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Pengaruh Citra Merek, Kualitas Produk, dan Gaya Hidup terhadap Keputusan Pembelian Iphone di Kabupaten Bogor Rezha Irsyadul Anam; Dedy Tri Cahyono; Mimin Rukmini; Didin Samsudin; Siana Ria
Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis Vol. 4 No. 2 (2025): Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupsim.v4i2.5221

Abstract

A brand is the identity and characteristic of a product, whether goods or services, that influences consumer decisions when choosing which product to use. Meanwhile, product quality refers to the consumer's evaluation of the advantages or special features of the product. In highly competitive markets like the smartphone industry, both brand and quality play crucial roles in attracting consumer attention. The smartphone market is currently filled with various brands competing for consumer attention, resulting in intense competition. According to data from the International Data Corporation (IDC), iPhone is one of the brands with a significant market share, demonstrating its ability to compete with other competitors. The success of the iPhone is not only driven by high product quality but also by its well-established brand image, which is widely recognized by consumers. However, competition in the smartphone market is not limited to big brands but also includes new manufacturers trying to capture consumer attention by offering various features and more affordable prices. The main issue in this research is the high level of competition in the smartphone category, indicating that this market is highly potential, with many consumers having multiple options. In this context, consumers are very selective and consider various factors, such as quality, price, and brand reputation, before making a purchasing decision. Therefore, smartphone manufacturers are required to be more meticulous in understanding consumer needs and desires. They must deliver innovative products that align with current trends and offer quality that meets consumer expectations. Manufacturers who can adapt to consumer preferences and maintain high product quality will have a significant opportunity to remain competitive and dominate the market in the increasingly competitive future.
The UI/UX development of the 'Koin' application to create interactive Korean language learning Alfira Faza Aprilia; Didin Samsudin; Arif Husein Lubis
Inovasi Kurikulum Vol. 21 No. 4 (2024): Inovasi Kurikulum, November 2024
Publisher : Himpunan Pengembang Kurikulum Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jik.v21i4.75884

Abstract

With the rapid development of technology, there is an excellent opportunity to utilize it in creating interactive, application-based Korean language learning media. This study aims to design the 'Koin' application, primarily focusing on its UI and UX aspects, to enhance effectiveness and user engagement in Korean language learning. This research employs the design thinking method, which consists of five stages: empathize, define, ideate, prototype, and test. Data for this study were collected through qualitative and quantitative methods, including structured interviews and usability testing with beginner-level Korean language learners as participants. Two media experts and two subject matter experts in the Korean language were engaged to provide feedback and suggestions to ensure the validity of the developed application. The qualitative results demonstrate that the design thinking method has identified the user’s needs in-depth and captured the user’s good experience navigating the interface with relevant features. The quantitative results show that the UI/UX design of the Korean language learning application for beginners, developed using the design thinking method, resulted in a well-designed application with a final score of 80 points. This finding indicates that design thinking effectively designs learning applications that meet target users' needs and preferences.   Abstrak Dengan perkembangan teknologi yang sangat pesat, terdapat peluang besar untuk memanfaatkannya dalam menciptakan media pembelajaran bahasa Korea berbasis aplikasi yang interaktif. Penelitian ini bertujuan untuk merancang aplikasi 'Koin', dengan fokus utama pada UI dan UX untuk meningkatkan efektivitas dan keterlibatan pengguna dalam pembelajaran bahasa Korea. Penelitian ini menggunakan metode design thinking, yang terdiri dari lima tahap: empathize, define, ideate, prototype, dan test. Data untuk penelitian ini dikumpulkan dengan menggunakan metode kualitatif dan kuantitatif, termasuk wawancara terstruktur dan uji kegunaan dengan pemelajar bahasa Korea tingkat pemula sebagai partisipan. Selain itu, dua ahli media dan dua ahli materi pelajaran bahasa Korea juga dimintai pendapat untuk memberikan masukan serta saran untuk memastikan validitas aplikasi yang dikembangkan. Hasil kualitatif menunjukkan bahwa metode design thinking telah mengidentifikasi secara mendalam dan menggambarkan pengalaman positif pengguna pada navigasi antarmuka dengan fitur-fitur yang relevan. Hasil kuantitatif mengindikasikan bahwa desain UI/UX aplikasi pembelajaran bahasa Korea untuk pemula yang dikembangkan dengan metode design thinking menghasilkan aplikasi yang dirancang dengan baik dan mendapatkan skor akhir 80 poin. Temuan ini menunjukkan bahwa pendekatan design thinking efektif dalam merancang aplikasi pembelajaran yang sesuai dengan kebutuhan dan preferensi target pengguna. Kata Kunci: antarmuka pengguna; aplikasi pembelajaran bahasa Korea; design thinking; pengalaman pengguna
INFLUENCE OF EXPERIENTIAL MARKETING ON CUSTOMER LOYALTY IN SHARIAH-COMPLIANT HOTEL Samsudin, Didin; Putra, Fajar Kusnadi Kusumah
Journal of Indonesian Tourism, Hospitality and Recreation Vol 3, No 2 (2020): Journal of Indonesian Tourism, Hospitality and Recreation
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jithor.v3i2.20401

Abstract

This study set out to determine whether hotel guest perceptions in five aspects of experiential marketing: sense, feel, think, act, and relate and their effects on customer loyalty in Sharia-compliant hotels. Quantitative research methods were used in this study, questionnaire assessments of experiential marketing and loyalty were collected from 100 respondents who stayed at Sharia-compliant hotels in the city of Jakarta, Indonesia. The findings show that experiential marketing was statistically significant (R2 = 0.677) as a predictor variable of customer loyalty in Sharia-compliant hotels.Keywords: Shariah-compliant hotel, Experiential marketing, Customer loyalty, Islamic Hospitality.
Tingkat Kecemasan Berbicara Mahasiswa dan Dampak serta Faktor Penyebabnya pada Pembelajaran Bahasa Korea Denissa Putri Indrajaya; Didin Samsudin; Ashanti Widyana
Indonesian Journal of Education and Development Research Vol. 3 No. 1 (2025): Januari 2025
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/ijedr.v3i1.4840

Abstract

Adanya kecemasan berbicara bahasa Korea nyatanya menjadi masalah yang terjadi di kelas berbicara. Penelitian dilakukan agar mengetahui tingkat kecemasan berbicara mahasiswa, dampak, serta faktor penyebabnya. Dengan menggunakan metode kuantitatif dan kualitatif, peneliti mengumpulkan data melalui angket serta wawancara kepada mahasiswa Pendidikan Bahasa Korea. Penelitian ini menggunakan teori milik Horwitz, dkk (1986) sehingga angket yang digunakan adalah Foreign Language Classroom Anxiety Scale (FLCAS) dengan beberapa modifikasi. Hasil penelitian menunjukan kecemasan yang dialami oleh mahasiswa tingkat dasar berada pada tingkat biasa saja yaitu di angka 3.161. Namun ketika harus berbicara bahasa Korea di kelas, tingkat kecemasan mereka  tergolong tinggi. Dampak dari kecemasan berbicara yaitu kurangnya kontribusi mereka di dalam kelas sehingga menyebabkan rendahnya nilai yang didapat serta secara psikologis dapat menyebabkan stres. Kemudian faktor penyebab dari kecemasan yaitu rasa tidak percaya diri, kurangnya pengetahuan kosakata dan tata bahasa, takut membuat kesalahan saat berbicara, dan takut akan penilaian dosen.