EXECUTIVE SUMMARY All people must be feeling stress in their own lives. Stress is when your body’s way of responding to any kind of demand. It can be caused by both good and bad experiences. Everybody has their own stress effect. Stress effect is when there are numerous emotional and physical disorders that have been linked to stress including depression, anxiety, heart attacks, stroke, hypertension, immune system disturbances that increase susceptibility to infections, a host of viral linked disorders ranging from the common cold and herpes to aids and certain cancers, as well as autoimmune diseases. Stress can be a motivator. It can be essential to survival. The “fight-or-flight” mechanism can tell us how to respond to danger. Sometimes, few people feel something strange when they are facing stress. We can call it as a mental illness. Mental illness is commonly connected to stress and anxiety. Before a person receives mental illness, he often experiences stress due to the uncommon behavior caused by mental illness symptoms. As a youth, it is not a strange thing when the youth feels stress. According to a research paper from Global News Wire, written by After School on February 21st, 2018 that:
This research paper is done through 35,878 youth, nearly 45% said “all the time,” citing relationships and teachers as the primary reasons why. “How often are you stressed,” was one of the four questions asked in the stress and mental health awareness poll hosted by the social network After School. When asked what resources they use to help manage their stress, teens responded that online apps and resources were their most likely source of help (44.04%), while only 2.54% utilize resources made available by the school. The results show that today’s teenagers view stress as a major component of their lives, and the ways they seek to cope with the stress differ from prior generations. Other observations from the poll results include: ○
44.88% of teens feel stressed “all the time,” compared to just 12.18% who are “rarely” stressed, and 6.3% who are “never” stressed.
○
Relationships (27.22%) and teachers (24.55%) were the most popular answers to “what stresses you out the most,” followed by parents (13.46%), college (9.47%), and friends (4.21%).
○
Most teens seek to cope with stress by talking to friends (22.43%), while the fewest turn to drugs or drinking (10.79%).
○
TNearly twice as many teens responded that they are likely to turn to eat to cope with stress (19.65%) than turn to drugs or alcohol (10.79%).
○
Over one-third of teens (34.53%) responded that they do “nothing” to try to manage their stress.
○
Only 2.54% of teens said they use school resources to help them manage stress.
A research paper written by Gemma Francis in Independent on February 28th, 2018, it stated that young adults spend more than six hours a day feeling stress. A poll of 1,000 18-25-year-olds found money, appearance and career worries, as well as fears about the future, mean a large chunk of their time is spent feeling anxious or under pressure. A further 67 percent admitted they had come across problems in their life where they felt they had nobody to lean on for help. Based on the World Health Organization (WHO), in developing countries such as Indonesia, mental illness still becomes a marginalized topic. 4 out 5 people who have mental illness still don’t get what they must get. The family that has a mental illness member just want to spend less than 2% of their income to take care of them. The writer has conducted a survey of 107 youth aged 16 years old until 25 years old, 15% of youth “always” feels stress: ○
66% caused by the school or the university
○
39,6% caused by the love relationship
○
31,1% caused by parents
○
28,3% caused by friend relationship
○
41,1% of youth always talk to other people when they feel stressed out
○
15,9% of youth always smoke when they feel stressed out
○
4,7% of youth drink alcohol when they feel stressed out
○
2,8% of youth go clubbing when they feel stressed out
○
46,7% of youth eat when they feel stressed out
○
56,1% of youth always eat when they feel stressed out
○
29,9% of youth always play games when they feel stressed out
○
6,5% of youth cutting their own self when they feel stressed out
○
9,3% of youth read something when they feel stressed out
○
0,9% of youth go to “panti pijat ++” when they feel stressed out
○
0,9% of youth consuming drugs when they feel stressed out
How customer deal with the problem 1. Playing online games Some youth try to play games when they have to deal with their problems for managing stress. Playing games can make them relax and forget their stress. This kind of activity can increase the happiness of youth.games is a good way to rid the body and mind of exhaustion, anxiety, and depression. Games relieve stress a lot faster than traditional relaxation techniques or methods. Games provide effective and instant stress relief solutions. 2. Yoga or meditation For calming their bodies, youth try to do yoga or meditation. Meditation is a simple technique that, if practiced for as few as 10 minutes each day, can help you control stress, decrease anxiety, improve cardiovascular health, and achieve a greater capacity for relaxation. 3. Listening to music Youth try to listen to music or playing music instrument that can boost their mood. The soothing power of music is well-established. It has a unique link to our emotions, so can be an extremely effective stress management tool. Listening to music can have a tremendously relaxing effect on our minds and bodies, especially slow, quiet classical music. 4. Do exercise Exercise and other physical activity produce endorphins chemicals in the brain that act as natural painkillers and also improve the ability to sleep, which in turn reduces stress. 5. Use apps for sharing with a psychologist Few respondents said that they use apps for sharing with the psychologist. Even though the apps ask the subscriber to pay the fee, it is not appropriate for Indonesian because we have to pay it with a dollar and visa.
