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Hasil Pencarian

Ditemukan 3 dokumen yang sesuai dengan query
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Fauzia Hafida Rahmah
"Pertumbuhan pasar jasa Smart Home IoT secara global akan semakin meningkat, dengan pertumbuhan paling besar diprediksikan di Asia, seperti di Indonesia. Diprediksikan nilai pasar Smart Home IoT di Indonesia pada tahun 2019 akan mencapai USD 112 juta, dan diperkirakan akan tumbuh menjadi USD 244 juta pada tahun 2023. Dibutuhkan penelitian lebih lanjut mengenai faktor pendorong adopsi Smart Home IoT di pasar Indonesia untuk memaksimalkan tingkat kegunaan di Indonesia. Tujuan dari penelitian ini adalah untuk mengembangkan model konseptual berbasis TAM untuk mengidentifikasi faktor utama konsumen dalam menggunakan smart home berbasis IoT melalui pendekatan statistik PLS-SEM. Analisis dilakukan melalui pengujian hipotesis mengenai pengaruh faktor menggunakan metode multivariat PLS-SEM. Didapatkan data dari 449 responden kuesioner. Demografi responden paling banyak memiliki jenis kelamin laki-laki (55.5%). Mayoritas berumur 20-29 tahun (32.5%), dilanjutkan dengan rentang umur 30-39 tahun (29.8%), rentang umur 40-49 tahun (25.6%), dan berumur >50 tahun (12%). Dari segi pendapatan, mayoritas memiliki pendapatan bulanan >Rp 8 Jt (45.9%), dilanjutkan dengan Rp4jt-Rp8jt (32.7%) dan

The growth of the Smart Home IoT service market globally will increase, with the greatest growth predicted in Asia, such as in Indonesia. It is predicted that the market value of Smart Home IoT in Indonesia in 2019 will reach USD 112 million, and is expected to grow to USD 244 million in 2023. Further research is needed on the factors driving the adoption of Smart Home IoT in the Indonesian market to maximize the level of usability in Indonesia. The purpose of this research is to develop a TAM-based conceptual model to identify the main factors of consumers in using an IoT-based smart home through the PLS-SEM statistical approach. The analysis was carried out by testing the hypothesis regarding the influence of factors using the PLS-SEM multivariate method. Obtained data from 449 respondents to the questionnaire. The demographics of the respondents are mostly male (55.5%). The majority are 20-29 years old (32.5%), followed by an age range of 30-39 years (29.8%), an age range of 40-49 years (25.6%), and >50 years old (12%). In terms of income, the majority had a monthly income of >Rp. 8 million (45.9%), followed by Rp.4 million-Rp.8 million (32.7%) and "
Depok: Fakultas Teknik Universitas Indonesia, 2023
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UI - Skripsi Membership  Universitas Indonesia Library
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Angginistanti Fairuz Hanun
"Mobile branded application (branded apps) adalah saluran daring perusahaan untuk melayani pelanggan serta menampilkan identitas merek. Platform ini menjadi keunggulan perusahaan yang diprediksi pertumbuhannya beberapa tahun kedepan. Namun, ditemukan data persentase uninstall aplikasi berbelanja tahun 2020 di Indonesia. Oleh karena itu, diperlukan pemahaman mengenai faktor yang memicu sikap dan intensi pembelian berdasarkan perilaku konsumen. Penelitian ini mengadopsi teori uses and gratification (U&G) dan theory of planned behavior (TPB) untuk memahami perilaku konsumen. Model penelitian meliputi 1) U&G (ease of use, money saving, delivery experience, hedonic benefit, learning benefit, dan social presence), 2) TPB (attitude, subjective norm, dan perceived behavioral control), dan 3) purchase intention. Analisis data dilakukan menggunakan metode PLS-SM dengan 471 responden. Hasil analisis menemukan pengaruh faktor motivasi kebutuhan; faktor ease of use, money saving, hedonic benefit, learning benefit, dan social presence memengaruhi attitude; faktor ease of use, money saving, hedonic benefit, dan learning benefit memengaruhi purchase intention. Hasil analisis juga membuktikan attitude, subjective norm, dan perceived behavioral control memengaruhi purchase intention. Penelitian ini memberikan implikasi teoretis berupa keterbaruan konteks branded apps, serta implikasi praktis bagi perusahaan pengembang aplikasi, dan perusahaan penyedia branded apps.

