Syntax Literate:
Jurnal Ilmiah Indonesia p�ISSN: 2541-0849
e-ISSN:
2548-1398
Vol. 7, No.
10, Oktober 2022
USING SYSTEM DYNAMICS SIMULATION TO
DEVELOP STRATEGIES TOWARDS IMMERSIVE TECHNOLOGY ADOPTION IN INDONESIA: A CASE
OF PT. SUWIR TBK.
Faza
Athalah
Institut Teknologi Bandung, Indonesia
E-mail:
[email protected]
PT. SUWIR adalah
salah satu dari sedikit perusahaan Indonesia
yang menjual solusi teknologi imersif. Kondisi tingkat penetrasi ini menjadi
peluang bagi PT. SUWIR
untuk memperkenalkan teknologi
tersebut di Indonesia dan merebut pasar. Penelitian ini bertujuan untuk melihat variabel apa saja
yang mempengaruhi tingkat adopsi teknologi imersif di Indonesia, dan strategi apa yang terbaik untuk PT. SUWIR untuk memaksimalkan
pengadopsian produk dan layanan mereka
di Indonesia. Penelitian dilakukan dengan melakukan tinjauan literatur untuk mengambil variabel penting dari adopsi teknologi,
mengidentifikasi hubungan antar
variabel dan membuat model sistem dinamik dari hubungan
tersebut, memvalidasi model
dengan mengkalibrasi dengan data riil
perusahaan, membuat skenario strategi yang berbeda-beda, mensimulasikan skenario tersebut dan menganalisis hasilnya, lalu diakhiri dengan membuat rekomendasi strategi berdasarkan hasil simulasi. Variabel yang diturunkan dari Technology Acceptance Model (TAM) adalah
Perceived Usefulness dan Perceived Risk, dengan
Perceived Usefulness dipengaruhi oleh
variabel self-efficacy, quality, dan
ease of use. Dua variabel
Perceived ini berhubungan
dengan Intention to use. Intention to use dikaitkan
dengan variabel yang diturunkan
dari model Bass Diffusion, yaitu
Potential Adopters From Promotional Activities dan
Potential Adopters From Word-of-Mouth Activities, yang akan
berhubungan dengan tingkat adopsi produk dari
Calon Adopter menjadi
Adopter. Model divalidasi dengan membandingkan
jumlah Adopters hasil simulasi
dengan jumlah pengguna pada
layanan platform yang dikembangkan
oleh PT. SUWIR. Hasil penelitian berdasarkan
pengujian skenario menunjukkan bahwa strategi terbaik untuk memasarkan produk adalah dengan lebih fokus pada kegiatan dari mulut
ke mulut karena memiliki dampak yang lebih besar pada adopsi produk daripada kegiatan promosi.
Kata Kunci: Sistem Dinamik, Teknologi Imersif, Difusi, Penerimaan Teknologi
PT.
SUWIR is one of the few Indonesian companies selling immersive technology
solutions. This penetration level condition is an opportunity for PT. SUWIR to
introduce this technology in Indonesia and seize the market. This study aims to
see what variables influence the level of adoption of immersive technology in
Indonesia, and what is the best strategy for PT. SUWIR to maximize the adoption
of their products and services in Indonesia. The research was carried out by
conducting a literature review to take important variables from technology
adoption, identify relationships between variables and create a dynamic system
model of these relationships, validate the model by calibrating with real
company data, create different strategy scenarios, simulate these scenarios and
analyze the results. , then ends by making strategic recommendations based on
the simulation results. The variables derived from the Technology Acceptance
Model (TAM) are Perceived Usefulness and Perceived Risk, where Perceived
Usefulness is influenced by the variables self-efficacy, quality, and ease of
use. These two Perceived variables relate to Intention to use. Intention to use
is associated with variables derived from the Bass Diffusion model, namely
Potential Adopters From Promotional Activities and Potential
Adopters From Word-of-Mouth Activities, which will relate to the level of
product adoption from Prospective Adopters to Adopters. The model is validated
by comparing the number of Adopters from the simulation results with the number
of users on the service platform developed by PT. SUWIR. The results of the
research based on scenario testing show that the best strategy for marketing a
product is to focus more on word of mouth because it has a greater impact on
product adoption than promotional activities.
