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Hasil Pencarian

Ditemukan 5 dokumen yang sesuai dengan query
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Heru Cakra
Abstrak :
ABSTRAK Tesis ini membahas business coaching yang dilakukan Penulis dengan Autik Craft, UMKM yang memproduksi sepatu etnik wanita. Tujuan dari tesis ini adalah membantu pertumbuhan bisnis Autik Craft dengan melakukan formulasi Co-creation dan standarisasi produk, serta pengembangan pasar melalui website. Data dari hasil business coaching diolah dengan menggunakan analisis 5 forces, peta persepsi, SWOT dan Jarak. Hasil yang diperoleh dari business coaching adalah produk dengan atribut baru berupa sepatu etnik yang nyaman, tahan lama, serta desain yang dapat digunakan sehari-hari; perubahan proses bisnis sehingga standarisasi produk dapat tercapai; perubahan logo dan kemasan, serta website yang menjadi distribution channel penjualan produk utama bagi Autik Craft.
ABSTRACT This thesis discusses about business coaching conducted by writer and Autik Craft, SMEs that produce ethnic women shoes. The aim of this thesis is to help business growth Autik Craft by formulation of value co-creation, product standardization, and market penetration via internet. Data from business coaching processed using 5 forces analysis, perceptual map, SWOT and Gap. The results of business coaching is new product of ethnic shoes that have superior attributes of comfort, long-lasting, as well as daily use; change of the logo and packaging; and develop website to become the main product sales channel for Autik Craft.
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
T-Pdf
UI - Tesis Membership  Universitas Indonesia Library
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Daniel Marco-Stefan Kleber
Abstrak :
ABSTRACT
Purpose of this conceptual study is the identification of design thinking approaches and underlying logic for increasing the value proposition to improve customer experience in today´s dynamic and fast-changing business environment. Method of research based on content analysis of distinctive streams in the literature on design thinking for delivering the increased value proposition. Core elements of design thinking were identified and combined with service-oriented thinking logics aiming at providing superior value proposition and thus to improve customer experience. Furthermore, the article elaborates on the delimitation of Design thinking from Designerly thinking, and a new model for enhancing customer value propositions, the wheel of Design thinking, was developed based on core elements of Design thinking approaches. This approach has a potential to shape and redefine existing markets and to improve adjustment of products and services to dynamic customers´ needs and demands.
Jakarta: Faculty of Economics and Business State Islamic University (UIN) Syarif Hidayatullah, 2018
330 JETIK 17:2 (2018)
Artikel Jurnal  Universitas Indonesia Library
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Christina Lipuringtyas Rudatin
Abstrak :
ABSTRAK
Kegiatan peserta konferensi sebagai business traveler umumnya agak terikat, ditentukan oleh keterlibatan peserta dalam agenda penyelenggara konferensi. Sedangkan pengalaman selama kegiatan konferensi di sebuah destinasi bisa menjadi peluang munculnya kesan abadi di benak para peserta. Penelitian ini bertujuan untuk mengkaji bagaimana kegiatan di Peripheral Conference Service dapat mempengaruhi loyalitas peserta konferensi pada destinasi tuan rumah konferensi, dan bagaimana penciptaan nilai terjadi selama kegiatan berlangsung. Data dikumpulkan dari 214 peserta internasional di 3 lokasi di Indonesia dengan menggunakan kuesioner dengan skala 7 Likert dan analisis dilakukan dengan menggunakan. Partial Least Square Structural Equation Model (PLSSEM). Hasilnya menunjukkan bahwa value co-creation oleh berbagai aktor yang terlibat dalam Peripheral Conference Service telah mempengaruhi keinginan peserta konferensi untuk berkunjung kembali ke destinasi konferensi dan melakukan Wordof- Mouth, baik secara langsung atau melalui mediasi sense of place dan kepuasan. Novelty Seeking memiliki pengaruh terhadap kekuatan efek Sense of Place kepada keinginan peserta konferensi untuk berkunjung kembali ke destinasi tuan rumah konferensi. Studi ini telah memberikan kontribusi untuk memperkuat dan juga menambahkan generalisasi proses value co-creation dalam teori Service Dominant Logic dalam konteks pemasaran tujuan. Hasil studi ini juga memberikan implikasi manajerial bagi pengembangan paradigma baru dalam melakukan pemasaran destinasi pariwisata di Indonesia, yaitu yang semula lebih fokus pada sasaran leisure traveler menjadi memberi perhatian pada business traveler.
