scholarly journals Determining Kansei Words in Chocolate Product Development Model Design Based on Social Media Trend by Using Key Element Extraction (KEE) Algorithm

Author(s):  
Meilita Tryana Sembiring ◽  
Kevin Adhinata ◽  
Dini Wahyuni ◽  
M Zaky Hadi
2021 ◽  
Vol 13 (5) ◽  
pp. 2484
Author(s):  
Chi-Hung Lo

Many industries are labor-intensive and energy- and resource-consuming. A sustainable development plan is necessary for the industries as industrial structures have been changing recently. Taiwan’s shoe industry also has experienced such changes and requires a sustainable product development plan for continuous development. Therefore, this study aims to propose a new method by introducing a model of sustainable product development to facilitate the sustainable development of the industry. By taking air-cushioned casual shoe production as an example, this study suggested the refined Kano quality model for exploring the product attributes that improved the customers’ satisfaction. The refined Kano model that was established with interviews and questionnaire surveys was effective to define the product attributes that contributed to satisfying the customers and understanding their perception of product attributes. In the air-cushioned casual shoe production, the model found function, design, innovation, marketing, and service to be important for manufacturers to develop products with limited. It also suggested the priority be put on the attributes of high value-added quality, key quality, and potential quality. The model helped manufacturers decide which product attributes they need to invest in and develop. The relation of product attributes and consumer satisfaction for a sustainable product development model was also found by using the refined Kano model. The result of this study is expected to apply to various industries for establishing an appropriate sustainable product development model.


2021 ◽  
Vol 1 ◽  
pp. 1897-1906
Author(s):  
Clemens Birk ◽  
Marc Zuefle ◽  
Albert Albers ◽  
Nikola Bursac ◽  
Dieter Krause

AbstractThis paper considers the orientation of product development structures towards interdisciplinary system architectures using the example of a tool machine manufacturer. Due to the change from simple mechanical products to extensively designed systems, whose successful development requires the integration of all disciplines involved, it is analyzed which requirements there are for these interdisciplinary system architectures in today's development environment. In addition, it is validated on the basis of the investigation environment that interdisciplinary system structures are necessary for the development on the different levels of the system view. In doing so, the investigation environment addresses the concept of extracting customer-relevant features (systems) from a physical-tailored modular system (supersystem) in order to develop and test them autonomously, as well as to transfer them to the entire product range in a standardized manner. The elaboration identifies basic requirements for the development of a knowledge base in interdisciplinary system structures and places them into the context of an agile modular kit development.


Author(s):  
Lina J. Lundquist ◽  
Franz Eberle ◽  
Mikael B. Mohlin ◽  
Rainer Sponsel

In a world of constant development and where competition grows stronger for every minute, there is a need to work smart to stay on the market. Product development in the automotive business is not an exception. It is though not enough to adapt new technology and new ideas, one has to apply it to the organization in the smartest way to be able to achieve one of the most wanted goals; shortened lead-time in combination with improved product quality. As well known, virtual prototyping is a mean to achieve the above stated goal. This paper describes how this method has been the basis for a new product development approach in the clutch system area in an automotive company. The new virtual development approach is enabled by creation of the Virtual Clutch Development Model (VCDM). The main benefit of the simulation model is that several clutch performance phenomena can easily be investigated at once to get an overview of the performance of the clutch system, this in an early phase of the development process. This will facilitate trade off decisions and avoid suboptimization and thus shorten lead-times and improve product quality.


