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Hasil Pencarian

Ditemukan 5 dokumen yang sesuai dengan query
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Shahnaz Nadiva
Abstrak :
[ABSTRAK
Penggunaan online shopping, khususnya di bidang fashion, sebagai salah satu pemenuhan kebutuhan masyarakat Indonesia memiliki proses penerimaan yang kompleks berdasarkan perilaku konsumen yang late adopters, risk averse, socially oriented, dan impulsive buyers. Salah satu model behavior yang sesuai dengan perilaku konsumen tersebut adalah Schwartz Motivational Value. Penelitian ini dikhususkan pada responden yang pernah melakukan pembelian secara online di Zalora selama tiga bulan terakhir dan diolah menggunakan metode Structural Equation Modelling untuk memperoleh value apa saja yang mempengaruhi behavior konsumen dalam mengadopsi online shopping, sehingga diketahui sejauh mana konsumen menerima online shopping melalui framework technology adoption lifecycle serta dapat memberikan rekomendasi terkait strategi marketing perusahaan e-commerce. Hasil penelitian menunjukkan bahwa grup konsumen socially oriented dan impulsive buyers yang secara signifikan memanfaatkan resources internet dalam melakukan online shopping, namun pada saat yang sama grup konsumen socially oriented merasakan ketidakyamanan dalam melakukan online shopping. Selain itu, dengan adanya resources dalam melakukan online shopping tidak serta merta membuat konsumen sering melakukan online shopping dan berdampak pada uang yang dikeluarkan, akan tetapi adanya ketidaknyamanan justru berdampak signifikan terhadap frekuensi online shopping yang dilakukan konsumen serta uang yang dikeluarkan. Oleh karena itu, berdasarkan hasil penelitian ini dapat disimpulkan bahwa konsumen Zalora berada pada tahap Early Majority dalam menerima Zalora sebagai salah satu online shopping di Indonesia. ABSTRACT
The usage of online shopping, especially in the field of fashion, as one of the needs fulfillment for Indonesian community seems to have a complex adoption process based on the nature of Indonesian?s consumer behavior, which are late adopters, risk averse, socially oriented and impulsive buyers. One of the behavior model that corresponds to this consumer behavior is Schwartz Motivational Value. This research is devoted to the respondents who had made a purchase online in Zalora over the past three months and the data is processed using Structural Equation Modeling to obtain values that influence the behavior of consumers in adopting online shopping, how far consumers receive online shopping technology through the framework of technology adoption lifecycle based on the result, and also provide recommendations related to the company's marketing strategy. The results show that consumer who tends to be socially oriented and impulsive buyers significantly utilize internet resources in doing online shopping, but at the same time socially oriented consumers feel inconvinience in doing online shopping. Moreover, with the resources to do online shopping does not necessarily mean that consumers often do online shopping and spent more money on online shopping, but the inconvinience in online shopping is precisely a significant impact on the frequency of consumer online shopping done and the money that is spent on it. Therefore, based on these results we can conclude that Zalora consumers are at the stage of the Early Majority in accepting Zalora as one of the online shopping in Indonesia., The usage of online shopping, especially in the field of fashion, as one of the needs fulfillment for Indonesian community seems to have a complex adoption process based on the nature of Indonesian’s consumer behavior, which are late adopters, risk averse, socially oriented and impulsive buyers. One of the behavior model that corresponds to this consumer behavior is Schwartz Motivational Value. This research is devoted to the respondents who had made a purchase online in Zalora over the past three months and the data is processed using Structural Equation Modeling to obtain values that influence the behavior of consumers in adopting online shopping, how far consumers receive online shopping technology through the framework of technology adoption lifecycle based on the result, and also provide recommendations related to the company's marketing strategy. The results show that consumer who tends to be socially oriented and impulsive buyers significantly utilize internet resources in doing online shopping, but at the same time socially oriented consumers feel inconvinience in doing online shopping. Moreover, with the resources to do online shopping does not necessarily mean that consumers often do online shopping and spent more money on online shopping, but the inconvinience in online shopping is precisely a significant impact on the frequency of consumer online shopping done and the money that is spent on it. Therefore, based on these results we can conclude that Zalora consumers are at the stage of the Early Majority in accepting Zalora as one of the online shopping in Indonesia.]