Keywords:
System Dynamics, Immersive technology, Diffusion, Technology Acceptance
Introduction
COVID-19 pandemic has undoubtedly
changed the behavior and lives of many people around the world. Policy of
social distancing requires people of all ages to look into digital technology
as a solution, A survey shows that COVID-19 has
accelerated the consumer technology adoption by 3-4 years, and this behavior
change is predicted to last long-term into the future (McKinsey,
2020). Among the increased technology adoption were immersive
technologies including Augmented Reality (AR) and Virtual Reality (VR) (Ball et al.,
2021).
Global immersive technology market size is expected to grow
at a CAGR of ~24% with expected 1.2 trillion market size in 2035, and patents
of immersive technology products has grown by 200% from 2018 to 2021 (ABI
Research, 2021). Immersive technology use cases are initially entertainment-based,
such as gaming with Pokemon Go (Qin, 2021),
but the more recent use cases such as increasing user experience in tourism (Fan et al.,
2022), education through arts, science, and history museums (Zhou et al.,
2022), automotive (Firu et al., 2021),
and health sector in surgery (Jean, 2022).
Technological advancements also happen in the form of online
shopping through e-commerce (Higueras-Castillo et
al., 2023). Although comfortable, customers are not able to
inspect product quality when online shopping. A significant barrier to the
internet market is the product ambiguity brought on by the physical distance
between consumers and products, which inhibits demand and causes buying
hesitancy. To lessen consumers' concern, internet shops have been working
continuously to offer third-party assurances, online reviews, and multimedia
information. The listed tactics, however, primarily aim to lower buyers'
skepticism over the caliber of the products.
Uncertainty among consumers over how well a product fits
their tastes is still a problem. (Sun et al.,
2022). This is the gap that immersive technologies can fill,
allowing virtual interaction between the customer and the product, examples
include trying on clothes or beauty products for the decision-making process.
Several large companies are investing in VR shopping applications. China�s
e-commerce giant Alibaba, the U.S. department store Macy�s, the Swedish car
manufacturer Volvo, the French hypermarket Carrefour, travel giant Marriott
International, as well as Europe�s largest retailer for consumer electronics
(SATURN) recently launched VR shopping applications.
The "Ikea Place" smartphone app was created by
IKEA using Apple's ARKit technology. Customers can
choose a virtual image of a piece of furniture from this smartphone software
and then position it in their houses by concentrating on a certain region on
their phone screens. In other words, a smartphone camera scans a user's house,
imagines the furniture in it, and creates an overlaid overlay by superimposing
an image of the chosen furniture onto a virtual representation of the user's
house. Thus, a virtual "view" of the customers' homes is displayed on
the smartphone screen, giving the impression that the customers have actually
placed the chosen furniture in their homes. Customers may visually see how the
furniture would look on their cellphones in this way without really buying and
putting the furniture into their homes. (Park et al., 2020).
In Indonesia, there are currently not a lot of companies
focusing on this market, especially companies listed in the Indonesian Stock
Exchange. This serves as an opportunity for SUWIR to be the market leader.
However, as of now the user penetration of AR and VR in Indonesia is very low,
around 32% in 2023 (Statista,
2022). Increasing this rate is necessary to further increase the
potential customer and eventually the potential revenue of PT. SUWIR.
The research questions are as
follows: (1) What are the variables that influence the adoption of immersive
technology products and services in Indonesia?, (2) What
is the recommended strategy to maximize the adoption of immersive technology
products and services of PT. SUWIR in Indonesia?
This research aims to analyze the variables impacting the
adoption rate of immersive technology products and services, and design
marketing plans for PT. SUWIR for its market penetration
Chapter 2 will discuss relevant
literature on Bass diffusion, immersive technology, technology acceptance
models, system dynamics, and justification on adding additional variables.
Chapter 3 will discuss methods and steps used in this research. Chapter 4 will
discuss the proposed solution and implementation plan. Chapter 5 concludes the
research with a summary and further research opportunities.
