Ditemukan 141081 dokumen yang sesuai dengan query
Luthmilla Sari Bhaskara
"Konsep sustainable fashion, yakni pembuatan dan penggunaan produk fesyen yang mengutamakan keberlanjutan produk dan aspek lingkungan, penting untuk diterapkan karena permasalahan lingkungan yang secara signifikan diakibatkan oleh perkembangan industri fesyen. Di Indonesia, penerapan konsep ini mulai populer di sisi penjualannya, tetapi tidak di sisi pembeliannya. Sehingga diperlukan dorongan dan dukungan lebih agar masyarakat Indonesia dapat mengadopsi konsep ini dalam perilaku konsumsi produk fesyen. Di era transformasi pasar Indonesia, platform e-commerce memiliki peluang besar dalam mendorong perilaku pembelian produk sustainable fashion. Tujuan penelitian ini adalah untuk membuat model teoretis terkait faktor-faktor yang memengaruhi niat seseorang dalam membeli produk sustainable fashion melalui aplikasi e-commerce serta untuk membuat rancangan antarmuka aplikasi yang dapat mendukung perilaku tersebut. Penelitian ini dilakukan dengan pendekatan design science research yang terdiri dari: (1) pengidentifikasian masalah secara kuantitatif dan kualitatif dengan melibatkan teori NAM, TAM, dan TRA; (2) perumusan solusi dari hasil analisis data; (3) perancangan high-fidelity prototype aplikasi; (4) pendemonstrasian skenario penggunaan aplikasi; (5) evaluasi rancangan aplikasi dengan UT dan SUS; serta (6) penarikan kesimpulan dan saran penelitian. Secara singkat, penelitian ini menunjukkan bahwa perceived enjoyment, attitude, awareness of consequences, ascription of responsibility, personal norm, dan subjective norm memengaruhi intention to purchase yang mana akan memengaruhi actual purchase. Akan tetapi, perceived usefulness, perceived ease of use, dan perceived risk tidak memiliki pengaruh terhadap intention to purchase. Dari temuan dan implikasi penelitian ini, diharapkan adanya perluasan wawasan terkait perilaku pembelian produk sustainable fashion masyarakat Indonesia serta dapat merekomendasikan rancangan aplikasi e-commerce yang dapat dijadikan acuan untuk mendukung perilaku tersebut.
The concept of sustainable fashion, namely the manufacture and use of the fashion products that prioritise product sustainability and environmental aspects, is important to implement because of the significant environmental problems caused by the development of the fashion industry. In Indonesia, the application of this concept is starting to become popular on the sales side, but not on the purchasing side. So more encouragement and support are needed so that Indonesians can adopt this concept in their fashion product consumption behaviour. In the era of Indonesian market transformation, e-commerce platforms have a great opportunity to encourage purchasing behavior for sustainable fashion products. The aim of this research is to create a theoretical model related to the factors that influence a person's intention to purchase sustainable fashion products through e-commerce applications and to create an application interface design that can support this behaviour. This research was carried out using a design science research approach consisting of: (1) identifying problems quantitatively and qualitatively involving NAM, TAM, and TRA theories; (2) formulating solutions from the results of data analysis; (3) designing high-fidelity application prototypes; (4) demonstrating the application usage scenarios; (5) evaluation of application design with UT and SUS; and (6) drawing conclusions and research suggestions. In short, this research shows that perceived enjoyment, attitude, awareness of consequences, ascription of responsibility, personal norms, and subjective norms influence intention to purchase which will influence actual purchase. However, perceived usefulness, perceived ease of use, and perceived risk have no influence on intention to purchase. From the findings and implication of this research, it is hoped that there will be an expansion of insight regarding the purchasing behaviour of sustainable fashion products among Indonesians and can recommend an e-commerce application design that can be used as a refereference to support this behaviour."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership Universitas Indonesia Library
Salma Amelia Dina
"Penelitian ini bertujuan untuk mengetahui perbandingan intensi pembelian konsumen produk Islamic fashion pada situs e-commerce dan e-commerce Islam dilihat dari sisi transaction-related services dan pre-purchase services seperti billing and paying mechanism, delivery arrangement, security and privacy, product pricing, support of product search and evaluation, dan web appearance. Data diperoleh dari penyebaran kuesioner kepada 318 responden wanita muslim konsumen produk Islamic fashion berusia minimal 17 tahun yang pernah melakukan pengalaman online pada situs Zalora dan Hijup. Analisis data dilakukan melalui analisis deskriptif dan partial least squares menggunakan Smart PLS 2.0. Hasil penelitian menunjukkan bahwa situs e-commerce dan e-commerce Islam signifikan berbeda dan konsumen masih cenderung memilih e-commerce dalam pembelian produk Islamic fashion.