6. Use aromatherapy candle The combination of both strong scented candles and oils is known to increase the effectiveness of anxiety reduction. Make sure to use scented candles/oils that are appealing to you and your senses. 7. Read a book Simply by opening a book, you allow yourself to be invited into a literary world that distracts you from your daily stressors. Reading can even relax your body by lowering your heart rate and easing the tension in your muscles. A 2009 study at the University of Sussex found that reading can reduce stress by up to 68%.
How other parties help to overcome the problem 1. Psychologist Most psychologists provide assessment and therapy to clients, help facilitate organizational or social change, conduct psychological research, or administer psychological tests to individuals or groups. Treat individuals suffering from psychological distress and mental illness. hey also perform psychotherapy and develop treatment plans. 2. Friends Try a bit of problem-solving. Work with them to figure out what’s stressing them, break it down into small steps that will be easier to get through, and try to figure out some ways to stay motivated. Brainstorming what things they really have to do, and what things they can forget about or postpone. 3. Parents Ask the child to tell you what's wrong. Listen attentively and calmly with interest, patience, openness, and caring. Avoid any urge to judge, blame, lecture, or say what you think a child should have done instead. The idea is to let the child's concerns (and feelings) be heard. Try to get the whole story by asking questions like "And then what happened?" Take time. And let the child take his or her time, too. 4. Partner Listen without judgment and validate their feelings. Do a few small things each day to make the partner’s life easier. Help partner seeks outside help.
INDUSTRY Political Indonesia is a developin country which has a democratic way. The president and its vice is elected every five years. Indonesia got independence on 17 August 1945. Although this country is struggling hard to get financial stability, but Indonesia government has a vision to reach industry 4.0
Economical In April until June period of 2019, Indonesia reaches Gross Domestic Product (GDP) in 1042.17 billion USD and the growth rate is 5.05% from the previous year. Indonesia GDP per capita worth 4284.7 USD. Indonesia earns the GDP growth of 48.1% from industry and 37.5% from the service sector. GDP in Indonesia is expected to be 1126.00 USD Billion by the end of this quarter, according to Trading Economics global macro models and analysts expectations. In the long-term, the Indonesia GDP is projected to trend around 1150.00 USD Billion in 2020. It has given specific attention in Foreign Direct Investment with 89.655,2 thousand USD for services.
Social Indonesia has a large population which is the biggest four in the world. Most of people lives in urban areas. People are concerned in industrial and agriculture sector. The government is given specific attention in education with 90.4% rate of literacy. This country spends 3.6% of its GDP for education. Majority of the population is Muslim, Protestant, Catholic, and Hindu.
Technological Indonesia has developed their own transport system. Indonesia transportation increase in newest president era since the president took concern on public transport like KRL, MRT, and other and build several toll roads. Indonesia has developed its communication system and various new brands of smartphones are available. People like to use cell phones and they use the internet.
