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MATERI 1 Introduction to Digital Leadership Apa itu digital leadership? Linda Hill on Leading Change and the Paradoxes of Management | The Parlor Room: Season 1, Ep. 8 (youtube.com) A leadership characterized by a willingness to engage with, leverage and navigate the uncertainty of emerging technol...

MATERI 1 Introduction to Digital Leadership Apa itu digital leadership? Linda Hill on Leading Change and the Paradoxes of Management | The Parlor Room: Season 1, Ep. 8 (youtube.com) A leadership characterized by a willingness to engage with, leverage and navigate the uncertainty of emerging technologies, digital tools and data (Hill, 2024). Leadership ditandai dengan kemauan untuk engage, menggunakan aset, dan mengarahkan dalam ketidakpastian penggabungan teknologi, alat digital dan data It is about having the culture and capabilities in your organization to use the digital tools to make a difference to your customer and any other stakeholders you care about. Memiliki budaya dan kemampuan di dalam organisasi untuk menggunakan alat digital untuk membuat perubahan ke konsumen dan stakeholder yang dipedulikan. Leading in a digital world by creating culture that encourages rapid innovation and experimentation that leads to the future creation (Eastwood, 2021) Memimpin dalam dunia digital dengan menciptakan budaya yang mendorong inovasi yang cepat dan eksperimentasi yang mengarah ke kreasi masa depan What do digital leaders do? In organizations, digital leaders influence others to use digital technology to achieve the goal of the organization. In society, digital leaders influence others to use digital technology meaningfully. Keywords Digital Leadership [ ] Achieve the goal of the organization [ ] Meaningfully. Mempengaruhi orang menggunakan teknologi meaningfully Digital bukan hanya terbatas di user. Digital leaders create something good. Ada 3 area [ ] Personal. Pengguna atau providernya nanti. Control digital world nantinya [ ] Organisasi, komunitas, perusahaan, toko. Culture dan capabilities untuk membawa organisasi, komunitas, perusahaan, untuk menyadari bahwa we need to use digital tools [ ] Society. Masyarakat yang lebih luas. Mau kontra culture atau mengkontraskan diri, culture yang mungkin salah kita mau challenge culturenya. Contoh Digital Leaders 1. Shou zi Chew, CEO of TikTok (an app from a Chinese company ByteDance) since 2021. Berasal dari Singapore, merupakan seorang lulusan jurusan ekonomi. Mendapatkan bachelor's degree in economics at the University College London before heading to Harvard Business School for his MBA in 2010. 2. Jim Donaldson atau Mr. Beast, content creator dengan subscriber terbanyak di Youtube, dengan 340 juta. College dropout from manajemen bisnis. 3. Adam Mosseri, head of Instagram. Sebelumnya merupakan executive di Facebook (which owns Instagram). Kuliah di New York University's Gallatin School of Individualized Study di jurusan media and information design. Mosseri's title as head of Instagram differs from the title of former leadership as CEO as Facebook reserves CEO titles for company founders. As company head, Mosseri is expected to hire a new executive team and oversee "all functions of the business” 4. Sam Altman, CEO OpenAi. He is also the chairman of clean energy companies Oklo Inc. and Helion Energy. Dropped out of Stanford University after two years and founded Loopt, a mobile social networking service, raising more than $30 million in venture capital. In 2011, Altman joined Y Combinator, a startup accelerator, and was its president from 2014 to 2019. In December 2015, Altman co-founded OpenAI, an artificial intelligence research organization, alongside notable figures such as Elon Musk, Jessica Livingston, and Peter Thiel. 5. Dr. S. Donald Stookey, Calon penemu (cikal bakal) Gorilla Glass. Yang berkembang dari apa yang dia temukan jadi photoceramic. (Ini yang jadi gorilla glass) Dibuat untuk HP. Tahun 1948 kaca pertamanya. Yang bening 1953. Latar belakang pendidikan kimia fisik. 6. Ivan Sutherland, VR Glasses Pioneer. Ivan Sutherland earned his bachelor's degree in electrical engineering from the Carnegie Institute of Technology, his master's degree from Caltech, and his Ph.D. from MIT in Electrical Engineering in 1963. Sutherland invented Sketchpad in 1962 while at MIT. From 1965 to 1968, Sutherland was an associate professor of electrical engineering at Harvard University. Work with student Danny Cohen in 1967 led to the development of the Cohen–Sutherland computer graphics line clipping algorithm. In 1968, with his students Bob Sproull, Quintin Foster, Danny Cohen, and others he created the first head-mounted display that rendered images for the viewer's changing pose, as sensed by The Sword of Damocles, thus making the first virtual reality system (VR Glasses Pioneer) 7. Lanny Smoot, Peneliti Disney, untuk BB-8 Drive System, Lightsaber, Magic playfloor inventor. Made holotile, kombinasi dengan VR. allows users to seamlessly walk, run, and move in any direction while in a VR environment. Launchnya 2022/23, researchnya dari 2001 atau mulai jobnya (either). Desain grafis. Dulu latar belakang pendidikannya beasiswa di bidang electrical engineering. 8. Annie Easley, computer scientist and mathematician who made critical contributions to NASA's rocket systems and energy technologies. Easley's early work involved running simulations at NASA's Plum Brook Reactor Facility and studying the effects of rocket launches on earth's ozone layer. She taught herself assembly programming using languages like Formula Translating System (Fortran) and the Simple Object Access Protocol (SOAP) to help with these simulations. She would also work on developing code used in researching and analyzing alternative power technologies like batteries and fuel systems, which would be later used in hybrid vehicles and NASA's Centaur upper-stage rocket. Di tahun 1950, Easley enrolled in classes at Xavier University of Louisiana in New Orleans, an African-American Catholic university, and majored in pharmacy for about two years. Lalu di 1955, Easley read a story in a local newspaper about twin sisters who worked for the National Advisory Committee for Aeronautics (NACA) as "computers". She applied for a job the next day, and was hired two weeks later, In 1977, she obtained a Bachelor of Science in Mathematics from Cleveland State University. Classification of Digital Leaders Peran dunia digital 1. Content creator. Paling surface karena dia user. Contohnya Mr. Beast. 2. Penyedia platform or platform developer (TikTok, Threads Insta). Contoh Spotify, Grab, Gojek, WhatsApp dsb. Mempengaruhi orang lain untuk menggunakan teknologi untuk tujuan organisasi or komunitas dsb 3. Inventor teknologi. Contoh Tesla, ChatGPT. Yang mengembangkan teknologi. Pengaruh/Influence TikTok Surpassing 1 billion monthly active users worldwide, it remains as one of the most popular and engaging social networks. Akun TikTok dengan followers terbanyak yaitu Khaby Lame is Senegalese-Italian media personality with 161.6 million followers (the most followed TikToker per January 2024). Sementara akun TikTok dengan likes terbanyak dan followers terbanyak kedua adalah Charlie D’Amelio dengan 11,5 miliar likes. Influential Youtubers Per January 2024 Youtube is the second largest media in the world, with over 2.5 billion monthly active users. Only Facebook (3 billion M.A.U) has more active users than YouTube. T series is the youtuber with the most subscribers. It is important to notice that T Series has been very popular prior to the YouTube era. Loyalty and the number of loyal fans to a culture have been the important factor for T Series’ success. Mr Beast is the individual youtuber with the most subscribers. One of the success factors of the channel is its creativity to create meaningful challenges or games.’ How MrBeast Grew His Channel - YouTube Influencers on Instagram Instagram is a photo and video sharing social networking service owned by American company called Meta. Merupakan media sosial tempat membagikan foto dan video. Per 1 Feb 2024 Instagram is the most followed brand (non-person) on Instagram with 668 million followers and Cristiano Ronaldo is the most-followed person on Instagram, with over 618 million followers. Challenge/Tantangan Digital Leadership (Content Creator) - An influencer is having an imbalance relationship with his or her followers. Komentar orang orang bisa jahat ke influencer - An influencer should maintain his or her popularity by keep creating viral contents. Agar viral, signifikan dan meaningful jadi rancu. Tidak jarang influencer pada akhirnya tidak peduli dan malah membuat konten yang merugikan orang lain asal viral. So bias between morally good, pranks, dll, perbedaannya tipis. - An influencer will miss the opportunity to have a real and healthy real relationship to produce a tangible product. Jadinya banyak yang punya dua dunia. Karena harus ngeluarin konten terus. Challenge/Tantangan Digital Leadership (Platform Developer) - Cyberbullying increases suicidal thoughts by 14.5 percent and suicide attempts by 8.7 percent (Nikoleau, 2017) - Children and young people under 25 who are victims of cyberbullying are more than twice as likely to self harm and enact suicidal behavior (Swansea University, 2018) https://www.jmir.org/2018/4/e129/ - Instagram fosters anxiety as its users compare themselves to others (Sherlock and Wagstaff, 2018). - Unwillingness of Meta to takedown inappropriate contents (Forbes, 2024 Media sering jadi media provokasi, bukan hanya komunikasi. Penyedia platform mau create culture seperti apa? Media digital ini bisa juga disalahgunakan untuk dijadikan ajang bajak membajak. Cyberbullying. Karena human ego, something good disalahgunakan Moral degradation, hate comment, dll Sekarang digital technology jadi sarana perang bebas. Contoh: isu Apple dan Samsung. Ada toko apple baru buka di train station, media promosi poster dll nya Samsung. Digital Leadership in Petra Christian University - It is a leadership that is done by serving others using the latest technology in the disrupted era to empower the followers to live a meaningful life. Merupakan leadership yang dilakukan dengan melayani orang lain dengan menggunakan teknologi terbaru untuk membawa pengikut untuk menjalani hidup yang bermakna. - Petranesian digital leaders membuat dan atau mempergunakan teknologi demi menjalankan panggilannya menjadi berkat bagi orang lain. Misalnya saja followers, users, audience, dan viewers. Maksud DL adalah ingin keluar sebagai Digital Leaders yang seperti apa. Ingin punya standar. Agar saat berkarya dan berkontribusi langsung noticed. Since we have a standard Sub-competencies Digital Leadership 1. Leading or influencing by serving others; understanding and meeting the needs of the followers. Saat perusahaan mau mengeluarkan product, majority pasti survey market. Kalau dulu nggak perlu berpikir keras dalam buka toko karena bukanya sesuatu yang merupakan needs seperti aqua, sanyo, indomie. Sekarang harus survey market untuk tau sebenarnya konsumen perlu hal yang seperti apa. 2. Keep improving their own digital competencies to serve their followers more effectively. Bukan hanya tau target market tapi juga terus improve. 