ABSTRACT
Activities of conference participants as a business traveler are generally somewhat bound, determined by the involvement of the participants on the agenda of the conference organizers. While the experience during the conference activities in a destination can be an opportunity for the emergence of a lasting impression in the minds of participants. This study aims to examine how the activities in Peripheral Conference Service may influence conference participants loyalty to the conference destination, and how value co-creation occurred during the activity. The data was collected from 214 international participants from 3 locations in Indonesia by using a questionnaire with 7 Likert scale and the analysis was performed using Partial Least Square Structural Equation Model (PLSSEM). The results show that the Value co-creation by the various actors involved in the Peripheral Conference Service has affected conference participants intention to revisit the conference destinations and perform Word-of-Mouth, either directly or through the mediation of a sense of place and satisfaction. Novelty Seeking has an influence on the strength of the effect of Sense of Place to Conference participants intention to revisit conference destination. This study has contributed to strengthening as well as add the generalization of value co-creation process in the theory of Service Dominant Logic in the context of destination marketing. The results of this study also have managerial implications for the development of a new paradigm in tourism destinations marketing in Indonesia, which is initially more focused on the leisure traveler to be more concern on the business traveler.
2017
D2744
UI - Disertasi Membership  Universitas Indonesia Library
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Geraldin Christina
Abstrak :
ABSTRAK
Pergeseran peran konsumen dan kemajuan teknologi informasi berbasis internet memberikan jalan sekaligus memacu pemilik bisnis dan pemasar untuk terus menerus memperbarui strategi pemasarannya. Saat ini peran produsen dan konsumen tidak lagi terpisah dalam hal penciptaan nilai. Nilai suatu produk diciptakan bersama oleh produsen dan konsumen melalui integrasi sumber daya dan penerapan kompetensi, atau yang lebih dikenal dengan value co-creation. Penelitian ini bertujuan untuk mencari tahu pengaruh experiential marketing dan persepsi kemudahan penggunaan terhadap kepuasan dan niat beli konsumen dalam konsep value co-creation. Penelitian ini menggunakan metode eksperimental dengan membagi responden menjadi empat kelompok dengan kombinasi treatment yang berbeda. Penelitian diikuti oleh 120 responden yang dipilih secara acak dan melakukan penelitian di wilayah Jabodetabek. Data yang diperoleh diuji dengan menggunakan independent sample t-test untuk melihat perbedaan rata-rata kepuasan dan niat beli konsumen di masing-masing kelompok beserta signifikansinya. Hasil analisis dengan metode uji t mendapatkan bahwa kombinasi treatment yang menghasilkan tingkat kepuasan dan niat beli konsumen paling tinggi adalah kombinasi experiential marketing tinggi dan persepsi kemudahan penggunaan tinggi. Namun dari hasil pengujian lebih lanjut, ditemukan bahwa treatment penjelasan secara lisan pada variabel persepsi kemudahan penggunaan justru menurunkan tingkat kepuasan dan niat beli konsumen.
ABSTRACT
The shifting of customers’ role and the proliferation of internet-based information technology have facilitated and triggered the business to continuously improve their marketing strategy. Now value creation cannot be separated between producers and consumers. Through the integration of resources and competencies producer and customer co-create the value. This phenomenon is known as value co-creation. This research is aimed to explore the effect of experiential marketing and perceived ease of use (PEOU) on customer satisfaction and customer purchase intention within value co-creation setting. This research uses experimental methodology by grouping the respondences into four group of different treatment. The research uses 120 randomly-chosen samples from Jabodetabek area. The data then be tested using independent sample t-test to measure the difference of mean satisfaction and mean purchase intention between different group. T-test measurement shows that the group of high experiential - high PEOU results highest satisfaction and purchase intention level among other groups. In addition, further research shows that treatment by oral explanation decreases the level of customer satisfaction and customer purchase intention.
2014
S54154
UI - Skripsi Membership  Universitas Indonesia Library
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Fandi Nugroho
Abstrak :
ABSTRAK Penelitian ini meneliti pengaruh pelibatan dan keterlibatan konsumen dalam penciptaan nilai produk perusahaan value co-creation practice terhadap customer loyalty pada forum komunitas pengguna Mobile Legends di Indonesia. Penelitian ini menggunakan pendekatan kuantitatif. Sampel yang digunakan pada penelitian ini yaitu 100 anggota forum di website Mobile Legends yang aktif terlibat dalam pengembangan game Mobile Legends di forum tersebut. Pengumpulan data dilakukan dengan melakukan survey dengan penyebaran kuesioner, kemudian data yan terkumpul dianalisis mengunakan regresi linear. Hasil penelitian ini menunjukkan bahwa terdapat pengaruh yang signifikan antara value co-creation terhadap customer loyalty para pengguna game Mobile Legends.
ABSTRACT This research investigate the influence of customer involvement on value co creation practice with customer loyalty at Mobile Legends users of forum community in Indonesia. This research uses a quantitative approach. The sample that used in this research is 100 members of the forum at Mobile Legends website which she he actively involved in the development of Mobile Legends game in the forum. Data collection was done by survey with questionnaires spread, then the collected data were analyzed using linear regression. The results of this study indicate that there is a significant influence between the value co creation on Customer Loyalty of Mobile Legends game users.
2017
S-Pdf
UI - Skripsi Membership  Universitas Indonesia Library