Environmental The location of Indonesia is unique since it is located between Indian and Pasific oceans. Indonesia is mostly comprised with thousand islands. More than six hundred languages are spoken in Indonesia and more than 1100 dialects.
Legal Indonesia new regulation on labor is adapted. This law shows 7 days work days and 40 hour work weeks, In the business sector, the tac system is introduced with various reforms and the tax on first 25 million is 10%, its rate is 15% when it reaches 50 million and it will increase to 30% if it reaches 100 million. The income tax is implemented on the companies and on the individuals.
TARGET CUSTOMER Demographic Sex Both men and women can feel stress. There is no sex specialization because “stress” is not something that masculine or feminine. Age - Millennials/Generation y (1982-1994) - Generation z (1995-2001) We know that every people feel stress in their lives. As mentioned before, youth is classified as millenials (generation y) and generation z. The more specific is people age 15 until 24 years old. Job Students, college students, entrepreneurs, and workers are very dominated in the job socio-demographic of “youth who facing stress”. It happens because the shopper is coming from millennials and generation z. Latest education Because the majority is student, college student, entrepreneur, and worker, the latest
education of the customer is minimum from junior high school. Income We choose Rp4,000,000 as standard/limit for the options because based on BPS data, average Indonesia’s people incomes are stated about Rp47,96 million per year or Rp4 million per month. And the average for student and college student are Rp2,000,000. Socialization The classification that we used for the expenditure options actually based on the definition of Asia Development Bank (ADB) about the middle class which is most commonly used in Indonesia and in Asian countries. In determining the social class, the middle class based on per capita expenditure per day have ranged from $ 2- $ 20 ( about Rp 30,000 - Rp 300,000 ). This middle class is divided into 5 groups: -
Poor: below $2 ( below Rp 30,000)
-
Middle-low : $2 – S4 (Rp 30,000 – Rp 60,000)
-
Middle: $5 - $10 ( Rp 60,000 – Rp 150,000)
-
Middle-up: $11-$20 ( Rp 150,000 – Rp 300,000)
-
Elite : over $20 ( more than Rp 300,000)
I choose middle to elite class socialization as the segmentation because I want to reach the high value customer (HVC) which is they spend Rp60,000 until Rp300,000 in a day. For high-value customersthe (HVC), in the telecommunication industry is when people can spend minimum of Rp120,000 each month for their telecommunication needs.
Geographic Indonesia Because this project solution is made for Indonesian. Urban cities in Indonesia The human settlement with high population density and infrastructure of the built environment. Urban areas are created through urbanization and are categorized by urban morphology as cities, towns, conurbations or suburbs. In urbanism, the term contrasts to rural areas such as villages and hamlets and in urban sociology or urban
anthropology it contrasts with the natural environment. The creation of early predecessors of urban areas during the urban revolution led to the creation of human civilization with modern urban planning, which along with other human activities such as the exploitation of natural resources leads to human impact on the environment.