3. Empowering their followers by creating a healthy community of ecosystem for them. Bukan hanya membuat follower menerima mentah-mentah produk digital seperti konten dan platform yang dimiliki, tapi juga building relation. Basenya Servant Leadership Kemudian ada culture (dalam suatu tempat pasti ada culturenya, contohnya di suatu komunitas dan perusahaan) and social influence. Second base. (kesepakatan masyarakat yang tidak tertulis) Digital competencies. Base or anak tangga 3 Pillars. Digital thinking, ethics, and literacy Kemudian ada assessing digital technology and trend, and lastly digital transformation Conclusion - Digital leadership is the process of influencing others by serving them using the latest technology in a disrupted era to empower the followers so that they can live their life meaningfully. - The landscape of digital leadership is complex and controversial, and this cause this world (including the digital one) to redefine digital leadership based on the fundamental thinking. - Digital leadership that is the process of influencing others by serving others using the latest technology in the disrupted era to empower the followers to live a meaningful life. Developing digital leadership starts from the foundation which is servant leadership followed by understanding others and keep building digital competencies. MATERI 2 Servant Leadership in the Digital Era What is Leadership? Leadership is influence (Maxwell in Maxwell Leadership Podcast, 2019). Leadership is a choice that you made to put the interest of others before your own (Sinek, 2014). How Great Leaders Inspire Action | Simon Sinek | TED - YouTube The power of influence. Leadership itu sesederhana influence. Leadership adalah sebuah influence. (John Maxwell) Memberikan pengaruh, dengan begitu tanpa kita sadari sebenarnya kita sudah memimpin orang lain. Tanpa disadari saat memberikan pengaruh di kehidupan sehari-hari misalnya seperti kembaran baju, kita sedang memimpin orang untuk setuju. Atau tentang jadwal kerja kelompok. Bahkan sampai mata kuliah peminatan. Influence bisa baik and buruk. Influence itu memimpin orang untuk ngikutin pilihan kita. Kalau ngajak hal yang buruk juga influence. Oleh karenanya influence yang buruk bukanlah leadership. Leadership adalah pilihan yang kita buat untuk menaruh interest atau kebutuhan orang lain di atas kepentingan atau interest diri sendiri. Tapi kalau gitu batasannya apa? Digital leaders memimpin orang atau followers untuk melakukan hal yang benar. Seorang digital leaders di Petra diajak untuk serving others dengan menggunakan teknologi to empower the followers to live a meaningful live. Bukan hidup diatur oleh leader, tapi mendengarkan untuk menyadari bahwa "aku" more than yang ada sekarang. (Menyadari who we are, menyadari bahwa bisa lebih better dari yang sekarang) Larry Nassar, therapist untuk atlet. Dia fisioterapi. Tapi dia malah manipulate athletes to get sexual pleasures. Contoh lain adalah Bernie Madoff yang meningkatkan uangnya dengan nipu orang untuk masuk ke gerakan Ponzinya. Kedua ini adalah contoh influence yang buruk. Leadership in Organization - In an organization, leadership is the process of influencing followers to understand and be committed to what they should do. - Organizational leadership is also about facilitating the followers to work both individually and collectively to achieve the goal of the organization (Yukl, 2020). Di organisasi, leadership adalah proses untuk influence followers untuk mengerti dan commit ke apa yang mereka seharusnya lakukan. Organizational leadership juga facilitate followers untuk bekerja secara individu dan bersama untuk memenuhi kebutuhan dan mencapai goal organisasi. Dalam organisasi, kita meyakinkan orang agar orang bisa commit dengan apa yang harus mereka lakukan untuk tujuan organisasi. Leadership - Leadership is the process of influencing others so that they have the courage to do the right thing. - Courage is an attitude where an individual is persistent to keep going despite the difficulties or dangers s/he faced. Leadership and Influence - Leadership is influence but not all influences are leadership. - Digital leaders should influence followers to have the courage to do the right thing. Influence dapat digolongkan menjadi influence baik dan buruk. Influence buruk bukanlah leadership. Contoh influence buruk: - Adolf Hitler. My race has to be the ruling race at all cost. Committed acts of genocide towards Jewish people - Larry Nassar. Getting sexual pleasure by manipulating athletes. - Bernie Madoff. Increasing my wealth by deceiving others to join my Ponzi scheme. Servant Leadership - Servant leadership is a leadership philosophy which believes that the main role of leaders is to serve their followers (Greenleaf, 1977). Servant leadership adalah leadership philosophy yang berkata bahwa main role of leaders adalah untuk serve others. Contoh di luar, misal owner adalah leader, sementara followers adalah employee/karyawan, anggota, dan customers. Maka kalau leadership harus serve those followers, layernya bukan langsung ke pelanggan saja, tapi juga pegawai/karyawan. - Serving in servant leadership means understanding and meeting the needs of these followers so that these followers grow, perform and are willing to be servant leaders in the future (Wheeler, 2012). Jadi bukan cuma well ukurannya, tapi juga akan melakukan hal yang sama ke follower lain. - Servant leaders care for their followers and build a meaningful relationships to better understand their followers. Servant Leaders versus Self-Serving Leaders Adapted from Sendjaya 2015, p. 46 1. Motive. Leaders yang not Petra, adalah self serving leaders. Motivenya bukan personal benefit untuk leadernya, bukan kayak Hitler, Lassar, and Madoff yang menguntungkan diri sendiri. In real life, people sering membenarkan yang biasa (ngikut aja) bukan membiasakan yang benar. Seharusnya melatih diri untuk membiasakan yang benar. Contoh dari Bu Evie: dia ngekos di Kutisari terbiasa di 1 rute tertentu. Di 2021, dia pindah ke Pondok Chandra, suatu hari pulang dari sebuah kegiatan di Nginden. Autopilot malah jadi ke Kutisari. Saat di depan kos baru nyadar kalau sudah pindah. Tanpa sadar, pilihan di hidup kita itu autopilot. Membenarkan yang biasa. 2. Mission. Yang self serving adalah untuk personal gain, fame, and fortune. Sementara untuk servant leaders, tujuannya adalah setiap orang yang berada di organisasi itu, baik di layer kedua seperti tim anggota karyawan, dan layer berikutnya yaitu pengguna dll, mengetahui hal yang benar, standar yang benar. 3. Metode. Kalau self serving itu transaksional (diukur berdasarkan fungsi, kegunaan, ex. barulah nanti dibayar, kalau nggak selesai potong gaji). Kalau servant leadership, maka tim yang tidak sesuai dengan harapan diajak bertemu, bahkan mungkin dipindah ke major atau bidang yang lebih cocok. 4. Motto. Self serving itu sacrificing others serving self. Kalau servant leaders itu sacrificing self, serving others. The Impact of Servant Leadership - Servant leadership menuntut pemimpin yang ‘punya hati’ untuk pengikutnya. - Pengikut yang dilayani mengalami perubahan pengertian terkait dengan makna dirinya dan makna pekerjaannya. Orang nggak akan change behaviour sebelum mereka mengalami perubahan makna diri. Kalau cuma ngasih mobil, smartphone (fishes) pasti nanti dijual dll. Jadi harus ada perubahan pemikiran baru mereka bisa maju. - Pemimpin dan pengikut yang terlibat dalam relasi kepemimpinan yang melayani pada gilirannya akan menghasilkan produktifitas, prestasi dan pemimpin selanjutnya. Contoh ini ada di CEO LinkedIn. Dia melakukan kalau ketemu 1 employee yang nggak meet their expectation atau memenuhi target, maka diajak ketemu, kasih tahu realita kalau karyawan itu tidak memenuhi target, lalu diberi tahu perlu improve apa, provide pelatihan, dan beri timeline untuk progress. Bukan berubah, progress saja. Kalau belum progress, maka tanya apakah ada unit lain yang dia bisa lebih maksimal. Dalam wawancara CEO menyediakan beberapa menit between breaks dalam sehari untuk unplanned meetings, ketemu dengan employeenya dia. Oleh karenanya ngomong about membangun relasi. Servant Leadership in Grab Anthony Tan-Founder of Grab Sebelumnya dimulai dari competition. It was just a task from a class. Solve problems, not from the owner, tapi dari orang lain. Partners, dll. Safety in commute itu realita yang dia tangkap. Serving the undeserved, women and children termasuk. Karena dia melihat bahwa commuting di lingkungan sekitarnya terutama bagi women and children itu termasuk sulit dan sering kali berbahaya. Entah itu karena jauhnya kendaraan umum atau juga taksi biasa yang kurang aman. Jadi realita yang diangkat adalah dia melihat ada masalah di tempat dia tinggal. Dia lalu melibat bahwa ada kebutuhan atau masalah yang perlu diselesaikan. Digital leaders harus selalu meet the needs of the followers. Anthony Tan mengkategorikan followers mulai dari drivers, employees, merchants, sampai customer. Jadi harus mengenal audience dan mengenal kebutuhan mereka. Anthony invent. Driver sebelumnya belum pernah melihat smartphone. Undeserved, belum pernah lihat smartphone. Lalu mereka nggak bisa dikasih fish, tapi diberi fishing rod. So that they can be proud of themselves. He gave dignity ke orang orang ini. Diajarin caranya (gave fishing rods) Tujuan servant leaders adalah agar followers mengenal dirinya. So that followers punya keberanian untuk melakukan hal yang benar. Hasilnya adalah change behaviour. Contra culture, empathy (kita bisa ada di tengah tengah dunia yang membenarkan yang biasa, namun bukan menjadi bagian dari dunia ini. Jadi kita bisa berbeda dari mereka. Being in this world but not part of this world). Anthony can empower 9 million people. Servant Leadership in the Digital Era - Servant leaders lead in the digital era by exemplifying personal digital leadership, driving transformation in their organization, and effecting change in their society. - They use or develop digital tools to improve themselves, their organization and their society. Research on Digital Leaders Servant leaders perlu apa? 1. Humility. Karena untuk maintain relation perlu humility. 2. Adaptable. Beradaptasi tinggi karena mau invent something 3. Engaged. Membangun relasi. 4. Visionary. Mempunyai suatu target. Lalu di grab, membangun untuk jangka panjang. 3 diagram venn - Hyper awareness. Update tentang issue yang ada di sekitar. - Informed decision making. Decision making based on data, bukan feeling and mood or pilihan orang lain. - Fast execution. Conclusion - Leadership is the process of influencing others so that they have the courage to do the right thing. - Servant leadership prevents leaders to provide negative influences, accept and grow their followers and generates the next servant leaders for the society. - Servant leaders lead in the digital era by exemplifying personal digital leadership, driving transformation in their organization, and effecting change in their society MATERI 3 Serving (leading) for Digital Transformation in Organizations Understanding Culture - “Culture refers to the shared beliefs, values, and practices that characterize a group or organization. These are manifested in the daily habits of the organization’s members, reflecting the shared values deeply ingrained in their minds (Schein, 2004).” - Shared Values are understood as the common principles or standards that members of the organization hold dear. They guide the behavior of the members and influence their daily habits. Shared values merupakan standar atau prinsip umum yang dipegang oleh anggota suatu organisasi, mereka mempengaruhi perilaku dan kebiasaan sehari-hari para anggota. - Deeply Held in the Mind suggests that these shared values are not superficial or temporary. They are deeply ingrained in the minds of the members, influencing their thoughts and actions on a fundamental level. Culture refers to shared beliefs. Culture merujuk pada kepercayaan, nilai dan perilaku atau praktek atau behaviour yang dipegang oleh sekelompok orang tertentu. Ini terlihat di kehidupan sehari hari. Kebiasaan itu terukir secara mendalam tanpa disadari. Culture kalau sesuatu yang baik ok, tapi kalau yang buruk lalu nggak disadari nanti bisa menghancurkan suatu organisasi Culture as an Iceberg - Schein (2004) suggests that these powerful values are not only invisible but also not being and to a considerable degree unconscious. Jadi culturenya bukan hanya