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INDONESIA
Jurnal Sosioteknologi
ISSN : 18583474     EISSN : 2443258X     DOI : -
Core Subject : Social, Engineering,
Jurnal Sosioteknologi is a journal that focuses on articles that discuss results of an intersection of research fields of science, technology, arts, and humanities as well as the implications of science, technology, and arts on society. It is published three times a year in April, August, and December. Jurnal Sosioteknologi is a collection of articles that discuss research results, conceptual ideas, studies, application of theories, and book reviews. Jurnal Sosioteknologi has been indexed by Google Scholar and Indonesian Publication Index (IPI). ISSN: 1858-3474 Jurnal Sosioteknologi adalah jurnal yang memfokuskan pada tulisan berupa penelitian interseksi bidang ilmu sains, teknologi, seni, dan ilmu kemanusiaan serta implikasi sains teknologi dan seni terhadap kehidupan masyarakat. Terbit tiga kali setahun pada bulan April, Agustus, dan Desember. Jurnal Sosioteknologi berisi tulisan yang diangkat dari hasil penelitian, gagasan konseptual, kajian, dan aplikasi teori, serta ulasan buku. Jurnal Sosioteknologi telah terindeks oleh Google Scholar, Citerseerx, dan Indonesian Publication Index (IPI). ISSN: 1858-3474
Arjuna Subject : -
Articles 608 Documents
Digital Lifestyle: A New Portrait of Post-Pandemic Society’s Behavior (Discourse Towards Society 5.0 on Bali Island) Riza Wulandari
Jurnal Sosioteknologi Vol. 22 No. 3 (2023): NOVEMBER 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.3.6

Abstract

This research departs from scientific studies on urban communities that experienced changes in behavior during the COVID-19 pandemic. The purpose of this research is to find a new portrait discourse of post-pandemic community behavior on the island of Bali. The method in this study uses a qualitative method with data collection techniques such as in-depth interviews, observation, and literature studies, which are and analyzed using an interactive analysis model. The locations chosen in this study were four cities or districts in Bali Province, namely Denpasar, Badung, Gianyar, and Tabanan. Atotal of 30 informants were selected based on gender classification and categorization of productive age who often use information technology (productive adolescents, productive adults, and productive parents). Based on field studies, the results found that there is a new lifestyle in the post-COVID-19 pandemic community. Starting with the behavioral adjustments that occurred during the pandemic, where all activities began to use technology, and finally, the behavior created from technology-use activities became a digital lifestyle portrait. In this finding, this digital lifestyle is categorized into 5 categories, including new habits to meet lifestyles in the e-commerce space, implementing a cashless society, communicating, and socializing digitally, utilizing online food delivery, and using video conferencing platforms in every activity, both in the family environment, relationships, and work. The results of this study can be a recommendation for knowledge, model, or policy for stakeholders or other related parties related to the behavior of Society 5.0 in the future.
Pengaruh Kemacetan di Jalan Raya Kopo Terhadap Perilaku Aggressive Driving Pengendara Motor Abdul Azis; Rozanah Bayani; Warlim Isya
Jurnal Sosioteknologi Vol. 22 No. 3 (2023): NOVEMBER 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.3.7

Abstract

Bandung has become Indonesia’s most congested city, based on a survey from the Asia Development Bank in October 2019. Traffic congestion can affect a person’s physical and psychological condition. This situation encourages a driver to behave aggressively to quickly reach their destination. This study aims to analyze the effect of traffic congestion on Jalan Raya Kopo on the motorcyclists’ aggressive behavior. The method used is quantitative- descriptive. Data was collected through a questionnaire distributed to 100 respondents with the criteria of motorcyclists who frequently passes Jalan Raya Kopo, aged 17-35 years. The researcher tested the classical assumptions, which included tests for normality, multicollinearity, and heteroscedasticity. Then an analysis with a simple regression analysis in the form of F test, t test, and R2 is used to analyze the effect of congestion on aggressive driving. The results showed that congestion influenced aggressive driving behavior by 28.9%, while the other 71.1% were influenced by other variables outside the test in this study.
NILAI INDIKATOR KEBERLANJUTAN REMANUFAKTUR DAN FAKTOR-FAKTOR YANG MEMENGARUHI UMKM FESYEN MENERAPKAN EKONOMI SIRKULAR1) Hiendra Kurniawan; Faroby Falatehan; Pini Wijayanti
Jurnal Sosioteknologi Vol. 22 No. 3 (2023): NOVEMBER 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.3.8

