Penerapan Pendekatan Human Centered Design dan CRM dalam Perancangan Antarmuka Sistem E-Complaint

2019 ◽  
Vol 6 (4) ◽  
pp. 436
Author(s):  
Retno Indah Rokhmawati ◽  
Yhouga Beta Evantio ◽  
Mochamad Chandra Saputra

<p class="Abstrak">Tujuan dari penelitian ini adalah untuk mengembangkan antarmuka sistem <em>e-complaint</em> dengan menerapkan HCD dan CRM. Komplain merupakan bentuk reaksi pelanggan terhadap produk atau jasa yang harus segera ditangani perusahaan. Dengan kondisi pencatatan komplain yang masih manual, menghambat upaya perusahaan untuk mencapai goal mempertahankan pelanggan. Oleh karena itu antarmuka sistem <em>e-complaint </em>hadir sebagai desain solusi yang dikembangkan dengan menerapkan HCD yang unggul dalam hal pendefinisian kebutuhan dari sisi pengguna dan stakeholder. Melalui HCD dapat diketahui bagaimana desain yang familiar bagi pengguna, dalam hal ini <em>website dashboard</em>. Dengan menerapkan CRM, pengembangan antarmuka sistem <em>e-complaint</em> dapat mengakomodasi kebutuhan perusahaan yang ingin proses bisnis dan kebutuhan fungsionalnya tetap menjadi pertimbangan utama. Penelitian ini menghasilkan 16 kebutuhan fungsional dan menyediakan hak akses untuk dua aktor yaitu <em>sales</em> dan <em>leader</em>. Hasil pengujian menunjukkan bahwa secara keseluruhan, antarmuka dan interaksi yang disediakan telah memenuhi kebutuhan <em>stakeholder</em> untuk mencapai <em>goal</em>. Namun, perlu menambahkan tampilan untuk segmentasi pelanggan untuk pengembangan desain berikutnya.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The purpose of this research is to develop an e-complaint system interface by implementing HCD and CRM. A complaint is a customer reaction to a product or service that the company must address immediately. In the as-is condition of recording complaints are still manual, inhibits the company's efforts to achieve the goal of retaining customers. Therefore the interface of the e-complaint system comes as a design solution developed by applying HCD which is good for defining needs from the users and stakeholders. Through HCD can be known how the design is familiar to users, in this case the dashboard style. By implementing CRM, the development of the e-complaint system interface can accommodate the needs of companies that want their business processes and functional needs to be the main consideration. This study finds 16 functional requirements and provides access rights for two actors, namely sales and leader. The test results show that overall, the interfaces and interactions provided have met the needs of stakeholders to achieve the goal. However, it is necessary to add a view for customer segmentation for future design development.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>

2021 ◽  
Author(s):  
◽  
Joe Levy

<p>This research proposes a design solution that embraces New Zealander’s proclivity for pervasive digital technology and that aims to meet the needs and desires of the future Kiwi dining experience. This research proposition is directed by an approach that situates itself between future forecasting and speculative design, whereby the design output is viable while simultaneously capable of provoking critical reflection about the future of design as it relates to domestic dining appliances. The development of a design solution, the Smart Tray, encapsulates these aims and has been guided by a comprehensive investigation into the points of connection that exist between culture, technology, design and social behaviour.  The Smart Tray seeks to acknowledge New Zealand’s history while embodying its contemporary domestic dining culture in proposing an appliance-device that embraces digital technology as part of the everyday dining experience. This research has been supported by the application of various methodologies inclusive of the critical review of academic literature that has functioned to frame and support the scope of the research proposition; case studies in which a selection of Kiwi households have been interviewed, observed, and their behaviours analysed in order to gain a greater understanding of contemporary dining habits and their relationship with pervasive digital technologies at home; and iterative design development inclusive of concept sketching, sketch modelling, experience prototyping, and user feedback. Although this research is contextualised within New Zealand, the general research outcomes are applicable to a wide market. The outputs produced as a result of this research, including the exegesis and design of the final Smart Tray, are intended to offer a valuable critical perspective and viable future design solution that will aid in furthering the professional field of dining design.</p>


2021 ◽  
Author(s):  
◽  
Joe Levy

<p>This research proposes a design solution that embraces New Zealander’s proclivity for pervasive digital technology and that aims to meet the needs and desires of the future Kiwi dining experience. This research proposition is directed by an approach that situates itself between future forecasting and speculative design, whereby the design output is viable while simultaneously capable of provoking critical reflection about the future of design as it relates to domestic dining appliances. The development of a design solution, the Smart Tray, encapsulates these aims and has been guided by a comprehensive investigation into the points of connection that exist between culture, technology, design and social behaviour.  The Smart Tray seeks to acknowledge New Zealand’s history while embodying its contemporary domestic dining culture in proposing an appliance-device that embraces digital technology as part of the everyday dining experience. This research has been supported by the application of various methodologies inclusive of the critical review of academic literature that has functioned to frame and support the scope of the research proposition; case studies in which a selection of Kiwi households have been interviewed, observed, and their behaviours analysed in order to gain a greater understanding of contemporary dining habits and their relationship with pervasive digital technologies at home; and iterative design development inclusive of concept sketching, sketch modelling, experience prototyping, and user feedback. Although this research is contextualised within New Zealand, the general research outcomes are applicable to a wide market. The outputs produced as a result of this research, including the exegesis and design of the final Smart Tray, are intended to offer a valuable critical perspective and viable future design solution that will aid in furthering the professional field of dining design.</p>