tidak terlihat, tapi seringnya tidak disadari. - Just like the unseen part of the iceberg that destroyed the Titanic, culture is crucial to the success or failure of an organization. Culture as a Tree - Cunningham and Gauslin (2020) argue that values (or ‘nilai-nilai’) originate from our beliefs (or ‘keyakinan’), and these beliefs are rooted in our worldview (or ‘kaca mata kehidupan’). - Values, which are rooted in beliefs and worldview, influence one’s decisions and actions The significance of culture on business organization - Culture is crucial to how well you run your operation or production. - Leaders bear the responsibility of shaping and enforcing the culture, or shared values, within an organization. Culture di perusahaan. Kalau sudah ada budaya di organisasi itu, leadsrs tanggung jawabnya adalah shaping the culture. Leader mau bikin target organisasi yang sesuai dengan organisasi, yang sesuai dengan standarmu. But, unconsciously, di perusahaan sudah ada culture yang terbentuk tanpa sengaja dan tanpa kesepakatan. Belief yang dipegang oleh Indofood dibandingkan dengan produce Mie Sedaap, bisa dibandingkan. Indofood itu discipline, integrity, respect, unity, excellence, and innovation. Sedaap itu integrity, hard work, added value, unity. Belief itu mempengaruhi behaviour. Kalau kita bilang jadi servant leaders, itu concern ke followers. Followers bukan hanya consumer tapi juga karyawan. Contoh belief organisasi: DANONE Our four core ‘HOPE’ Values: HUMANISM, OPENNESS, PROXIMITY and ENTHUSIASM are our “moral compass”. HUMANISM people are at the heart of everything we do OPENNESS we welcome new ideas from the world we live in PROXIMITY We believe that building close relationships leads to better understanding and trust. ENTHUSIASM We are passionnate about bringing health through food to as many people as possible. With that in mind, our human resources strategy is built around the following pillars: Culture and Engagement Health and Safety Inclusive Diversity Learning and Development Social Dialogue Digital Transformation - Digital transformation is the use of technology to radically improve the performance or reach of enterprises. It is about a radical rethinking of how technology, people, and processes combine to create and deliver value. Menggunakan teknologi untuk mengembangkan performa bisnis. - Businesses in all industries are using digital advances such as analytics, mobility, AI, social media and smart embedded devices to change customer relationships, internal processes and value propositions. Digital Transformation Dual Capabilities DT involves cultivating two capabilities: digital capabilities and leadership capabilities a. Digital capabilities enable companies to use innovative technologies to improve elements of the business b. Leadership capabilities enable the followers to envision and drive organizational change in systematic and profitable ways. Digital Intensity (sumbu vertikal): Menggambarkan seberapa luas organisasi menggunakan teknologi digital untuk berinovasi dan mentransformasi bisnisnya. Leadership Intensity (sumbu horizontal): Menggambarkan seberapa kuat kepemimpinan organisasi dalam mendorong transformasi digital secara efektif dan terarah. Keempat kuadran tersebut dijelaskan sebagai berikut: 1. Fashionista (Kuadran Kiri Atas) Intensitas Digital Tinggi tetapi Intensitas Kepemimpinan Rendah. Organisasi dalam kategori ini cepat mengadopsi teknologi digital yang inovatif, namun mereka kurang memiliki kepemimpinan yang kuat untuk mengimplementasikan teknologi tersebut secara strategis dan berkelanjutan. Mereka lebih fokus pada penggunaan teknologi yang terlihat menarik atau mengikuti tren tanpa ada rencana jangka panjang, itulah sebabnya disebut "fashionista," karena lebih menekankan pada tampilan daripada hasil nyata. 2. Digirati (Kuadran Kanan Atas) Intensitas Digital Tinggi dan Intensitas Kepemimpinan Tinggi. Organisasi dalam kategori ini adalah pemimpin digital. Mereka tidak hanya mampu mengadopsi dan mengintegrasikan teknologi digital secara efektif, tetapi juga memiliki kepemimpinan yang kuat dan visi untuk mendorong transformasi bisnis yang signifikan melalui teknologi tersebut. Organisasi di kuadran ini biasanya dianggap sebagai pelopor industri dalam transformasi digital, memanfaatkan teknologi untuk menciptakan keuntungan dan perubahan bisnis yang sistematis. 3. Beginner (Kuadran Kiri Bawah) Intensitas Digital Rendah dan Intensitas Kepemimpinan Rendah. Organisasi di kuadran ini baru memulai perjalanan transformasi digital mereka. Mereka kurang memanfaatkan teknologi digital dan juga kekurangan kepemimpinan yang mampu memandu perusahaan melalui perubahan tersebut. Beginner biasanya memiliki penggunaan teknologi yang minim dan tidak memiliki strategi yang jelas untuk mengimplementasikannya guna mendorong perubahan yang berarti. 4. Conservative (Kuadran Kanan Bawah) Intensitas Digital Rendah tetapi Intensitas Kepemimpinan Tinggi. Organisasi dalam kategori ini memiliki kepemimpinan yang kuat dan visi yang jelas, tetapi mereka lambat dalam mengadopsi teknologi digital baru. Mereka cenderung tetap menggunakan pendekatan tradisional dan mungkin ragu untuk mengadopsi inovasi digital. Meskipun mereka memiliki kapasitas untuk memimpin perubahan, mereka lebih berhati-hati dalam penggunaan teknologi baru. Research on Digital Transformation The top four hurdles for digital transformation are cultural issues, presence of IT systems and applications, lack of digital skills and lack of clear leadership vision. Empat masalah utama untuk digital transformation adalah masalah budaya, keberadaan sistem IT dan aplikasi, kurangnya kemampuan digital, dan kurangnya visi leadership yang jelas. Employee First - Research shows that to ensure that staff demonstrate the seven commitments, they should experience the relevant leadership of the organization. - The leadership includes the leader’s behavior, working platform and the performance management system of the organization. Digital Culture 1. Customer. The use of digital solutions to expand the customer base, transform the customer experience and co-create new products 2. Innovation. The prevalence of behaviors that support risk taking, disruptive thinking, and the exploration of new ideas 3. Data-driven decision making. The use of data and analytics to make better business decisions 4. Open culture. The extent of partnerships with external networks such as third-party vendors, startups or customers 5. Collaboration. The creation of cross-functional, inter-department al teams to optimize the enterprise’s skills. 6. Digital first mindset. A mindset where digital solutions are the default way forward. Mindset di mana solusi digital adalah jalan default untuk maju ke depan. 7. Agility and flexibility. The speed and dynamism of decision-making and the ability of the organization to adapt to changing demands and technologies Four Learning Points from a Digital Transformer KULIAH UMUM - "Tantangan Transformasi Manajemen di Era Digital" - YouTube - It should start with the change in the mindset and the organization. - It takes a (strong) leadership to start and sustain it. - It needs the support of our stakeholders, especially our customers - It needs “small wins” and simple yet serious improvement. Four Leadership Acts for Shaping Organizational Culture for Digital Transformation 1. Modelling the values. Mencontohkan nilai-nilai. Tau valuemu dulu apa. Diterjemahkan bisa muncul dalam hal apa saja. Pemimpin harus terlebih dahulu memahami dan memiliki nilai-nilai yang ingin mereka terapkan dalam organisasi. Mereka harus mengetahui dengan jelas apa nilai-nilai inti organisasi tersebut 2. Training on how to implement the values. Bagaimana cara mengimplementasi value-mu ke orang lain (remember the servant leaders encourage others to do the right thing) 3. Creating digital working platform 4. Ensuring reward and punishment Conclusions - Serving in an organization involves shaping the culture of the organization. - Digital transformation is the use of technology to radically improve the performance or reach of enterprises. It is about a radical rethinking of how technology, people, and processes combine to create and deliver value. - Digital values are still about serving people, networking, collaboration and innovative. However, it requires digital-first solution. - Digital leaders shape the digital culture through modeling, training, creating digital working platform and ensuring reward and punishment. MATERI 4 Serving (leading) for Digital Transformation in the Society Digital Leadership for the Society - Serving Society: Digital leaders should actively participate in solving societal problems. They serve society by using their digital expertise to address issues and improve conditions. Digital leaders perlu berpartisipasi secara aktif untuk menyelesaikan masalah di masyarakat. Menggunakan kemampuan digital untuk memperbaiki kondisi. - Understanding and Meeting Needs: Digital servant leaders strive to understand the needs of their society. They use this understanding to provide solutions that meet these needs effectively. Mengerti apa kebutuhan masyarakat, menggunakan pengertian ini untuk menyediakan solusi dari kebutuhan tersebut secara efektif - Vision: The ultimate vision of digital servant leadership is to create a society where serving others is a natural part of the culture. This means fostering an environment where everyone is encouraged to help and support each other. Visinya adalah menciptakan masyarakat di mana melayani orang lain adalah budaya natural, lingkungan dimana semua orang membantu satu sama lain. No Poverty (Tanpa Kemiskinan) Tujuan ini adalah untuk menghapus kemiskinan dalam segala bentuknya di seluruh dunia. Fokus pada memastikan bahwa semua orang memiliki akses ke sumber daya yang cukup untuk memenuhi kebutuhan dasar mereka. Zero Hunger (Tanpa Kelaparan) Bertujuan untuk mengakhiri kelaparan, memastikan akses terhadap makanan bergizi yang cukup sepanjang tahun, serta meningkatkan produktivitas pertanian. Good Health and Well-Being (Kesehatan yang Baik dan Kesejahteraan) Mencapai cakupan kesehatan yang merata dan kesejahteraan bagi semua usia. Ini termasuk akses ke layanan kesehatan yang terjangkau, menurunkan angka kematian, serta meningkatkan kesehatan mental dan fisik. Quality Education (Pendidikan Berkualitas) Menjamin pendidikan yang inklusif dan berkualitas untuk semua orang, serta mendukung kesempatan belajar sepanjang hayat. Ini termasuk menyediakan pendidikan dasar hingga tinggi yang merata. Gender Equality (Kesetaraan Gender) Mencapai kesetaraan gender dan memberdayakan perempuan serta anak perempuan di seluruh dunia. Ini mencakup penghapusan diskriminasi dan kekerasan berbasis gender. Clean Water and Sanitation (Air Bersih dan Sanitasi Layak) Menjamin akses terhadap air bersih dan sanitasi yang layak serta berkelanjutan bagi semua orang. Ini termasuk memastikan pengelolaan air yang berkelanjutan. Affordable and Clean Energy (Energi Bersih dan Terjangkau) Meningkatkan akses terhadap energi yang terjangkau, dapat diandalkan, berkelanjutan, dan modern untuk semua. Ini mencakup transisi ke energi bersih dan terbarukan. Decent Work and Economic Growth (Pekerjaan Layak dan Pertumbuhan Ekonomi) Mendorong pertumbuhan ekonomi yang berkelanjutan dengan menyediakan pekerjaan layak bagi semua orang dan meningkatkan produktivitas ekonomi. Industry, Innovation, and Infrastructure (Industri, Inovasi, dan Infrastruktur) Membangun infrastruktur yang tangguh, mendorong industrialisasi yang inklusif dan berkelanjutan, serta mempromosikan inovasi. Reduced Inequalities (Mengurangi Ketimpangan) Mengurangi ketimpangan di dalam dan antar negara, mencakup akses yang lebih adil terhadap sumber daya, pendidikan, dan kesempatan ekonomi. Sustainable Cities and Communities (Kota dan Komunitas Berkelanjutan) Membuat