Psychographic Personal trait -Self-consciousness: Aware of oneself in many situations -Optimum stimulation level: Seek more info about and variety in products -Connectedness: Perceive themselves as highly connected with others -Extraversion : Extravert - sociable, Introvert - loner -Neuroticism: Experience negative affect -Need for power: Seek control of one’s environment -Need for affiliation: Friendly with others and establish social relationship -Affect intensity: Experience emotions when exposed to provocative situations -Need for cognition: Think most of the time Consumption specific personality traits -Market maven: Gather information about the product -Product-specific self-confidence: Make a decision about the product without doubting its decision -Product-specific self-involvement: Emotionally involved in a product class -The centrality of visual product aesthetics: Overall level of significance that visual aesthetics for a particular customer
Behavioral Value People want to use an app because of the value from the app Lifestyle -People feel stress in their life -People is easy to use app especially millenials and gen x
COMPETITOR ANALYSIS 1. Happyfy Happify claims that its games can help increase your happiness and reduce stress while teaching you life-changing habits. When you enter the app, you’ll be asked a series of questions that will help determine which “track” you should follow, with options like conquering negative thoughts or coping with stress. Based on your answers, the app then assigns daily quizzes and activities focused on helping you advance toward the goal outlined by your track. Cost: Free (Happify Plus starts at $11.67 a month as an in-app purchase.) Purchase: Apple | Google Play 2. Brain.fm In its own words, the goal of Brain.fm, an app developed in consultation with neuroscientists, is “unlocking music’s potential to influence cognitive states.” Choose your desired outcome — focus, meditation, relaxation, nap, or nighttime sleep — and the app’s algorithm will generate music to help you achieve it within 15 minutes. Cost: The first five sessions are free, after which monthly subscriptions start at $6.99. Purchase: Apple | Google Play 3. Headspace Whatever your excuse for not meditating — you’re time-strapped, you don’t know-how, you need guidance — Headspace offers a solution. The app includes “mindful moments” to keep you present throughout the day, as well as mini-meditation exercises for a quick mental reset. The basic course, which is free, offers beginner-level instructions to help you think more mindfully about
everything from eating to sleeping to social interactions. Cost: Free for beginners. Additional exercises through a subscription plan start at $12.99, and a lifetime subscription costs $399.99. Purchase: Apple | Google Play 4. Pacifia Ranked by Apple as one of its best mental-health apps of 2017, Pacifica is both easy to use and beautifully designed with a soothing purple and blue interface. The app provides space for you to track your moods, health, and habits, offering relaxation techniques and mindfulness exercises tailored to your specific needs. It also offers curated audio exercises to deploy if you are having a panic attack, are faced with a stressful moment at work, or even just stuck on the subway. Cost: Free access to some features. Pacifica Full Access starts at $3.99, and a lifetime subscription costs $199.99. Purchase: Apple | Google Play 5. Worry Watch To use Worry Watch, just follow five easy steps: record, reflect, reason, realize, and refute. The app helps you track your mental state over time by asking you first to write down the cause of stress and later asks to return to the app to reflect on the worry and note whether the ultimate outcome was good or bad. Based on your responses, the app generates charts and statistics to help you analyze your thought patterns — and, in many cases, come to the realization that your worries are unfounded. Cost: $2.99 Purchase: Apple
depression.
This
interactive
mental-health
screening
tool
assesses your mental state over the span of 14 days and then generates a report, which can then be shared with your physician or therapist. Cost: Free (Additional in-app purchase of Jahreskarte costs $61.99.) Purchase: Apple | Google Play 6. TalkLife TalkLife, which calls itself “your place to talk to people who get you,” was developed as a judgment-free chat room for people struggling with self-harm, depression, anxiety, stress, eating disorders, bullying, or suicidal thoughts. Conversations are carefully monitored and users are encouraged to ask questions, chronicle their struggles, and offer tips anonymously or by name. Cost: Free (In-app purchases start at $0.99.) Purchase: Apple | Google Play 7. What's up? Not to be confused with WhatsApp, What’s Up? uses techniques from both Cognitive Behavioral Therapy and Acceptance Commitment Therapy to help users cope with mental health issues like anxiety, depression, and anger. Cost: Free Purchase: Apple | Google Play 8. Riliv Riliv is Indonesia startup that has an aimed to solve mental health problem. The user of Riliv can use the service by text and phone counseling. Riliv offers several package or bundle that can be chosen by the user. Cost: Min. Rp77,000 for text and min. Rp137,500 for phone Purchase: Google Play
PROJECT DESCRIPTION Believer is an app that provides service for youth facing stress. Believer provides one-way communication and two-way communication for helping the user face their mental health.