Fakultas Teknik Universitas Indonesia, 2015
S62137
UI - Skripsi Membership  Universitas Indonesia Library
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Leo Hubertus Dimas Avianto
Abstrak :
ABSTRAK
Perkembangan gaya hidup premium dan konsumsi kopi telah menjadikan industri kopi berkembang mengarah kepada gaya hidup premium. Peningkatan jumlah pengguna internet, terkhususnya dengan media smartphone telah mendorong inovasi-inovasi berbasis aplikasi mobile. Dalam mengembangkan inovasi-inovasi tersebut, diperlukan penelitian terkait dengan keinginan penggunaan suatu aplikasi secara berkelanjutan. Pengetahuan mengenai faktor-faktor User Experience UX perlu dipahami juga karena penggunaan aplikasi sangat erat kaitannya terhadap kepuasan dari pengalaman penggunanya. Penelitian ini dilakukan untuk mengetahui hubungan faktor user engagement terhadap continued intention to use dari pengguna aplikasi dengan studi kasus Starbucks ID. Analisis dilakukan dengan menggunakan model user engagement dan akan diolah menggunakan metode Structural Equation Modelling SEM . Hasil penelitian menunjukkan bahwa user engagement secara langsung memengaruhi keinginan penggunaan aplikasi secara berkelanjutan, sementara functionality, information quality, dan interaction adalah faktor-faktor engagement yang secara tidak langsung memengaruhi keinginan penggunaan aplikasi secara berkelanjutan. Oleh karena itu, dapat disimpulkan bahwa pengguna aplikasi Starbucks ID berada pada tahap Early Adopters dalam menerima aplikasi tersebut.
ABSTRACT
The development in premium lifestyle and coffee consumption has led coffee industry to also develop to a premium lifestyle. The rise of internet users, especially with smartphones as the media, has pushed innovations based on mobile applications. To improve those innovations, a study for continued intention to use an application is needed. The knowloedge about User Experience UX factors are needed to be comperhended due to the relation between the use of the application and the satisfaction from the use of the application. This study was done to figure the relations betwen user engagement factors with the continued intention to use of the mobile application, based on Starbucks ID study case. The analysis was conducted using user engagement model and processed using Structural Equation Modelling SEM method. The result of the study shows that user engagement directly giving impact to continued intention to use an application, while functionality, information quality, and interaction are engagement factors that affect continued intention to use indirectly. Thus, it is able to be concluded that the users of Starbucks ID are in the Early Adopters phase in adopting the application.
2017
S68222
UI - Skripsi Membership  Universitas Indonesia Library
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Khafri Ramadhan
Abstrak :
Semakin pesatnya perkembangan mobile device di era digitalisasi ini membuat mobile application seperti mobile games ikut berkembang pula. Perkembangan ini mendorong pasar dari mobile games semakin kompetitif. Hal ini mengakibatkan hanya ada beberapa games saja yang dapat bertahan. Dengan melimpahnya mobile games yang ada pada platform pengunduhan mobile application seperti Google Play Store dan iOS Play Store, pengguna dari mobile games ini akan menghapus games yang diunduhnya apabila tidak memberikan pengalaman bermain yang menyenangkan pada percobaan pertamanya. Padahal, persepsi kesenangan ini sering dianggap sebagai faktor penting yang mempengaruhi niat pengguna untuk melanjutkan bermain mobile games tersebut. Oleh karena itu, penelitian ini bertujuan untuk mengetahui faktor-faktor apa saja yang mempengaruhi persepsi kesenangan dan mengetahui apakah persepsi kesenangan ini mempengaruhi niat pengguna untuk melanjutkan bermain mobile games. Adapun model penelitian ini mengadopsi variabel laten seperti persepsi kemudahan pemakaian, interaktivitas, tantangan, variasi, orisinalitas, desain estetis, interaksi sosial dan identitas bersama untuk mengukur persepsi kesenangan dan efeknya terhadap niat pengguna untuk melanjutkan bermain mobile game. Model ini diuji dengan menggunakan metode Partial Least Square Structural Equation Modeling