This study aims to determine the comparison of consumer purchase intention of Islamic fashion products on conventional e commerce and Islamic e commerce in terms of transaction related services and pre purchase services such as billing and paying mechanism, delivery arrangement, security and privacy, product pricing, support of product search and evaluation, and website appearance. Data obtained from 318 respondents aged at least 17 year old Muslim women who have done online experience on Zalora and Hijup web sites. Data was performed by descriptive analysis and partial least squares using Smart PLS 2.0. The results indicates that conventional e commerce and Islamic e commerce are significantly different and consumer still tend to choose conventional e commerce in purchasing Islamic fashion products."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2017
S67949
UI - Skripsi Membership Universitas Indonesia Library
Rafa Aurielle Adinda Diorra
"Konsep sustainable fashion, yakni pembuatan dan penggunaan produk fesyen yang mengutamakan keberlanjutan produk dan aspek lingkungan, penting untuk diterapkan karena permasalahan lingkungan yang secara signifikan diakibatkan oleh perkembangan industri fesyen. Di Indonesia, penerapan konsep ini mulai populer di sisi penjualannya, tetapi tidak di sisi pembeliannya. Sehingga diperlukan dorongan dan dukungan lebih agar masyarakat Indonesia dapat mengadopsi konsep ini dalam perilaku konsumsi produk fesyen. Di era transformasi pasar Indonesia, platform e-commerce memiliki peluang besar dalam mendorong perilaku pembelian produk sustainable fashion. Tujuan penelitian ini adalah untuk membuat model teoretis terkait faktor-faktor yang memengaruhi niat seseorang dalam membeli produk sustainable fashion melalui aplikasi e-commerce serta untuk membuat rancangan antarmuka aplikasi yang dapat mendukung perilaku tersebut. Penelitian ini dilakukan dengan pendekatan design science research yang terdiri dari: (1) pengidentifikasian masalah secara kuantitatif dan kualitatif dengan melibatkan teori NAM, TAM, dan TRA; (2) perumusan solusi dari hasil analisis data; (3) perancangan high-fidelity prototype aplikasi; (4) pendemonstrasian skenario penggunaan aplikasi; (5) evaluasi rancangan aplikasi dengan UT dan SUS; serta (6) penarikan kesimpulan dan saran penelitian. Secara singkat, penelitian ini menunjukkan bahwa perceived enjoyment, attitude, awareness of consequences, ascription of responsibility, personal norm, dan subjective norm memengaruhi intention to purchase yang mana akan memengaruhi actual purchase. Akan tetapi, perceived usefulness, perceived ease of use, dan perceived risk tidak memiliki pengaruh terhadap intention to purchase. Dari temuan dan implikasi penelitian ini, diharapkan adanya perluasan wawasan terkait perilaku pembelian produk sustainable fashion masyarakat Indonesia serta dapat merekomendasikan rancangan aplikasi e-commerce yang dapat dijadikan acuan untuk mendukung perilaku tersebut.