Inspired by the earlier chosen theme for Believer, it is decided to choose the circle of life as the theme. Things we can see it the most is on its Instagram feeds, where color picked creates a flow of being depressed to become happy (dark colors to the bright ones) hoping viewers could be happier and more relaxed in seeing the color and its content. In order to involve readers’ emotions while visiting Believer page, there should be one story tells about a character that reflects most people problem nowadays. Inspired by many articles, the idea was generated to make astronaut as the main character. Astronaut lives out of space, alone in an unfamiliar environment accompanied by darkness. This is the same as the depression where people feel like they are in their darkest times but they are not. Astronaut reflects someone who is lost in wandering and try to fill up the emptiness. Most service companies use the round and quite firm font as it grows the most trustworthy according to earlier research. Hence, it was decided to use the Helvetica font. Project value is the operating philosophies or principles that guide an organization's internal conduct as well as its relationship with its customers, partners, and shareholders. Core values are usually summarized in the mission statement or in the company's statement of core values.
The project has 3 value that must be remembered and used in every working activity which are Integrity, Customer Focus, and Professionalism. All of these competencies will be explained below:
N o 1
Company Value Integrity
Value Description The quality of being honest and having strong moral principles, firm adherence to a code of especially moral or artistic values.
2
Caring and Customer Oriented
Orientation toward serving the clients' needs. Giving the best service to our client on the service that we offer to them
3
Interactive and Atrractive
Delivered in fun way and good way
Keyword(s)
Core Competence(s) Organizational Commitment
Competency Description Act in a way that supports the goals of the organization or meet the needs of the organization (OC).
Clients, best service, needs, orientation
Interpersonal Understanding, Customer Service Orientation
Ability to understand things that are not disclosed with words that can be in the form of an understanding of feelings, desires or thoughts from others (IU). The desire to help or serve customers (CSO).
Fun, good
Impact and Influence, Teamwork
Persuade or convince others to support an idea, agenda or direction (IMP). Encouragement or ability to cooperate with others (TW).
Honest, Moral and values Principles, Adherence to Code.
PRODUCT AND SERVICE PLAN Core product:
Business terms:
Online sharing with psychologist
Payment terms
Booked psychologist
Financing
Coaching session
Cancellation fees (for a booked psychologist)
Enablers:
Purchase commitments
Achieve diagnostic result faster
Bundle purchase
Information that connect to the solution
Legal terms
Service:
Risk-sharing arrangements
Break-fix service (service hours, response time, etc) Telephone support Process improvement (length, effectiveness, efficiency, etc)
MARKETING PLAN
Publicity ●
Media relation It is the process for distributing the organizational story to the right media for reaching the target market. Several ideas that can be implemented: write guest/influencer story on targeted publication, or getting involved in a local television station
●
Community relation It is the company able to maintain relationships with the community. Community is really important for the case because they already have targeted target market. We can engage the local community that already established
in
Indonesia such as into the light, NKTCHI, menjadimanusia, and others. ●
Event organizer Make our own event for engaging with the public especially the target products customer itself
●
Influencer relation An influencer is really important in Indonesia for promoting products or services. Believer should collaborate with several influencers that a big impact with the same issue as the customer
●
Crisis communication It is a set of communication for preparing the business for an emergency or unexpected event.
Influencer engagement It is how the influencer interaction with the customer. It based on the content of the influencer itself that can male the interaction increase.
Partnership ●
Charity It aims to provide help and raise money for those in need. We can open up to customer that want to help some people with a mental health issue and we donate the money from the customer to them
●
Community service We can ask the customer who wants to join us to work voluntarily for helping people with a mental health problem. It can increase engagement and brand image in the customer.
●
CSR Corporate social responsibility helps companies gain brand value in customer perspective. CSR program that can be implemented for this project for example is a program for helping youth in school and university. We can open free booth for sharing session with psychologist and coaching session for them.