2012 ◽  
Vol 622-623 ◽  
pp. 64-68 ◽  
Author(s):  
S. Padmanabhan ◽  
M. Chandrasekaran ◽  
P. Asokan ◽  
V. Srinivasa Raman

he major problem that deals with practical engineers is the mechanical design and creativeness. Mechanical design can be defined as the choice of materials and geometry, which satisfies, specified functional requirements of that design. A good design has to minimize the most significant adverse result and to maximize the most significant desirable result. An evolutionary algorithm offers efficient ways of creating and comparing a new design solution in order to complete an optimal design. In this paper a type of Genetic Algorithm, Real Coded Genetic Algorithm (RCGA) is used to optimize the design of helical gear pair and a combined objective function with maximizes the Power, Efficiency and minimizes the overall Weight, Centre distance. The performance of the proposed algorithms is validated through LINGO Software and the comparative results are analyzed.


2005 ◽  
Vol 6 (1) ◽  
pp. 40-48 ◽  
Author(s):  
Iain M. Boyle ◽  
Kevin Rong ◽  
David C. Brown

Fixtures accurately locate and secure a part during machining operations. Various computer-aided fixture design (CAFD) methods have been developed to reduce design costs associated with fixturing. One approach uses a case-based reasoning (CBR) method where relevant design experience is retrieved from a design library and adapted to provide a new design solution. Indexing design cases is a critical issue in CBR, and CBR systems can suffer from an inability to distinguish between cases if indexing is inadequate. This paper presents CAFixD, a CAFD methodology that adopts a rigorous approach to defining indexing attributes based upon axiomatic design functional requirement decomposition. A design requirement is decomposed in terms of functional requirements, physical solutions are retrieved and adapted for each individual requirement, and the design is then reconstituted to form a complete fixture design. This paper presents the CAFixD framework and operation, and discusses in detail the indexing mechanisms used.


2021 ◽  
Vol 6 (2) ◽  
pp. 93-104
Author(s):  
Aisyah Amini ◽  
Riri Okra

ALKI is an e-module that serves as a learning medium for grade X students majoring in MIA at SMAN 1 MAPAT TUNGGUL. E-module ALKI was created with the aim of assisting teachers in delivering materials and helping students understand more about chemical materials by repeating lessons, working on exercises, and strengthening memory by playing flashcards. The thing behind the design of alki e-module is the lack of motivation to learn students, difficulty and the absence of internet network in Mapat Tunggul area, students should not take home the package book, the smartphone owned by students is not used to study, and when doing homework with the help of the internet most students just copy the answer without understanding the origin of the answer. This research method is Research and Development (R&D) with a 4-D research model (four-D) that is with define, Design, Development, and Disseminate stages. In the Development stage, the development stage of ALKI e-module media is carried out. The media development model used in this study is MDLC(Multimedia Development Life Cycle) luther-sutopo version which consists of 6 stages, namely conception, design, material collection, manufacturing process, testing and distribution. The result of the research is a mobile-based ALKI e-module product. With 0.81 validity test results declared valid,0.93 Practicality test results are practiced very practically,and 0.80 effectiveness test results are declared very effective. So, it can be concluded that alki e-module based on mobile application as a learning medium has been valid, practical and effective.


2010 ◽  
Vol 14 (3) ◽  
pp. 747-758 ◽  
Author(s):  
Aleksandra Krkoleva ◽  
Verica Taseska ◽  
Natasa Markovska ◽  
Rubin Taleski ◽  
Vesna Borozan

The paper presents the pilot Microgrid in Macedonia, developed within the framework of the MOREMICROGRIDS (EU EP6 projecet, contract No. SES6-019864) project. This Microgrid is the first of its kind being developed in the Western Balkan region and serves as pilot site for introduction and examination of the Microgrids concept in non European Union conditions. The test network consists of a part of the low voltage grid, located on a pig farm. The main electricity source for the Microgrid is a small biogas plant, which uses the biogas produced by a waste water treatment process. The paper addresses the Microgrid design, development of test scenarios and test results from the pilot location.


Author(s):  
Rina Wijayanti ◽  
Siti Napfiah

This research aims to produce products such as module, which supporter statistics courses in IKIP Budi Utomo Malang institutions. It can be used to enhance the students' ability to solve problems. This research development method using ADDIE models which include analysis, design, development, implementation, evaluation. Methods of data collection in this study include legibility test. Results of this study we concluded the step wrote statistics module that determining competency standards, specify the title of the module, arrange the contents of the module, cover design, legibility test, revision and production. Based on the conclusion that thelegibility test for aspects of language, presentation, and graphic declared valid while the worthiness aspect of the module is very valid. So based on student legibility test module does not need to be revised. 


