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Journal : JOURNAL OF SCIENCE AND SOCIAL RESEARCH

QRIS DAN PENGARUHNYA TERHADAP IMPULSIVE BUYING PADA MASYARAKAT KOTA MEDAN Lubis, Kartika Sari; Winata, Edi; Sulaiman, Fahmi
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 1 (2025): February 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i1.2745

Abstract

Abstract: Quick Response Indonesia Standard (QRIS) is one of the payment methods used by server-based electronic money applications, electronic wallets or mobile banking and has the potential to expand the acceptance of national non-cash payments more efficiently. The growing innovation towards digital payment has in fact changed people's lifestyles, especially in Medan city, which has led to impulsive buying behaviour, which is an irrational purchase and is associated with a quick and unplanned purchase, followed by a conflict of thoughts and emotional impulses. About 41% of Generation Z customers are impulsive shoppers, followed by 34% of Millennials and 32% of Generation Xers. The urgency of this research is to analyse the behavioural model of using the QRIS application as an effort to avoid impulsive buying. Based on the PwC (Pricewaterhouse Coppers) survey related to Global Consumer Insight, it illustrates how the digital payment system is turning into a trend or what is commonly called a cashless society. The survey results noted that 47% of respondents in Indonesia currently use digital payments. The purpose of this study is to avoid impulsive buying for QRIS users with the Unified Theory of Acceptance and Use of Technology (UTAUT) model in the context of information technology acceptance which integrates the technology acceptance domain into one user behaviour as the main dependent variable. This research method combines quantitative and qualitative analysis (mix method) conducted in Medan City with the object of research is QRIS users in making offline transactions who make transactions at Coffeeshop which is visited by Generation Z, namely Starbucks, Zircon Chill Coffee Shop, Doppio Coffee Shop, Palms Medan Coffee Shop, Mano Indonesia, Lorong Coffeeshop, FORE, and Hardapana Cffeeshop) and Fashion Stores at Sun Plaza and Deli Park Mall and the help of Structural Equation Model Partial Least Square (SEM PLS) as the method used to see behavioural relationships. The results of the study state that QRIS affects impulsive buying in people in Medan city. The testing of hypotheses to research this proves that the performance of expectancy or expectations of them were found significant performance intention or intention users behavior.This means performanace expectancy affect behavior intention that the use of the digital qris very fast and efficient. Keywords: QRIS, Impulsive Buying, Mobil Banking, Cashless society, global consumer                  insight. Abstrak: Quick Response Indonesia Standard (QRIS) merupakan salah satu metode pembayaran yang digunakan oleh aplikasi uang elektronik berbasis server, dompet elektronik atau mobile banking dan berpotensi memperluas penerimaan pembayaran nontunai nasional secara lebih efisien. Inovasi yang berkembang terhadap digital payment faktanya merubah gaya hidup masyarakat khususnya di kota Medan yang menimbulkan perilaku impulsive buying yaitu pembelian tidak rasional dan diasosiasikan dengan pembelian yang cepat dan tidak direncanakan, diikuti oleh adanya konflik fikiran dan dorongan emosional. Sekitar 41% pelanggan Generasi Z adalah pembelanja impulsive, diikuti oleh 34% generasi Milenial dan 32% Generasi X. Urgensi penelitian ini adalah untuk melakukan analisis model perilaku penggunaan aplikasi QRIS sebagai upaya untuk menghindari impulsive buying. Berdasarkan survei PwC (Pricewaterhouse Coppers) berkaitan dengan Global Consumer Insight memberikan gambaran betapa sistem pembayaran digital berubah menjadi tren atau yang biasa disebut dengan cashless society. Hasil survey mencatat 47% responden di Indonesia saat ini menggunakan digital payment. Tujuan penelitian ini untuk menghindari impulsive buying bagi pengguna QRIS dengan model Model Unified Theory of Acceptance and Use of Technology (UTAUT) dalam konteks penerimaan teknologi informasi yang mengintegrasikan domain penerimaan teknologi ke dalam satu perilaku pengguna sebagai variabel dependen utama. Metode penelitian ini menggabungan analisis kuantitatif dan kualitatif (mix method) yang dilakukan di Kota Medan dengan objek penelitian adalah pengguna QRIS dalam melakukan transaksi offline yang melakukan transaksi di Coffeeshopyang banyak didatangi oleh Generasi Z yaitu Starbucks, Zircon Chill Coffee Shop, Doppio Coffee Shop, Palms Medan Coffee Shop, Mano Indonesia, Lorong Coffeeshop, FORE, dan Hardapana Cffeeshop) serta Fashion Store di Sun Plaza dan Deli Park Mall dan bantuan Structural Equation Model Partial Least Square (SEM PLS) sebagai metode yang digunakan untuk melihat hubungan perilaku Pengujian hipotesis pada penelitian ini membuktikan bahwa performance expectancy atau ekspektasi kinerja berpengaruh signifikan postif terhadap behavior intention atau niat pengguna. Hal ini berarti performanace expectancy mempengaruhi behavior intention bahwapenggunaan pembayaran digital QRIS sangat cepat dan efisien. Kata kunci: QRIS,  Pembelian  Impulsiive,  Mobile  Banking,  Uang  Tunai,  Masyarakat,  Global
PENGARUH BRAND AWARENESS, BRAND IMAGE, DAN TRUST TERHADAP MINAT GENERASI Z MENGGUNAKAN APLIKASI WONDR BY BNI Yuningsi, Yuningsi; Lubis, Kartika Sari
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.4891

