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Application of PDCA Method in Improving the Quality of Valve Production Dian Putrawangsa; Agustinus Caniago; Samuel Aprilio; Thedy Yogasara
Eduvest - Journal of Universal Studies Vol. 2 No. 8 (2022): Journal Eduvest - Journal of Universal Studies
Publisher : Green Publisher Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3967.65 KB) | DOI: 10.59188/eduvest.v2i8.551

Abstract

Plastic is one of the most widely used raw materials for a product. Human life cannot be separated from products or equipment made from plastic. Company X often has problems with the quality of the products produced, especially valve products as products that are produced every day. The corrective step used to assist Company X in improving the quality of valve products is the application of the PDCA method. PDCA method consists of the plan, do, check, and act stages. The proposed improvement design was carried out based on the results of data processing and obtained as many as 9 proposed improvements. In the do stage, implementation of the proposed improvements that have been designed is carried out, five proposed improvements can be implemented and the other four in the form of recommendations. Next is the check stage, which is the process of collecting data again on the results of the implementation of the proposed improvement. Based on the results of the check stage, a standardization process was carried out at the act stage to improve the performance of the proposed improvement and the quality of the valve product. Standardization is done by changing or improving the proposed improvements that have been implemented. Research has succeeded in reducing the number of defective valve products with the proportion of defects that were previously 1.16% to 0.57%.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Dian Putrawangsa; Clara Theresia; Thedy Yogasara; Yansen Theopilus
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
Pengaruh Knowledge Sharing Intention terhadap Innovative Performance di Kalangan Pegawai Profesional Gusti, Triningtyas Elisabeth Putri; Putrawangsa, Dian; Caroline, Angela; Kornarius, Yoke Pribadi; Gunawan, Agus
Jurnal Manajemen dan Organisasi Vol. 16 No. 4 (2025): Jurnal Manajemen dan Organisasi
Publisher : IPB University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29244/jmo.v16i4.65689

Abstract

The digital era positions knowledge as a primary asset for fostering innovation and competitive advantage. Information and communication technology (ICT), particularly artificial intelligence (AI), plays a critical role in enhancing efficiency and creating new opportunities. A company’s innovative performance is strongly influenced by employees’ innovative work behavior, including idea generation, experimentation, and risk-taking. Knowledge sharing among employees is also essential in supporting organizational innovation. This study aims to examine the mediating role of innovative work behavior (IWB) in the relationship between knowledge sharing intention (KSI) and innovative performance (IP) among knowledge-based workers in Indonesia. The research employed Partial Least Squares Structural Equation Modeling (PLS-SEM), consisting of measurement model evaluation and structural model assessment. The results indicate significant relationships (p < 0.001) between KSI and IWB (O = 0.625), IWB and IP (O = 0.344), and KSI and IP (O = 0.343). These findings confirm that IWB mediates the relationship between KSI and IP, highlighting the crucial role of innovative work behavior in optimizing the impact of knowledge sharing on innovative performance.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Dian Putrawangsa; Clara Theresia; Thedy Yogasara; Yansen Theopilus
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1123.48 KB) | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
The Effect of Sex Differences and Experience of Using Virtual Reality on Presence Dian Putrawangsa; Clara Theresia; Thedy Yogasara; Yansen Theopilus
Jurnal Optimasi Sistem Industri Vol. 22 No. 1 (2023): Published in May 2023
Publisher : The Industrial Engineering Department of Engineering Faculty at Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (893.526 KB) | DOI: 10.25077/josi.v22.n1.p61-68.2023

Abstract

Presence greatly affects user experience and comfort when using virtual reality (VR). Presence is often associated with personal factors such as sex differences and experience using the instrument. There is a research gap related to presence judging by several studies, so it is an interesting topic for further study. This research aims to identify the effect of sex differences and experience using VR on presence. This study used two approaches namely subjective indicators by employing an Igroup Presence Questionnaire (IPQ) and objective indicators in the form of heart rate (HR) and task scores. The study made use of Kruskal-Wallis and MANOVA to determine whether there is an effect of sex differences and experience in using VR on presence. This study found that the sex variable affects a person's presence when playing VR, especially spatial score on the IPQ test, where women have a higher marginal means value than men. Another finding is that the experience of playing VR affects the delta heart rate, with the result that someone with no experience using VR is higher than those who have used VR before.
Personalization and Privacy: Factors Influencing Users' Willingness to Accept Personalized Information in Multivitamin Purchases. A Case Study on Shopee. Marhadi, Audria Ineswari Mulya; Putrawangsa, Dian; Kristiawan, Hedie; Ajie, Whisnu Trie Seno; Yap, Hedie Vincentius Mikhael; Retsuya, Christian Vega
Sebatik Vol. 29 No. 2 (2025): December 2025
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46984/sebatik.v29i2.2701