kota dan komunitas inklusif, aman, tangguh, dan berkelanjutan. Fokus pada perencanaan kota yang baik, akses terhadap perumahan yang layak, serta transportasi yang ramah lingkungan. Responsible Consumption and Production (Konsumsi dan Produksi yang Bertanggung Jawab) Mendorong pola konsumsi dan produksi yang berkelanjutan, termasuk mengurangi limbah dan meningkatkan efisiensi sumber daya. Climate Action (Aksi Terhadap Perubahan Iklim) Mengambil tindakan mendesak untuk memerangi perubahan iklim dan dampaknya dengan mengurangi emisi gas rumah kaca dan meningkatkan adaptasi terhadap perubahan iklim. Life Below Water (Ekosistem Lautan) Melestarikan dan menggunakan lautan, laut, dan sumber daya kelautan secara berkelanjutan, termasuk melindungi ekosistem laut dan menghentikan pencemaran laut. Life on Land (Ekosistem Darat) Melindungi, merestorasi, dan mendukung penggunaan berkelanjutan ekosistem darat, seperti hutan, lahan basah, dan keanekaragaman hayati. Peace, Justice, and Strong Institutions (Perdamaian, Keadilan, dan Kelembagaan yang Kuat) Mendorong masyarakat yang damai dan inklusif, memberikan akses yang sama terhadap keadilan, dan membangun institusi yang akuntabel dan inklusif di semua tingkat. Partnerships for the Goals (Kemitraan untuk Mencapai Tujuan) Menguatkan kemitraan global untuk mendukung pembangunan berkelanjutan, serta meningkatkan sumber daya keuangan dan teknologi untuk mencapai tujuan-tujuan SDGs. People and Planet Development - Degree of people development explains the extent a development has transformed people wholistically. One of the metrics is Human Development Index which measures health care, living longer, knowledgeable, competent and the overall life quality. - Degree of planet development explains to what extent a development has preserved if not improved the earth. The Environmental Sustainability Index (ESI) is a measure of overall progress towards environmental sustainability Sumbu vertikal: Menunjukkan derajat pengembangan manusia yang mencakup seberapa jauh pembangunan telah mentransformasi manusia secara holistik. Ini bisa diukur dengan Indeks Pembangunan Manusia (Human Development Index - HDI), yang mencakup akses ke perawatan kesehatan, harapan hidup yang lebih panjang, pengetahuan, kompetensi, dan kualitas hidup secara keseluruhan. Sumbu horizontal: Menggambarkan derajat pengembangan planet, yaitu seberapa jauh pembangunan telah melestarikan atau bahkan meningkatkan kondisi lingkungan. Ini bisa diukur dengan Indeks Keberlanjutan Lingkungan (Environmental Sustainability Index - ESI), yang mengukur kemajuan menuju keberlanjutan lingkungan. Isi diagram: 1. Planet Degradation (Degradasi Planet) (Kuning - Kiri Atas) Pembangunan yang tinggi dalam pengembangan manusia namun menyebabkan kerusakan pada planet. Ini mungkin berarti kualitas hidup manusia meningkat, tetapi lingkungan mengalami kerusakan serius. 2. Comprehensive Development (Pembangunan Komprehensif) (Hijau - Kanan Atas) Ini adalah kondisi ideal di mana pengembangan manusia dan planet terjadi secara seimbang dan berkelanjutan. Kualitas hidup manusia meningkat, sementara lingkungan juga dijaga atau diperbaiki. 3. Early Stage Development (Pengembangan Tahap Awal) (Merah - Kiri Bawah) Pada tahap ini, baik pengembangan manusia maupun pengembangan planet masih rendah. Negara atau wilayah dalam kategori ini mungkin belum memiliki banyak infrastruktur, pendidikan, atau sistem perlindungan lingkungan yang kuat. 4. People Degradation (Degradasi Manusia) (Biru - Kanan Bawah) Pada tahap ini, pengembangan planet mungkin sudah lebih maju, tetapi pengembangan manusia justru tertinggal atau terabaikan. Ini bisa berarti lingkungan dijaga dengan baik, namun akses manusia terhadap kualitas hidup yang layak seperti pendidikan dan kesehatan masih minim. The Overpromise of Technology - Perception of Technology: Humanity often views technology as a ‘god-like’ solution to many problems. This perspective, cited from Wilson (2009), suggests that people tend to place a high level of faith in technology’s ability to solve issues. - Comprehensive Thinking: The image emphasizes the importance of comprehensive thinking when it comes to technology. Without it, technology can become more of a curse than a blessing for humanity. This suggests that while technology has immense potential, it’s crucial to consider all aspects, including potential negative impacts, to ensure it benefits humanity The need of the society: Digital Economy and Environmental Preservation - Bridging the Gap: Digital leaders can act as a bridge between business corporations and society. They can facilitate communication and understanding between these two entities, ensuring that businesses are aware of societal needs and expectations. - Promoting Responsibility: Digital leaders should encourage corporations to be responsible with their products and production processes. This includes advocating for ethical business practices, sustainable production methods, and high-quality products. Digital Servant Leadership: The Balance between Tech and Touch 1. Tech and Touch in Leadership: Digital leaders should consider both the ‘tech’ (technology) and ‘touch’ (human interaction) aspects of their leadership. This means leveraging digital tools and platforms effectively while also maintaining a human-centric approach that values personal interaction and relationships. 2. People-to-People Relationship in Digital Content: The creation and dissemination of digital content or technology should be accompanied by people-to-people relationships. This suggests that digital interactions should not replace, but rather enhance, human connections. 3. Empowering the Helped to be Helpers: Psychology-related content creators should aim to empower their audience, enabling those who have been helped to become helpers themselves, or the served to become servant leaders. This is about fostering self-efficacy and leadership among the audience or beneficiaries. Teknologi dan Sentuhan dalam Kepemimpinan: Pemimpin digital perlu mempertimbangkan aspek ‘teknologi’ dan ‘sentuhan’ (interaksi manusia) dalam gaya kepemimpinan mereka. Artinya, pemimpin harus menggunakan alat dan platform digital secara efektif, sekaligus mempertahankan pendekatan yang berpusat pada manusia yang menghargai interaksi dan hubungan personal. Hubungan Antar-Manusia dalam Konten Digital: Pembuatan dan penyebaran konten atau teknologi digital harus disertai dengan hubungan antar-manusia. Ini menunjukkan bahwa interaksi digital tidak boleh menggantikan, tetapi justru harus memperkuat koneksi antar-manusia. Memberdayakan Mereka yang Ditolong untuk Menolong: Pembuat konten terkait psikologi harus berupaya memberdayakan audiens mereka, sehingga mereka yang telah ditolong dapat menjadi penolong, atau mereka yang telah dilayani dapat menjadi pemimpin yang melayani. Hal ini terkait dengan membangun kepercayaan diri dan kepemimpinan di kalangan audiens atau penerima manfaat. Adapun kotak-kotak di dalam diagram tersebut menjelaskan berbagai situasi yang bisa muncul dari kombinasi teknologi dan interaksi manusia: 1. Teknologi Tinggi, Sentuhan Rendah (Pseudo-Connection): Teknologi tinggi tetapi interaksi manusia kurang, menghasilkan hubungan semu (pseudo-connection) di mana hubungan tidak memiliki makna yang mendalam. 2. Teknologi Tinggi, Sentuhan Tinggi (Digital Well Being): Ketika baik teknologi maupun interaksi manusia digunakan dengan baik, terciptalah kesejahteraan digital yang memanfaatkan keunggulan teknologi dengan tetap mempertahankan hubungan personal. 3. Teknologi Rendah, Sentuhan Rendah (Low Technology and Low Relationship): Situasi ini menunjukkan kurangnya penggunaan teknologi maupun hubungan manusia, sehingga menciptakan kondisi yang tidak produktif. 4. Teknologi Rendah, Sentuhan Tinggi (Outdated Relationship): Hubungan tetap terjaga secara manusiawi tetapi tidak didukung oleh teknologi, sehingga hubungan menjadi kuno atau tidak optimal dalam konteks dunia digital saat ini. The need of the society: mental well being 🫣 Wait for it! 👉Who else feels afraid that if you allow any of your... | TikTok - Digital Platform: The psychologist uses TikTok, a popular social media platform, to reach a wide audience. This platform allows her to use various illustrations and tools to explain complex psychological concepts in an accessible way. - Serving Psychological Needs: Her goal is to serve the psychological needs of her followers (referred to as ‘netizens’). She does this by helping them understand their own conditions, which can empower them to seek help or take steps towards self-improvement. The need of society: To be aware of the needs of the seniors Electrician repairs woman's entire home for free - YouTube - Every professional, regardless of their field, can use their digital platform to involve others, including netizens and corporations, to serve better. This suggests that professionals can leverage their online presence to foster collaboration, share knowledge, and promote best practices. - Inspiring Leadership Stories: When leadership stories are shared online for the right reasons, they can inspire others to do more. This underscores the power of storytelling in motivating action and fostering positive change. Concerns in the era of the digital social media - Bad news is good news, being virulent is more important than being correct. - Platform owners who try to reach the quantity of users (creators and viewers) at all cost. - The platforms were run based on poor quality of democracy which makes censorship ineffective. - “The technology that connects us also controls us” (Social Dilemma). Digital Transformation in the Society - Wholistic Development: Digital tools are used for the holistic development of society. This means that technology is leveraged to improve various aspects of society, including education, healthcare, communication, and more. - Freedom, Not Enslavement: The society you envision is not one where digital tools or technology enslave people. This suggests a conscious use of technology where it serves as a tool for enhancement rather than a means of control or dependency. - Mutual Blessings: In this society, every individual uses digital technology to be a blessing for one another. This could mean using technology to help, support, and uplift each other, fostering a sense of community and mutual benefit Digital Servant Leadership (contoh) The story of Jane von Rabenau Setiap hari kami berkomunikasi dengan pelanggan kami, mendengar cerita perjuangan dan kemenangan mereka. Mendengar cerita bagaimana mereka berjuang untuk memenuhi kebutuhan rumah tangga mereka di tengah pandemi. Mereka tinggal di tempat yang dipenuhi sampah plastik. Kami melihat anak-anak bermain di dekat asap beracun dari pembakaran plastik dan banyak rumah-rumah terkena banjir. Inilah kenapa kami peduli. Inilah kenapa kami ingin membuat sebuah perubahan bersama dengan kalian - pada setiap isi ulang. Siklus Refill Tawarkan Isi Ulang Produk Rumah Tangga, Solusi Cerdas untuk Kurangi Sampah Plastik - YouTube Cycle of Digital Servant Leadership for the Society - Understand the need of the society/client - Design your solution by involving your client. - Evaluate and keep improving it. - Network with others who share your concern. - Empower the served to be the servants Continuous Digital Servant Leadership for the Society 1. Understand the need of the society/client: This involves identifying and understanding the needs or problems of the society or client you’re serving. It’s about empathizing with their situation and getting a clear picture of what they need. 2. Design your solution by involving your client: This suggests a participatory approach to solution design, where the client or end-user is involved in the process. This can lead to solutions that are more tailored to the client’s needs and expectations. 