Abstract

Fashion business is increasing concern on the circular economy implementation. This leads micro, small, and medium enterprises (MSMEs) to reflect on the economy, environmental, and social aspects that affect such implementation. This study aims to determine the implementation of circular economy principles in the fashion MSMEs located in Bandung City. Specifically, three objectives were investigated, i.e., identifying the categories of fashion MSMEs that adopt circular economy principles, estimating the remanufacturing sustainability indicator (RSI) value for fashion MSMEs that apply circular economy principles, and analyzing the factors that influence fashion MSMEs in applying circular economy principles. This study employed structural surveys of fashion MSMEs in Bandung City. The data were analyzed using descriptive analysis, remanufacturing sustainability indicator (RSI), and logistic regression. The results show that all types of MSMEs, based on their products, and based on PERMEN 11/Per/M.KUKM/XII/2015, have implemented circular economy principles. The RSIvalues range from 0.045 to 486,050,181 with an average of 48,605,102.81, indicating that the economic, social, and environmental remanufacturing indicators for fashion MSMEs exceed the national average. The influence factor for fashion MSMEs to implement circular economy principles only includes revenue variables. The output of this research provides a foundation for escalating government targets concerning the circular economy by 2030 and what needs to be prioritized, the level of sustainability remanufacturing in fashion MSMEs, the importance of the role of stakeholders in the initiation of a circular economy, and the implications of sustainability implementation regarding fashion MSME waste.
User Interface Aplikasi Pencegahan dan Penanganan Kekerasan Seksual di IT Telkom Purwokerto Cahyo, Rangga
Jurnal Sosioteknologi Vol. 23 No. 1 (2024): MARCH 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.1.7

Abstract

Since 2015 until 2022, there has been a surge in cases of sexual violence in the educational environment. Based on data compiled from SIMFONI PPA (Online Information System for the Protection of Women and Children), approximately 21,000 cases of sexual violence were recorded in the educational environment in 2022. This violence also occurs in the realm of higher education, and unfortunately, the handling of sexual violence in higher education institutions still relies on manual methods, leading to convoluted processes. As a result, very few victims report incidents due to the complexity of reporting and the sluggishness of the handling process. There is a need for action to address this issue, one of which is designing an application as a platform for addressing sexual violence. This research aims to design a user interface for an application to address sexual violence in higher education institutions in Indonesia using the design thinking method. The subjects involved are the academic community of IT Telkom Purwokerto as samples. In the testing, it was found that the application design created can help accommodate the needs of victims in the process of addressing sexual violence. This design is expected to serve as a blueprint for addressing sexual violence in higher education.
Kajian Desain Awal: Identifikasi Kebutuhan Pengguna dan Penentuan Target Spesifikasi Produk Modul Konversi Kit Sepeda Motor Listrik Patrisius Edi Prasetyo; Mars Sailentdra; M. Fahrudin Al Fadli
Jurnal Sosioteknologi Vol. 22 No. 3 (2023): NOVEMBER 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.3.10

Abstract

The urgency of this research is that Indonesian people still have low interest in using electric motorbikes, indicating that sales of electric motorbikes in Indonesia are still low. Indonesian people are skeptical about electric motorbikes due to their battery life and the relatively higher price than conventional motorbikes. In this research, an additional EM module product was designed as a solution to answer these doubts. This research is an initial design process aimed at obtaining target product specifications for additional EM modules from the results of identifying user needs as a basis for the subsequent design process. The additional EM module product applies an EM conversion system that is installed on the ICEM product without losing its original ability to use a gasoline energy source, thereby minimizing procurement costs using electric motor technology on conventional motorbikes and without worrying about running out of battery when in use. This research uses the front-end activity design method to design additional EM module products and produces 30 customer needs with percentage levels of importance and 24 product specification target metrics in marginal and ideal values to be used as abasis for the subsequent design process.
Democracy in Divided Societies: Electoral Engineering for Conflict Management “Chapter 3 Centripetal Incentives and Political Engineering in Australia” Muharam, Ricky Santoso
Jurnal Sosioteknologi Vol. 23 No. 1 (2024): MARCH 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.1.11

Abstract

Benjamin Reilly is a professor of political science and international relations at the University of Western Australia. Benjamin previously served as dean of the Sir Walter Murdoch School and was director of the Centre for democratic institutions at the Australian National University (ANU). Benjamin is also an expert in the Australian government, the United Nations, and other international organizations. As a professor of political science, Benjamin was invited to various scientific forums to speak at well-known campuses, such as Harvard, Oxford, and Johns Hopkins. Publicizing scientific papers and books earned Benjamin numerous international grants from the Carnegie Corporation of New York, the United StatesInstitute of Peace, the East-West Center, the National Endowment for Democracy, and the Australian Research Council. Benjamin’s ideas and thoughts were widely published in various international and national newspapers, including the New York Times, Financial Times, Wall Street Journal, Washington Post, and Time Magazine.
Sistem Dashboard Segmentasi Pasar menggunakan Metode Customer Portfolio Management nina fadilah najwa; mutia sari zulvi; Yohana Dewi Lulu
Jurnal Sosioteknologi Vol. 22 No. 3 (2023): NOVEMBER 2023
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2023.22.3.9

