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Human Resource Management Strategy In Handling Turnover Using A Design Thinking Approach In Aquaculture Startup Companies Alfian, Nurkholis; Zulaikha, Ellya; Yusak Anshori, Mohamad
Jurnal Ekonomi dan Bisnis Vol 25, No 1 (2024): JURNAL EKONOMI DAN BISNIS
Publisher : Department of Management, Faculty of Economics, Universitas Islam Sutan Agung, Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30659/ekobis.25.1.88-98

Abstract

A startup company must have resilience in facing various challenges, including operational issues such as employee turnover. Human Resource Management (HRM) plays a crucial role in controlling the activities and operational productivity of the company. This research aims to identify employee responses and the causes of issues related to human resources problems (employee turnover) in the company. The method used in this research employs the Design Thinking approach, which involves the stages of empathy, define, ideate, prototype, and test. The empathy stage is conducted by gaining a deeper understanding of the problem through situation analysis, questionnaire surveys, and interviews. In the define stage, the identification of in-depth problem exploration results in the formulation of a point of view on the problem, and questions (how might we) are created to explore as many ideas as possible. The accumulated ideas are then selected through DOT Voting to choose the best idea. The selected idea in this study is a mental health program for employees expected to reduce employee turnover rates. The resulting prototype is a meditation program for employees. Testing the program yields satisfying feedback, with employees enjoying and feeling their well-being accommodated by the company. Therefore, this program can enhance employee productivity and foster a healthy mind and soul.
Transformasi Digital pada Industri Kerajinan berbasis Upcycling: Wahmuda, Faza; Zulaikha, Ellya; Fabroyir, Hadziq
Jurnal Desain Indonesia. Vol 7 No 1 (2025): Lokalitas dan Perbincangan Budaya dalam Desain
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v7i1.500

Abstract

Perkembangan teknologi digital saat ini memberikan kemudahan akses bagi berbagai industri, termasuk industri kerajinan yang mulai mengadopsi transformasi digital dalam proses bisnisnya. Namun, industri kerajinan berbasis upcycling masih relatif kurang dieksplorasi. Industri ini melibatkan penggunaan kembali bahan atau barang yang tidak terpakai untuk menciptakan produk yang bernilai lebih tinggi dari keadaan aslinya. Konsep ini sejalan dengan inisiatif pemerintah terkait industri hijau dan penerapan ekonomi sirkular. Industri kerajinan berbasis upcycling menghadapi tantangan seperti keterbatasan bahan baku, eksplorasi bentuk produk, sumber daya manusia yang terampil, inovasi, dan pengembangan desain produk. Penelitian ini menganalisis literatur tentang industri kerajinan berbasis upcycling, dengan fokus pada lima variabel utama: Transformasi Digital (DT), Ekonomi Sirkular (CE), Desain dan Inovasi Produk (PDI), Penciptaan Nilai Berkelanjutan (SVC), dan Upcycling (U). Metodologi yang digunakan adalah Tinjauan Literatur Sistematis (SLR), dengan mengambil artikel yang terindeks di Scopus dari basis data ProQuest dan ScienceDirect melalui fase identifikasi, penyaringan, kelayakan, dan penyertaan. Oleh karena itu, 105 artikel dipilih dan dianalisis menggunakan meta-analisis dalam NVivo 12 Pro berdasarkan fokus pembahasan dan hubungan variabel dalam konteks industri kerajinan berbasis daur ulang. Temuan penelitian ini mengungkapkan bahwa kebutuhan penelitian dalam konteks transformasi digital (DT) sangat penting dalam memajukan praktik daur ulang. Integrasi teknologi digital ke dalam proses desain, produksi, dan distribusi dapat memberikan kontribusi yang signifikan untuk mempromosikan penciptaan nilai berkelanjutan dan inovasi desain produk. Kesimpulan dari penelitian ini mengidentifikasi area potensial untuk penelitian lebih lanjut dan mengisi kesenjangan pengetahuan yang terkait dengan potensi transformasi digital (DT) dalam industri kerajinan berbasis daur ulang.
Pembuatan Katalog Desain Produk Lampu Estetik Sebagai Pemanfaatan Limbah Material Galvalum di PT Sumber Mas Gemilang Krisbianto, Ari Dwi; Zulaikha, Ellya; Rezkita, Katon Ageng; Putri, Nurul Idzi Lutvi; Kurniawan, Arie; Yulardi, Audit; Purwanita, Nadia Septarina
Sewagati Vol 9 No 1 (2025)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v9i1.2462

