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RANCANGAN HUMAN RESOURCES ANALYTICS UNTUK PELATIHAN KARYAWAN PEMASARAN PENJUALAN DI RESTORAN X Triningtyas Elisabeth Putri Gusti; Theresia Gunawan; Agus Gunawan
Jurnal Administrasi Bisnis Vol. 18 No. 2 (2022)
Publisher : Business Administration Department - Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26593/jab.v18i2.6175.167-188

Abstract

The increasing number of restaurants leads to competition in service, the restaurant will provide perfect service to keep consumers visiting again. The quality of reliable human resources in service, especially in the marketing and sales divisions, is the best way said restaurant owners according to restaurant representatives. Training and development will create quality human resources that adapt to service developments. These services are business-to-business and business-to-consumer which have different consumer characteristics. The research purpose is to examine human resource analytics information systems in determining prospective employees’ training with limited funds.. Interviews and focus group discussions were conducted in this study. A qualitative approach using the business challenge bundle method and business process model and notation is used to analyze the data. Data was collected from interviews and focus group discussion.There are five stages of the module. The first module is about the skill map, the second is the training map, the third is the performance map, the fourth is about the behavior map, and the fifth is the design of the Human Resource Analytics system which has been integrated from modules 1 to 4.
RANCANGAN SISTEM INFORMASI BERBASIS HUMAN RESOURCES ANALYTICS PT. BANK X Andrew Harnadi; Theresia Gunawan; Agus Gunawan
Jurnal Administrasi Bisnis Vol. 18 No. 2 (2022)
Publisher : Business Administration Department - Universitas Katolik Parahyangan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26593/jab.v18i2.6186.189-203

Abstract

PT. Bank X is a bank that has customers in Indonesia, which makes this bank on a local scale that only has branch offices in Indonesia. Banks with local scale have limited products such as loans and deposits. In the Covid-19 period, most Indonesian citizens preferred to save money and the consumptive rate decreased. This causes customers who want to save money also increase. Bank X requires to improve the performance of marketing staff by providing proper training. The research objective is to design an information system based on human resources analytics that can recommend appropriate training for marketing staff. This study uses descriptive analytical research types and case study research methods. The data collection was obtained through interviews, focus group discussion, and observations on information systems, developments and problems faced by PT. Bank X. Data analysis techniques use BPMN to describe the actual process that already exists and the proposed improvements for PT.Bank X. The results show information systems design based on HRA, which can recommend marketing staff who will be given training with the competencies required by the company. With this information system design, it is expected that companies can provide investment training to the right marketing staff.
Pengaruh Literasi Digital terhadap Perilaku Kerja Inovatif di Perusahaan BPRS Amanah Rabbaniah Fasya Fransisca; Angela Caroline; Yoke Pribadi Kornarius; Theresia Gunawan; Agus Gunawan
MES Management Journal Vol. 3 No. 1 (2024): MES Management Journal 
Publisher : MES Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/mesman.v3i1.199

Abstract

Digital transformation has put tremendous pressure on every company that requires its workers to be able to innovate in using technology. This study will show the extent to which digital literacy affects innovative work behavior at the BPRS Amanah Rabbaniah company. The operation of the banking industry relies heavily on digital technology, but the innovation gap is limited due to banking regulations from the government. This study aims to find out the extent to which employee’s innovative work behavior can be influenced by employee digital literacy. This research uses a survey method, where data collection uses a digital questionnaire distributed to 50 employees. The data was processed using a simple linear regression test to prove the effect of digital literacy on innovative work behavior. Furthermore, the data is presented in a frequency distribution table to find the tendency of respondents' answers. The results of data processing show that digital literacy affects innovative work behavior. All indicators in digital literacy have a good category, while in IWB there are 2 indicators that have a sufficient category. The findings of this study indicate that in banking companies the workflow is fully supervised by OJK & existing BI regulations, so that employees get job instructions directly from superiors or leaders where employees cannot simply provide innovative ideas at work but do not rule out the possibility for workers to continue to innovate in the use of digital technology at their work.
Evaluasi Strategi Bersaing Maxi's Resto Zalvatania Salma Sabira; Sanerya Hendrawan; Theresia Gunawan; Agus Gunawan
Economic Reviews Journal Vol. 3 No. 2 (2024): Economic Reviews Journal
Publisher : Masyarakat Ekonomi Syariah Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/mrj.v3i2.198