2016 ◽  
Vol 6 (2) ◽  
pp. 173 ◽  
Author(s):  
Ismalik Perwira Admadja ◽  
Eko Marpanaji

Penelitian ini bertujuan untuk: (1) menghasilkan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, (2) mengetahui kelayakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar, dan (3) mengetahui peningkatan hasil belajar siswa menggunakan multimedia pembelajaran pada mata pelajaran praktik individu instrumen pokok dasar. Metode penelitian yang digunakan adalah metode penelitian dan pengembangan dengan desain model pengembangan Stephen M. Alessi dan Stanley R. Trollip. Langkah-langkah pengembangannya yaitu: (1) perencanaan; (2) desain; dan (3) pengembangan. Teknik analisis data untuk uji coba produk menggunakan statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) ditinjau dari aspek media dinilai “Sangat Baik” dengan skor 4,27 oleh ahli media;(2) ditinjau dari aspek materi dinilai “Sangat Baik” dengan skor 4,47 oleh ahli materi; (3) ditinjau dari aspek penggunaan dinilai “Sangat Baik” dengan skor 4,23 oleh siswa; (4) peningkatan hasil belajar siswa menunjukkan kenaikan rerata skor siswa kelas yang menggunakan multimedia sebesar 31,53 sedangkan kelas yang tidak menggunakan multimedia meningkat sebesar 20,11. Kata kunci: pengembangan, pembelajaran, multimedia pembelajaran, kelayakan. DEVELOPING LEARNING MULTIMEDIA OF INDIVIDUAL PRACTICE IN FUNDAMENTAL MUSIC INSTRUMENT FOR SMK STUDENTS IN THE EXPERTISE OF KARAWITAN Abstract The purposes of this research were: (1) to produce multimedia learning on the subject of individual practice in fundamental music instrument; (2) to determine the appropriateness of the learning multimedia in the subject of individual practice in fundamental music instrument; and (3) to determine the improvement in the students’ learning outcomes from the use of multimedia in teaching the subject of individual practice in fundamental music instrument.This research was a research and development, with the development model design by Alessi and Trollip. The development stages were as follows: (1) planning; (2) design; and (3) development. The data of the try-out of the product was analyzed using descriptive statistics. The results showed that: (1) the media aspects were rated "very good" with a score of 4.27 by the media expert; (2) the material aspects were rated "very good" with a score of 4.47 by the materials expert; (3) the aspects of using product were rated "very good" with a score of 4.23 by the students; (4)the improvement of the students’ learning outcomes in the class using the multimedia showed a mean score increase of 31.53 which was greater than that of the nonmultimedia class which was only 20.11. Keywords: development, learning, learning multimedia, appropriateness


2020 ◽  
Vol 2 (2) ◽  
pp. 135
Author(s):  
Arizqi Arizqi ◽  
Diah Ayu Kusumawati ◽  
Ratna Novitasari

Desa Betokan merupakan salah satu desa yang memiliki potensi besar, mengingat desa Betokan adalah desa penghasil buah jambu dan belimbing terbesar di Kabupaten Demak. Buah jambu dan belimbing sendiri merupakan buah khas kota Demak. Meskipun demikian, sebagian besar pelaku usaha penjual jambu dan belimbing yang ada di Desa Betokan tersebut masih terkendala dalam hal manajemen usaha terutama dalam hal pemasaran dan pengembangan produk. Sehingga kegiatan pengabdian masyarakat dilakukan guna meningkatkan Ekonomi kreatif� berbasis Digital masyarakat di Desa Betokan dari usaha yang telah dimiliki sehingga dapat meningkatkan pendapatan dan kesejahteraan warga desa Betokan. Metode dalam pelaksanaan pengabdian masyarakat ini antara lain penyampaian materi penyuluhan, tanya jawab dan diskusi, dilanjutkan dengan praktik. Dari pelaksanaan pengabdian masysrakat dapat disimpulkan bahwa masyarakat antusias dalam pelaksanaan penyuluhan yang dilakukan, terlebih pada saat penyampaian materi dan praktik pembuatan akun media sosial dan juga akun E-commerce seperti akun facebook, instagram, dan juga shopee. Terlebih pada masa pandemi Covid-19 seperti sekarang ini, masyarakat selaku konsumen banyak yang beralih dari pembelian secara langsung (offline) ke pembelian online. Dari adanya akun media sosial dan e-commerce ini juga pelaku usaha dapat lebih mengembangkan pasar yang ada.Betokan is one of the villages that has great potential, considering that Betokan is the largest producer of guava and star fruit in Demak Regency. Guava and star fruit are the typical fruits of Demak city. Even so, most of the guava and starfruit selling business actors in Betokan are still constrained in terms of business management, especially in terms of marketing and product development. So that community service activities were carried out to improve the community-based digital creative economy in Betokan, Demak from the business that has been owned so that it can increase the income and welfare of Betokan villagers. Methods used in this community service included the delivery of extension materials, questions and answers and discussions, followed by practice. From the implementation of community service, it can be concluded that the public is enthusiastic about the implementation of the counseling carried out, especially when delivering material and practices for creating social media accounts and also e-commerce accounts such as Facebook, Instagram, and shopee accounts. Especially during the Covid-19 pandemic like now, many people as consumers have switched from direct (offline) purchases to online purchases. From the existence of social media and e-commerce accounts, business actors can further develop existing markets.