Abstract

Material galvalum termasuk dalam kategori material paling laris di pasar Indonesia karena karakteristiknya yang kuat dan ringan. Pada kesempatan kali ini, PT Sumber Mas Gemilang yang merupakan industri produksi galvalum dengan Cold Roll Forming, bersedia menjadi sasaran pengabdian masyarakat dalam menghasilkan guideline atau panduan berupa katalog hasil eksplorasi material limbah galvalum menjadi produk lampu estetik. Material limbah galvalum ini dipilih karena produk sisa produksi yang selanjutnya menjadi limbah industri menjadi suatu masalah serius bagi PT Sumber Mas Gemilang. Walaupun menjadi limbah industri, kondisi limbah galvalum masih layak guna karena bersifat kuat, tahan lama, mudah dibentuk, serta masih memungkinkannya eksplorasi menjadi produk tiga dimensi yang memiliki nilai fungsi dan estetika. Produk lampu estetika dipilih karena merupakan produk yang memiliki demand value tinggi pada masyarakat serta kesesuaiannya dengan karakteristik limbah galvalum dalam hal proses pembentukan dan produksi. Tujuan dibuatnya katalog yang merupakan panduan pembuatan produk dari material limbah industri galvalum bagi PT Sumber Mas Gemilang ini adalah agar ke depannya ITS bersama PT Sumber Mas Gemilang dapat terjun pada masyarakat serta melakukan pemberdayaan masyarakat berdasarkan hasil dari katalog panduan tersebut untuk ikut berperan pada lingkup sustainability dan ekonomi sirkular.
Overcome Challenge Digital Literacy Of UMKM Garment Industry Through Approach Collaborative And Technology Simple : Study CST UMKM Case Changgriawan, Sherlita Mentari; Zulaikha, Ellya
EKOMBIS REVIEW: Jurnal Ilmiah Ekonomi dan Bisnis Vol 13 No 2 (2025): April
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/ekombis.v13i2.7535

Abstract

Small and Medium Enterprises (SMEs) in Indonesia, particularly in the garment sector, hold great potential but face significant challenges in technology adoption. This study aims to identify the right digitalization strategy for CST Garment SMEs, focusing on the issue of low digital literacy. Using a Design Thinking approach, the research analyzes challenges and stakeholder needs, proposing solutions based on empirical data from observations and in-depth interviews. The findings show that implementing simple technologies like Google Sheets, CamScanner, and Google Drive improved efficiency by 88.88%, reduced reliance on manual systems, and enhanced data accuracy. Meanwhile, digital marketing testing through Instagram demonstrated a reach of 67,100 and increased followers from 0 to 1,148, proving the effectiveness of digital marketing in expanding market reach. This research proposes strategic steps for SMEs to tackle digitalization challenges: 1) Identifying catalysts for digitalization, 2) A personalized approach based on SME capacity, 3) Collaboration with stakeholders to develop relevant solutions, 4) Gradual implementation with project management, and 5) Continuous evaluation and success measurement. The study highlights the need for developing a digitalization evaluation framework for SMEs and policies supporting digital adoption. Further research is required to explore success factors in garment SME digitalization in Indonesia.
Cranioplasty Training Innovation Using Design Thinking: AugmentedReality and Interchangeability-Based Mannequin Prototype Kuswanto, Djoko; Alifah Putri, Athirah Hersyadea; Zulaikha, Ellya; Apriawan, Tedy; Pamungkas, Yuri; Triandini, Evi; Jafari, Nadya Paramitha; Chusak, Thassaporn
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 24 No. 3 (2025)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v24i3.5055