2020 ◽  
Vol 4 (1) ◽  
pp. 62
Author(s):  
Nur Atika ◽  
Yenita Roza ◽  
Atma Murni

This research was motivated by the lack of learning tools that can improve students' Mathematical Communication Skills (KKM). Activities that can encourage students to improve KKM have not been designed by the teacher in the learning device properly. This study aims to produce learning tools by applying Problem Based Learning models to improve KKM. This development research used the ADDIE development model with the stages of Analysis, Design, Development, Implementation, and Evaluation. The results of Syllabus, RPP, LKPD and KKM validation results showed highly valid criteria with percentages of 91.67%, 91.30%, 89.09%, and 87.15%, respectively. Practicality results indicate a very practical criterion with the percentage of small group trials at 95.57%, large group trials at 96.07%, and teacher responses at 96.25%. The effectiveness test results state that KKM of students who use learning tools with PBL models is better than KKM of students who use conventional learning.


2018 ◽  
Author(s):  
Desyandri Desyandri

The research goals was to be achieved in the development of these materials is to produce an integrated thematic teaching materials are valid, practical, and effective. This research is a type of development and uses ADDIE models which consists of five phases: Analysis, Design, Development, Implementation, and Evaluation phases. Test the validity of research data obtained through the sheet validity of teaching materials. Data obtained through the sheet practicality of the impementation of lesson plans, teacher response assessment and student response assessment. Effectiveness seen from the student activity, assessment process and assessment of results. Based on the validity of test data showed that the avarage percentage of the teaching materials validator is 89.26% with the category of very valid. The test results practicalities of the implementation of lesson pland obtained 91.43% with a very good category. Rating teacher responses obtained 93.05% and 89.58% student response. The effectiveness of teaching materials seen from the student activity, obtained an avarage percentage of 85.67% with a very active category. Of the daily assessment conducted seen tends to increase student learning outcomes. Based on these results, we can conclude an integrated thematic teaching materials at Elementary School Fifth Grade using Problem Base Learning developed can be considered valid, practical, and effective.


Author(s):  
I Made Dwi Indrasanjaya . ◽  
I Made Agus Wirawan, S.Kom, M.Cs . ◽  
I Ketut Resika Arthana, S.T., M.Kom .

DIL (Dynamic Intellectual Learning) merupakan sebuah prototype pembelajaran online sebagai sebuah perubahan E-learning menuju adaptive learning. Tahapan penelitian dimulai dari analisis masalah yaitu penyebaran survey. Hasil survey berupa angket yang peneliti sebarkan ke mahasiswa Pendidikan Teknik Informatika menunjukkan bahwa sebagian besar mahasiswa setuju dengan pembelajaran menggunakan media dibandingkan pembelajaran konvensional. Kemudian tahapan penelitian dilanjutkan dengan mendesain sistem, mengembangkan coding sistem, mengimplementasi sistem, dan mengevaluasi sistem dengan uji blackbox, uji whitebox, uji ahli media, dan uji respon pengguna. Pengembangan Aplikasi Mobile Dynamic Intellectual Learning Berbasis Android adalah solusi dari permasalahan tersebut. Tujuan penelitian ini adalah untuk merancang dan mengimplementasikan “Aplikasi Mobile Dynamic Intellectual Learning Berbasis Android”. Pengembangan aplikasi Mobile Dynamic Intellectual Learning Berbasis Android menggunakan siklus hidup pengembangan perangkat lunak ADDIE (Analysis, Design, Development, Implementation and Evaluations). Bahasa pemrograman yang digunakan adalah Java, dengan software pengembangan Eclipse. Hasil dari penelitian ini yaitu perancangan dan implementasi “Pengembangan Aplikasi Mobile Dynamic Intellectual Learning Berbasis Android” dan uji blackbox, uji whitebox, uji ahli media, uji respon pengguna yaitu dari mahasiswa telah berhasil dilakukan. Seluruh kebutuhan fungsional telah berhasil diimplementasikan sesuai dengan rancangan.Kata Kunci : DIL, Android, E-Learning, Eclipse, Respon DIL (Dynamic Intellectual Learning) is a prototype of online learning as a change E-learning to adaptive learning. Stages of research starting from the analysis of the problem, namely the spread of the survey. The results of a questionnaire survey that researchers disclose to students of Informatic Technic of Education showed that most students agree with the learning using media than conventional learning. Later stages of the research continued with designing a system, developing a coding system, implement the system, and evaluate the system with blackbox testing, whitebox testing, media expert test, and user response test. Development of Mobile Dynamic Intellectual Learning Android Based Application is the solution to these problems. The purpose of this research is to design and implement "Mobile Dynamic Intellectual Learning Android Based Application". Development of Mobile Dynamic Intellectual Learning Android Based application use the software development life cycle ADDIE (Analysis, Design, Development, Implementation and Evaluations). The programming language used is Java, with Eclipse as software development. The results of this analysis is design and implementation of “Mobile Dynamic Intellectual Learning Android Based Application" and blackbox testing, whitebox testing, media expert test, and user response test. of the user, is students have been successfully performed. The entire functional requirements have been successfully implemented in accordance with the design.keyword : DIL, Android, E-Learning, Eclipse, Response


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