3. Evaluate and keep improving it: This is about adopting an iterative process where the solution is continuously evaluated and improved based on feedback and results. 4. Network with others who share your concern: This involves connecting with others who share your interest or concern. This can lead to collaborative efforts, shared learning, and stronger impact. 5. Empower the served to be the servants: This is about empowering the people you serve to take on roles of service themselves. It’s about fostering independence and capacity-building among the beneficiaries of your project or service MATERI 5 Understanding Digital Technology What is a Digital Technology - Digital technology consists of digital devices, systems, and resources that enable people to store, create, and transmit data. - This technology allows for the virtualization of processes or activities that were traditionally physical or conducted 'on-site (Phillips, 2018) - To create a better digital world, we need to be as skilled in digital leadership as we are in technological innovation, focusing on human-centered approaches. Digital transformation requires fundamental changes not only in our organizations and society but also in the nature of leadership itself Highlight kalau digital technology adalah usaha create a better digital world. Makanya harus focused ke human centered approach. Harus berfokus ke manusianya. Requires environmental changes. Harus di kepemimpinannya sendiri. Di UKP, leadership-nya itu servant leadership. Applications of Digital Technology 1. Internet driven search engines. Tools that use internet connectivity to find and display information from the web. Contoh: Google, Bing. 2. Multiplatform communication devices. Devices that allow communication across various platforms and networks, like smartphones. 3. Mobile and internet banking. Financial services accessed via mobile devices or the internet, allowing for transactions and account management. Contoh: BCA Mobile 4. Internet driven social media. Platforms that enable users to create, share, and interact with content online, fostering social connections. Contoh: Instagram. 5. E-commerce and livestream marketing. Online buying/selling of products and services, with live streaming used to engage customers and promote products. Contoh: Shopee, Tokopedia 6. Mobile apps for RHS (Retail, Hospitality, and Service). Applications designed for managing retail, hospitality, and service operations, including delivery and customer management. 7. ChatGPT (AI powered conversational tools). AI-driven platforms that use natural language processing to engage in human-like conversation and provide information. Five Characteristics of Digital Technology 1. Interconnectivity. Digital technology allows devices and systems to connect and communicate with each other seamlessly through the internet, (Satu device and yang lain bisa connect seamlessly. Contohnya smart home) enabling data exchange and integration of systems. Contoh: Smart homes where devices like thermostats, security systems, and appliances communicate and can be controlled remotely 2. Scalability. Digital technology can be easily scaled to accommodate more users, data, or functionality without significant infrastructure changes (secara skala bisa accommodate more users without significantly mengubah infrastruktur) supporting rapid growth and flexibility. Contoh: Cloud computing services like Amazon Web Services (AWS) can scale up or down based on demand, making it suitable for businesses of all sizes 3. Interactivity. Digital technology enables active user engagement through interfaces like touchscreens, voice commands, or other input methods, creating dynamic and interactive experiences. Contoh: Social media platforms like Facebook and Twitter, where users can post content, comment, and interact with others in real-time. 4. Automation. Digital technology automates repetitive tasks, improving efficiency and reducing the need for human intervention, widely used in various industries to streamline processes. Contoh: Automated customer service chatbots handle routine inquiries, allowing human agents to focus on more complex issues 5. Data-driven Decision Making. Digital technology facilitates the collection, analysis, and utilization of vast amounts of data, enabling organizations to make informed decisions and personalize user experiences. Contoh: E-commerce platforms use data analytics to recommend products based on users' browsing history and purchase behavior Digital Technology and Disruptive Innovation Disruptive innovation refers to a process where a smaller company with fewer resources successfully challenges established incumbent businesses. By offering simpler, more affordable, and user-friendly alternatives, disruptive innovations transform products and services that were previously expensive and complicated into those that can be widely accessible and used by a broader audience. Membuat sebuah gangguan di antara culture yang terjadi dengan providing simple solutions. Characteristics of Disrupted Innovation 1. Simplicity. Disruptive innovations simplify complex products, making them easier to use and understand. Contoh: personal computers simplified computing, making it accessible to the society 2. Affordability. These innovations lower the cost of products and services, making them more affordable for a broader audience. Contoh: low-cost airlines disrupted traditional carriers by offering cheaper flights. 3. User-friendliness. They prioritize intuitive design and functionality, enhancing the user experience and attracting non-users. Contoh: smartphones with easy-to-use touch interfaces disrupted the mobile phone market. 4. Gradual adoption. Initially appeal to niche or underserved markets and gradually gain acceptance in mainstream markets. Contoh: Netflix started as a DVD rental service targeting niche users before disrupting traditional cable TV 5. Disruption of market leaders. Over time, these innovations challenge and disrupt existing industry leaders by offering superior alternatives that meet consumer needs better. Contoh: digital photography disrupted the film industry, with companies like Kodak losing market share. Kodak dulu kamera yang pakai film. Sekarang cuma ada for mereka yang tertarik photography Contoh Digitally Disrupted Technology Pokemon Go is an augmented reality (AR) mobile game developed by Niantic, in collaboration with Nintendo and The Pokémon Company. It was released in July 2016 for iOS and Android devices. The game uses a combination of GPS technology, camera capabilities, and AR to create a unique gaming experience that blends the real world with the virtual world of Pokémon. It achieved 100 M users in a month, compared to Instagram who took 2 years to reach 100 M users, and how it took old telephones 75 years to reach that number. Grow with Google One of the frontrunners of digitalization, google has created many training initiatives related to digital technologies. Google emphasizes several key areas of disrupted technology that align with broader market trends and Google's strategic interests. Disruptive Innovations, Impacts, and Examples (from Google) 1. Artificial Intelligence (AI) and Machine Learning. Personalization of user experiences, automation of tasks, improved customer service, and predictive analytics. Contoh: Google Assistant, AI-powered Google Search features. 2. Cloud computing and edge computing. Provides scalable, on-demand computing resources; edge computing improves real-time data processing by reducing latency. Contoh: Google Cloud, Edge AI models for faster decision-making. 3. Data analytics and big data. Offers insights into consumer behavior, optimizes operations, and informs data-driven decision-making. Contoh: Google Analytics, BigQuery for large-scale data analysis 4. Voice search and natural language processing (NLP). Transforms user interaction with devices and search engines, improving accessibility and usability. Contoh: Google Search Voice, Google Duplex (AI conversation) 5. Augmented reality (AR) and virtual reality (VR). Creates immersive experiences for entertainment, education, and commerce, transforming how digital content is consumed. Contoh: Google ARCore, Google Lens for AR experiences 6. Internet of things (IOT). Connects everyday objects to the internet for smarter homes, cities, and improved logistics. Contoh: Google Nest smart home devices 7. Blockchain technology. Offers secure and transparent transaction handling, disrupting traditional finance, supply chain management, and more. Contoh: Google Cloud's exploration of blockchain solutions 8. Digital advertising innovations. Data-driven and personalized advertising methods that optimize brand reach and efficiency. Contoh: Google Ads, Display & Video 360 (programmatic advertising) 9. Autonomous vehicles. Promises to disrupt transportation by improving safety, reducing the need for human drivers, and optimizing traffic flow. Contoh: Waymo (Google's autonomous vehicle project) 10. Quantum computing. Capable of solving complex problems beyond classical computing, with applications in cryptography, materials science, and data analysis. Contoh: Google’s Quantum Supremacy research IOT (Internet of Things) - Rouse (2019) suggests that IoT involves creating a network of physical objects (things) embedded with sensors, software, and other technologies to connect and exchange data with other devices and systems over the Internet. - IoT represents the further development of four core technologies: + Embedded Systems: A computer system comprising a processor, memory, and input/output peripheral devices, designed for a specific function within a larger mechanical or electrical system (Heath, 2003). + Wireless Sensor Networks + Control Systems + Automation (including home and building automation) Contoh: 1. Coca Cola Freestyle Free style is a touchscreen fountain dispenser of 170 beverages. ▪Consistent taste and quality. ▪Unprecedented variety. ▪Network connectivity ▪Engaging experience You can pick and choose whatever flavor of soda and mix it together through some kind of a vending machine. 2. Smart Home IoT technology is closely associated with the concept of the “smart home” which includes a range of products such as lighting fixtures, thermostats, home security systems, cameras, and other home appliances. These devices support one or more common ecosystems and can be controlled via devices associated with those ecosystems, such as smartphones and smart speakers (Gentile, 2020). Positive Aspects of IOT 1. Enhanced Convenience IoT devices streamline daily tasks and improve user convenience by automating routine functions. (Cresswell, 2021) 2. Increased Efficiency IoT technology optimizes processes and resource use, leading to cost savings and improved efficiency. (Bertolucci, 2019) 3. Improved Safety and Security IoT devices enhance home and workplace security by providing real-time monitoring and alerts (CIO, 2020) 4. Better Health Monitoring IoT-enabled health devices allow for continuous monitoring of vital signs and health metrics. (Gartner, 2021) 5. Energy Management IoT can help manage and reduce energy consumption by providing detailed insights into usage patterns. (Deloitte, 2019) 6. Enhanced Data Collection IoT devices collect valuable data that can be analyzed to gain insights and improve decision-making (Forrester Research, 2020) 7. Remote Control and Automation Users can control and automate IoT devices from anywhere, offering flexibility and remote management (Techcrunch, 2018) 8. Improved Quality of Life IoT enhances the quality of life by integrating technology into everyday objects, making tasks easier and more efficient. (Forbes, 2019) Blockchain Technology (Don Tapscott) Blockchain technology is a transformative innovation that goes beyond just being a new type of digital ledger for recording financial transactions. Tapscott (2017) sees blockchain as a foundational technology with the potential to revolutionize many aspects of society, economy, and governance. 