Abstract

As time goes, many people have developed and ran businesses especially culinary businesses. Culinary businesses could be categorized as primary needs or for lifestyle needs. Since the coming of the Covid-19 pandemic made the decline in culinary businesses in Indonesia and it’s hard to hold on to them. One of the surviving restaurant that could survive until now is Maxi’s Resto which located in Bandung City. Maxi’s Resto is a restaurant that has a modern-european concept and located in the heart of Bandung City. Because of the geographical location, Maxi’s Resto has a lot of competitors that proves to be a challenge for the restaurant to be ahead from other restaurants. This research is done using internal analysis which is the Resource Based Theory to know the resources that the company has and the capability also external analysis which is the Porter Five Force to know how macro and micro environment can affect the company. Doing SWOT analysis to group up the factors internal and external of the company. Then IFE, EFE, and IE Matrix is used to count the final score of the processed data. According to the research, it was concluded that Maxi’s Resto has done some adaptive changes to adapt with the environment condition. Maxi’s Resto is still in the process of adaptation and trying to stabilize and recoup the losses that happened during the pandemic. Maxi’s Resto should be more active in the online marketing so they could reach more consumers. Seeing the resource factor that the company possesses, Maxi’s Resto has more prospect to grow very well and able to put itself in a favorable position in the industrial competition now if the company is able to manage their business well.
Perencanaan Strategi Bersaing Kafe W.E.K.O.F Gadis Mulia Reski; Dian Sadeli; Theresia Gunawan; Agus Gunawan
Transformasi Manageria:   Journal of Islamic Education Management Vol 4 No 2 (2024): Transformasi Manageria: Journal of Islamic Education Management 
Publisher : PKP Fakultas Syariah LPPM IAI Nasional Laa Roiba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/manageria.v4i2.6558

Abstract

In Indonesia, the café business continues to thrive because it is considered a profitable In Indonesia, the cafe business continues to thrive because it is considered profitable and worth considering. The large number of business people trying to enter the culinary business has caused competition among culinary business people to be relatively high. W.E.K.O.F Cafe must have the right business strategy to compete with competitors. This research is descriptive qualitative research with the aim of explanatory research through case studies. Data collection using a semi-structured interview method. This study uses primary and secondary data sources. Analysis of the internal and external environment is used to determine what strategy W.E.K.O.F Cafe needs now. This study uses the Value Chain to analyze the company's internal as well as using PESTEL and Porter's Five Forces to analyze the influence of the micro and macro environment on the company. SWOT analysis is used to produce strategic designs suitable for companies to implement. Then, the IFE, EFE, IE, CPM, GS, and Quantitative Strategic Planning Matrix (QSPM) matrices are used for data processing. Based on the research results, it can be concluded that the W.E.K.O.F Cafe has not been optimal in designing strategies. The owner still takes decision-making as a whole. Alternative strategy suggestions that can be done is market development.
Pengaruh Service Quality dan Online Marketing terhadap Customer Loyalty dan Repurchase Intention, Studi Kasus Brand Eiger Farhan Rafiqi; Theresia Gunawan
Economic Reviews Journal Vol. 3 No. 3 (2024): Economic Reviews Journal
Publisher : Masyarakat Ekonomi Syariah Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56709/mrj.v3i3.222

Abstract

This research aims to determine the moderating influence of Online Marketing between Service Quality-Customer Loyalty and the mediating influence of Customer Loyalty between Service Quality-Repurchase Intention in the Eiger brand case study. This research is aimed at people who have purchased at least once from the Eiger brand and have seen advertisements on social media. The total sample from the population in this study was 125 respondents who filled out the questionnaire with the help of Google Form. The analysis technique was carried out using Smart PLS with the SEM method. The results of this research prove that Online Marketing does not moderate the influence between Service Quality - Customer Loyalty and Customer Loyalty has a mediating influence between Service Quality - Repurchase Intention.
A Conceptual Framework of Mobile Payment System Adoption and Use in Southeast Asia Chang, Andreas; Gunawan, Theresia; Sumarwan, Ujang
JAS (Journal of ASEAN Studies) Vol. 11 No. 2 (2023): Journal of ASEAN Studies
Publisher : Centre for Business and Diplomatic Studies (CBDS) Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/jas.v11i2.8815

Abstract

The research aims to investigate the factors affecting consumers' adoption and use of Mobile Payment Systems (MPS) in Southeast Asia. Extant theoretical models need to be extended to cover the unique features of mobile payment technology. A Systematic Literature Review (SLR) is conducted to analyse theoretical models utilized to predict the adoption and use of mobile payment. A total of 60 studies about adoption and use of MPS is analysed. The results of the investigations employ the Technology Acceptance Model (TAM), Unified Theory of Acceptance and Use of Technology (UTAUT), and Diffusion of Innovation model (IDT). It reveals that there are inconsistencies in determinants of behavioral intention to adopt and use MPS. Among them are performance expectancy, effort expectancy, and social influence. The review also unveils the use of other determinants to predict behavioral intention to adopt and use MPS, such as perceived security, perceived risks, perceived trust, attitude, and financial incentives to lure new users. The researchers propose a conceptual framework for MPS adoption and use that includes four moderators: gender, age, educational level, and income level. The research contributes to the theory and practice by explicating relevant factors predicting behavioral intention to adopt and use mobile payment in the ASEAN region.  Moreover, the SLR offers opportunities for future investigations.
CUSTOMER EXPERIENCE OF MULTI-SERVICE PLATFORM: THE MEDIATING ROLE BETWEEN BRAND EXTENSION STRATEGY AND BRAND IMAGE Hermawan, Daniel; Gunawan, Theresia; Li, Zhiwen
Dinasti International Journal of Management Science Vol. 2 No. 1 (2020): Dinasti International Journal of Management Science (September - October 2020)
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31933/dijms.v2i1.555

