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Hasil Pencarian

Ditemukan 9 dokumen yang sesuai dengan query
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Gates, Bill
Jakarta: Gramedia, 2000
658 GAT b
Buku Teks  Universitas Indonesia Library
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Afuah, Allan
Boston: McGraw-Hill, 2006
658.84 AFU i
Buku Teks  Universitas Indonesia Library
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Afuah, Allan
New York: Mc Graw-Hill, 2003
658.84 AFU i
Buku Teks  Universitas Indonesia Library
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Muhammad Doddy Ahdiyat Bahtiar
Abstrak :
Studi ini mengajukan sebuah model mengenai web equity yang didefinisikan sebagai nama domain dari sebuah situs web yang menjadi nilai tambah sebuah situs web. Dimensi dari web equity adalah awareness dan image dari sebuah situs. Secara khusus, penelitian ini ingin menguji hubungan antara web equity dan loyalitas. Penelitian ini juga menginvestigasi faktor-faktor penting dari web equity. Hasil penelitian berdasarkan pada data yang dikumpulkan dari 226 pengunjung Detik.com baik secara online maupun offline. Data yang terkumpul dianalisis dengan analisis faktor dan anal is regresi. Melalui anal isis regresi, web equity ditentukan oleh tiga faktor yang diidentifikasi menjadi faktor penting dalam membangun nilai pada perusahaan online, antara lain: komunikasi non-pemasar, desain situs web, dan karakteristik produk. Hasil analisis juga menunjukkan adanya dampak positif dari web equity terhadap loyalitas. Temuan penelitian memberikan implikasi bahwa konsep brand equity dapat diaplikasikan dalam dunia pemasaran digital. Implikasi dari studi ini memndukung pentingnya pemasaran referal dalam dunia pemasaran digital. Temuan ini juga memberikan dampak akan pentingnya desain situs web dan karakteristik produk atau jasa dalam membangun web equity. ......This study proposes a model of web equity, which is defined as domain name of website which gives value added for website. Dimension of web equity are awareness and image from the website. Specifically, this research seeks to examine the relationship between web equity and loyalty. This research also investigate important/actors of web equity. Results based on the data collected from 226 Detik.com consumers by online and offline. The collected data was analyzed using factor analysis and regression analysis. By regression analysis, web equity is suported by three categories qf jactors identified as important to consumers in bulding value in online companies, non-marketer communications, web site design, and product characteristics. Results also show a positive impact of web equity toward loyalty. The findings imply the brand equity concept can be applied in digital marlreting. Implication in this study supports importance refforal mQrketing in digital marketing. The findings also imply importance of web site design and product or service characteristics in building web equity.
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2008
T20972
UI - Tesis Open  Universitas Indonesia Library
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Alina Dhifan Ajriya
Abstrak :
Kemajuan teknologi serta pandemi COVID-19 mendorong masyarakat di Indonesia untuk berbelanja secara online. Disamping kemudahan yang dirasakan masyarakat ketika berbelanja secara online, masih terdapat kekurangan yang dirasakan yaitu masyarakat tidak dapat mencoba produk yang akan mereka beli. Oleh karena itu, fitur virtual try on berbasis augmented reality (AR) hadir sebagai solusi atas kekurangan yang dirasakan. Penelitian ini bertujuan untuk mengetahui pengaruh implementasi AR pada produk kecantikan dan fashion terhadap intensi keberlanjutan penggunaan fitur dan intensi berbelanja di e-commerce. Pada penelitian ini, peneliti memilih e-commerce di Indonesia yang memiliki fitur virtual try on untuk diteliti, yaitu Shopee, JD.ID, Saturdays, Sephora, dan Lazada. Perancangan model penelitian ini disusun berdasarkan teori Stimulus, Organism, Response (SOR) yang digunakan untuk menyelidiki faktor-faktor penelitian menggunakan AR characteristics. Penelitian ini menggunakan metode Covariance Based Structural Equation Modelling (CB-SEM) dengan bantuan program IBM SPSS Statistics 26 dan AMOS 26. Pada penelitian ini, data responden yang valid dan digunakan dalam tahap analisis berjumlah total 549 responden. Hasil penelitian menunjukkan bahwa interactivity , novelty, hedonic value, dan satisfaction berpengaruh secara signifikan terhadap continuance intention. Selain itu, continuance intention juga berpengaruh signifikan terhadap purchase intention. Hasil dari penemuan penelitian ini juga diharapkan dapat menjadi masukkan bagi para penyedia layanan e-commerce serta pengembang AR untuk dapat meningkatkan layanan bagi pengguna untuk berbelanja online khususnya