1. Decentralized Trust Protocol: Tapscott describes blockchain as a "trust protocol" that enables secure and transparent peer-to-peer transactions without the need for intermediaries like banks or governments. Blockchain's decentralized nature allows participants to trust the data on the blockchain even if they do not trust each other. 2. Digital Ledger of Economic Transactions: Tapscott defines blockchain as a digital ledger that records economic transactions in a secure and transparent manner. This ledger can be programmed to record not just financial transactions but virtually anything of value—such as contracts, property rights, and personal identities. 3. Distributed Database Technology: Tapscott emphasizes that blockchain is a distributed database that is managed autonomously using a peer-to-peer network. Each participant in the network has access to the entire blockchain, and transactions are validated through a consensus mechanism, ensuring data integrity and reliability. 4. The Internet of Value: Tapscott often refers to blockchain as the foundational technology of the "Internet of Value." Just as the Internet enabled the exchange of information globally, blockchain can enable the exchange of assets and value without intermediaries. This could transform industries such as finance, supply chain, healthcare, and public administration by reducing costs, increasing transparency, and enhancing security. 5. Smart Contracts: According to Tapscott, one of the revolutionary features of blockchain is its ability to facilitate smart contracts—self-executing contracts where the terms of the agreement are written directly into lines of code. This can automate and enforce contractual agreements, reducing the need for traditional intermediaries like lawyers and escrow services. 6. Potential for Societal Change: Tapscott believes that blockchain has the potential to address global issues such as corruption, data privacy, and lack of transparency. He argues that blockchain can empower individuals, give them greater control over their data, and create more equitable systems for the distribution of resources. 7. Transformation of Governance: Tapscott also foresees blockchain being used to create more transparent and accountable systems of governance. By recording votes and governmental records on a blockchain, public trust in the integrity of elections and public administration could be enhanced. Artificial Intelligence (AI) Artificial Intelligence (AI) refers to the capability of a machine to mimic human cognitive functions such as learning, reasoning, and problem-solving. The concept of AI was formally introduced during the Dartmouth Conference in 1956, where scientists and researchers discussed the possibility of creating machines that could "think" and learn from data inputs like humans. John McCarthy defines AI as "the science and engineering of making intelligent machines, especially intelligent computer programs”. Machine learning (ML) is a subfield of artificial intelligence that uses algorithms trained on data sets to create models that enable machines to perform tasks that would otherwise only be possible for humans, such as categorizing images, analyzing data, or predicting text for chatbot (such as ChatGPT, Copilot, etc). The problem with ML: it depends highly on data. Providing good/high quality (and quantity) of data gives good prediction. Otherwise, it might give incorrect/bias results. In case of deep learning (which is a machine learning with very big structure), this might cause “hallucination”, something that very often happened in chatbot like ChatGPT. "Godfather of AI" Geoffrey Hinton: The 60 Minutes Interview - YouTube Prof. Geoffrey Hinton - "Will digital intelligence replace biological intelligence?" Romanes Lecture - YouTube Negative Impacts: a. Job Displacement: - Automation of Jobs: AI could replace millions of jobs, particularly in manufacturing, transportation, and customer service. - Widening Inequality: Economic gains from AI might benefit tech owners, increasing income inequality. b. Surveillance and Privacy Concerns - Enhanced Surveillance: AI can be used to build extensive surveillance systems, potentially leading to privacy violations and oppression by authoritarian regimes. - Loss of Privacy: AI's data collection capabilities threaten personal freedom and privacy. c. Bias and Discrimination - Algorithmic Bias: AI can perpetuate existing biases if trained on biased data, leading to unfair treatment in areas like hiring and law enforcement. - Lack of Accountability: The complexity of AI algorithms makes it difficult to understand decision-making processes, reducing transparency. d. Concentration of Power - Dominance by Big Tech: AI development is concentrated in a few major companies, risking monopolies, stifled competition, and disproportionate influence. e. Ethical Dilemmas - Autonomous Weapons: AI could be used in warfare, raising concerns about the use of autonomous weapons making life-and-death decisions. - Moral Decisions: AI may be forced to make morally complex decisions, especially in sectors like healthcare and law enforcement. Manusia yang.... (kata sifat apa pun) + teknologi AI = manusia yang ke... nya makin menjadi jadi. Contoh kata sifat cerdas. Manusia yang kreatif + AI= manusia yang kekreatifannya makin menjadi jadi. Kalau pakai kata buruk like jahat and malas juga makin menjadi jadi. AI by itself bukan ancaman bagi manusia. Karena sifatnya netral, maka tergantung pengguna menggunakannya menjadi penghambat atau pendorong. Attitude towards technology: Technology Acceptance Model by Davis of MIT According to Fred Davis, the Technology Acceptance Model (TAM) is a theoretical model that aims to explain how users come to accept and use a technology. TAM is based on two primary factors that influence a user's decision about how and when they will use a new technology: perceived usefulness (PU) and perceived ease of use (PEoU). A case of VR and AI for resurrecting the deceased in South Korea Is the technology useful, safe and addictive? (I Korintus 6:12) Allah mencipta manusia agar manusia menemukan alat dalam mengelola alam (Kejadian 1:28) Manusia harus menguasai alat dan alam dengan terus-menerus menaklukkan diri kepada Allah. Alat membantu dan tidak menggantikan dan tidak boleh “diilahkan” Membantu seorang ibu yang kehilangan anaknya yang meninggal saat menjalankan tugasnya sebagai tentara, dan seorang ibu yang anak kecilnya meninggal dari sakit. MATERI 6 Critical Thinking Thinking skills for Digital Leaders Kalau misalnya ada kalimat yang tidak yakin fakta atau opini, maka perlu dilakukan questioning lebih lanjut apakah ada penjelasan bahwa statement tersebut berdasarkan suatu data tertentu. Karena kalimatnya cuma ngomong laporan tersebut mengatakan.... Datanya ada atau tidak dicek lagi. Apakah perkataan dari laporan adalah kesimpulan dari peneliti atau memang fakta dari form survei di lapangan. Penggunaan Media Sosial Meningkatkan Risiko Kesehatan Mental pada Remaja Keterangan: Biru = fakta Pink= opini Penelitian terbaru dari Youth Mental Health Institute menunjukkan bahwa penggunaan media sosial yang berlebihan di kalangan remaja berkorelasi dengan peningkatan masalah kesehatan mental. Berdasarkan survei yang dilakukan pada 2.000 remaja di seluruh dunia, ditemukan bahwa 60% dari remaja yang menghabiskan lebih dari 3 jam sehari di media sosial melaporkan gejala kecemasan dan depresi. Menurut Dr. Anita Morgan, seorang psikolog remaja, "Meningkatnya penggunaan media sosial secara signifikan mengganggu keseimbangan emosional remaja. Mereka terlalu sering terpapar pada konten yang menciptakan tekanan sosial dan ekspektasi yang tidak realistis, yang berdampak negatif pada kesejahteraan mereka." Lebih lanjut, laporan tersebut juga menyebutkan bahwa platform seperti Instagram dan TikTok memainkan peran utama dalam mempromosikan standar kecantikan yang tidak realistis, yang bisa memperparah perasaan rendah diri di kalangan remaja. “Kebanyakan dari mereka mulai membandingkan diri mereka dengan orang lain secara konstan, yang sangat merusak rasa percaya diri mereka,” tambah Dr. Morgan. Namun, beberapa ahli juga berpendapat bahwa media sosial bukan satu-satunya penyebab meningkatnya masalah kesehatan mental pada remaja. Dr. Peter Simmons, seorang pakar teknologi pendidikan, mengatakan, "Kita tidak bisa semata-mata menyalahkan media sosial. Masalah seperti tekanan akademik, kurangnya dukungan keluarga, dan faktor ekonomi juga memainkan peran penting. Media sosial hanya mempercepat efek dari faktor-faktor ini." Statistik dari studi ini memperlihatkan bahwa hanya 20% remaja yang menggunakan media sosial kurang dari 1 jam per hari melaporkan masalah kesehatan mental yang serupa. Meski demikian, Dr. Simmons menekankan bahwa penggunaan media sosial yang sehat, yang dikombinasikan dengan kesadaran tentang kesehatan mental, bisa membawa manfaat positif seperti meningkatkan koneksi sosial dan ekspresi diri. Artikel ini menyimpulkan bahwa penting bagi orang tua dan pendidik untuk memahami risiko yang dihadapi remaja di dunia digital dan memberikan dukungan yang dibutuhkan. Media sosial tidak bisa diabaikan, tetapi harus digunakan dengan bijak dan dalam batas yang wajar. DISKUSI KELOMPOK 2 Perusahaan X, sebuah perusahaan ritel tradisional sedang mempertimbangkan untuk memperluas operasinya dengan memperkenalkan platform e-commerce. Pesaing mereka telah sukses menjalankan strategi ini, tetapi ada beberapa kekhawatiran dalam perusahaan. Beberapa anggota dewan percaya bahwa investasi dalam teknologi ini terlalu berisiko dan dapat menyebabkan hilangnya pekerjaan di toko-toko fisik. Yang lainnya merasa bahwa tanpa transisi ke e-commerce, perusahaan akan tertinggal. Diskusikan: Apakah perusahaan X harus beralih ke platform e-commerce atau tidak? Identifikasi tantangan, risiko, dan manfaat dari skenario atau usulan yang dilihat oleh kelompok. PERTANYAAN Pertanyaan klarifikasi. Apa yang sebenarnya dimaksud dengan beralih ke e-commerce? Cuma ganti toko online or brandingnya juga e-commerce. Apakah sudah memahami secara menyeluruh untuk perusahaan X menjadi e-commerce. Probe reasons. Apakah kita yakin perusahaan X akan menghasilkan hasil yang sama. Perusahaan Y apakah menjadi lebih berhasil dan buktinya apa. Apakah ada bukti pelanggan perusahaan X akan merespon dengan baik perubahan ini. SOCRATES SIX TYPES OF QUESTIONS Questions for Clarifications. Apakah perusahaan X beralih ke e-commerce berarti perusahaan menjalankan kedua toko online dan offline atau hanya berfokus ke toko online? Apa tujuan utama dari perusahaan X untuk beralih ke e-commerce? Questions that Probe Assumptions. Dewan ada yang percaya bahwa investasi dalam teknologi dapat menyebabkan hilangnya pekerjaan di toko-toko fisik. Apakah ada bukti bahwa peralihan ke e-commerce akan menghilangkan pekerjaan di toko fisik? Questions that Probe Reasons and Evidence. Apakah ada bukti bahwa perusahaan Y lebih berhasil ketika mereka sudah beralih ke e-commerce? Apakah situasi perusahaan Y dapat digunakan ke perusahaan X terutama dalam bidang konsumen? Viewpoints and Perspective. Bagaimana tanggapan pelanggan dan karyawan mengenai penggunaan platform e-commerce? Probe Implication and Consequence. Apa konsekuensi yang dapat terjadi apabila perusahaan tidak memanfaatkan platform e-commerce? Apakah hal tersebut dapat memengaruhi kinerja perusahaan? The Question. Mengapa pertimbangan platform e-commerce penting bagi perusahaan ini? Apa tujuan dari pertimbangan ini? JAWABAN Menurut kami, Perusahaan X perlu beralih ke platform e-commerce. Namun peralihan e-commerce yang dimaksud bukan