Abstract

Abstract: The rapid growth of financial technology (fintech) has prompted banks to innovate, one of which is through digital applications like WONDR by BNI. Generation Z, as digital natives, represents a promising market segment but is highly selective. Their interest in adopting an application is significantly shaped by their perceptions of the brand. This study examines the simultaneous and partial effects of Brand Awareness (X1), Brand Image (X2), and Trust (X3) on Generation Z's Interest (Y) in using the WONDR by BNI application. Data were gathered through an online survey involving 125 Generation Z respondents who were either aware of or had used the WONDR app, selected using purposive sampling. The data were analyzed using multiple linear regression with SPSS software to assess the impact of independent variables on the dependent variable, tested through t-tests (partial) and F-tests (simultaneous). The results revealed that, simultaneously (F-test), all three independent variables—Brand Awareness, Brand Image, and Trust—had a significant effect on Purchase Interest. Individually (t-test), each of the independent variables was found to have a significant and positive influence on Generation Z's interest. The standardized regression coefficients (Beta) indicated that Trust (X3) was the most influential variable (Beta = 0.511; sig. 0.000), followed by Brand Image (X2) (Beta = 0.487; sig. 0.000), and Brand Awareness (X1) (Beta = 0.388; sig. 0.000). These findings conclude that Brand Awareness, Brand Image, and Trust, both collectively and individually, significantly influence Generation Z's interest in using the WONDR by BNI application. Keyword: Brand Awareness, Brand Image, Trust, Interest Generation Z Abstrak: Pertumbuhan pesat teknologi keuangan (fintech) telah mendorong bank untuk berinovasi. Salah satu contohnya adalah pengembangan aplikasi digital seperti WONDR oleh BNI. Sebagai generasi digital, Generasi Z mewakili segmen pasar yang menjanjikan dan sangat selektif. Keputusan mereka untuk mengadopsi suatu aplikasi sangat dipengaruhi oleh persepsi mereka terhadap merek. Penelitian ini menganalisis efek simultan dan parsial dari brand awareness (X1), brand image (X2), dan trust (X3) terhadap Minat Generasi Z (Y) dalam menggunakan aplikasi WONDR oleh BNI. Data dikumpulkan melalui survei online terhadap 125 responden aGenerasi Z yang mengetahui atau pernah menggunakan aplikasi WONDR. Responden ini dipilih menggunakan metode sampling purposif. Analisis regresi linier berganda dilakukan menggunakan SPSS untuk menilai dampak variabel independen terhadap variabel dependen, dengan efek diuji melalui uji t (parsial) dan uji F (simultan). Hasil menunjukkan bahwa ketiga variabel independen: brand awareness, brand image, trust memiliki pengaruh signifikan terhadap minat menggunakan secara simultan (uji F). Secara individu (uji t), setiap variabel independen ditemukan memiliki pengaruh positif yang signifikan terhadap minat Generasi Z. Koefisien regresi standar (Beta) menunjukkan bahwa trust (X3) adalah variabel yang paling berpengaruh (Beta = 0.511; sig. 0.000), diikuti oleh brand image (X2) (Beta = 0.487; sig. 0.000) dan brand awareness (X1) (Beta = 0.388; sig. 0.000). Kata kunci: Brand Awareness, Brand Image, Trust, Minat Menggunakan 
PENGARUH KUALITAS PELAYANAN, KUALITAS PRODUK DAN CUSTOMER ENGAGEMENT DI MEDIA SOSIAL TERHADAP KEPUASAN KONSUMEN PADA KALASUA CAFE Wati, Melia; Lubis, Kartika Sari
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 8, No 4 (2025): November 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i4.4888

Abstract

Abstract: The aim of this study is to analyse the influence of service quality, product quality, and customer engagement through social media on consumer satisfaction at Kalasua Cafe. The quantitative approach used involved a survey and multiple linear regression analysis, with 380 respondents. The results of the study showed that all three variables had a significant impact on customer satisfaction. Service quality had a positive significant influence, while product quality and customer engagement showed a small negative influence. The study concludes that improving service quality, product consistency, and active customer engagement through social media can enhance customer satisfaction and loyalty. The results of this study contribute to the development of consumer-based marketing strategies in the cafindustry. Keywords: service quality; product quality; customer engagement; customer satisfaction; social media. Abstrak: Penelitian ini bertujuan untuk menganalisis pengaruh kualitas pelayanan, kualitas produk, dan customer engagement melalui media sosial terhadap kepuasan konsumen di Kalasua Cafe. Metode yang digunakan adalah pendekatan kuantitatif dengan desain survei dan analisis regresi linear berganda, melibatkan 380 responden. Hasil penelitian menunjukkan bahwa ketiga variabel secara simultan berpengaruh signifikan terhadap kepuasan konsumen. Kualitas pelayanan memiliki pengaruh positif yang signifikan, sementara kualitas produk dan customer engagement menunjukkan pengaruh negatif yang kecil. Penelitian ini menyimpulkan bahwa peningkatan kualitas pelayanan, konsistensi produk, serta interaksi aktif dengan pelanggan melalui media sosial dapat meningkatkan kepuasan konsumen dan loyalitas pelanggan. Hasil penelitian ini memberikan kontribusi pada pengembangan strategi pemasaran yang berbasis pada kepuasan konsumen dalam industri kafe. Kata kunci: kualitas pelayanan; kualitas produk; customer engagement; kepuasan konsumen; media sosial.