PLS-SEM dengan jumlah sampel 205 responden dan dianalisis hasilnya. Hasilnya ditemukan bahwa persepsi kemudahan pemakaian, tantangan, orisinalitas, desain estetis dan interaksi sosial berpengaruh terhadap persepsi kesenangan dan niat pengguna untuk melanjutkan bermain mobile game didorong oleh persepsi kesenangan. Analisis siklus hidup adopsi teknologi dan matriks kesetiaan digunakan untuk mempertajam analisis penelitian ini yang bertujuan menghasilkan strategi yang dapat diterapkan oleh pengembang mobile games. ......The rapid development of mobile devices in digitalization era makes mobile applications such as mobile games are growing. This development pushed mobile games market more competitively. This resulted only a few games can survive in market. With the abundance of mobile games on the mobile application download platform like the Google Play Store and iOS Play Store, users of these mobile games will remove the downloaded mobile games if they don rsquo t provide enjoyment of game experience on their first try. In fact, the perceived enjoyment is often considered as an important factor that affects the user 39 s intention to continue playing the games. Therefore, this study aims to determine what factors affect the perceived enjoyment itself and find out whether this perceived enjoyment affects the user 39 s intention to continue playing mobile games. The research model adopts latent variables such as perception of ease of use, interactivity, challenge, variety, originality, aesthetic design, social interaction and shared identity to measure the perceived enjoyment and its effect on customer continuance intention for playing mobile games. This model was tested using Partial Least Square Structural Equation Modeling PLS SEM method with 205 respondents and be analyzed. The results found that the perception of ease of use, challenge, originality, aesthetic design and social interaction affect the perceived enjoyment and customer continuance intention to plays mobile games driven by perceived enjoyment. The technology adoption lifecycle analysis and loyalty matrix are used to deepen the analysis of this study that aimed at generating strategies that can be applied by developers of mobile games.
Depok: Fakultas Teknik Universitas Indonesia, 2018
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Raden Arief Naufaldi
Abstrak :
Perkembangan era digital yang semakin pesat dapat mengubah hampir semua aspek dalam kehidupan modern. Dengan adanya kemajuan teknologi, Semua dapat dilakukan lebih mudah. Hal ini menciptakan sebuah konsep bernama Smart City yang dimana semua hal yang dilakukan sehari-hari oleh masyarakat kota menjadi terintegrasi dan berkelanjutan. Saat ini di Indonesia semua sektor bisnis sudah memasuki era dimana digital berperan penting didalamnya, PT Railink salah satunya, PT Railink selaku penyedia baru layanan kereta api bandara mengeluarkan layanan pemesanan tiket secara Online berbasis smartphone, yang dimana tentu bertujuan untuk memudahkan para konsumen untuk dapat lebih nyaman memesan tiket kereta api bandara, namun baru dikeluarkannya aplikasi Railink belum tentu dapat diterima secara luas oleh para pengguna layanan ini. Penelitian ini berfokus pada pengukuran tingkat penerimaaan teknologi pada aplikasi Railink dengan menggunakan modifikasi TAM dan TRA berdasarkan metodologi SEM. Penelitian ini dilakukan di kota Jakarta dengan dua bahan kajian, yaitu masyarakat generasi X dan masyarakat generasi Y. Hasil penelitian menunjukkan tingginya kesan positif yang dirasakan perihal kebermanfaatan dan kemudahan yang dirasakan baik untuk kedua generasi. Analisis technology adoption lifecycle dan technology roadmaping menunjukkan bahwa aplikasi Railink telah diadopsi oleh early majority dan late majority. Hal ini mengindikasikan aplikasi Railink berada pada tahap ascent dan juga mature, sehingga penting bagi pihak pengembang aplikasi untuk terus melakukan promosi agar dapat menarik lebih banyak masyarakat generasi X untuk menggunakan aplikasi Railink, dan bagi generasi Y, pihak pengembang aplikasi harus terus melakukan pembaharuan fitur, dan loyalty point agar masyarakat generasi Y dapat terus menggunakan aplikasi Railink untuk 5-10 tahun mendatang.
