TTL independent powder research company acquired by large Marketing/Technology firm

2021 ◽  
Vol 2021 (9) ◽  
pp. 1
2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Lim Sanny ◽  
Verencia Angelina ◽  
Bernando Budi Christian

Purpose Small-medium enterprise (SME) service industry is an industry that continues to experience growth in developed and developing countries, including Indonesia. SME service industry that engaged in the service industry, namely, rental for generator set, air conditioner and sound system. In recent years, this SME has been experienced in declining in sales and getting some complaints from their customers. Many studies suggest that service quality and customer satisfaction are the key factors in the service industry. The purpose of this paper is to analyze the quality of service based on the customer’s perspective. Design/methodology/approach Data was collected using a combination of literature review, interview, brainstorming and questionnaires and analyzed by using importance-performance analysis (IPA) and quality function deployment (QFD) model. Findings This research resulted in nine technical requirements that allow the company to focus on these attributes to help the company enhance its customer satisfaction. Practical implications Based on the theory, applying service quality, IPA and also QFD will result in customer satisfaction. Practically the enhancement in customer satisfaction is not as easy as expected. Nowadays, customers always expect more and more and it is impossible to fully captured customers’ needs and always satisfy customers. Nevertheless, for this research company can understand their customers better, companies can evaluate their performances based on the customers’ perspective and know their customers’ needs. The company also know their strengths and weaknesses to allocate the resources and maximize their potential. Last but not least, the company is able to know their strategic priority that needs to be done for their better performance in the future to fulfill their customers’ needs and hope to enhance their customer satisfaction Originality/value A lot of research about customer satisfaction but still limited especially in the service industry in Indonesia using a combination of IPA and QFD model. So this research will give benefit for SMEs in Indonesia to allocate their resources more effectively by looking at the results of the four quadrants of IPA and house of quality (HOQ) framework can be used for a company as the references for their priority strategic option. Yet, to keep improving, the company recommended reviewing HOQ periodically.


Author(s):  
Johan Muliadi Kerta ◽  
David Wennoris ◽  
Tonny Gunawan ◽  
Erny Erny

Along with the development of the company to run operations such as data communication and perform other transactions to relations and vice versa, PT Finroll just uses the public network such as sending email to their partners. Data information is not safe in public because it can be tapped or intercepted by unauthorized person. With the Virtual Private Network (VPN), PT Finroll can do business in secure environment to their partners. The methodologies used in this research are data collection that was started by surveying, interviewing, and analyzing the current network topology, performance and design requirements that support network design. From these results, PT Finroll can increase productivity and performance from competition in their business. In addition, with this research company has a better ability to increase their competitiveness in present and the future. 


2021 ◽  
Vol 8 ◽  
Author(s):  
Christy L. Hoffman ◽  
Melissa Thibault ◽  
Julie Hong

In March 2020, Americans began experiencing numerous lifestyle changes due to the COVID-19 pandemic. Some reports have suggested that pet acquisition and ownership increased during this period, and some have suggested shelters and rescues will be overwhelmed once pandemic-related restrictions are lifted and lifestyles shift yet again. In May 2021, the ASPCA hired the global market research company Ipsos to conduct a general population survey that would provide a more comprehensive picture of pet ownership and acquisition during the pandemic. Although pet owners care for a number of species, the term pet owner in this study specifically refers to those who had dogs and/or cats. One goal of the survey was to determine whether data from a sample of adults residing in the United States would corroborate findings from national shelter databases indicating that animals were not being surrendered to shelters in large numbers. Furthermore, this survey gauged individuals' concerns related to the lifting of COVID-19 restrictions, and analyses examined factors associated with pet owners indicating they were considering rehoming an animal within the next 3 months. The data showed that pet ownership did not increase during the pandemic and that pets may have been rehomed in greater numbers than occurs during more stable times. Importantly, rehomed animals were placed with friends, family members, and neighbors more frequently than they were relinquished to animal shelters and rescues. Findings associated with those who rehomed an animal during the pandemic, or were considering rehoming, suggest that animal welfare organizations have opportunities to increase pet retention by providing resources regarding pet-friendly housing and affordable veterinary options and by helping pet owners strategize how to incorporate their animals into their post-pandemic lifestyles.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Annamarie D. Sisson ◽  
Elizabeth A. Whalen

PurposeThe value of the events industry is increasing worldwide. An essential component for successful events is creating a unique experience by offering gamification. A conceptual model is proposed, exploring pre-event game communication and its effect on attendees' value perceptions, willingness to participate, word of mouth intentions and emotional commitment during gameplay at conference events.Design/methodology/approachAnalysis of variance and structural equation modeling were employed to test the model using data collected from 177 attendees recruited from hospitality and tourism association network listservs and online research company.FindingsResults reveal that perceptions of event gamification increase word of mouth intentions, willingness to participate and emotional commitment.Practical implicationsThe study contributes to the knowledge of conference events with recommendations for incorporation of game elements for meeting planners to enhance attendee behaviors at the event.Originality/valueThis study is among the first to examine positive behavioral outcomes of using games at conference events.


Author(s):  
Hongwei Du ◽  
Albert Lederer ◽  
Jiming Wu

In the past two decades, electronic commerce has been growing rapidly due to the increasing popularization of personal computers, expanding penetration of broadband, and continuing development of the Internet and World Wide Web. According to eMarketer (2009), an e-business and online market research company, the total U.S. e-commerce sales (excluding travel) will grow from $127.7 billion in 2007 to $182.5 billion in 2010. The firm also estimates that the number of online shoppers in U.S. will increase from 131.1 million—nearly four-fifths of Internet users—by the year 2007, to 148.7 million by the year 2010. The growth of e-commerce relies not only on the great convenience of conducting transactions over the Internet but also on consumers’ willingness to trust an online merchant. This view is consistent with that advanced by Holsapple and Wu (2008): non-face-to-face, Internet-based transactions require an element of trust; in other words, trust is a foundation of e-commerce.


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