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Model Gamifikasi pada Aplikasi Smart City sebagai Solusi Pemerintah untuk Meningkatkan Partisipasi Warga Winona Almira; Wiguna Alodia
JUPIIS: JURNAL PENDIDIKAN ILMU-ILMU SOSIAL Vol 11, No 2 (2019): JUPIIS (JURNAL PENDIDIKAN ILMU ILMU SOSIAL) DESEMBER
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jupiis.v11i2.14377

Abstract

its implementation, a smart city needs collaboration between government, people, and technology. From those elements, the human factor is the important thing that determines the success of a Smart city. However, in fact, the percentage of Indonesian citizens accessing government-owned sites and applications is still very low, less than 15%. This study aims to provide recommendations for a more interesting Smart City application design through gamification concept. In this study, a qualitative approach with Six Sigma method was conducted on millennial respondents in several major cities in Indonesia. From the study results, 87% of users feel more interested in the modified application. This innovation is expected to lead to increased citizen involvement. This innovation will not only improve citizen participation but also can be an effective solution to improve the quality of citizens to become Smart People, as initial capital in building Smart Economy.  
DESAIN MODEL KANVAS PADA PENGEMBANGAN BISNIS PRODUK INOVASI UNTUK MEMENANGKAN SEGMEN PASAR MILENIAL (STUDI PADA PT. TELEKOMUNIKASI INDONESIA, Tbk) Winona Almira; Tanti Handriana
Jurnal Manajemen Dayasaing Vol 21, No 2 (2019): Jurnal Manajemen Daya Saing
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/dayasaing.v21i2.9011

Abstract

Millennial is currently the most important target in the marketing world in the digital age. Based on the survey, the number of internet service users in Indonesia is dominated by the millennial segment. However, millennials have different characteristics. Thus, special strategies are needed to penetrate and win planned markets. In this study, a qualitative analysis was used by implementing the concept of business model canvas in order to obtain a comprehensive business plan for the digital and telecommunication company. The canvas designs resulted in this study not only can be applied in the digital and telecommunications companies, but also in all fields of companies that start to utilize digital applications in their services.