Abstract

The e-commerce industry in Indonesia, particularly in the health sector such as multivitamin, has experienced significant growth in recent years. E-commerce platforms like Shopee leverage consumer data to offer personalized product recommendations, including in the multivitamin category. While this personalization strategy can enhance the shopping experience, concerns regarding consumer privacy, especially for health-related products, pose a major challenge. This study aims to identify the factors influencing consumers' willingness to accept personalized communication on e-commerce platforms, focusing on five key variables: perceived benefits, perceived risks, trust, privacy policy transparency, and data usage context. The study employs multiple linear regression to analyze the simultaneous and partial effects of these variables on consumers' decisions to share personal data. The results indicate that the data usage context variable has a significant partial effect, while the other variables do not show significant individual effects. However, all five independent variables collectively have a significant impact on consumers' willingness to accept personalized communication. These findings provide valuable insights for e-commerce practitioners in designing effective personalization strategies, while ensuring consumer privacy is safeguarded. Furthermore, the study contributes to privacy protection policies, particularly in the e-commerce context, by emphasizing the importance of transparency and trust in maintaining a healthy relationship between platforms and consumers.
Halodoc Adoption Model: Integration of UTAUT2, Perceived Risk, and Trust with PLS-SEM Putrawangsa, Dian; Marhadi, Audria Ineswari Mulya; Kristiawan, Hedie; Parulian, Adi Anggoro; Alvintra, Thomas Gilbert; Putri, Avelya Minaka
Sebatik Vol. 29 No. 2 (2025): December 2025
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46984/sebatik.v29i2.2704

Abstract

The development of digital health technology, also known as healthtech, has transformed the opportunities and ways people access healthcare, particularly through telemedicine. In Indonesia, Halodoc has become one of the most widely used telemedicine platforms, offering easy access and affordable online healthcare services. Despite its various conveniences, user adoption remains inconsistent due to persistent issues and public perceptions regarding perceived risk and lack of trust in online consultation methods. This study aims to develop a model for Halodoc adoption by developing the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) with perceived risk and trust in medical personnel. Using a quantitative approach, data responses were collected from online Halodoc users through purposive sampling and analyzed using Partial Least Squares Structural Equation Modeling (PLS-SEM) techniques with the help of SmartPLS. The results show that only facilitating conditions, habit, and price value have a significant influence on behavioral intention to adopt Halodoc. Extensive factors suspected of influencing Halodoc adoption, namely perceived risk and trust in medical personnel, did not have a significant influence, especially in the Indonesian context. The results of this study add to the role and benefits of UTAUT2 in the healthcare context, especially in Indonesia, with managerial implications for enhancing the role of facilitating conditions, habits, and price value in order to increase the adoption of Halodoc and other digital healthcare in Indonesia.
Pelatihan Canva untuk Peningkatan Branding Visual UMKM di Kabupaten Bandung Putrawangsa, Dian; Marhadi, Audria Ineswari Mulya; Rudiyanto, Patricia Billyana Jean; Geraldus, Hilarion
Jurnal Abdimas Kartika Wijayakusuma Vol 6 No 4 (2025): Jurnal Abdimas Kartika Wijayakusuma
Publisher : LPPM Universitas Jenderal Achmad Yani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26874/jakw.v6i4.1211

Abstract

Usaha Mikro, Kecil, dan Menengah (UMKM) memegang peran besar dalam perekonomian di Indonesia, namun banyak pelaku UMKM yang belum memanfaatkan desain visual secara optimal. Pelatihan aplikasi desain Canva dirancang untuk meningkatkan kapasitas UMKM dalam membuat materi promosi visual. Program ini melibatkan 10 pelaku UMKM di Kabupaten Bandung dengan 60% peserta adalah perempuan selama satu hari. Metode pembelajaran bersifat partisipatif dengan tahapan pre-test, pelatihan teori dan praktik desain Canva, pendampingan langsung, dan post-test. Instrumen evaluasi berupa kuesioner pre-test dan post-test serta lembar observasi. Evaluasi dilakukan melalui pre-test dan post-test (skala 0 – 100) serta penilaian kualitatif. Hasil menunjukkan peningkatan skor rata-rata dari 51 menjadi 75 (kenaikan 47%). Uji Wilcoxon menghasilkan p-value = 0,0019 yang menandakan peningkatan signifikan. Peserta berhasil membuat berbagai materi promosi, seperti logo, poster, dan brosur. Pada pelatihan ini, peserta juga mendapatkan buku panduan pembuatan banner/flyer yang dapat digunakan untuk panduan pribadi. Feedback peserta sangat positif dengan rata-rata kepuasan 4,3 dari 5 yang mengindikasikan pelatihan efektif meningkatkan kreativitas visual peserta. Temuan ini konsisten dengan literatur bahwa pelatihan desain sederhana meningkatkan keahlian peserta secara signifikan. Program pelatihan sejenis direkomendasikan untuk dilanjutkan dengan pendampingan lanjutan bagi UMKM lain dan dukungan infrastruktur digital seperti perangkat fisik serta internet.