The concept of sustainable fashion, namely the manufacture and use of the fashion products that prioritise product sustainability and environmental aspects, is important to implement because of the significant environmental problems caused by the development of the fashion industry. In Indonesia, the application of this concept is starting to become popular on the sales side, but not on the purchasing side. So more encouragement and support are needed so that Indonesians can adopt this concept in their fashion product consumption behaviour. In the era of Indonesian market transformation, e-commerce platforms have a great opportunity to encourage purchasing behavior for sustainable fashion products. The aim of this research is to create a theoretical model related to the factors that influence a person's intention to purchase sustainable fashion products through e-commerce applications and to create an application interface design that can support this behaviour. This research was carried out using a design science research approach consisting of: (1) identifying problems quantitatively and qualitatively involving NAM, TAM, and TRA theories; (2) formulating solutions from the results of data analysis; (3) designing high-fidelity application prototypes; (4) demonstrating the application usage scenarios; (5) evaluation of application design with UT and SUS; and (6) drawing conclusions and research suggestions. In short, this research shows that perceived enjoyment, attitude, awareness of consequences, ascription of responsibility, personal norms, and subjective norms influence intention to purchase which will influence actual purchase. However, perceived usefulness, perceived ease of use, and perceived risk have no influence on intention to purchase. From the findings and implication of this research, it is hoped that there will be an expansion of insight regarding the purchasing behaviour of sustainable fashion products among Indonesians and can recommend an e-commerce application design that can be used as a reference to support this behaviour."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Adelya Gabriel
"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 andused 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.Dokumen Naskah Lengkap Skripsi: PDF icon 20231003_210121_adelya_gabriel-skripsi-full_text-2023.pdf"
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership Universitas Indonesia Library
Cut Zahra Nabila Fahmi
"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 serviceproviders 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, 2022
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Adlan Walid Muntashir
"Fenomena thrifting mengalami perkembangan yang pesat dan diprediksi akan terus bertumbuh. Secondhand fashion e-commerce merupakan platform online yang memfasilitasi aktivitas jual beli barang bekas berjenis fashion. Meskipun mengalami pertumbuhan yang pesat, secondhand fashion e-commerce menghadapi tantangan seperti masalah kepercayaan dan keamanan serta masalah kenyamanan dan kemudahan pengguna. Oleh karena itu, diperlukan analisis mendalam untuk mengatasi tantangan tersebut. Penelitian ini bertujuan untuk menganalisis dan merancang sistem informasi dan desain antarmuka dari platform secondhand fashion e-commerce yang sesuai dengan kebutuhan pengguna, serta melakukan evaluasi terhadap desain antarmuka tersebut. Penelitian ini memanfaatkan metodologi Design Thinking yang berfokus pada inovasi dan pemecahan masalah yang kompleks. Pengumpulan data pada penelitian ini dilakukan melalui benchmarking, survei kualitatif, dan wawancara dengan stakeholders utama. Analisis dan perancangan sistem informasi dari platform ini terdiri atas pemodelan functional, structural, dan behavioral yang dilakukan menggunakan pendekatan Object-Oriented Systems Analysis and Design. Penelitian ini juga akan menyoroti pentingnya informasi naratif, validasi barang, dan gamifikasi dalam secondhand fashion e-commerce. Hasil akhir dari penelitian ini adalah rancangan high-fidelity prototype dari platform secondhand fashion e-commerce yang sesuai dengan kebutuhan pengguna. Evaluasi akhir penelitian ini melibatkan Usability Testing yang menunjukkan success rate di atas 90% dan System Usability Scale (SUS) dengan skor SUS sebesar 86,36. Penelitian ini diharapkan dapat menghadirkan wawasan baru terkait implementasi metode Design Thinking dalam analisis dan perancangan sistem informasi serta desain antarmuka dari platform secondhand fashion e-commerce, serta memberikan masukan untuk calon pengembang platform dan peneliti yang akan menjalankan penelitian selanjutnya dengan konteks yang sama.
