9 research outputs found

    ADAPTASI MODEL PEMBELANJAAN KONVENSIONAL SEBAGAI STRATEGI PENINGKATAN KETERJANGKAUAN PLATFORM ONLINE PENYEDIA BAHAN MAKANAN SEGAR DENGAN PENDEKATAN SERVICE DESIGN

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    Agree Mart adalah platform bahan makanan segar online yang tengah menghadapi tantangan keterjangkauan layanan yang menyebabkan masalah retensi pembelian. Keterbatasan merchant yang tersedia menghasilkan pengalaman pengguna yang kurang memuaskan, biaya pengiriman tinggi, dan menjadi ketergantungan pada voucher. Maka dibutuhkan solusi berupa strategi baru dengan memperbaiki Touchpoint yang tersedia saat ini melalui pendekatan Service Design dengan fokus pada jumlah optimal merchant dalam suatu wilayah. Penelitian ini menggunakan Metode Penelitian Desain dengan Kerangka Design Thinking dan mempertimbangkan Teori Tempat Sentral dan Teori Mix Marketing sebagai pendukung. Strategi yang diusulkan dibatasi pada tingkat kecamatan dan melibatkan pedagang sayur tradisional sebagai mitra untuk mengatasi keterbatasan jumlah merchant

    Media Promosi Bisnis Potensi Wisata Daerah Bandung Dengan Aplikasi Virtual Reality

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    One of the industrial sectors that can increase foreign exchange in Indonesia is the tourism industry. In 2019, the tourism industry in Indonesia is projected to be the largest foreign exchange earner through oil and gas, coal and palm oil. One aspect that supports the development of industry is the readiness of ICT. Bandung is one of the cities in West Java, which has sought to develop ICT, but needs to be improved further from the central / regional government, to the executant of the tourism industry. Bandung has a tourism potential that consists of natural attractions, culture, shopping, and culinary interesting to explore both by domestic tourists and foreign tourists. Thus, information technology that contains relevant and interesting information by using the right business model. Research methodology in data list technique which is measurement, interview, and literature study. Mobile apps are one of the information technology tools used by today's society, therefore interactive and can be used via mobile devices. Creative concepts applied to the 360​​° Virtual reality Panorama app. Through Virtual reality Panorama will create a different visual location, which can attract potential tourists to visit Bandung city destinations directly. In addition, the appropriate business model will be used on the system as part of the activity. It is expected that this research can support previous research in the field of visual communication design, ICT, and management

    Does Color Matter on Web User Interface Design

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    Emotional advertising on the Internet such as websites and social media can be highly beneficial for Small Medium Enterprises (SMEs). However, not all of SMEs have a website that meets all of the principles of website design which are persuasive. Moreover, the color is rarely considered in making websites to raise the emotional bonding between the products and audiences of SMEs. Literature review, observation to four websites as case studies, and questionnaires distributed to respondents randomly were performed. This research aimed to evaluate the extent to which SMEs from Bandung exploited the use of color as an element in the web User Interface (UI) design and to analyze whether the color could provide emotional bonding, so the visitors were interested in purchase or trial of the product. This research finds that participants responses to color are various in different demographic factors. Zananachips.com is considered to successfully utilize the color in the web UI design to build its brand identity, raise interest in the trial of the product, and engage the consumer with the website. This research is expected to be a reference for SMEs in creating emotion, motivation, and persuasion through website design

    Penanaman nilai dalam materi ajar pembelajaran daring perguruan tinggi

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    Online learning offers cross-space and time, so students get flexibility in their time and place. Participants in online learning are larger than in traditional face-to-face classes. The utilization of internet networks has an impact on changes in learning culture. The position of students is required to be more individuals in managing learning. The role of the tutor revealed by Ki Hajar Dewantara has shifted its function. Educators cannot be directly involved in online learning. In online learning, educators function more than mediators and facilitators. Transfer of noble values, intellectualism, ethics, responsibility, honesty, and things that are reflective is not as easy as face-to-face learning. However, the application of technology in education is a necessity because the current generation is a digital generation whose daily life is inseparable from digital interactions. This study aims to see how the application of reflective aspects in learning material with a focus on the dominant material in the affective domain. Experiments will be conducted on learning video material on two groups of students. One group of students becomes a control group, while the other becomes an experimental group. In the control group, neutral learning videos will be used, while the experimental group will use features that apply the principle of coherence, personalization, and story method. The effectiveness of learning will be measured by evaluating the form of retention test, aptitude test, comprehensive transfer test, and problem-solving transfer test. This publication is ongoing research. It is expected that further discussions related to the methodology and features being tested can be raised. The application of technology that functions as an instrument of innovation in the cultivation of noble values of Indonesian culture is expected to be a reference in the design of teaching materials for online learning, especially for material from the affective domain.DOI: 10.17977/um022v5i12020p03

