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Furpare: Third-party application as furniture comparison in Indonesia's e-


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DOI: 10.1016/j.procs.2022.12.113

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Procedia Computer Science 216 (2023) 77–85

7th International Conference on Computer Science and Computational Intelligence 2022


7th International Conference on Computer Science and Computational Intelligence 2022
Furpare: Third-party application as furniture comparison in
Furpare: Third-party application as furniture comparison in
Indonesia’s e-commerce
Indonesia’s e-commerce
Willy Adrianusa, M Rizky Syah Putra Edwina, Yanfi Yanfia*
Willy Adrianusa, M Rizky Syah Putra Edwina, Yanfi Yanfia*
a
Computer Science Department, School of Computer Science, Bina Nusantara University, Jakarta 11480, Indonesia
a
Computer Science Department, School of Computer Science, Bina Nusantara University, Jakarta 11480, Indonesia

Abstract
Abstract
Furniture is an item that is intended for households and can beautify a room, because of the various furniture designs. During the
COVID-19
Furniture is pandemic,
an item thatIndonesia's
is intendedrestrictions on community
for households activities
and can beautify (PPKM)
a room, wereofcarried
because out. PPKM
the various furniturecauses restrictions
designs. on
During the
outdoor
COVID-19 activities so thatIndonesia's
pandemic, entrepreneurs experience
restrictions on acommunity
decrease in activities
income. Furniture
(PPKM)entrepreneurs
were carried were also affected
out. PPKM causesand experienced
restrictions on
aoutdoor
marketactivities
decline because the national furniture
so that entrepreneurs experienceindustry was closed.
a decrease ThisFurniture
in income. research entrepreneurs
was conductedwere withalso
theaffected
aim of creating a mobile
and experienced
application calledbecause
a market decline Furparethethat is expected
national to help
furniture compare
industry wasthe pricesThis
closed. of various
researchfurniture in e-commerce
was conducted with theinaim
Indonesia so that
of creating users
a mobile
or consumers
application do not
called need that
Furpare to look for furniture
is expected to helpincompare
physicalthe
stores.
pricesThe researchfurniture
of various method in is e-commerce
carried out using the stages
in Indonesia in Rapid
so that users
Application
or consumersDevelopment
do not need to(RAD),
look for namely requirements
furniture in physical planning,
stores. Theuser design,
research construction,
method is carriedand
out cutover,
using the while
stages the price
in Rapid
comparison method
Application is used (RAD),
Development to compare the prices
namely of one item
requirements with another
planning, and the Extended
user design, construction,Unified
and Theory
cutover,of while
Acceptance and
the price
Use of Technology
comparison method(UTAUT2) is adopted
is used to compare theasprices
a method to evaluate
of one item withuser acceptance
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this application.
UnifiedThe resultofofAcceptance
Theory this research is
and
the application
Use can compare
of Technology (UTAUT2) the isprice of furniture,
adopted display
as a method the details
to evaluate of acceptance
user furniture, and categorize
of this furniture
application. Thebased
result on
of the
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by
the the user or consumer.
application can compare the price of furniture, display the details of furniture, and categorize furniture based on the input given
by 2022
© the user
Theor Authors.
consumer.Published by ELSEVIER B.V.
© 2023
This
© 2022 The
is an
The Authors.
open access
Authors. Published
article by
Published Elsevier
under
by B.V.BY-NC-ND
the CC
ELSEVIER B.V. license (https://creativecommons.org/licenses/by-nc-nd/4.0)
This is an open access article under the CC BY-NC-ND license (https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review
This is an open under responsibility
access article underof the
thescientific
CC BY-NC-NDcommittee
licenseof (https://creativecommons.org/licenses/by-nc-nd/4.0)
the 7th International Conference on Computer Science
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science and
and Computational
Peer-review under Intelligence
responsibility
Computational Intelligence 2022 2022
of the scientific committee of the 7th International Conference on Computer Science
Furniture, Mobile
and Computational
Keywords: application,
Intelligence Rapid Application Development (RAD), Price Comparison Method, UTAUT2
2022
Keywords: Furniture, Mobile application, Rapid Application Development (RAD), Price Comparison Method, UTAUT2

1. Introduction
1. Introduction
Furniture is household furniture that functions as a place to sit, sleep, store things, and a place to do something on
Furniture is household furniture that functions as a place to sit, sleep, store things, and a place to do something on