Research
Method
A
research design is a blueprint or plan for the collection, measurement, and
analysis of data to answer the research question. The research design for this
research is a combination of qualitative and quantitative research. The data
collection will be qualitative, and the data analysis and validation will be quantitative.
The steps are as below.
Figure 1. Research Design
The primary data collection method used in this research is
using literature review and interviews. A literature review is a process of
understanding previously published research related to the topic. The
literature review aims to collect the key variables related to technology
adoption, collect initial values and formulate equations for the parameters.
The
data analysis method in this research is using System Dynamics modeling. System
dynamics is suitable for this research because the output model can be modified
easily and tested in multiple scenarios to better understand the best
alternative to the problem. The model and the variables are then validated by
expert opinion by the related employee of PT. SUWIR
Result
and Discussion
Based on the
literature review, the variables affecting the adoption of AR and VR products
are as follows.
Table 1
Variable List for the System
Dynamics model
Parameter |
Description |
Type |
Unit |
Formula |
Source |
Self-Efficacy Value |
The level that a person believes he/she can use the
technology |
Constant |
Dmnl |
= 0.3 |
Adopted from (Bastan et al.,
2020) |
Self-Efficacy Factor |
Contribution fraction of self-efficacy |
Constant |
Dmnl |
= 0.1 |
Adopted from (Bastan et al.,
2020) |
Quality Value |
The level that a technology brings good value |
Constant |
Dmnl |
= 0.2 |
Adopted from (Bastan et al.,
2020) |
Quality Factor |
Contribution fraction of quality |
Constant |
Dmnl |
= 0.3 |
Adopted from (Bastan et al.,
2020) |
Ease of Use Factor |
Contribution fraction of ease of use |
Constant |
Dmnl |
= 0.6 |
Adopted from (Bastan et al.,
2020) |
Ease of Use Value |
The level that a technology is looked at as easy to use |
Constant |
Dmnl |
= 0.1 |
Adopted from (Bastan et al.,
2020) |
Perceived Usefulness Value |
The level that a technology is able to be used as expected |
Auxiliary |
Dmnl |
= Perceived Ease Of Use Factor*Perceived Ease Of Use Value+Quality Factor*Quality Value+"Self-efficacy
Factor"*"Self-Efficacy Value" |
Adopted from (Bastan et al.,
2020) |
Perceived Usefulness Factor |
Contribution fraction of perceived usefulness |
Constant |
Dmnl |
= 0.6 |
Adopted from (Bastan et al.,
2020) |
Perceived Risk Value |
The level of uncertainty to the future related to a
technology |
Constant |
Dmnl |
= 0.1 |
Adopted from (Bastan et al.,
2020) |
Perceived Risk Factor |
Contribution fraction of perceived risk |
Constant |
Dmnl |
= 0.4 |
Adopted from (Bastan et al.,
2020) |
Intention To Use |
The level that a potential customer has planned to use a
technology |
Auxiliary |
Dmnl |
= Perceived Risk Factor*Perceived Risk Value+Perceived
Usefulness Factor*Perceived Usefulness Value |
Adopted from (Bastan et al.,
2020) |
Advertisement
Effectiveness |
The level of effectiveness of marketing activities of a
company by advertisement |
Constant |
Dmnl |
= 0.05 |
Adopted from (Horvat, 2020) |
Word-Of-Mouth
Effectiveness |
The level of effectiveness of marketing activities of a
company by word of mouth |
Constant |
Dmnl |
= 0.05 |
Adopted from (Horvat, 2020) |
Total Population |
Total target market size of the technology |
Constant |
People |
= 10 million |
Assumption |
Contact Rate |
Number of contacts between potential adopters and adopters
per person per year |
Constant |
1/Year |
= 60 |
Expert Opinion |
Number of Contacts |
Number of total contacts between potential adopters and
adopters per year |
Auxiliary |
People/Year |
= Contact Rate * Adopters |
Expert Opinion |
Potential Adopters from Promotional Activities |
Number of people likely to use a technology as a result of
promotional activities |
Auxiliary |
People/Year |
= Advertisement Effectiveness * Intention to use *
Potential Adopters |
Adopted from (Horvat, 2020) |
Potential Adopters from Word-Of-Mouth Activities |
Number of people likely to use a technology as a result of
word of mouth activities |
Auxiliary |
People/Year |
= (Word of mouth effectiveness * Intention to use * Number
of contacts * Potential adopters) / Total population |
Adopted from (Horvat, 2020) |
Potential Adopters |
Number of people who are likely to use a technology |
Stock |
People |
= INTEG(-Adoption Rate) |
Adopted from (Horvat, 2020) |
Adopters |
Number of people who uses a technology |
Stock |
People |
= INTEG(Adoption Rate) |
Adopted from (Horvat, 2020) |
Adoption Rate |
Number of people likely to adopt a product per year |
Flow |
People/Year |
= Potential Adopters from Promotional Activities +
Potential Adopters from Word-Of-Mouth Activities |
Adopted from (Horvat, 2020) |
The Stock
and Flow Diagram is as below. The variables of Perceived Usefulness, Perceived
Risk, and Intention To Use are derived from the
Technology Acceptance Model, with Intention To Use representing the personal self barrier to adopt technology. This barrier contributes
to the number of potential adopters from promotional activities, along with the
constant of advertisement effectiveness and the value of potential adopters.