The phenomenon of thrifting, or buying and selling secondhand clothing, has experienced rapid growth and is predicted to continue expanding in the future. Secondhand fashion e-commerce is an online platform that facilitates the buying and selling of used fashion items or clothing. Despite its rapid growth, secondhand fashion e-commerce faces challenges such as trust and security issues, as well as convenience and user-friendliness. Therefore, an in-depth analysis is needed to address these challenges. This research aims to analyze and design the information system and user interface of a secondhand fashion e-commerce platform that meets user needs, as well as to evaluate the designed interface. The research utilizes the Design Thinking methodology, which focuses on innovation and solving complex problems. Data collection in this study is conducted through benchmarking, qualitative surveys, and interviews with key stakeholders, namely buyers, sellers, and administrators. The analysis and design of the information system for this platform include functional, structural, and behavioral modeling using the Object-Oriented Systems Analysis and Design (OOSAD) approach. This research also highlights the importance of narrative information, item validation, and gamification in secondhand fashion e-commerce. The final result of this research is a high-fidelity prototype design of a secondhand fashion e-commerce platform that meets user needs. The final evaluation of this research involves Usability Testing, which shows a success rate above 90% and a System Usability Scale (SUS) score of 86.36 which categorize the interface’s overall rating as Excellent. This research is expected to provide new insights into the implementation of the Design Thinking method in the analysis and design of information systems and user interfaces for secondhand fashion e-commerce platforms, as well as to offer input for future platform developers and researchers conducting studies in the same context."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
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UI - Skripsi Membership Universitas Indonesia Library
Muhammad Arkan Fauzan
"Fenomena thrifting mengalami perkembangan yang pesat dan diprediksi akan terus bertumbuh. Secondhand fashion e-commerce merupakan platform online yang memfasilitasi aktivitas jual beli barang bekas berjenis fashion. Meskipun mengalami pertumbuhan yang pesat, secondhand fashion e-commerce menghadapi tantangan seperti masalah kepercayaan dan keamanan serta masalah kenyamanan dan kemudahan pengguna. Oleh karena itu, diperlukan analisis mendalam untuk mengatasi tantangan tersebut. Penelitian ini bertujuan untuk menganalisis dan merancang sistem informasi dan desain antarmuka dari platform secondhand fashion e-commerce yang sesuai dengan kebutuhan pengguna, serta melakukan evaluasi terhadap desain antarmuka tersebut. Penelitian ini memanfaatkan metodologi Design Thinking yang berfokus pada inovasi dan pemecahan masalah yang kompleks. Pengumpulan data pada penelitian ini dilakukan melalui benchmarking, survei kualitatif, dan wawancara dengan stakeholders utama. Analisis dan perancangan sistem informasi dari platform ini terdiri atas pemodelan functional, structural, dan behavioral yang dilakukan menggunakan pendekatan Object-Oriented Systems Analysis and Design. Penelitian ini juga akan menyoroti pentingnya informasi naratif, validasi barang, dan gamifikasi dalam secondhand fashion e-commerce. Hasil akhir dari penelitian ini adalah rancangan high-fidelity prototype dari platform secondhand fashion e-commerce yang sesuai dengan kebutuhan pengguna. Evaluasi akhir penelitian ini melibatkan Usability Testing yang menunjukkan success rate di atas 90% dan System Usability Scale (SUS) dengan skor SUS sebesar 86,36. Penelitian ini diharapkan dapat menghadirkan wawasan baru terkait implementasi metode Design Thinking dalam analisis dan perancangan sistem informasi serta desain antarmuka dari platform secondhand fashion e-commerce, serta memberikan masukan untuk calon pengembang platform dan peneliti yang akan menjalankan penelitian selanjutnya dengan konteks yang sama.
The phenomenon of thrifting, or buying and selling secondhand clothing, has experienced rapid growth and is predicted to continue expanding in the future. Secondhand fashion e-commerce is an online platform that facilitates the buying and selling of used fashion items or clothing. Despite its rapid growth, secondhand fashion e-commerce faces challenges such as trust and security issues, as well as convenience and user-friendliness. Therefore, an in-depth analysis is needed to address these challenges. This research aims to analyze and design the information system and user interface of a secondhand fashion e-commerce platform that meets user needs, as well as to evaluate the designed interface. The research utilizes the Design Thinking methodology, which focuses on innovation and solving complex problems. Data collection in this study is conducted through benchmarking, qualitative surveys, and interviews with key stakeholders, namely buyers, sellers, and administrators. The analysis and design of the information system for this platform include functional, structural, and behavioral modeling using the Object-Oriented Systems Analysis and Design (OOSAD) approach. This research also highlights the importance of narrative information, item validation, and gamification in secondhand fashion e-commerce. The final result of this research is a high-fidelity prototype design of a secondhand fashion e-commerce platform that meets user needs. The final evaluation of this research involves Usability Testing, which shows a success rate above 90% and a System Usability Scale (SUS) score of 86.36 which categorize the interfaceâs overall rating as Excellent. This research is expected to provide new insights into the implementation of the Design Thinking method in the analysis and design of information systems and user interfaces for secondhand fashion e-commerce platforms, as well as to offer input for future platform developers and researchers conducting studies in the same context."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Kevin Xavier Emil Aryade Kalsim