peralihan semua toko fisik dialihkan menjadi toko online, melainkan menambahkan toko online di atas toko fisik yang ada (hybrid). Ini dilakukan dengan asumsi bahwa perusahaan X memiliki market pelanggan yang cukup luas, di mana terdapat konsumen yang lebih memilih untuk datang ke toko fisik, namun cukup banyak juga konsumen yang lebih memilih untuk membeli barang secara online. Dengan begitu, maka ketakutan dewan bahwa lapangan pekerjaan toko fisik akan hilang tidak terjadi, sebab toko fisik tetap dijalankan untuk pelanggan atau konsumen yang suka berbelanja secara tradisional. Untuk perbandingan kesuksesan dengan perusahaan Y, diasumsikan bahwa market pelanggan kedua perusahaan sama, sehingga situasi keberhasilan perusahaan Y dapat berlaku pula ke perusahaan X. Tantangan, risiko, dan manfaat usulan. Tantangan Memerlukan integrasi sistem manajemen antara toko online dan offline agar bisa mendata stok barang. Beberapa konsumen lebih memilih untuk berbelanja di toko offline karena sudah terbiasa sehingga toko online jarang digunakan oleh pelanggan. Pengelolaan logistik dan pengiriman bagi mereka yang berbelanja online. Peralihan ke e-commerce akan menambah lapangan pekerjaan baru berupa manajemen e-commerce, namun ini berarti akan ada tambahan bidang atau sistem yang perlu diatur. Resiko Sudah banyak perusahaan lain yang beralih ke e-commerce sehingga menyebabkan persaingan yang lebih ketat dibandingkan dengan toko fisik yang target pasarnya hanya pada suatu wilayah tertentu. Manfaat Platform e-commerce dapat menjangkau konsumen yang tidak bisa datang ke toko offline. Konsumen juga dapat dengan fleksibel mencari kebutuhan dengan bantuan fitur search. Melalui platform e-commerce, perusahaan dapat menganalisis preferensi pelanggan yang dapat membantu dalam pembuatan strategi penjualan. Thinking skills are critically important for digital leaders due to the dynamic and complex nature of the digital landscape. Thinking skills are foundational for digital leaders to effectively guide their organizations in the digital age, making them capable of responding to challenges with agility, foresight, and ethical responsibility 1. Problem-Solving and Decision-Making. Digital leaders face complex and novel challenges that require strong problem-solving abilities. Critical thinking helps in analyzing situations and making informed decisions. 2. Adaptability and Flexibility. The digital world is rapidly changing. Leaders must think creatively to adapt, embrace change, and innovate to stay ahead. 3. Strategic Planning. Effective digital leaders set a vision for the future, develop long-term goals, and create strategic roadmaps. 4. Data Analysis and Interpretation. Leaders need analytical thinking skills to interpret vast amounts of data, draw meaningful insights, and make data-driven decisions. 5. Ethical Judgment. Digital leaders often face ethical dilemmas related to privacy, security, and data use. Critical thinking is essential for ethical decision-making. 6. Communication and Collaboration. Strong thinking skills improve a leader's ability to communicate effectively and collaborate with diverse teams. Socrates on Thinking "The unexamined life is not worth living." Socrates argued that individuals should constantly question their beliefs, values, and actions to lead a meaningful and virtuous life. He saw thinking and self-examination as essential for personal growth and moral integrity. "I know that I am intelligent, because I know that I know nothing." One should know the limit of his own knowledge and the importance of intellectual humility and this attitude towards thinking encourages an open-minded approach to knowledge and understanding. The Socratic Method: Socrates developed a method of questioning that involved asking a series of probing questions to stimulate critical thinking and expose contradictions in one's thoughts.By questioning the world around us and pondering life's fundamental questions, individuals could gain wisdom and understanding Kerangka Berpikir Critical Thinking [ ] Socrates. Six types of questions. 1. Clarification (bertanya kalau itu fakta atau opini). 2. Probe assumption. 3. Probe reasons and evidence, buktinya apa. 4. Cara pandang orang dan actionnsnya apa. 5. Mengapa orang itu ngomongin statement itu?. 6. Poin dari questionnya apa. Confucius on Learning For Confucius, learning was not just about acquiring knowledge but also about cultivating virtue and moral character. He stressed the importance of learning to become a better person and to fulfill one’s roles in society effectively In Christianity "Fear of the Lord is the beginning of knowledge" means that true understanding and wisdom start with a deep respect and reverence for God. This reverence shapes one's worldview, influences ethical behavior, and is seen as the starting point for gaining deeper insight into the nature of reality, morality, and life itself. Understanding Critical Thinking The term "critical" derives from two Greek roots: "kritikos," meaning discerning judgment, and "kriterion," meaning standards. Etymologically, this implies the development of discerning judgment based on standards. Critical thinking is defined as the intellectually disciplined process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and/or evaluating information gathered from or generated by observation, experience, reflection, reasoning, or communication, as a guide to belief and action (Scriven & Paul, 1987). Critical thinking ability should be continuously grown by cultivating the five habits of critical thinkers. employ eight intellectual traits and apply eight reasoning elements, all based on nine intellectual standards Five Habits of Critical Thinkers 1. Questioning. Habitually asking questions to explore issues, concepts, and arguments in depth. - "What evidence supports this claim?" - "Are there alternative perspectives?" - "What are the underlying assumptions?" 2. Reflective Thinking Regularly reflecting on one's own thought processes, biases, and decisions to understand and improve one's reasoning. - "Why do I think this way?" - "Am I being fair and objective?" - Considering how personal biases affect decisions. 3. Seeking Clarity Striving for clear, precise, and accurate communication and understanding, avoiding vagueness and ambiguity. - "Can you explain that more clearly?" - "What do you mean by that?" - Breaking down complex ideas into simpler parts. 4. Open-mindedness Being open to different viewpoints, willing to revise opinions based on new evidence or compelling arguments. - "What can I learn from opposing views?" - "How might my perspective due to the evidence?" - Actively seeking feedback and criticism. 5. Evidence-based Thinking Relying on credible and reliable evidence to form beliefs and make decisions, evaluating sources and data critically. - "What is the source of this information?" - "Is the evidence reliable and valid?” Critical Thinking: Traits, Standard and Reasoning Critical thinking involves traits such as intellectual humility and open-mindedness, where one systematically applies the elements of reasoning—like clarity, accuracy, and relevance—while adhering to the standards of critical thinking, including evidence-based evaluation and consistent self-reflection. Non-critical thinking often lacks these traits, elements, and standards, resulting in superficial acceptance of information and failure to rigorously assess or question the validity of ideas. Eight Intellectual Traits (Paul and Elder, 2010) 1. Intellectual Humility. Acknowledging the limits of one's knowledge, recognizing biases, prejudices, and limitations in one's own thinking. Being open to new ideas and willing to learn from others. 2. Intellectual Courage. Willingness to face and fairly address ideas, beliefs, or viewpoints one finds uncomfortable or disagree with. Standing up for unpopular or challenging views when necessary. 3. Intellectual Empathy. The ability to understand the viewpoints and reasoning of others, even if one disagrees. Putting oneself in others' shoes to see things from their perspective. 4. Intellectual Autonomy. Thinking for oneself while adhering to rational standards. Making decisions based on one's own reasoning and critical analysis rather than blindly following others 5. Intellectual Integrity. Being honest in one's thinking, consistently applying the same rigorous standards to oneself as to others. Holding oneself to the same standards expected of others. 6. Intellectual Perseverance. Willingness to continue striving for truth and understanding despite difficulties, obstacles, or frustration. Remaining committed to intellectual efforts over time. 7. Confidence in Reason. Trusting in the power of logic and evidence-based thinking to solve problems and make decisions. Valuing reason and its ability to lead to sound conclusions. 8. Fair-mindedness. Treating all viewpoints alike without reference to one's own feelings or vested interests. Being open-minded and impartial in evaluating the perspectives of others Eight Elements of Reasoning 1. Purpose Setiap reasoning harus memiliki tujuan 2. Question Setiap reasoning harus menjawab pertanyaan 3. Assumption Setiap reasoning memiliki asumsi yang melandasinya 4. Point of view Setiap reasoning dilakukan dari sudut pandang tertentu 5. Information Setiap reasoning didasarkan kepada data, informasi dan bukti 6. Concepts Setiap reasoning diekspresikan dalam rangkaian konsep dan ide 7. Inferences Setiap reasoning akan menyimpulkan atau memberikan pemaknaan atas data 8. Implications Setiap reasoning akan menuntut sebuah implikasi atau konsekuens Nine Intellectual Standards (Paul and Elder, 2006) 1. Clarity Bisakah diperjelas dengan contoh atau ilustrasi tertentu? 2. Accuracy Tes apa yang dapat memastikan kebenarannya? 3. Precision Bagaimana menguji konsistensi hasil tersebut? 4. Logic Apakah kesimpulan tersebut masuk akal dalam arti runtut dan sistematis? 5. Depth Apakah faktor-faktor yang menyebabkan persoalan tersebut menjadi rumit? 6. Significance Apakah pemikir telah memikirkan hal yang terpenting? 7. Relevance Seberapa terkait pemikiran tersebut dengan persoalan yang sedang dipecahkan? 8. Breadth Apakah pemikir telah memikirkan kemungkinan cara pandang yang lain? 9. Fairness Bagaimana memastikan bahwa pemikir tidak bias CT untuk mengerti real life of a viral content creator 1. Intellectual Humility. What are the realities of the content creation industry? Am I aware of my own limitations and strengths in this field? 2. Intellectual Courage. Am I comfortable with public exposure and loss of privacy? Can I handle criticism and negativity constructively? 3. Intellectual Empathy. How will my content creation impact my family, friends, and audience? Am I committed to creating content that is positive and responsible? 4. Intellectual Integrity. Can I stay true to my values and be authentic in my content? Am I willing to consistently produce quality content even when it’s challenging? 5. Intellectual Perseverance. Am I prepared for a long-term commitment without immediate success? Can I adapt to changing trends and audience preferences? 6. Confidence in Reason. Have I considered the financial implications and stability of this career? Does becoming a content creator align with my long-term career goals? 7. Fair-mindedness. Have I sought advice from other content creators? Am I considering both the positive and negative aspects of being a content creator? 8. Intellectual Autonomy. Am I making this decision based on my own goals, interests, and values? Do I genuinely enjoy creating content and engaging with my audience? CT for Google 1. Purpose. Provides quick and efficient access to vast amounts of information, making knowledge more accessible globally. BUT Can contribute to information overload and spread misinformation if the purpose of access is undermined. 