Abstract

As the pioneer in multi-service platform, GO-JEK faces tight competition from other similar type of businesses. GO-JEK extends its product through a lot of extensions to strengthen GO-JEK’s position. This research aims to analyze the impact of brand extension strategy on brand image with customer experience as the mediating role. The type of research is explanative, research method using survey with quantitative approach, and data analyze using Sobel test to determine the impact of brand extension strategy on brand image with customer experience as the mediating role. Based on data analyze result from 378 samples, brand extension strategy gives significant contribution to customer experience, customer experience gives significant contribution to brand image, brand extension strategy gives significant contribution to brand image, and brand extension strategy through customer experience give significant contribution to brand image. So there’s mediating role of customer experience to mediating the impact of brand extension strategy on brand image of GO-JEK in Bandung.
Pengalaman Pelanggan dalam Menggunakan Asisten Virtual Chatbot: Komparasi Aplikasi E-Commerce Indonesia Anita Subari, Fransiska; Gunawan, Theresia; Hermawan, Daniel
MANDAR: Management Development and Applied Research Journal Vol 7 No 1 (2024): Vol 07, No 01 (2024): December (2024)
Publisher : Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/mandar.v7i1.4424

Abstract

Asisten virtual merupakan salah satu produk pengembangan teknologi yang memungkinkan perusahaan untuk memberikan layanan bantuan kepada pelanggan sepanjang hari tanpa batasan waktu dan tempat. Tujuan dari penelitian ini adalah untuk membandingkan pengalaman pelanggan dari empat aplikasi, yaitu Tokopedia, Shopee, Gojek, dan Grab. Pengalaman pelanggan diukur melalui aspek user friendly, kecepatan, kemudahan, dan kepercayaan. Pengumpulan data dilakukan dengan melakukan survei kepada 181 responden di Kota Bandung yang merupakan pengguna salah satu aplikasi tersebut. Data dianalisis secara kuantitatif untuk memperjelas perbandingan pengalaman pelanggan dari setiap aspek. Penelitian ini mencoba membandingkan empat e-commerce dengan jenis bisnis yang berbeda. Gojek dan Grab lebih fokus pada layanan transportasi dan pengiriman, sedangkan Shopee dan Tokopedia fokus pada pangsa pasar. Hasil penelitian ini menunjukkan bahwa secara keseluruhan pengguna memiliki pengalaman positif dalam semua aspek dan Grab telah memberikan pengalaman layanan pelanggan virtual terbaik. Tokopedia dan Shopee dapat mengakomodasi pengguna untuk berkomunikasi secara interaktif dengan penjual secara langsung, sedangkan Gojek dan Grab berperan sebagai perantara dalam pola komunikasi asisten virtual chatbot. Penelitian ini merupakan rekomendasi yang berlaku bagi e-commerce dalam memberikan layanan yang berorientasi pada pengguna daripada mengandalkan kecerdasan buatan chatbot
Menjelajahi Peran Gamifikasi Dalam Loyalty Program Di Indonesia Nugraha, Willy Arya; Gunawan, Theresia; -, Istiharini
YUME : Journal of Management Vol 7, No 2 (2024)
Publisher : Pascasarjana STIE Amkop Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37531/yum.v7i2.6796

Abstract

Penelitian ini mengeksplorasi penerapan gamifikasi dalam program loyalitas aplikasi mobile di Indonesia, berfokus pada perilaku konsumen. Menggunakan metode tinjauan literatur dari 20 artikel yang diperoleh melalui Google Scholar antara tahun 2014 hingga 2024, penelitian ini mengkaji program loyalitas yang menggunakan elemen gamifikasi. Hasil penelitian menunjukkan bahwa gamifikasi efektif meningkatkan kepuasan pelanggan, keterlibatan, dan loyalitas melalui pengalaman yang menyenangkan dan bermanfaat. Berbagai perusahaan di Indonesia telah berhasil mengintegrasikan elemen seperti poin, level, papan peringkat, tantangan, dan hadiah dalam program loyalitas mereka. Namun, penerapan gamifikasi menghadapi tantangan seperti desain yang tidak sesuai dengan audiens, infrastruktur digital yang belum merata, dan hadiah yang kurang menarik. Kesimpulan penelitian menekankan pentingnya empat pilar utama untuk keberhasilan gamifikasi: mekanika yang sederhana dan menyenangkan, integrasi dengan kebutuhan pelanggan, rasa terhubung dan komunitas, serta estetika yang menarik dan kemudahan penggunaan. Gamifikasi, jika diterapkan dengan tepat, memiliki potensi besar untuk meningkatkan loyalitas pelanggan dan mencapai tujuan bisnis di era digital yang kompetitif.