fitur virtual try on. Penelitian ini juga memperkuat serta memperluas penelitian sebelumnya, khususnya yang menerapkan implementasi AR pada e-commerce dan memberikan temuan baru bahwa continuance intention berpengaruh signifikan terhadap purchase intention yang sebelumnya hanya dibahas pada penelitian terkait implementasi AR pada games. Selain itu, diharapkan juga peningkatan layanan tersebut memberikan keuntungan bagi pengguna agar mendapatkan pengalaman berbelanja online yang lebih menyenangkan serta keuntungan bagi penyedia layanan e-commerce dengan meningkatkan niat berbelanja pengguna di e-commerce. ......The growth of technology and the COVID-19 pandemic have encouraged people in Indonesia to do online shopping. Apart from the convenience that people feel when shopping online, there are still disadvantages because they can not try the products that they’re going to buy. Therefore, the feature virtual try on based on augmented reality (AR) is here as a solution to the perceived shortcomings. This study aims to determine the effect of AR implementation on beauty and fashion products on the intention to continue using features and the intention to shop in e-commerce. In this study, researchers chose e-commerce that has a virtual try on feature in Indonesia, such as Shopee, JD.ID, Saturdays, Sephora, and Lazada. The design of this research model is based on the Stimulus, Organism, Response (SOR) theory which is used to investigate research factors using AR characteristics. This study used the Covariance Based Structural Equation Modeling (CB-SEM) method with the help of the IBM SPSS Statistics 25 and AMOS 26 programs. In this study, the respondent data were valid and used in the analysis phase totaling 549 respondents. The results of the study show that interactivity, novelty, hedonic value, and satisfaction have a significant effect on continuance intention. In addition, continuance intention also has a significant effect on purchase intention. This research also strengthens and expands on previous research, especially those applying AR implementation in e-commerce and provides new findings that continuance intention has a significant effect on purchase intention which was previously only discussed in research related to AR implementation in games. The results of this research are also expected to be an input for e-commerce service providers and AR developers to be able to improve services for users to shop online, especially the virtual try on feature. In addition, it is also hoped that this service improvement will provide benefits for users to get a more enjoyable online shopping experience as well as benefits for e-commerce service providers by increasing user shopping intentions in e-commerce.
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Plenert, Gerhard Johannes
Abstrak :
This book discusses information production processes, information technology (IT) systems, and change management through the lens of Lean principles; how to integrate Lean tools together with information production and IT systems to form an integrated, world-class learning environment; Lean tools and techniques like Lean management, Six Sigma, cycle time, value stream mapping, spaghetti charting, value-added vs. non-value-added activities, and bottlenecks; information technology (IT) tools and environments; and how to integrate Lean tools together with IT environments to form an integrated, world-class IT organization. This book is broken into three sections: Section I discusses the need for IT to become "Leaner", how we are data rich but information starved, and what lessons Lean teaches us about improving the information we work with. The section goes on to give an overview of change management and how it works. Section II delves into the details of how Lean can be utilized to eliminate waste in IT. It discusses the cultural acceptance tools that are required to build acceptance for Lean in IT, the technical tools that are available to generate the desired improvements, how these technical tools are used to identify non-value-added opportunities for improvement, the improvement process, and the operational details behind running a Lean event. This section also explores the process of developing meaningful information metrics. Section III recommends a methodology for assessing an organization?s IT maturity. This section focuses on the next generation of Lean and its application to IT, and it ends by discussing how Lean can drive the success of IT environments of the future. The objective is to create world-class information processing organizations.
Boca Raton : CRC Press, 2011
004 PLE l
Buku Teks  Universitas Indonesia Library
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Emery, Vince
Scottsdale: Coriolis Group Books, 1995
659.133 EME h
Buku Teks  Universitas Indonesia Library