The rapid development of the digital age can change almost every aspect of modern life. With the advancement of technology, All can be done more easily. This creates a concept called Smart City where all the things that people do everyday in the city become integrated and sustainable. Currently in Indonesia all business sectors have entered an era where digital plays an important role in it, PT Railink one of them, PT Railink as a new provider of airport rail services issued online ticketing service based on smartphones, which of course aims to facilitate consumers to be more convenient to book the airport train tickets, but the newly issued Railink application may not be widely accepted by the users of this service. This study focuses on measuring the acceptability of technology in Railink applications by using TAM and TRA modifications based on the SEM methodology. This research was conducted in Jakarta city with two study materials, that is community of generation X and Y generation society. The result of research shows high positive impression felt about the usefulness and easiness for both generation. Analysis of technology adoption lifecycle and technology roadmaping shows that Railink application has been adopted by early majority and late majority. This indicates that the Railink app is in the ascent and mature stages, so it 39 s important for application developers to continue promoting in order to attract more X generation people to use Railink apps, and for Y generation, application developers should keep updating features, and make loyalty points for the Y generation community to continue using the Railink app for the next 5 10 years.
Depok: Fakultas Teknik Universitas Indonesia, 2018
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library
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Aulia Ayu Zahra
Abstrak :
Sistem pembayaran yang kurang efisien dan jumlah gardu tol yang kurang memadai menyebabkan terjadinya antrean panjang pada gerbang tol. Maka itu, PT. Jasa Marga mulai mengoperasikan Gardu Tol Otomatis GTO sebagai fasilitas pembayaran jalan tol alternatif, namun tingkat penggunaannya masih rendah dibandingkan sistem manual cash. Penelitian ini berfokus pada pengujian faktor-faktor yang berpengaruh dalam adopsi teknologi fasilitas GTO menggunakan model integrasi TAM dan TPB dengan bentuk decomposed TPB berdasarkan metodologi SEM. Penelitian dilakukan pada pengguna jalan tol di Jabodetabek yang digolongkan menjadi active GTO user, inactive GTO user dan non-GTO user. Hasil penelitian menunjukkan faktor persepsi keuntungan, sikap dan persepsi kontrol perilaku memberikan pengaruh terbesar pada pembentukan niat penggunaan fasilitas GTO pada active GTO user dan non-GTO user, sedangkan inactive GTO user mengabaikan faktor sikap. Kemudian, Hasil analisis technology adoption lifecycle dan technology lifecycle menunjukkan bahwa fasilitas GTO telah menjadi teknologi komoditas konsumen, tetapi posisi non-GTO user sebagai late majority menunjukkan bahwa kelompok tersebut masih berada di fase growth dalam technology lifecycle. Maka itu, pihak PT. Jasa Marga dan pemerintah dapat menerapkan strategi yang direkomendasikan untuk meningkatkan penggunaan oleh non-GTO user serta mempertahankan penggunaan fasilitas GTO pada active GTO user dan inactive GTO user.
Inefficient payment system and inadequate number of toll substations causing long queues at toll gates. Thus, PT. Jasa Marga started to operate Electronic Toll Collection ETC system as alternative toll road payment facilities, but the level of its use is still low. This study focuses on examining the factors that influence technology adoption of ETC facilities using integration model of TAM and TPB Decomposed TPB based on SEM methodology. The research was conducted on toll road users in Jabodetabek which categorized as active ETC user, inactive ETC user and non ETC user. The results showed that perceived benefit, attitude towards behavior and perceived behavioral control provide the greatest influence on the formation of intention to use ETC on active ETC user and non ETC user, meanwhile inactive ETC user ignoring attitude towards behavior factor. Then, analysis of TALC and TLC shows that ETC has already become consumer rsquo s commodity technology. However, non ETC user position as late majority indicates that the group is still in growth phase of the TLC. So that, PT. Jasa Marga and the government should implement recommended strategies to increase the use of ETC by non ETC users as well as maintain the use of both active and inactive ETC user.
Depok: Fakultas Teknik Universitas Indonesia, 2017
S69304
UI - Skripsi Membership  Universitas Indonesia Library