*
Corresponding author.
*
Corresponding eufrasia.yan.fi@binus.ac.id
E-mail address:author.
E-mail address: eufrasia.yan.fi@binus.ac.id
1877-0509 © 2022 The Authors. Published by ELSEVIER B.V.
This is an ©
1877-0509 open access
2022 The article under
Authors. the CCby
Published BY-NC-ND
ELSEVIERlicense
B.V. (https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under
This is an open responsibility
access of the scientific
article under CC BY-NC-NDcommittee of the
license 7th International Conference on Computer Science and
(https://creativecommons.org/licenses/by-nc-nd/4.0)
Computational Intelligence
Peer-review under 2022 of the scientific committee of the 7th International Conference on Computer Science and
responsibility
Computational Intelligence 2022
1877-0509 © 2023 The Authors. Published by Elsevier B.V.
This is an open access article under the CC BY-NC-ND license (https://creativecommons.org/licenses/by-nc-nd/4.0)
Peer-review under responsibility of the scientific committee of the 7th International Conference on Computer Science and Computational
Intelligence 2022
10.1016/j.procs.2022.12.113
78 Willy Adrianus et al. / Procedia Computer Science 216 (2023) 77–85
72 Adrianus et al. / Procedia Computer Science 00 (2022) 000–000

the surface, such as wooden shelves used to store books, and desks for studying [1].
People buy furniture not only because of functionally necessary, but also as a status symbol and considered a
durable investment, so in the process of buying a piece of furniture, one will need to be more careful in the selection,
because of functionality, quality, design, and a reasonable price influence on purchase decision [2].
Therefore, comparing a piece of furniture is necessary to find a decent price along with the right quality. The survey
method to compare something can be done by conducting a field research approach, which in this case can be done
by comparing each existing seller, comparing the quality and worthiness of the price of furniture in physical stores by
going from one store to another, but nowadays the process of selling and buying can be done through online
marketplaces such as Amazon and eBay [3]. Therefore, a platform is needed that aims to make it easier to compare
the price and quality of a piece of furniture to help save time on the field research surveys so that furniture seekers do
not need to check repeatedly on different applications at the same time and carry out similar activities repeatedly to
find out comparisons of quality and price.
From March 2019 until now, Indonesia has been hit by the COVID-19 pandemic. In accordance with the
instructions of the Minister of Home Affairs, number 15 of 2021 [4] concerning the implementation of restrictions on
emergency community activities for the Coronavirus disease 2019 in the Java and Bali regions, the implementation
of restrictions on community activities (PPKM) in Indonesia has resulted in limited all activities outside the place of
residence. During this COVID-19 pandemic, furniture entrepreneurs experienced a market decline because almost all
business sectors were closed, including the national furniture industry [5]. Therefore, a furniture comparison
application is needed that can help the national furniture market during the COVID-19 pandemic by opening many
new markets in the country and assisting connectivity between sellers with many buyer requests during a pandemic.
Previously, there had been similar applications in the form of web applications that functioned primarily as product
comparisons, the first of which was Hagglezon.com. In 2002, Rami Zwick [6] formed Hagglezon.com as an
application that is able to assist bargaining activities with the ability to compare all types of products in only one
marketplace, namely amazon.com which is known to have no domain in Indonesia. Furniture product seekers who
come from Indonesia but want to compare their products have not been able to use this application to fulfil their goals.
There is also a comparison application called Pricebook.co.id [7], but there is no furniture or furniture category in it,
so there is no furniture search on this website. In addition, there is also an application called “Furniture Online
Shopping App || Furniture Online” [8] is a similar application that includes an online buying and selling site for
furniture based on the Android operating system from India, but there is no feature to compare furniture in this
application.
The quality of information and ease of use in Indonesia are the factors that make someone uses a mobile application
for online shopping [9] because the application will provide information and convenience for furniture seekers.
The Rapid Application Development (RAD) was used quite often in develop mobile application. RAD is an
application development method that is carried out iteratively, focuses on prototyping, and can be done in a short time
and in a team of two to six people [10].
This paper presents the development of an Android-based mobile application called Furpare which will be a
comparison tool that is able to facilitate buying and selling furniture in Indonesia which is expected to reduce crowds
when shopping for furniture, especially in the mid of the COVID-19 pandemic, because users or consumers do not need
to visit one place, shop to shop.

2. Method

This study aims to develop a third-party application as Furniture Comparison in Indonesia’s E-commerce, namely
Furpare. Rapid Application Development (RAD) is one form of Agile software development methodology, which was
invented by James Martin [11] in 1991. Rapid Application Development (RAD) is a framework used to manage
software projects. RAD is an application development method that is carried out iteratively, focuses on prototyping,
and can be done in a short time and in a team of two to six people [12].
In develop the application, researchers used the Rapid Application Development (RAD) model design. RAD is an
iterative application development method, focused on prototyping, and can be done in a short time, and consists of
two to six people. The choice of RAD application development method is based on flexibility, short development
time, and can be used in teams of two to six people.
Adrianus et al. / Procedia
Willy Adrianus ComputerComputer
et al. / Procedia Science 00 (2022)216
Science 000–000
(2023) 77–85 73
79

No

Fig. 1. Application Development Flow Diagram

Before developing the application, the researcher conducted a problem and needs analysis by collecting data
through a questionnaire method distributed through Google form. From the results of this questionnaire analysis
obtained data regarding the need for problems that occur so that they can be identified for application development.
Figure 1 shows that at the first we do requirements planning which including observation which the author observes
the search for problems related to online shopping, especially furniture in the form of questionnaires distributed to the
80 Willy Adrianus et al. / Procedia Computer Science 216 (2023) 77–85
74 Adrianus et al. / Procedia Computer Science 00 (2022) 000–000

target of analysis, namely users of online shopping services.