Author(s):  
Novi Eka Susilowati ◽  
Imam Syafi'i ◽  
Aftina Aftina ◽  
Azzhan Syahrul ◽  
Dwi Prasetyo Nogroho ◽  
...  

This study aims to develop an Android-based Indonesian dictionary for the blind. This study was developed using the Borg & Gall development model with some adjustments to the needs of this study. The stages of product development are (1) preliminary studies, (2) planning, (3) product development, (4) product validation, (5) first phase revision, (6) trials, (7) second phase revision, and (8) dissemination. The product developed is an android-based dictionary application with voice input and output. This developed product has been validated and tested on a small scale. Validation is carried out for material expert validators, media experts, and practitioners; while small-scale trials were conducted on 5 people with visual impairments. The results of product validation and trial show that the product developed is feasible to be implemented with an average percentage rating of 91.93%. The product developed provides benefits to the blind, which makes it easier to understand the meaning of words in the dictionary and increases the independence of the blind.


2019 ◽  
Vol 25 (2) ◽  
pp. 187-193
Author(s):  
Arif Priambodo ◽  
Zainal Arifin

This study aimed at (1) developing interactive animated learning media on starter system materials for the subject of light electrical vehicle maintenance, (2) examining the effectiveness of developed media assessed from the aspects of display, program, and interactive based on students’ responses. The research model used was the development model of Analysis, Design, Development, Implementation, and Evaluation (ADDIE) developed by Branch. This study was conducted at SMK PGRI 4 Ngawi. Instruments used to obtain data were interviews and questionnaires. Product development was validated by material experts and media experts, then was tested in small (limited) and large trials (field). The results of this development study were as follows: (1) The analysis result of developed media showed that the media is feasible to be used in learning or in a good category. (2) The results of the assessment showed that the aspects of display, program and interactivity were all in the good category.


Author(s):  
Hariadi Hariadi ◽  
Suryansah Suryansah ◽  
Muhamad Rezeki Rizal Watoni

This study was aimed at designing, creating, and developing an interactive audio visual learning media. This study was also aimed at examining the effectiveness of the implementation of the kid’s athletics interactive audio visual learning media on the student learning achievement. This research used a Research and Development method. The subjects of the study were 30 elementary students. The research design was the product development model. The data were analyzed by using a percentage calculation of the validation results. The validators were the expert in media and the expert in material. The result of the data analysis showed that the use of interactive audiovisual media kid’s athletics had been assessed as valid by the validators. The validity score was 85,71% from the media expert and 91,67% from the material expert. Therefore, the product was categorized as very good, which means it is applicable to use. The results of teacher instruction observation on using the kid’s athletics interactive audio visual media were 94,79% for the Kanga Escape material, 88,54% for Frog Jump material, 92, 70% for Turbo Throwing material, and 91,66 for Formula 1 material.


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