Mobile branded applications (branded apps) are the company's online channel to serve customers and display brand identity. This platform becomes the company’s advantage that is predicted to grow in the next few years. However, there was data on the uninstall percentage of shopping applications in 2020 in Indonesia. Therefore, it is necessary to understand the factors that trigger attitude and purchase intention in branded apps based on consumer behavior. This study adopts uses and gratification (U&G) and theory of planned behavior (TPB). The research model includes 1) U&G (ease of use, money saving, delivery experience, hedonic benefits, learning benefits, and social presence), 2) TPB (attitude, subjective norm, and perceived behavioral control), and 3) purchase intentions. Data analysis was carried out using PLS-SEM with 471 respondents. The results found the influence of motivation factors; ease of use, money saving, hedonic benefits, learning benefits, and social presence affect attitude; ease of use, money saving, hedonic benefits, and learning benefits affect purchase intention. The results also prove that attitude, subjective norm, and perceived behavioral control affect purchase intention. This research provides theoretical implications for branded apps context updates, and practical implications for application development companies, and branded apps provider companies."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2021
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UI - Skripsi Membership  Universitas Indonesia Library
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Inez Amandha Suci
"Online collaboration tools adalah aplikasi yang mendukung penggunanya untuk bekerja sama dengan rekan kerja atau tim dalam menyelesaikan pekerjaan dengan fungsinya antara lain dapat digunakan untuk berdiskusi & berkomunikasi, menyimpan proyek bersama, serta mengerjakan proyek secara bersama-sama. Pada Maret 2020, pandemi COVID-19 telah masuk ke Indonesia yang menyebabkan adanya kebijakan pembatasan sosial dengan salah satu kebijakannya adalah perubahan dari work from office menjadi work from home untuk beberapa perusahaan. Pada masa tersebut, penggunaan online collaboration tools untuk bekerja pun meningkat karena sebagai salah satu alternatif agar tetap bisa bekerja sama dengan tim. Penelitian ini bertujuan untuk menganalisis faktor-faktor yang memengaruhi pengguna dalam bekerja menggunakan online collaboration tools di saat masa pandemi COVID-19 telah berakhir dan untuk memprediksi apakah pengguna masih tetap melanjutkan penggunaannya. Penelitian ini mengadopsi teori technology affordance, task technology fit dan post acceptance model. Model penelitian meliputi 1) technology affordance (collaborative affordance, communication affordance, sharing resources affordance), 2) task-technoogy fit (utilization, task characteristics, perceived task technology fit), 3) post acceptance model (confirmation, perceived usefulness, satisfaction, continuance intention). Analisis data dilakukan menggunakan metode PLS-SEM dengan 404 responden valid. Hasil analisis nya menemukan bahwa faktor technology affordance, task-technology fit, confirmation, perceived usefulness, dan satisfaction membawa pengaruh terhadap intensi pengguna dalam melanjutkan penggunaan. Penelitian ini memberikan implikasi teoreties karena ada nilai keterbaruan dalam konteks online collaboration tools, serta implikasi praktis bagi pengembang aplikasi dan perusahaan tempat bekerja yang akan atau sedang menggunakan online colaboration tools.

Online Collaboration Tools is an application that supports its users to work together with colleagues or a team in completing work with its functions, being used to discuss & communicate, save projects, and work on projects together. In March 2020, the COVID-19 pandemic entered Indonesia which resulted in a social violation policy with one of the policies being a change from working from the office to working from home for several companies. At that time, the use of online collaboration tools for work also increased because it was an alternative to being able to work with the team. This study aims to analyze the factors that influence users to work using online collaboration tools when the COVID-19 pandemic has ended and to predict whether users will continue to use them. This study adopts the theory of technology affordances, task technology fit, and post acceptance model. The research model includes 1) technology affordances (collaborative affordance, communication affordance, sharing resources affordance), 2) task-technology fit (utilization, task characteristics, perceived task technology fit), 3) post-acceptance model (confirmation, perceived usefulness, satisfaction, continuance intention). Data analysis was carried out using the PLS-SEM method with 404 valid respondents. The results of the analysis found that technology affordance, task-technology fit, confirmation, perceived usefulness, and satisfaction factors influenced the user’s intention to continue using it. This research provides theoretical implications because there is a novelty value in the context of online collaboration tools, as well as practical implications for application developers and workplace companies that will or are currently using online collaboration tools."
Depok: Fakultas Ilmu Komputer Universitas Indonesia, 2022
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UI - Skripsi Membership  Universitas Indonesia Library