After making observations, the author begins to analyse the problems that arise in the community. Based on the
results of the analysis that has been done, the problem identified is the need for a comparison application for furniture
prices between stores in the online marketplace. As research on the evidence or validity of the goods comparison
website by Charlie Lindgren and his colleagues, doing price comparisons with a method called the Price Comparison
Method contained in the goods comparison website is enough to reduce research costs compared to conventional
goods comparisons [13]. The analysis carried out includes a comparison of similar applications and an analysis of
existing problems to find ways to solve the problem. Problem analysis is done by distributing questionnaires to certain
users, namely users who have shopped online, especially for furniture.
Price Comparison Method is a model for determining the selling price of a product with a comparison between the
income offered and the product's competitive ability, or simply the price comparison method is a system of comparing
the prices of goods with one another, the price is also influenced by the quality of an item. By using this model, users
can compare product prices, making it easier and faster to search for the desired item.
After the problem analysis activity, it can be concluded that there is a need for an application that can compare
furniture items displays a description of the furniture products being sold, as well as provides features to add products
that you want to sell to the application to simplify the process of selecting, selling, and purchasing a furniture item.
After doing the requirements planning, the user interface and low fidelity prototype were designed using website-
based prototyping tools, namely Figma, as well as making a furniture comparison application prototype using Android
Studio. The prototype that has been made is then re-evaluated and readjusted, if necessary, if no design-side
adjustments are required, then the app will be implemented using Android Studio with a Firebase database. In the
cutover process, error checking and bug fixing are carried out. The evaluation is carried out in the form of an internal
evaluation using tests based on the Eight Golden Rules, while the external evaluation is carried out using the Extended
Unified Theory of Acceptance and Use of Technology (UTAUT 2). The external evaluation method is carried out
using a natural settings approach involving users by distributing questionnaires on Google Form through social media.
This study adopts the Unified Theory of Acceptance of the Use of Technology (UTAUT 2), which considers the
following determinants: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic
motivation, price value, and habit [14] to explain the users’ intention toward this application.

3. Results and Discussion

Based on the flow page in figure 2, this furniture comparison application begins with the landing page, then
continues with the register (Figure 2c) or login (Figure 2d) page activity, the user is encouraged to fill in the email
and password according to the account that has been registered if you don't have an account, then the user is
encouraged to create an account or register by filling out the registration form which includes name, email, password,
and password confirmation that has been validated by filling out the registration form.
In the main application (home page) as shown in Figure 2e, the user can see the product recommendations, as well
as a list of items. In addition, there is a dynamic navigation bar that users can use to move from the main page and can
be used to view wish lists or favourite items, user account profiles, items sold by users, and buttons to place or post
items on the marketplace.
On the main menu page, users can choose furniture products that they find interesting and can inspect items
according to their needs because there are complete specifications of furniture on the one-furniture viewing page. On
this furniture page, users are also able to store items by entering them into a wish list, as well as the main feature that
is a problem solution according to the author's analysis on this page, namely users can compare one item with another.
Willy Adrianus et al. / Procedia Computer Science 216 (2023) 77–85 81
Adrianus et al. / Procedia Computer Science 00 (2022) 000–000 75

(a) Splash screen (b) Landing page (c) Sign up

(f) category page (e) home page (d) Login page


Fig. 2. Flow page Application

Based on Figure 3, this household furniture comparison application is also equipped with additional features that
help in sorting items, such as a wish list that can accommodate the user's desired items, sorting to newest or oldest,
as well as a feature to delete my item them when they are needed.
In Figure 4, apart from the buyer's point of view, this household furniture comparison application also follows the
seller's involvement, so there are sales features contained in the page navigation bar. Here the seller can put the
goods he wants to sell into the application like a marketplace in general, and the seller is also able to access the
goods he has putted on the item page. There is also an account page feature to edit the user's profile photo to match
the user's personality.
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(a) Item detail (b) Item Comparison (c) Item pop-up


Fig. 3. item detail, item comparison, and item pop-up

(a) Sell Item (b) Profile as Admin (c) User Profile

Fig. 4. Sell item and Account Profile

Figure 5 described the demographics of 40 participants obtained from the user background questionnaire. They
consist of 8 women and 32 men. Their ages ranges from 15's to 60's.
Before processing in-depth analysis, the validity and reliability test were conducted. The result is reliable if the
Cronbach alpha [15] value is 0.6-0.7. After calculated using the SPSS statistical tool, this study proved the value 0.97
as very reliable. The results of the correlation analysis obtained from Table 1 are that the effort expectancy variable
with hedonic motivation has a very strong relationship with a value of 0.996. Then the hedonic motivation variable
with social influence shows a strong relationship with a value of 0.897. Hedonic motivation related to the behavioural
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intention to use mobile phone to access the application [16].


