Ekonomi Digital, Inovasi dan Prilaku
Konsumsi
Ari Kuncoro
INOVASI
PENGERTIAN & RUANG
LINGKUP
1.
2.
INOVASI: PERUBAHAN SIGNIFIKAN YANG BERDAMPAK.
INOVASI: KEBERHASILAN SECARA SOSIAL DAN EKONOMI KARENA
DIPERKENALKANNYA CARA BARU ATAU KOMBINASI BARU DARI
CARA LAMA DALAM MENGUBAH INPUT MENJADI OUTPUT
SEDEMIKIAN RUPA SEHINGGA DIHASILKAN PERUBAHAN BESAR
DALAM PERBANDINGAN ANTARA NILAI MANFAAT DAN HARGA
MENURUT PERSEPSI KONSUMEN DAN/ATAU PENGGUNA.
(FONTANA 2009; 2011)
INOVASI: IMPLEMENTASI IDE DALAM BENTUK INOVASI PRODUK,
INOVASI PROSES, INOVASI PEMASARAN, DAN INOVASI
ORGANISASI. (OSLO MANUAL 2005)
3.
Pendekatan Sistem
SISTEMATIKA “MANAJEMEN INOVASI”
INOVASI AKAN BERDAMPAK BILA DIDUKUNG
OLER OUTPUT, PROSES,
DAN INPUT YANG UNGGUL.
I
nput Inovasi (
necessary condition
)
Proses Inovasi
Output Inovasi
Outcome
Inovasi
ILUSTRASI DUA KONSEP DALAM MEMAKNAI INOVASI
MENURUT
CVP
(
Customer Value Proposi8on
)
CPV
(
Customer Perceived Value
)
©Avan& Fontana, 2009-2017, The Prac&ce & Art of Innova&on.
PERSEPSI NILAI MANFAAT
MENURUT
“PENGGUNA/MASYARAKAT/PEMANGKU KEPENTINGAN”
SKENARIO NILAI MANFAAT
Q
CIS
SC:hod o1 nova1ia1
ILUSTRASI PENGERTIAN
“JIWA” INOVASI
PERUBAHAN STRATEGIS YANG MENCIPTAKAN NILAI
Innovate
Persepsi NILAI MANFAAT
menurut
“PENGGUNA/MASYARAKAT/
PEMANGKU KEPENTINGAN”
(
Customer Perceived Value
)
CPV
HARGA/BIAYA/PENGORBANAN
(
Price
)
Q
CIS
SC:hod o1 nov 110
DEFINISI INOVASI
©Avan& Fontana, 2009-2017, The Prac&ce & Art of Innova&on.
Consumer Surplus
Producer Surplus
Pric
e
Economic Cost
Innovate
We Can!
CoP
P
CPV
Value
Created =
Q
CIS
Schod o1 fnnova~ion
SKENARIO STRATEGI INOVASI
P- CoP
‐
PROFIT
FORMULA
ΔVC
=>
CVPP- CoP
‐
PROFIT
FORMULA
ΔVC
CVP=>
P- CoP
‐
PROFIT
FORMULA
ΔVC
=>
CVPP- CoP
‐
PROFIT
FORMULA
ΔVC
=>
CVP
Innovate
·
Bonus Demografi Indonesia: pasar
untuk kreativitas
•
60% dalam usia produktif (15-55)
•
27% orang muda (16-30)
A
ge
Numbers of People
Female Male
132 Juta Pengguna Internet Indonesia, 40%
Penggila Medsos
Yudhianto - detikInet
Rabu, 27 Sep 2017 10:37 WIB
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komentarNeuro Economics
•
Behavioral & Neuro Economics
• •
Behavioral economics: integrating social, cognitive, and emotional factors in
understanding economic decisions.