Abstract

Business competition is getting tighter, so MSMEs use influencer marketing as a marketing strategy for their products or services. The BrandQ application is an idea designed as an influencer marketing platform to connect MSMEs and influencers. BrandQ has a solution that can make it easier for MSMEs to find the right influencer based on product or service category, target market, and demographics. In developing the BrandQ application, a customer relationship management strategy is needed using the Customer Portfolio Management (CPM) method to analyze the right target market to obtain business opportunities and anticipate the risk of business failure. The output of the CPM analysis results is the system developer’s intuitive analysis and the data analysis in the form of a market segmentation dashboard system. The system was built using data mining and the K-Means algorithm to segment the market. Based on the black box testing results, the results show that the system has been 100% successful.
Relasi Pengetahuan dan Ruang Arsitektural : Telaah Jaringan-Aktor Kampung Sepatu Cibaduyut dan Jenama Sepatu Ekspor di Bandung Andayani, Firda Rasyidian; Ekomadyo, Agus Suharjono
Jurnal Sosioteknologi Vol. 23 No. 1 (2024): MARCH 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.1.10

Abstract

Kampung sepatu Cibaduyut in Bandung is known as a Cibaduyut shoe village and as a residential area with dominant shoe industry activities. Knowledge of shoemaking was preserved from generation to generation in this village. Kampung Cibaduyut had business relationships with branded shoe entrepreneurs, including export shoe brands in Bandung such as Tegep Boots and Exodos57. Through these relationships, the basic knowledge network of kampung sepatu Cibaduyut could develop to reach the global market. This study aims to explore the architectural spaces (artifacts) and human actors who play an important role in bringing local knowledge to Cibaduyut so that it can be used by foreign consumers using the Actor-Network Theory (ANT) method. The results of this study showed that production spaces in the form of workshops and home industries in kampung sepatu Cibaduyut were places where knowledge was transferred through local brand export shoes to foreign countries.
Peran Virtual Experiential Marketing dan Brand Trust terhadap Brand Loyalty: Peran Virtual Experiential Marketing dan Brand Trust terhadap Brand Loyalty khoirunissa, Alvi diani; Rufaidah, Popy
Jurnal Sosioteknologi Vol. 23 No. 1 (2024): MARCH 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.1.2

Abstract

The purpose of this study is to analyze the role of virtual experiential marketing and brand trust in brand loyalty among virtual try-on cosmetic filter users in Indonesia. An online tool made using Google Forms and shared on social media was used to perform the research. SEM-PLS was the statistical method employed to examine 287 convenience sample data. The results showed that virtual experiential marketing has a positive impact on brand loyalty, and brand trust has a positive impact on brand loyalty. The study recommends the most effective indicators of virtual experiential marketing, identifying external factors that influence a cosmetics brand's strategy in Indonesia in forming trust and loyalty, and using the virtual try-on filter feature to build trust through positive virtual experiences.
Peningkatan Keterampilan Kognitif pada Anak Autis Usia Dini Melalui Media Visual Interaktif Nugrahani, Rahina; Sihombing, Riama Maslan; Idris, Muhammad Zaffwan bin; Windiarti, Rina; Diana, Diana
Jurnal Sosioteknologi Vol. 23 No. 2 (2024): JULY 2024
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2024.23.2.3

Abstract

Autism Spectrum Disorder (ASD) is a complex neurodevelopmental condition characterized by impairments in social communication, restricted interests, and repetitive behaviors. Children with ASD often face challenges in the development of cognitive skills, which play a crucial role in academic achievement, adaptive functioning, and overall quality of life. This study introduces an innovative approach to aid early childhood individuals diagnosed with ASD in recognizing their daily routines by means of a visual interactive board game. The developed visual interactive board game, although the design is simple, is meticulously structured to foster and enhance cognitive skills, specifically focusing on language development and improvement in adaptive behavior. The efficacy of this medium was examined through a single-case method utilizing the Single Subject Research (SSR) experimental approach. The research involved three children aged 4-5 years with an ASD diagnosis, employing a patterned B1-I-B2 design. The results of this study underline the potential of interactive board games as an engaging tool for fostering cognitive skills in early childhood autism.

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