Gender Range Age
Female,
40
8 29
30
20
10 3 3 1 1 0 0 0 1
Male, 0
32

Fig. 5. Demographic of Participants

Table 1. The result of correlation value


EE PE SI FC HM PV Habit BI
Effort Expectancy (EE) 1
Performance Expectancy (PE) 0.995 1
Social Influence (SI) 0.919 0.935 1
Facilitating Condition (FC) 0.950 0.946 0.980 1
Hedonic Motivation (HM) 0.996 0.994 0.897 0.922 1
Price Value (PV) 0.983 0.984 0.973 0.989 0.967 1
Habit 0.919 0.951 0.974 0.929 0.916 0.953 1
Behavioral (BI) 0.987 0.997 0.960 0.960 0.983 0.990 0.970 1

Table 2. Result of the response from UTAUT2 variable


Variable Results
Facilitating Condition 84,67%
Price Value 83,75%
Effort Expectancy 83,38%
Social Influence 83,00%
Performance Expectancy 82,13%
Hedonic Motivation 82,00%
Behavioral 80,17%
Habit 76,50%

Extended The Unified Theory of Acceptance and Use of Technology (UTAUT2) was designed by Venkatesh in
2012. Moreover, the role of hedonic motivation, price values, and habits (habits) in their influence on the use of
technology and in UTAUT2 which is adjusted to the context of consumer acceptance and use of technology is
important [17]. Based on the UTAUT2 response as tabulated in Table 2, it can be concluded that the results of the
analysis are as follows:
1. Effort Expectancy is a variable used to assess the ease of users to use the application. The results of the analysis
show that the user strongly agrees that the application is easy to use with a value of 83.38%.
2. Performance Expectancy is a variable used to assess application benefits based on user expectations. The analysis
value for the performance expectancy variable is 82.13% with a statement strongly agree.
3. Social Influence is a variable related to user trust with the application. The results of the analysis of social influence
variables are 83.00% with a statement strongly agree.
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4. Facilitating Condition is a variable to assess device requirements and compatibility to run the application. The
results of the analysis of the facilitating condition variable were 84,67% with the information strongly agree.
5. Hedonic Motivation is a variable that assesses the user's level of pleasure or interest in the application. The hedonic
motivation variable has a result of 82% with a statement strongly agree.
6. Price Value is a variable to assess the benefits felt by the user based on the activities carried out on the application.
The price value variable has an analysis result of 83.75% with a statement strongly agree.
7. Habit is a variable that is used to assess the user's habits in using the application because of a hobby. The habit
variable has a value of 76.5% with a statement agree.
8. Behavioral, is the possibility that the user will be involved in the activities provided by the application (following
developments, providing feedback) [18]. Behavioral variables have a value of 80.17% with a statement strongly
agree.
From the results of the system evaluation, it was also found that the user agrees that the application is easy to use,
has benefits for the user, is compatible with the user's device, and the application makes the user happy, so they are
interested in using it.

4. Conclusion

Based on the results of the research for the comparison application of furniture prices for e-commerce in Indonesia,
it can be concluded that based on the evaluation results of the Eight Golden Rules, the Furpare application has met
the rules of striving for consistency, charter to universal usability, offer informative feedback, design dialogues to
yield closure. , prevent errors, permit easy reversal of actions, support internal locus of control, and reduce short-term
memory load. This shows that the Furpare application already has a good interaction design.
Meanwhile, based on the response to the variables of effort expectancy, performance expectancy, social influence,
facilitating conditions, hedonic motivation, price value, and behavioral, the percentage of variables included in the
category of strongly agree with the range from 80.17% to 84.67%, while the habit variable entered the statement agree
with the percentage figure of 76.50%. This means that the acceptance of the application by the user can be considered
quite good.
After evaluating the application, the author hopes that the application can be developed further with the following
suggestions to add features to the payment system followed by increased security in the application, adding more
variations to the furniture category, and adding features to support the use of dark mode as well as expanding
comparisons. not only from the price but also from the specifications of the furniture products sold.

Acknowledgements

We would like to thank the Faculty of Computer Science, Bina Nusantara University for the support through this
research.

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