Kurniawan, Heru (2024) Peningkatan Customer Engagement dengan Fitur Digital Gift Pada Mobile Banking Menggunakan Tahapan Design Thinking. Masters thesis, Institut Teknologi Sepuluh November.
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Abstract
Diantara tantangan yang dihadapi oleh bank konvensional adalah penyediaan layanan perbankan yang mampu bersaing dengan bank digital. Mobile banking merupakan salah satu layanan perbankan dalam bentuk aplikasi yang dapat menjadi alat untuk bersaing melalui pengembangan fitur-fitur atau layanan yang relevan, menarik, dan efektif dalam memenuhi kebutuhan nasabah. Masyarakat memiliki kebiasaan untuk saling memberikan hadiah mengadopsi nilai spirit of giving dalam berkehidupan sosial, terutama pada momen-momen special. Digital gift merupakan tren baru untuk bisa saling mengirimkan hadiah kepada orang lain tanpa perlu bertatap muka langsung.
Pengembangan layanan digital gift pada mobile banking merupakan hasil dari pengamatan kebutuhan nasabah menggunakan tahapan Design Thinking agar diperoleh solusi terhadap permasalah tersebut. Adanya penambahan unsur gamification pada pengembangan layanan digital gift diharapkan dapat meningkatkan keterlibatan nasabah dan meningkatkan retensi nasabah. Metode pengambilan data berupa survey kepada nasabah. Penelitian ini merupakan penelitian kualitatif yang mendeskripsikan kebutuhan nasabah adanya layanan digital gift. Penelitian ini dilakukan pada bulan Januari hingga Mei 2024. Responden penelitian ini adalah nasabah yang telah aktif menggunakan mobile banking.
Hasil penelitian ini menunjukkan informasi adanya kebutuhan dari nasabah pengguna BRImo adanya digital gift sebagai alternatif hadiah pengganti fisik barang, cashless, dan tanpa harus datang bertemu dengan penerima. Prototype yang dikembangkan terbagi menjadi 3 bagian yaitu untuk proses pembuatan digital gift, untuk proses klaim digital gift, dan Prototype untuk unsur gamification. 2 (dua) unsur gamification yang dapat diterapkan dalam pengembangan layanan berupa Core drive development & accomplishment dan core drive social influence. Hasil analisa terhadap umpan balik atas uji prototype, pengembangan penelitian ini sudah bisa dilanjutkan kepada tahap implementasi. Dengan menerapkan pendekatan design thinking diharapkan tidak menghentikan semangat untuk menggali lagi pain dan gain yang muncul setelah layanan diimplementasikan dan diharapkan mampu untuk memenuhi kebutuhan serta harapan nasabah dengan lebih baik.
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Among the challenges faced by conventional banks is providing banking services that can compete with digital banks. Mobile banking is one of the banking services in the form of an application that can serve as a tool to compete through the development of features or services that are relevant, attractive, and effective in meeting customer needs. People have a habit of giving each other gifts, adopting the value of the spirit of giving in social life, especially during special moments. Digital gifts are a new trend for sending gifts to others without having to meet face-to-face.
The development of digital gift services on mobile banking is the result of observing customer needs using the Design Thinking process to find solutions to these issues. The addition of gamification elements in the development of digital gift services is expected to increase customer engagement and retention. Data collection methods include surveys of customers. This research is qualitative, describing customer needs for digital gift services. The study was conducted from January to May 2024, with respondents being customers who actively use mobile banking.
The results of this study indicate that there is a need among BRImo users for digital gifts as an alternative to physical gifts, which are cashless and do not require meeting the recipient in person. The developed prototype is divided into three parts: the process of creating digital gifts, the process of claiming digital gifts, and the prototype for gamification elements. Two gamification elements that can be applied in service development are core drive development & accomplishment and core drive social influence. Based on the feedback analysis from the prototype testing, this research development can proceed to the implementation stage. By applying the Design Thinking approach, it is hoped that it will continue to explore the pains and gains that arise after the service is implemented and is expected to better meet customer needs and expectations
Item Type: | Thesis (Masters) |
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Uncontrolled Keywords: | digital dift, mobile banking, design thinking, gamification |
Subjects: | H Social Sciences > HJ Public Finance |
Divisions: | Interdisciplinary School of Management and Technology (SIMT) > 78201-System And Technology Innovation |
Depositing User: | Heru Kurniawan |
Date Deposited: | 07 Aug 2024 08:52 |
Last Modified: | 07 Aug 2024 08:52 |
URI: | http://repository.its.ac.id/id/eprint/114757 |
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