Abstract

Cranioplasty, a surgical procedure to reconstruct the anatomical structure of the human skull, is commonlyperformed in Indonesia due to the malignancy of diseases, traffic accidents, and workplaceinjuries. If left untreated, this condition can lead to serious complications. Although cranioplasty isgenerally considered a relatively easy surgery, it has a fairly high postoperative complication rate ofaround 10.3%. The decreasing availability of cadavers for anatomical studies has significantly limitedtraining opportunities. Therefore, efficient and effective training tools are essential, especially whentraditional resources are insufficient to meet educational needs. Additionally, the training capabilitiesof commercially available mannequins or replicas used in medical institutions remain limited. Themain objective of this project was to develop a smart, modular cranioplasty training mannequin designedfor repeated use, incorporating Augmented Reality (AR) technology to visualize anatomicalstructures that cannot be physically replicated. Using a design thinking approach, data was collectedthrough interviews with neurosurgeons, neurosurgery residents, and cranioplasty specialists, as well asthrough a review of relevant literature. Usability testing of the developed prototype yielded promisingresults, with high ratings for ease of use (4.8), training effectiveness (4.5), anatomical realism (4.3),and material durability (4.5) on a 5-point Likert scale. These findings demonstrated strong user approvaland confirmed the model’s potential to support surgical skill development in a practical andreproducible manner. The resulting AR-integrated training mannequin offers an innovative, engaging,and durable solution to address current challenges in neurosurgical education, especially in resourceconstrainedsettings.
Enhancing the Visibility of Handicraft-Based MSMEs through Strategic Web Design Nisa, Atifa Raidatun; Zulaikha, Ellya
Journal of Management Studies and Development Vol. 4 No. 03 (2025): Forthcoming Issue - Journal of Management Studies and Development
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/jmsd.v4i03.1223

Abstract

This study aims to develop a strategic web design approach for micro or small enterprises focusing on workshop-based creative industries, using FGH (an enterprise specializing in handcrafted shibori techniques) as a case study. The research adopts a design thinking approach, encompassing five stages: empathize, define, ideate, prototype, and test. Data were collected through interviews and observations involving the business owner and potential customers. Two key personas emerged: “The Curious Creative” and “The Craft Entrepreneur,” with the design focus on the latter. During the define stage, user needs were synthesized using the empathy map, Customer Journey Map (CJM), and Value Proposition Canvas (VPC). The ideate phase involved collaborative brainstorming sessions guided by the five dimensions of experiential marketing: sense, feel, think, act, and relate. Ideas were then validated with stakeholders for relevance and feasibility. The findings reveal a demand for a digital platform that not only provides workshop information but also supports learning processes, community engagement, and access to an alumni marketplace. This research contributes to understanding user-centered digital strategies for creative micro-enterprises, particularly those offering experiential-based services.
Strategi Pengembangan Layanan Vending Machine Terintegrasi Untuk Meningkatkan Pengalaman Pengguna Wisnu Gardewo, Untoro; Zulaikha, Ellya
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v10i9.61494

Abstract

Perkembangan teknologi layanan mandiri yang pesat mendorong institusi keuangan menyediakan sarana transaksi yang praktis, salah satunya melalui Vending Machine (VM). Octo Vending, sebagai VM milik sebuah bank swasta, telah tersebar di berbagai lokasi dengan pengelolaan oleh beberapa operator yang memiliki tampilan antarmuka berbeda. Hal ini menyebabkan inkonsistensi pengalaman pengguna sehingga proses transaksi menjadi tidak efisien. Selain itu, Octo Vending menghadapi tantangan dalam mengintegrasikan penjualan produk fisik dan digital secara mudah dan terakses. Penelitian ini bertujuan untuk memberikan rekomendasi strategi integrasi desain antar muka guna meningkatkan konsistensi dan kualitas pengalaman pengguna. Pendekatan design thinking dengan tahapan empathize, define, ideate, prototype, dan test digunakan dalam perancangan solusi. Evaluasi dilakukan menggunakan User Experience Questionnaire (UEQ). Hasil dari penelitian ini adalah berdasarkan evaluasi UEQ, terhadap Octo Vending desain lama dan desain baru didapatkan hasil bahwa pada Octo Vending desain lama hasil pengujian menunjukkan keseluruhan aspek masuk pada kategori “bad”, dengan detail aspek attractiveness -0,80, perspicuity -1,70, efficiency -1,27, dependability -0,62, stimulation -0,86, dan novelty -0,82. Sedangkan pada purwa rupa Octo Vending desain baru, hasil pengujian secara keseluruhan aspek masuk pada kategori “Excellent”, dengan detail aspek attractiveness 2,63, perspicuity 2,70, efficiency 2,80, dependability 2,76, stimulation 2,61, dan novelty 2,74. Oleh karena itu, dapat disimpulkan bahwa rancangan baru berhasil meningkatkan pengalaman pengguna dengan baik.