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FM-BINUS-AE-FSM-144/R0

BACHELOR OF INFORMATION SYSTEMS


FACULTY/SCHOOL OF INFORMATION SYSTEMS
BINA NUSANTARA UNIVERSITY
JAKARTA
ASSESSMENT FORM
Course: ISYS6596003 User Experience Research and Design
Method of Assessment: Group Project
Semester/Academic Year : 2/2022-2023

Name of Lecturer : ………………………


Date : ………………………
Class : ………………………
Topic : Techniques for Designing : Enivsionment

1_________________________________
2_________________________________
3_________________________________
4_________________________________
Group Members :
5_________________________________
6_________________________________
7_________________________________
8_________________________________

Student Outcomes:
SO 3 - Able to communicate effectively in a variety of professional contexts.
LObj 3.1 - Able to communicate alternative solution of development information system based on feasibility studies.

Learning Outcomes:
LO 1: Explain the essentials of designing user experience
LO 2: Apply techniques for designing User Experience
FM-BINUS-AE-FSM-144/R0

LO 3: Analyze context for designing User Experience


LO 4: Analyze the foundations of user experience design

(Score x
No Assessment criteria Weight Excellent (85 - 100) Good (75-84) Average (65-74) Poor (0 - 64) Score
Weight)
The The The The
Ability to construct constructs of constructs of constructs of constructs of
the techniques for the technique is the technique the technique, only the technique , less
1 50%
designing user correctly stated correctly stated, half of it are than half of it
experience and supported but no stated with are stated
with good evidences evidences given some evidences correctly
The
The The
Ability to choose the Choice of the The
choice Choice
best techniques for technique is choice
of the of the technique is
designing user completely of the technique,
2 50% technique is only
experience stated and less than
completely half be stated of
supported with half of it is
stated, but no its with some
some correct stated correctly
examples given examples
examples

Total Score: ∑(Score x Weight)

Remarks:
FM-BINUS-AE-FSM-144/R0

ASSESSMENT METHOD

Instructions
- Students need to work in group (max. 5 persons / group)
- Students need to read the Case Krealogi
- Students need to make 2 persona and 2 user journey based on the application / system they choose
- Students need to submit their persona and user jouney to the lecturer on Week 5
- Lecturer giving feedback for the persona and user journey
- Lecturer giving instruction how to make hi-fi prototypes on Week 6
- Students need to submit their hi-fi prototypes on Week 10

Note for Lecturers:


- Lecturers must inform this assignment on 1st week to the students
- Lecturers must give feedback for students answer
- Lecturers must submit this score to SCC Information Engineering maximum on Week 13 via email (ferdianto@binus.edu)
COMPANY PROFILE and
PROTO-A-THON CASE STUDY
DU ANYAM IS THE LEADING ETHICAL CRAFT BRAND IN INDONESIA

1200+ 50
VILLAGES
WEAVERS
(NTT, Papua, South
Kalimantan)

105% 40%
INCREASE IN TOP INCREASE IN AVERAGE
WEAVERS INCOME WEAVERS INCOME

300+ 120,000
CORPORATE & PRODUCTS
HOTEL CLIENTS SOLD
CURENTLY WORKS IN 4 DISTRICTS BUT HAVE NATION-WIDE ARTISANS NETWORK

Hulu Sungai Utara


(2020)

Nabire
(2017)

PROGRAM AREAS

NETWORK Ngadha Nagekeo Lembata


(2019) (2019)
Flores Timur (2018)
(2014)
>300 INTERNATIONAL + DOMESTIC CUSTOMERS
EXPORT

INTERNATIONAL EVENTS & GOVERNMENT

HOTELS

CORPORATE
RECOGNIZED AS THE KEY OPINION LEADERS IN CRAFTS

CURATED FOR EXHIBITIONS IN:

AWARDS & RECOGNITIONS

DESIGN AWARDS
PROVIDES ADDITIONAL SOCIAL IMPACTS TO OUR ARTISAN COMMUNITIES

1400+ 180
WOMEN SCHOLARSHIPS FOR
TRAINED ARTISANS’ CHILDREN

4000+ 500
NUTRITIOUS FOOD FOR PLUS GLASSES FOR
WOMEN & CHILDREN SENIOR ARTISANS

500 100+
SOLAR LAMPS WOMEN RECEIVED
DISTRIBUTED FINANCIAL LITERACY
>2 YEARS EXPERIENCE IN TECHNOLOGY TRAINING IN REMOTE AREAS

BENEFITS
1. Reduction of errors due to repetitive
manual processes
2. Real Time Production Tracking
3. Measurement of Production Capacity,
Quality & Lead-time
1400+
WOMEN
4. Improved Production Planning
TRAINED
5. Real Time Verification of Cash Payment
6. Improved Economic Impact Assessment
TIME TO HARNESS INDONESIAN CRAFT SMES POTENTIAL TO BE LEADING SUPPLIERS
DEMAND FOR CRAFT

1.2 M $526 B
CAGR 9% (2015 -1 9 )
↑13% RESEARCH ON SME TRANSFORMATION
INDONESIAN REVENUE UPLIFT
GLOBAL POST COVID-19 IN INDONESIA
CRAFTS SMES BY 2030 FROM
>50% owned by & $26 B SME DIGITALIZTION
employed women
INDONESIA 65% 88%
SME WILL MAINLY WANTS TO REDUCE
1.2 M INVEST IN TECHNOLOGY
(instead of physical
COST BY IMPROVING
EFFICIENCY
assets or HR)

60% 55%
NEED DIGITAL NEED DIGITAL
SOLUTION FOR SOLUTION FOR CASH
REMOTE OPERATIONS FLOW PLANNING &
MONITORING RECOMMENDATION
DISRUPTION IN THE CRAFT INDUSTRY IS NEEDED TO ADDRESS BIG UNMET DEMAND

DIGITAL REVOLUTION FOR


ARTISANS CREATIVE BUSINESSES BUYERS DEMAND

• Low production capacity • Large volume order


• Unorganized production X •

On-time, often fast delivery
Consistent quality
planning, often late in delivery
• Poor logistics knowledge and • Customized orders
√ Robust Supply Chain
communication
Management (SCM) system
• Lack of cost & financial
to improve supply reliability
tracking
COMPREHENSIVE PREPARATION FOR CRAFT BUSINESSES TO BE RELIABLE SUPPLIERS

✓ Become trainer in virtual or in- ✓ User Friendly Mobile App ✓ Establish community
person meetings, to share best- to manage and track and digital ecosystem
practices and 1 st hand experiences orders, production, cost, that involves every one
on craft operations in Indonesia and inventory that help in solving problems
✓ Provide user-friendly worksheets transform MSME into related to supply chain
to implement the modules as reliable suppliers in Indonesia
learned during classes within their
own businesses
SUCCESSFUL VIRTUAL TRAININGS FOR OUR COMMUNITIES
>200 artisan women have felt the impact from our virtual trainings

25+ 200+ 16% 5,000+


PRODUCTS HAVE BEEN
VIRTUAL TRAINING IN VIRTUAL TRAINING INCREASE IN PRODUCED AFTER VIRTUAL
2020 PARTICIPANTS IN 2020 UNDERSTANDING TRAINING AND REMOTE
DEVELOPMENT
MONITORING

1. MODULAR TRAINING
CREATES ONLINE LEARNING EXPERIENCE THROUGH VARIOUS CHANNELS

1. IG LIVE & IGTV (free)


2. YOUTUBE (free)
3. SKILL ACADEMY (start from IDR 70.000, -)
4. SEKOLAH.MU (start from IDR 70.000, -)

1. MODULAR TRAINING
PROVIDES TANGIBLE BENEFITS TO BUSINESSES BY USING KREALOGI APP

One App to Automatically Easily Allocate Up-to-date and


Accurate
Organize Your Calculates the Orders to Crafters Real-time
Records
Entire Business COGS Production Status