"Fenomena thrifting mengalami perkembangan yang pesat dan diprediksi akan terus bertumbuh. Secondhand fashion e-commerce merupakan platform online yang memfasilitasi aktivitas jual beli barang bekas berjenis fashion. Meskipun mengalami pertumbuhan yang pesat, secondhand fashion e-commerce menghadapi tantangan seperti masalah kepercayaan dan keamanan serta masalah kenyamanan dan kemudahan pengguna. Oleh karena itu, diperlukan analisis mendalam untuk mengatasi tantangan tersebut. Penelitian ini bertujuan untuk menganalisis dan merancang sistem informasi dan desain antarmuka dari platform secondhand fashion e-commerce yang sesuai dengan kebutuhan pengguna, serta melakukan evaluasi terhadap desain antarmuka tersebut. Penelitian ini memanfaatkan metodologi Design Thinking yang berfokus pada inovasi dan pemecahan masalah yang kompleks. Pengumpulan data pada penelitian ini dilakukan melalui benchmarking, survei kualitatif, dan wawancara dengan stakeholders utama. Analisis dan perancangan sistem informasi dari platform ini terdiri atas pemodelan functional, structural, dan behavioral yang dilakukan menggunakan pendekatan Object-Oriented Systems Analysis and Design. Penelitian ini juga akan menyoroti pentingnya informasi naratif, validasi barang, dan gamifikasi dalam secondhand fashion e-commerce. Hasil akhir dari penelitian ini adalah rancangan high-fidelity prototype dari platform secondhand fashion e-commerce yang sesuai dengan kebutuhan pengguna. Evaluasi akhir penelitian ini melibatkan Usability Testing yang menunjukkan success rate di atas 90% dan System Usability Scale (SUS) dengan skor SUS sebesar 86,36. Penelitian ini diharapkan dapat menghadirkan wawasan baru terkait implementasi metode Design Thinking dalam analisis dan perancangan sistem informasi serta desain antarmuka dari platform secondhand fashion e-commerce, serta memberikan masukan untuk calon pengembang platform dan peneliti yang akan menjalankan penelitian selanjutnya dengan konteks yang sama.
The phenomenon of thrifting, or buying and selling secondhand clothing, has experienced rapid growth and is predicted to continue expanding in the future. Secondhand fashion e-commerce is an online platform that facilitates the buying and selling of used fashion items or clothing. Despite its rapid growth, secondhand fashion e-commerce faces challenges such as trust and security issues, as well as convenience and user-friendliness. Therefore, an in-depth analysis is needed to address these challenges. This research aims to analyze and design the information system and user interface of a secondhand fashion e-commerce platform that meets user needs, as well as to evaluate the designed interface. The research utilizes the Design Thinking methodology, which focuses on innovation and solving complex problems. Data collection in this study is conducted through benchmarking, qualitative surveys, and interviews with key stakeholders, namely buyers, sellers, and administrators. The analysis and design of the information system for this platform include functional, structural, and behavioral modeling using the Object-Oriented Systems Analysis and Design (OOSAD) approach. This research also highlights the importance of narrative information, item validation, and gamification in secondhand fashion e-commerce. The final result of this research is a high-fidelity prototype design of a secondhand fashion e-commerce platform that meets user needs. The final evaluation of this research involves Usability Testing, which shows a success rate above 90% and a System Usability Scale (SUS) score of 86.36 which categorize the interface’s overall rating as Excellent. This research is expected to provide new insights into the implementation of the Design Thinking method in the analysis and design of information systems and user interfaces for secondhand fashion e-commerce platforms, as well as to offer input for future platform developers and researchers conducting studies in the same context."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2024
S-pdf
UI - Skripsi Membership Universitas Indonesia Library
Bagja Rohmana
"Penelitian ini bertujuan untuk meneliti apakah faktor-faktor e-commerce system success model, antara lain information quality, system quality, service quality, savings, entertainment, parasocial interaction, perceived value dan user satisfaction memiliki pengaruh terhadap intention to reuse. Penelitian ini menggunakan analisis deskriptif dengan menggunakan metode pengumpulan data dengan Google Form yang dilakukan pada 145 responden yang memenuhi kriteria yang telah ditentukan. Pengolahan data kemudian dilakukan menggunakan software Smart PLS 3.0. Hasil penelitian ini menunjukkan bahwa information quality, system quality dan service quality tidak memiliki pengaruh yang signifikan terhadap intention to reuse melalui perceived value dan user satisfaction. Savings memiliki pengaruh yang signifikan terhadap perceived value, namun tidak terhadap user satisfaction. Entertainment memiliki pengaruh yang signifikan terhadap perceived value dan user satisfaction. Parasocial interaction tidak memiliki pengaruh yang signifikan terhadap perceived value, namun berpengaruh terhadap user satisfaction. Perceived value memiliki pengaruh yang signifikan terhadap user satisfaction. Dan user satisfaction memiliki pengaruh yang signifikan terhadap intention to reuse.