Social Media Social media is an important thing for marketing tools. For social media, we have to develop multichannel approach, because it is dangerous if we just focus on one social media. Many people use a variety of networks for different purposes. Most social media platforms rely on algorithms to determine what content is displayed prominently and what content is buried. Facebook and Instagram use “engagement” as a primary factor in determining what content should or should not be displayed.One major form of engagement is comments. Posts that receive more comments are often displayed more prominently within social media feeds and within discovery pages like Instagram’s Explore page. To encourage members of the target audience to engage with your content in meaningful ways, have a social media monitor who is ready to react to user comments at a moment’s notice.
Content ●
One of the fastest and most-effective ways to drastically increase the reach of content is with co-creation, a content marketing tactic where we collaborate with experts and compile their ideas
●
Showcasing customer’s stories in content is pretty much a double-whammy you and your audience benefit from the social proof of their story, while your customer can revel in the exposure
●
Podcasting content that talks about current issues
●
Social photography
Incentive Make an event that customer can engage and join our company. For the example like making video competition that can make the customer engage with us. It has an impact too to marketing itself because it increase the engagement in the customer and customer maybe can give a content marketing too for the company.
Paid media Paid media can be implemented for this marketing strategy. Since media has many options nowadays, we can increase the engagement in the market through paid media. Paid media can help company to promote and advertise its brand because usually media will do it to the targeted customer that the company wants.
Media integration Media integration is when a software handles all social media accounts like Facebook, linkedin, twitter, instagram etc. under one platform and allows to post the same post to all the social media accounts in one go or you can schedule it when you want the post to go. It can control influencer campaign to if we have campaign activity in the company
Brand equity Brand equity of this project has to be good. Brand equity is the commercial value that derives from customer perception of the brand rather than the product or service itself. Brand equity maintain brand identity, brand meaning, brand response, and brand relationship. All of them has to be good if we want to reach a good brand equity.
A CHARACTER
AND MEETS A GUIDE
AND CALLS THEM TO ACTION
What do they want?
Empathy
Direct
we understand how it feels to facing stress when we have no guidance and do it by our own self
schedule an appointment, register today, purchase now
Authority
Transitional
THAT HELPS THEM AVOID FAILURE
the brand that puts their arm around customer's shoulder and walks alongside
web series, free information, testimonials, free trials, event
Don't have enough money for going to a psychologist, harm themselves because using drugs, drink alcohol, smoke, or less sleep, and no friends that can accompany them
Service that can help them to manage their stress incorrect, good, and fun way
HAS A PROBLEM
WHO GIVES THEM A PLAN
Villain
Process
Bad because of facing stress
1. download the apps
External
2. login and fill all the data
It is hard for me to manage their stress-effect because of 3. statement regarding their external such as judgment data from login assessment from others, and etc Internal
4. feature that suite them best
it is so exhausted, makes me sick, more stress
5. purchase for more services
Philosophical
Agreement
I want to live peacefully and happy
High customer safety regarding their data
THAT ENDS IN SUCCESS happier, less cost, not time-consuming, the correct treatment for their own self, data recapitulation of their usage in the apps, and flexible
CHARACTER TRANSFORMATION From
To
People who hard for controlling theirself when facing stress
People who know what they have to do when they are facing stress and reduce their stress level
MANAGEMENT TEAM Managerial competencies are the skills, motives, and attitudes necessary to a job, and include such characteristics as communication skills, problem-solving, customer focus and the ability to work within a team. No 1
Managerial Level Board of Director
Managerial Competencies Directiveness Developing others Team Leadership
Competency Description The ability to rule and direct others to do things according to their position and authority (DIR). The desire to teach or encourage the development of others (DEV). Encouragement and willingness to act as a leader group, usually shown in a formal authority position (TL).
Job Analysis The procedure for determining the duties and skill requirements of a job and the kind of person who should be hired for it. It consists of two parts, Job Description and Job Specifications.
1.