•• Neuroeconomics: an interdisciplinary field that uses neuroscientific methods in
understanding the interplay between economic behavior and neural mechanisms,
offering a more integrative way of understanding decision making
combines
research methods from neuroscience, experimental and behavioral economics,
and cognitive and social psychology
•• Neuroeconomics studies decision making by using a combination of tools from
various fields so as to avoid the shortcomings that arise from a single pe
‐
rspective
”Neural Predictors of Purchases" Neuron, Jan. 4, 2007
•
Microeconomic theory: purchases are driven by a combination of consumer
preference and price. Using event
‐
related fMRI, the authors investigated how
people weigh these factors to make purchasing decisions
••
Consistent with neuroimaging evidence: distinct circuits anticipate gain and loss,
product preference activated the nucleus accumbens (NAcc), while excessive
prices activated the insula
and deactivated the mesial prefrontal cortex (MPFC)
prior to the purchase decision. Activity from each of these regions independently
predicted immediately subsequent purchases above and beyond self
‐
report
TOURISM and CREATIVE ECONOMY
15
6. ECONOMIC CONTRIBUTION
5. BUSINESS CLIMATE
2. ENHANCES NATIONAL IMAGE & IDENTITY
4. RENEWABLE RESOURCES 1. SOCIAL IMPACT
3. INNOVATION & CREATIVITY
GDP, EXPORTS, EMPLOYMENT
CREATES BUSINESS
OPPORTUNITIES AND IMPACT ON OTHER SECTORS
TOURISM NATIONAL ICON STRENGTHENS LOCAL CULTURE AND VALUES
BASED ON KNOWLEDGE, IDEAS, AND CREATIVITY AND
SUSTAINABILITY MINDSET QUALITY OF LIFE , EQUITABLE
DISTRIBUTION, INCREASING WELFARE AND SOCIAL TOLERANCE
?
CREATION OF VALUE ADDEDWHY TOURISM
AND CREATIVE
ECONOMY
BUILDS SOCIAL, CULTURAL,
ENVIRONMENTAL, AND ECONOMIC HARMONY, IN ORDER TO BUILD PROSPER
16
Film, Video, Photography
Film, Video, Photography
TV and Radio
TV and Radio
Advertising
Advertising
Printing & Publishing
Printing & Publishing
Music
Music
Performing Arts
Performing Arts
Art & Antiques Market
Art & Antiques Market
Information Technology and
Software
Information Technology and
Software
Research and Development
Research and Development
Interactive Games
Interactive Games
Dominance of Substance
Media Art and Culture Design Science & Technology Cullinary
CLASSIFICATION OF CREATIVE INDUSTRIES
17
Architecture
Media
Film
Visual
Art
Performing
Arts
Ceramic Art
(jewellery, bags, watches,dll)
Product
Packaging
Visual Comm.
Interior Building
Urban Landscape
Movie Film TV
Advertising film
Interactive Games
Indonesia dan Ekonomi Kreatif: komitmen
politis yang tinggi 2006-2014
•
Visionary: kecuali Korea, jauh sebelum negara lain di sekitar kita
mengaungkan ekonomi kreatif (Malaysia, Singapore, RRT)
•
Hanya ada tiga negara (2011-2014) dimana ekonomi kreatif dikelola di
tingkat satu kementerian (Indonesia dan Inggeris, Jamaica meniru
Indonesia di 2013). Penting karena terkait kebijakan dan komitmen
politis.
•
Di Korea di tingkat Kementerian tetapi di bagi dua dan juga memiliki
Case Indonesia: 99designs
In Java, the outspread of designers is the most striking. These designers do not only come from urban and educated group but rather mostly come from rural area with no formal training in design.
Some examples:
• In Salaman District, Magelang Regency (1 hour from Yogyakarta), the designers are spread
out in 20 villages, with each village has approximately 100-200 designers.