This study aims to examine whether e-commerce system success model factors, which are information quality, system quality, service quality, savings, entertainment, parasocial interaction, perceived value and user satisfaction have a role in the influence of intention to reuse. This study uses descriptive analysis using data collection methods with Google Form which was conducted on 145 respondents who met the predetermined criteria. Data processing is then carried out using SmartPLS 3.0. The results of this study indicate information quality, system quality and service quality doesn’t have significant effect on intention to reuse through perceived value and user satisfaction. Savings has significant influence on perceived value, but doesn’t have significant influence on user satisfaction. Entertainment has significant influence on perceived value and user satisfaction. Parasocial interaction doesn’t have significant influence on perceived value, but influence user satisfaction. Perceived value has significant influence on user satisfaction. And user satisfaction has significant influence on intention to reuse."
Jakarta: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2021
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UI - Skripsi Membership Universitas Indonesia Library
Silitonga, Moses Frans Romual
"Melalui penelitian ini, penulis memberikan analisis atas implementasi strategi komunikasi pemasaran konten naratif produk e-commerce pada Japanese Station dan Simamaung di tengah konsumennya yang merupakan bagian dari sebuah komunitas, dengan menggunakan strategi pemasaran konten menurut Ooden dan teori narasi sebagai research guidance. Walaupun penelitian ini terkait dengan naratif, peneliti tidak melakukan penelitian berdasarkan paradigma naratif, peneliti lebih berfokus kepada analisis strategi komunikasi pemasaran konten naratif, bukan kepada analisis sebuah cerita yang di konstruksi. Penelitian ini adalah studi kualitatif dengan paradigma post-positivisme dan menggunakan dua studi kasus untuk memberikan pandangan yang lebih menyeluruh.
Penelitian ini menunjukkan bahwa terdapat sebuah strategi komunikasi pemasaran yang dapat dilakukan melalui pemanfaatan medium digital untuk memasarkan produk e-commerce berbasis komunitas. Strategi tersebut meliputi publikasi konten-konten naratif terkait minat dan ketertarikan target komunitasnya sehingga mampu mengelola dan mempertahankan keberadaan target komunitas. Dengan melakukan strategi tersebut, pelaku memiliki potensi untuk mengarahkan komunitas tersebut untuk melakukan pembelian produk e-commerce, walaupun pembelian produk e-commerce tersebut tetap dipengaruhi faktor-faktor lain terkait pola bisnis e-commerce yang dijalankan.
Through this research, the author provides an analysis of Japanese Station and Simamuang?s e-commerce marketing communication strategy implementation based on narrative content for consumers who are part of a community, using Ooden?s concept of content marketing strategy and narrative theory as the research guidance. Although this study relates to the narrative, the researcher did not conduct research based on the paradigm of narrative or in other words the construction of the story, but rather the analysis of marketing communication strategy of narrative content. This is a qualitative study based on post-positivism paradigm and using two case studys to provide a comprehensive point of view. This study shows that there is a marketing communication strategy which may be applied through digital media to market community based e-commerce products. The strategy includes publications of related narrative content based on interest and attraction that is able to manage and maintain the existence of the target community. Through the application of said strategy, the owners may drive the community to make e-commerce purchases, while still being influenced by other factors related to their e-commerce businesses model."
Depok: Fakultas Ilmu Sosial dan Ilmu Politik Universitas Indonesia, 2016
T46289
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