2. Question. How can we use Google to enhance learning and access reliable information? BUT How can we mitigate the risks of misinformation and digital addiction associated with Google? 3. Information. Offers a wealth of information on nearly every topic, valuable for research, learning, and problem-solving. BUT Not all information is accurate or credible, leading to potential misinformation and harmful consequences. 4. Inferences. Effective use of Google can lead to informed decisions and greater knowledge if users critically evaluate sources and cross-check information. BUT Without critical assessment, users might draw incorrect conclusions or be misled by biased or unreliable sources. 5. Concepts. Enhances concepts like “information democratization” and “access to knowledge,” allowing diverse access to information. BUT Exacerbates concepts like “information overload” and “digital divide,” where too much information or unequal access can create problems. 6. Assumptions. Assumes that more information leads to better decisions, assuming users can discern and utilize accurate and relevant information. BUT Assumes that all information found is equally valid or trustworthy, which can be problematic and lead to acceptance of false or biased content. 7. Implications. Increases accessibility to information, enhances learning opportunities, and helps keep people informed about current events and advancements. BUT Risks include misinformation, privacy concerns, and negative effects of excessive screen time on mental and physical health. 8. Point of View. Viewed positively, Google is a powerful tool for education, communication, and innovation. BUT Viewed negatively, Google can be a source of harm if not used responsibly, contributing to misinformation and digital divide issues. CT untuk Assess Content Creator sebagai Profesi 1. What is the need of our society? Relevance, Depth. Understanding societal needs ensures content is relevant and addresses significant issues in a comprehensive way. 2. What is its implication? (Mental and Physical) Clarity, Fairness. This requires clear understanding and consideration of the ethical implications on mental and physical well-being. 3. What is the implication in terms of our data? Accuracy, Fairness. Accurate and fair handling of data implications ensures content creators respect user privacy and data security. 4. How to make our content being the first in Google search? Precision, Logic. Precise and logical SEO strategies are essential to enhance search rankings and make content easily discoverable. 5. How to make the content viral? Relevance, Logic. Creating relevant, engaging content and understanding the logic behind shareability is key to making content viral. 6. How to deal with potential newcomers? Breadth, Depth. Considering a wide range of strategies to maintain a competitive edge shows depth and breadth in approach MATERI 7 Design Thinking What is design? Design is a crucial aspect of design thinking—a key thinking skill for digital leaders. It involves the strategic conceptualization of ideas, transforming them into tangible forms or actionable steps (Terzidis, 2007). Through design thinking, digital leaders focus on "changing existing circumstances into preferred ones" (Simon, 1969), using a human-centered approach to innovation. This process allows leaders to express their values and worldviews, with the goal of creating solutions that not only address challenges but also foster meaningful, positive change (Ives, 2022) What is Design Thinking? Ada dua poin. Yang pertama yaitu Changing existing circumstances. Di mana teman teman berada sekarang ada kondisi yang tidak ideal. Kita punya harapan bagaimana yang ideal itu bagaimana. Kita mau bring order out of chaos. Yang kedua yaitu Human centered approach. Fokusnya adalah manusianya dan bukan tentang solusinya kita. - Design thinking, is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success (Brown, 2020). - It is a process that encourages creative and practical problem-solving, focusing on understanding users and iteratively developing solutions that meet their needs Integrative Thinking (Roger Martin) Integrative thinking is the ability to face opposing ideas, tensions, or conflicting models and to creatively resolve them by integrating the best aspects of each into a new, superior solution. Instead of choosing between two conflicting options, integrative thinkers find a way to synthesize them into something innovative and valuable. Four Foundations of Design Thinking 1. Start with humans 2. Learning by doing or thinking by making 3. Fast in prototyping 4. Encouraging the customers to participate Design Thinking: Balancing Three Factors Brown (2010) argues that design thinking begins with the integration of two opposing ideas to create a new, innovative solution. Design thinkers must skillfully balance three key factors: 1. Human Desirability: Ensuring that the solution addresses real human needs and desires. 2. Physical/Technical Feasibility: Making sure that the solution is technically possible and can be realistically implemented. Solusi bisa secara mudah diakses. Contoh di kemahasiswaan ada hope or mimpi, kalau sekarang di Petra itu ada banyak kegiatan kemahasiswaan. Sering kali bahkan event itu sehari bisa 4. Kalau levelnya semua universitas, rektor harus somehow datang di empat empatnya. Mimpinya maybe kalender 1 Petra untuk kegiatan dalam hari hari yang ada, misalnya targetnya apaan dari kegiatan itu, kalau sama nggak boleh di hari yang sama. Ini agak mustahil sekarang karena 1 Petra jadi kurang possible. 3. Financial/Economic Viability: Ensuring that the solution is financially sustainable and economically viable. Contoh kasus: FitBit FitBit, pioneer smartwatch di 2007, kemudian dibeli or diakuisisi Google. Secara desain dan teknologi dia berubah sesuai kebutuhan manusianya. Secara feasibility, ensures that the solution bisa tetap diimplementasikan Secara economic, solusinya cost effective untuk bisnisnya. Design Thinking is a cyclical process Design thinking is an iterative process where designers work to deeply understand users, challenge existing assumptions, and redefine problems to uncover alternative strategies and solutions that may not be immediately obvious with an initial understanding (Interactive Design Foundation, n.d.). ‘Handstorming' emphasizes the importance of hands-on exploration and prototyping to generate and refine ideas. Handstorming. Hands on langsung turun ke masyarakat or tanya langsung ke masyarakatnya. Design Thinking is an iterative process: Inspiration, Ideation, and Implementation 1. Inspiration. I have a design challenge. How do I get started? How do I conduct and interview? How do I stay human-centered? Contoh: Inspirasi selama di kelas DL, inspirasi kalian diberikan selama proses di kelas. 2. Ideation. I have an opportunity for design. How do I interpret what I’ve learned? How do I turn my insights into tangible ideas? How do I make a prototype? Contoh: how to interpret what I've learned itu dilakukan di kelompok. Diaplikasikan pertemuan yang ada ke proyek proyek kelompok. 3. Implementation. I have an innovative solution. How do I make the concept real? How do I assess if it’s working? How do I plan for sustainability? Contoh lain: AirBnB Dibangun di 2007. Di 2009 hampir tutup Yang mereka lakukan lalu mereka ke New York, mengunjungi rumah yang disewakan lalu cari tau kenapa tidak ada yang mau nyewa. Datangi yang punya rumah and nanya customer. Ternyata karena fotonya jelek. Lalu mereka solusinya ngajarin cara mengambil foto ke para vendornya. Jadi customer ngeliat dengan jelas apa yang mereka beli, pada akhirnya customernya ada. Bahkan sampai ada program supaya orang yang menyewakan rumah bisa hire professional photographer dari app nya. Inspiration, Ideation, and Implementation (Brown, 2008) 1. Inspiration. The phase where designers seek to understand and define the problem by empathizing with users and gathering insights. Contoh: Empathy Interviews for Healthcare: Designers of the "Embrace Infant Warmer" conducted user research to understand the needs of caregivers in developing countries. 2. Ideation. The phase where designers generate a wide range of ideas and potential solutions through brainstorming and creative exploration. Contoh: Brainstorming for Transportation Solutions: Redesigning the London Underground map involved exploring various layouts and visual strategies through brainstorming sessions. 3. Implementation. The phase where designers create prototypes, test them, and refine solutions based on user feedback and practical constraints. Contoh: Prototyping for Consumer Electronics: The development of GoPro cameras included creating and testing multiple prototypes to refine the design based on user feedback. Design Thinking Process Design thinking is a powerful approach to new product development that begins with understanding unmet customer needs. It’s a human-centered design process that approaches problem-solving with understanding the user needs. Design thinking encompasses concept development, applied creativity, prototyping, and experimentation. When design thinking approaches are applied to business, the success rate for innovation has been seen to improve substantially (MIT, 2020) Define masalahnya apa, butuhnya apa. Harus punya idealnya kalau butuhnya apa. Kemudian habis itu ideation. Mengeluarkan usul. Prototype itu menyusun stepnya, bagaimana solusi itu bisa berjalan. Kemudian nanti dites ke pengguna. Kalau mau membantu komunitas, tesnya adalah bertanya ke pengguna komunitas. Apakah dengan adanya solusi ini, komunitas ini menjadi bring order out of chaos karena ceritanya kita ini bantu komunitasnya CONTOH: GRAB Design Thinking 1. Empathize. Understanding the needs and pain points of Grab users, including passengers, drivers, and merchants, through direct interactions and data analysis. Example: User Research: Grab conducted surveys and interviews with drivers and passengers to understand their challenges, such as issues with navigation, safety concerns, and payment difficulties. 2. 2. Define. Clearly defining the problems based on insights from the empathy phase to create a focused problem statement. Contoh: Problem Definition: The data revealed that drivers were facing challenges with navigation and safety, while passengers were concerned about fare transparency and wait times. 3. Ideate. Generating a variety of ideas and solutions to address the defined problems. Contoh: Brainstorming Solutions: Grab’s team brainstormed solutions such as integrating real-time traffic data, enhancing the safety features of the app, and providing transparent fare estimates. 4. Prototype. Creating and testing prototypes of selected ideas to explore their feasibility and effectiveness. Contoh: Prototyping Features: Grab developed and tested new app features like improved GPS navigation, emergency alert buttons, and an updated fare estimator tool. 5. Test. Iteratively testing prototypes with users to gather feedback and refine the solutions. Contoh: User Testing and Refinement: Grab rolled out the new features to a subset of users, collected feedback on their usability and effectiveness, and made adjustments based on user input before a full-scale launch. Thinking Skills for Evaluating a Digital Channel Critical Thinking - How to have a viral content that is also an appropriate one? - What is the appropriate number for viewers, or should we ask what is the minimum number of committed viewers? - How will I know that the viewers have got the benefit from the channel? Design Thinking - Have I figured out the need of the viewers? - To what extent if could be met by creating a digital channel? - Have I asked my viewers on whether my channel has been useful for them?

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