The barrier also contributes to the number of potential adopters from
word-of-mouth activities along with the number of potential adopters, adopters,
total population, word-of-mouth effectiveness, and number of contacts between
non-adopters and adopters.
Figure 2. Proposed Stock and Flow Diagram
Model
validation is done to make sure the model closely represents the actual system
behavior. A validated model can further be used to forecast system behavior
into the future and decision makers in the company can react accordingly. The
first basic step of model validation is by model checking and unit checking.
These are to check the consistency and errors of the created model and the
units. These checks are available in Vensim. The
result indicates that the proposed model has no errors and is consistent.
Figure 3. Model Check
Figure 4. Unit Check
The model is
validated with the number of users of platform services of PT. SUWIR for year 2020-2022
Table 2
Number of yearly users of platform
services of PT. SUWIR
Year |
2020 |
2021 |
2022 |
Users (in thousands) |
16 |
25.5 |
55 |
When the
model is simulated, the simulation result (in blue) shows a similar pattern to
the reference historical data of users (reference mode in red), meaning the
model is valid.
Figure 5. Model simulation test compared to
historical data
From the
created model, different scenarios are created by changing the variables in the
model to look at the simulation result from the scenarios. These scenarios can
then be used to develop optimal strategy to achieve the desired result. In this
research, the developed scenarios are as follows.
a. Increasing Word-of-Mouth
effectiveness
b. Increasing Promotional/advertisement
effectiveness
c. Increasing Perceived Risk Value
d. Increasing Perceived Usefulness
Value by Self-efficacy
e. Increasing Perceived Usefulness
Value by Quality
f. Increasing Perceived Usefulness
Value by Ease Of Use
Scenario 1
and 2 aim to look at what type of marketing activities is best to maximize
immersive technology adoption, while the other scenarios aim to look at what
variable gives the most impact in a person�s internal barrier to adop immersive technology products.
Each
scenario is simulated and compared to current data and the result is analyzed
to develop the optimal marketing strategy. The simulation is run in Vensim software and the simulation time is set to start
from 2020 to 2030. The observed variable is Adoption Rate and Adopters. First,
we take a look at the baseline simulation result with the closest
representative to the actual data when the simulation is extended to the year
2030.
Figure 6. Baseline model simulation test to
year 2030
Based on the
simulation above, by the end of 2030, the number of adopters will be around 6.5
million people. With an assumed total target market of 10 million people, at
the current state, it will take longer than the year 2030 to capture the target
market. Furthermore, from the graph above, the adoption rate is seen to
increase until it reaches its peak at year 2028 with approximately 1 million
adopters per year, and then the adoption rate decreases from year 2028 beyond.
The result
of simulation for scenario of increasing word-of-mouth effectiveness to 0.2
(Scenario 1), 0.4 (Scenario 2), and 0.75 (Scenario 3) is as below.
Figure 7. Scenario simulation of increasing WoM effectiveness
The
simulation shows that increasing word-of-mouth effectiveness will fasten the
adoption rate and decrease the time taken to capture the target market. The
adopters will reach maximum by 2025 (Scenario 1, green), 2023 (Scenario 2,
red), and 2021 (scenario 3, blue).
