VWC UI dibuat sebagai usulan solusi. Pengembangan SIK ini dilakukan dengan metode prototyping, yang dilanjutkan dengan evaluasi kuesioner Usability Testing (UT), User Acceptance Test (UAT), dan evaluasi Post-Study System Usability Questionnaire (PSSUQ) dengan evaluasi kuantitatif tambahan. Pada evaluasi UAT, terdapat satu skenario yang tidak sukses dalam pengujiannya, yang selanjutnya diperbaiki sebelum pelaksanaan UAT responden lain. Tingkat pengalaman pengguna dari hasil evaluasi UT sudah baik terlihat dari rata-rata waktu pelaksanaan skenario yang singkat dan tingkat kesulitan skenario yang rendah. Kemudian, hasil evaluasi sistem secara keseluruhan dari instrumen PSSUQ dan kuantitatif tambahan secara berurutan adalah 1,75 dan 1,676. Hasil dari penelitian ini membuktikan bahwa sistem yang dikembangkan dapat mendukung penyelesaian pekerjaan (Perceived Usefulness) dengan baik, memiliki fitur yang mudah dipahami (Perceived Ease of Use), dan meningkatkan efisiensi (Perceived Efficiency) operasional klinik.

Vocation Wellness Center Universitas Indonesia (VWC UI) is a medical rehabilitation clinic directly managed by The Vocational Education Program of Universitas Indonesia. The VWC UI clinic faces problems related to the complexity of business processes and medical record documents. The current system has not been able to help health workers at VWC UI to complete work related to business processes and medical record documents (Perceived Usefulness). Previous efforts to digitize medical records have not been able to produce results due to their difficult use (Perceived Ease of Use). Problems of complexity and risks from medical record documents that are still in physical form hinder and reduce the efficiency of clinic operations (Perceived Efficiency). This research aims to build a health information system to help the VWC UI clinic in dealing with the problems experienced. This research uses the Design Science Research (DSR) methodology in its development. Problems from the clinic were identified by conducting literature studies, interviews, observations, and analyzing the clinic's current business processes. From the problem findings, the VWC UI clinical information system was created as a proposed solution. The development of this clinical information system was carried out using the prototyping method, followed by Usability Testing (UT) evaluation, User Acceptance Test (UAT), and Post-Study System Usability Questionnaire (PSSUQ) evaluation with additional quantitative evaluation. There was one scenario that was not successful in the UAT which was subsequently corrected before conducting other respondents’. The UT result shows that the usability level is good as proven by the quick average completion time and the low scenario difficulty score. Then, the overall system evaluation scores from the PSSUQ and additional quantitative instruments are respectively 1.75 and 1.676. The results of this study proved that the developed system can support the completion of work (Perceived Usefulness) better, has features that are easy to use (Perceived Ease of Use), and increases the efficiency (Perceived Efficiency) of the clinic’s operations."
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Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
TA-pdf
UI - Tugas Akhir  Universitas Indonesia Library
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Kendall, Kenneth E.
New Jersey: Pearson - Prentice Hall, 2005
658.05 KEN s
Buku Teks  Universitas Indonesia Library
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