• In Parakan District, Temanggung Regency (Parakan District is suburb of Temanggung, one of main producers of tobacco), there are 60 designers, 4 of whom already platinum
Porsi industri kreatif (termasuk jasa-jasa modern) dalam
PDB Indonesia
(19 persen dari perekonomian)
40238 40330 40422 40513 40603 40695 40787 40878 40969 41061 41153 41244 41334 41426 41518 41609 41699 41791 41883 41974 42064 42156 42248 42339 16.0
16.5 17.0 17.5 18.0 18.5 19.0 19.5
Share of Creative Industry in GDP (percent)
Growth of the creative industry:
above GDP
40603 40695 40787 40878 40969 41061 41153 41244 41334 41426 41518 41609 41699 41791 41883 41974 42064 42156 42248 42339 0.0
2.0 4.0 6.0 8.0 10.0 12.0
Growth % per annum yoy
Pertumbuhan Konsumsi Rumah
Tangga
Makanan dan Minuman selain Hotel
dan Restoran
Pakaian, Sepatu dan Pemeliharaan
03/2
Makanan dan Minuman selain di Hotel dan Restoran
% y.o.y
Pakaian, Sepatu dan Pemeliharaan
% y.o.y
Pertumbuhan Konsumsi Rumah
Tangga
Perlengkapan Rumah Tangga
Pendidikan dan Kesehatan
03/2
Perlengkapan Rumah Tangga
% y.o.y
Pendidikan dan Kesehatan
% y.o.y
Pertumbuhan Konsumsi Rumah
Tangga
Hotel dan Restoran
Transportasi dan Komunikas
03/2
Hotel dan Restoran
% y.o.y
Transportasi dan Komunikasi
% y.o.y
Pergeseran konsumsi ke pengalamanan, prestise,
kenyamanan, pendidikan dan kesehatan
piranti dan perlengkapan rumah tangga 9.6% dari PDB
hotel dan restoran dan kesehatan-Pendidikan 8.7% dari PDB
Mak
257.5
million
Indonesia’s Total Population in 2015
source: UN
56.6
million
Indonesia’s Internet User in 2015
Source: ITU
78
%
Internet-less
Source: ITU
Access via Mobile Celullar
85
%
Source: Susenas, 2014
Kelas menengah siklus belanja dan
menabung
20010 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 5
10 15 20 25
Deposito Rupiah
%
y.o.ybelanja
menabung
menabung
Krisis keuangan global
Boom komoditas
Pertumbuhan tabungan perorangan
Daya beli kelas menengah (atas)
2003 2004 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016
-10.0 -5.0 0.0 5.0 10.0 15.0 20.0 25.0 30.0 35.0
E-money
•
Sadar anggaran
•
Siklus belanja
•
Pergeseran antara konsumsi barang dan pengalaman (jasa)
•
Konsumsi sekarang dan masa depan – tabungan
ISU STRATEGIS PENGEMBANGAN EKONOMI KREATIF 2009-2025
Pendidikan kreatif yang mendorong penciptaan orang kreatif berkualitas
Ketersediaa n SDM
kreatif yang profesional dan
kompetitif
1
1. Kuantitas lembaga pendidikan formal dan nonformal (ketersediaan, biaya, kesesuaian, dan sebaran);
2. Kualitas pendidikan (pengajaran, kurikulum, sarana dan prasarana, tenaga pendidik);
3. Pengarusutamaan kreativitas;
4. Link and match dunia pendidikan dan dunia usaha; 5. Beasiswa (ketersediaan, kesesuaian, akses, sebaran
informasi).
1. Kuantitas dan kualitas (ketersediaan, kesesuaian, sebaran, dan partisipasi perempuan; peningkatan skill-knowledge-attitude, penguasaan dan akses terhadap iptek);
2. Perlindungan ketenagakerjaan.
Peningkatan kapasitas tenaga kerja kreatif
32 Disamping itu pembelajaran dari mosaik demografi:
Life Cycle Approach:
- health dan nutrisi dari awal (stunting and future capacity),
- pentingnya peran komunitas/sosial – nilai, peran keluarga, mempertahankan modal
budaya dan sosial (public creative space, sanggar tari, banjar dll)
- Pentingnya kearifan lokal - Literacy, appreciation