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Improving Customer Engagement with Digital Gift Features in Mobile Banking Using Design Thinking Stages Heru Kurniawan; Hadziq Fabroyir
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 11 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i11.8776

Abstract

Among the challenges faced by conventional banks is the provision of banking services that can compete with digital banks. Mobile banking is one of the banking services in the form of an application that can be a tool to compete through the development of relevant, attractive, and effective features or services to meet customer needs. People have a habit of giving gifts to each other adopting the value of the spirit of giving in social life, especially at special moments. Digital gifts are a new trend to be able to send gifts to each other without the need to meet face-to-face. The development of digital gift services in mobile banking is the result of observing customer needs using the Design Thinking stage to obtain solutions to these problems. The addition of gamification elements to the development of digital gift services is expected to increase customer engagement and increase customer retention. The data collection method is in the form of a survey of customers. This research is a qualitative research that describes the needs of customers for digital gift services. This research was conducted from January to May 2024. The respondents of this study are customers who have been actively using mobile banking.
Usability, Motivation, and Acceptance in Web- and AR-Based English Pronunciation Learning: A PLS-SEM TAM–SDT Approach Zelli Ghea Mardi Anugrah; Hadziq Fabroyir
Jurnal Media Elektrik Vol. 23 No. 3 (2026): MEDIA ELEKTRIK
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/metrik.v23i3.13994

Abstract

This study evaluates user acceptance and motivation in English pronunciation learning across web-based and Augmented Reality (AR) platforms Utilizing a comparative design with a sample of 46 students, a web application (developed with Laravel and Livewire) and an AR application (developed with Unity and Vuforia) were constructed, both integrating the SpeechAce API for real-time pronunciation feedback Usability was measured using the System Usability Scale (SUS), while structural associations between technology acceptance and intrinsic motivation variables were evaluated using Partial Least Squares Structural Equation Modeling (PLS-SEM). Both systems demonstrated excellent usability, yielding average SUS scores of 93.33 for the Web platform and 83.54 for the AR platform. Due to initial instrument instability and construct invalidity in the original measurement model, post-hoc model reconstruction was performed, rendering this structural analysis exploratory in nature. In the reconstructed model, Intrinsic Motivation (IM) exhibited a strong, positive structural association with Perceived Ease of Use (PEOU) across both platforms. However, the association between IM and Perceived Usefulness (PU) was significant only on the AR platform. Conversely, the association between PEOU and PU was significant only on the Web platform. On both platforms, Attitude Toward Using (ATU) was primarily driven by PEOU rather than PU, which had no direct significant association with ATU. These exploratory findings suggest that integrating immersive features in AR can align learners’ subjective enjoyment with their perception of functional utility. This highlights the potential of learner-centered design to enhance engagement in digital pronunciation tools.