2. SCM MOBILE APP


MODULARLY BUILT TO PROVIDE VARIOUS BENEFITS

ORDER PRODUCTION ALLOCATION COST INVENTORY


MANAGEMENT PLANNING MANAGEMENT TRACKING MANAGEMENT

2. SCM MOBILE APP


SOLVES PROBLEMS IN SUPPLY CHAIN & EMPOWER CRAFT BUSINESSES IN INDONESIA

ACCESS TO ACCESS TO
CRAFT FINANCING
MARKET
BUSINESS
• MSME Craft Businesses
• BUMDES* &
SUPPLY
Coorporations BUSINESS DESIGN
CHAIN
DIGITAL IMPROVEMENT CONSULTATION
PLATFORM TRAINING MODULES

https://bit.ly/KomunitasKrealogi
SHIPPING COMMUNITY
CONSOLIDATION

*Badan Usaha Milik Desa


3. INTEGRATED ECOSYSTEM
CASE STUDY
THE GOAL IS TO PROVIDE BEST LEARNING EXPERIENCES FOR CRAFT BUSINESSES

1. IN-CLASS/VIRTUAL
GROUP TRAINING
2. UNIVERSITY COMMUNITY
SERVICE PROGRAM (KKN
Tematik)

GROUP LEARNING

Our main
focus for this
case study
1. IG LIVE & IGTV
2. YOUTUBE
3. INDIVIDUAL CLASSES
INDIVIDUAL LEARNING
CURRENT EXPERIENCE IS COMPLEX, EXPENSIVE, YET STILL REQUIRED MANUAL PROCESSES

Current Process Flow


1. User purchases our class in Learning Platform Partners
2. Once payment is completed, Learning Platform provides
voucher code to be redeemed
3. User fills in Google Form to redeem the voucher
4. Krealogi Team manually verifies the code, if confirmed,
then user will be provided with the class link (Thinkific)

Learning Platform
Partners

+ Bring traffic to + Free + Able to create our own


our classes (user + Most users are landing page
acquisition) familiar with this + Various learning features
+ Handle payment (easy to use) available (e.g. quiz, video
process not downloadable, class
expiry, etc)
− Get charged per − Very manual − Expensive
transaction − No mechanism to
check duplicate
KREALOGI SHOULD HAVE OUR OWN WEB-BASED LEARNING MANAGEMENT SYSTEM

Basic Requirements
1. Accommodate 2 types of purchases :
1. Redemption of vouchers bought from Learning Platforms
2. Direct purchase on Krealogi’s website
2. Can have Pre-test and Post-test to measure understanding before and after training
3. Pre-test and Post-test to have various types of quizzes (multiple choices, essays, etc)
4. Content can be in the form of videos or presentation slides (should not be downloadable)
5. Can produce certificate for those who finishes the class
6. Adaptive to mobile browser
7. Easy to use for age range 20 – 50 years old
SHOWCASE YOUR BRILLIANT IDEAS TO LEVEL UP THE LEARNING PLATFORM

Additional Requirements (optional) : to support the overall Krealogi initiatives


1. Additional ideas that can trigger students to take more classes (paid and free ones) and to actively
participate in the activities >> might include interesting prizes or acknowledgement
2. Showcase other learning channels from Krealogi (IG Live, IGTV, Youtube) without driving away potential
revenues from direct purchase
3. Can direct students (who own craft businesses) to become part of Krealogi community
4. Can accommodate sharing knowledge within community (e.g. have a way for the community and/or
students to discuss certain topics)
5. Can be used for group training as well (e.g. to be used in virtual trainings)
6. Have meaningful integration to/from Krealogi App (not just inviting to download or feature explanation)
7. Anything you believe should be added to complete the overall learning experience ☺
GET TO KNOW MORE ABOUT US ☺
EMPOWER COMMUNITIES.
PROMOTE CULTURE.
IMPROVE LIVELIHOOD.

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