    PELATIHAN DESIGN THINKING PADA UMKM BINAAN KAMPUNG DIGITAL SENTRA KREASI

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    Micro, Small and Medium Enterprises (MSMEs) are the mainstay for the Indonesian economy. The pandemic, which has lasted two years and is still ongoing, has an impact on MSME entrepreneurs. The problem that is often encountered is that entrepreneurs are not ready to face sudden changes in the situation. This problem occurs in MSME entrepreneurs in Pameungpeuk District and its surroundings who are members of the MSMEs assisted by the Sentra Kreasi Digital Village Community. Innovation and development of products or services that can respond to these changes is needed. Community service by holding appropriate training to answer this problem, namely design thinking training which is expected to be able to make entrepreneurs remap and develop their products through innovation. The results of this training are to add insight and improve the skills of MSME entrepreneurs in developing products or services in dealing with disruption situations.Usaha Mikro, Kecil dan Menengah (UMKM) menjadi andalan bagi perekonomian Indonesia. Pandemi yang sudah berlangsung dua tahun dan masih berlangsung ini berdampak pada para pengusaha UMKM. Masalah yang sering dihadapi adalah pengusaha tidak siap menghadapi perubahan situasi yang tiba-tiba. Permasalahan ini terjadi pada pengusaha UMKM di Kabupaten Pameungpeuk dan sekitarnya yang tergabung dalam UMKM binaan Komunitas Sentra Kreasi Digital Village. Inovasi dan pengembangan produk atau jasa yang dapat merespon perubahan tersebut sangat dibutuhkan. Pengabdian kepada masyarakat dengan mengadakan pelatihan yang tepat untuk menjawab permasalahan tersebut, yaitu pelatihan design thinking yang diharapkan mampu membuat para pengusaha memetakan kembali dan mengembangkan produknya melalui inovasi. Hasil dari pelatihan ini adalah untuk menambah wawasan dan meningkatkan keterampilan para pengusaha UMKM dalam mengembangkan produk atau jasa dalam menghadapi situasi disrupsi

    Implementation Multimedia Learning Principles Into PT Konimex Salesperson Training Modul: ProceedingThe 1st Bandung Creative Movement (BCM) 2014

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    Training activities by company’s Human Resources Division as objectives of improving employee’s knowledge and skills is fundamental part for strengthening the company competitiveness. PT Konimex salesperson training related to sales activities, product knowledge, and consumer knowledge. This training material is provided on the training modules that can be accessed online by employees internally. However, much of the material content in the form of a long article written in a powerpoint document that did not considering the visual and information aspect. Making it difficult for employees to understand the material. Research methodology in data collection are observation, interviews with HR staff and literature studies. In conclusion, training materials for salesperson of PT Konimex requires multimedia-based training modules, that have the element of interactivity so the information can be delivered effectively. Creative concept is using multimedia learning principles to creating these training modules. The combination of multimedia components i.e. picture, text, animation and audio make this training module effective in conveying information. Because multimedia uses two channels of human sensors (vision and hearing sensor), so the information provided can last in the long term memory. Focusing in the animation component simplify the situation illustration, so it is easier for employees to understand the situation

    360° Virtual Reality Technology in Indonesian Tourism (BANDUNG CREATIVE MOVEMENT 2015 2nd International Conference on Creative Industries “Strive to Improve Creativity“)

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    Indonesia tourism has a lot of diversity and very potential to be developed. Indonesia has a rich natural diversity both land and sea, interesting sites that have historical value and world heritage, and also have various of art and culture, making tourism sector became one of the leading sector in Indonesia. However, the travel & tourism competitiveness level in the world for Indonesia is ranked 50. Compared to neighboring countries in Southeast Asia, Indonesia was ranked fourth after Singapore, Thailand and Malaysia. One indicator of the weakness of the competitive level of Indonesian t ourism is on the ICT readiness. Research methodology in data collection are observation, and literature studies. From various research and studies, the number of Android-based smartphones user in the world has increased significantly from year to year. For that reason, as one component of information technology that needs to be developed is a mobile application, that have the element of interactivity so the informatio n can be delivered effectively. Creative concept is using virtual reality panorama technique to creating this mobile application. Virtual Reality (VR) Panorama, is an interactive way to observe photos or pictures in a wide angle panorama. It is a full 360° seamless photo of an object that tells the whole surroundings in a single frame. Tourist can explore to tourist destinations with virtual 360°, whose experiencing deeper than just a static view photos from one particular side. For potential tourists from within and outside the country could feel the first visualization, before finally visiting the tourist destinations. Keywords: Indonesia Tourism,360° Virtual Reality Panorama, Mobile Application
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