The result
of simulation for scenario of increasing promotional effectiveness to 0.2
(Scenario 1), 0.4 (Scenario 2), and 0.75 (Scenario 3) is as below.
Figure 8. Scenario simulation of increasing
promotional effectiveness
From the
simulation, it can be seen that the increase in adoption rate is not as much as
the previous scenario. This is because there is no feedback loop that increases
the potential adopters from promotional activities, unlike potential adopters
from word-of-mouth activities that increase over time as the number of adopters
increase. With this method, the whole target market can only be reached when
the promotional effectiveness increases to 0.75 or above.
The result
of simulation for increasing perceived risk value and perceived usefulness
value to 1 is as below.
Figure 9. Scenario simulation of maximizing
perceived usefulness value and perceived risk value
From the
simulation, it can be seen that increasing perceived usefulness gives better
results than increasing perceived risk, although the difference is not much. The
result of simulation for increasing variables related to perceived usefulness
value is as below.
Figure 10. Scenario simulation of maximizing
perceived ease of use value and quality value and self-efficacy value
From the
simulation results, it can be seen that perceived ease of use has the greatest
impact compared to other variables on increasing adoption rate. The last
scenario is simulating the ideal scenario of maximum effectiveness on
word-of-mouth and promotional activities. The result is as below
Figure 11. Scenario simulation of maximizing
both promotional effectiveness and WoM effectiveness
From the
simulation results, it can be seen that both maximum effectiveness of
word-of-mouth and promotional activities give the best result, although the
result is not so far from the scenario maximum WoM
effectiveness.
Based on all
the results, the best adoption rate is given by increasing both promotional and
word-of-mouth marketing, with more focus on word-of-mouth. The promotional
activities are more effective if they emphasize the product�s usefulness with
more focus on ease of use.
The proposed
system dynamics model shows how the promotional activities and the
word-of-mouth activities affect the adoption of immersive technologies in
Indonesia. Therefore, when possible, given the sufficient resources, PT. SUWIR
should focus on enhancing the effectiveness of promotional and word-of-mouth.
More specifically, these activities should be able to increase potential
customers� intention to use the product and decrease barriers towards using the
product, which consists of perceived usefulness and perceived risk.
The
implementation plan should start with introduction of the model to every team
involved, including the marketing team, design team, and engineering team. This
is to educate each team member on concepts such as perceived usefulness,
perceived risk, and create tasks that prioritizes maximizing these values.
Then, allocate resources such as budget and manpower to refine marketing
programs and contents towards word-of-mouth activities. After the program is
implemented, review at every end of the year, compare the number of platform
users and compare it to the previous data. Then, add the new yearly data to the
model to improve the model, and adjust the variables accordingly to improve the
model accuracy.
Table 3
Implementation Plan
No |
Activities |
2023 |
2024 |
||||
Q3 |
Q4 |
Q1 |
Q2 |
Q3 |
Q4 |
||
1 |
Introduce the model to every member of the sales and
marketing team to emphasize points of perceived usefulness and perceived risk |
|
|
|
|
|
|
2 |
Coordinate with design and engineering team to further
develop the platform towards better ease of use |
|
|
|
|
|
|
3 |
Design marketing programs and leverage technology towards
incentivize word-of-mouth |
|
|
|
|
|
|
4 |
Review performance, add the new data to the model, adjust
the model variables to better reflect the data |
|
|
|
|
|
|
Conclusion
The variables that influence the adoption of immersive
technology products and services in Indonesia are Perceived Usefulness that
reflect how a user sees immersive technology as useful, and Perceived Risk that
reflect how a user sees the consequences of adopting an immersive technology.
Perceived Usefulness itself is affected by the immersive technology�s ease of
use, quality, and efficacy.
The recommended strategy to maximize the adoption of
immersive technology products and services of PT. SUWIR in Indonesia is by
focusing on programs that increases word-of-mouth contacts, and also create
promotional campaigns that focuses on increasing potential adopter�s perceived
usefulness and perceived risk
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