Accountant Staff
JOB ANALYSIS Job ID
ST01
Date
Job Title
Accountant
Created by
Job Class
Staff
Approved by
Job Division
Finance
Revised Date
Summary the Job Description Organize financial activities from receiving information, input each financial activities to ensure that invoices are filled appropriately
Task & Performance Indicator TASK
Performance Indicator (Output)
Making financial statement within a certain period (journal, ledger, income statement, cash flow, balance sheet)
Record data with a high level of accuracy
Evaluating accounting system and give feedback to financial system implementation
Minimize problems from his/her supervisor and staffs so all the tasks will be done on time.
Reporting to BOD regarding the financial condition.
Report to BOD monthly and on time.
Authorities Access all data of activity related to the accounting process Work relationship Horizontal Coordinate with: All Departments Vertical Reports to : Board of Director Supervise : External -
Others Age of 21– 30 years old
JOB SPECIFICATION SOFT COMPETENCIES Core
Level
Description
Organizational Commit (OC)
3
Supports to achieve the goals of the organization
Interpersonal Understanding (IU)
5
Understand all partners and subordinates feelings
Customer Service Orientation (CSO)
3
Taking personal risks, fix customer-related problems
Teamwork (TW)
6
Cooperative with others
MANAGERIAL/LEADERSHIP
Level
Description
Directiviness (DIR)
N/A
-
Developing Others (DEV)
N/A
-
Team Leadership (TL)
N/A
-
Level
Description
Functional Analytical Thinking (AT)
4
Making a complex plan or analysis
Expertise (EXP)
5
Master and have enough knowledge in finance
Concern for Order (CO)
2
Organize each task with high accuracy of data
TECHNICAL / HARD COMPETENCIES Item
Description
Working Experience
Minimum a year in a Finance position
Educational Background
Bachelor degree with a minimum GPA of 2.75
Reporting
Precise in making a financial report
WORKING CONDITIONS Item
Level
Description
Comfort Level
High
Work to settle indoor facilities with complete equipment
Accident Risk
Low
Work in a safe environment
Hazardous
Low
Work in secure environment
2. Promotion Staff JOB ANALYSIS Job ID
ST02
Date
Job Title
Promotion
Created by
Job Class
Staff
Approved by
Job Division
Marketing
Revised Date
Summary the Job Description Demonstrate product presentations, approaching potential customers, answering to questions to reach promotion target. Task & Performance Indicator TASK
Performance Indicator (Output)
Present and deliver product ads.
Increase potential customers.
Approach a potential customers.
Increase the potential customers’ product knowledge.
Serve as liaisons between the firm and promotion agency.
Fulfill media and promotion agency materials of promotion.
Collaborate with the accounting team to prepare and submit estimate budgets for program costs as part of campaign plan development.
Ensure promotional costs will be used with a high level of efficiency
Authorities 1. Opening the seal of the product to demonstrate or give a presentation of products. 2. Add or reduce everything about the work patterns in the promotion department. Work relationship Horizontal Coordinate with: All Departments Vertical Reports to : Board of Director Supervise : External : Customers
Others -
JOB SPECIFICATION SOFT COMPETENCIES Core
Level
Description
Organizational Commit (OC)
4
S Make self-sacrifice for the benefit of the organization
Interpersonal Understanding (IU)
4
Understand both the emotion and the content and also the content of the explicit message delivered.
Customer Service Orientation (CSO)
6
improving consumer needs by seeking information about specific needs, and matching with existing products
Teamwork (TW)
6
Cooperative and Share information
MANAGERIAL/LEADERSHIP
Level
Directiveness (DIR)
N/A
Developing Others (DEV)
N/A
Team Leadership (TL)
N/A
Functional
Description
Level
Description
Impact and Influence (IMP)
4
Adjust ways to influence others with someone's comments or actions.
Achievement Orientation (ACH)
1
Motivated to do the job in a better way.
Relationship Building (RB)
1
Receive invitation.
Initiative (INT)
2
Focus on the opportunities or problems faced in the present moment
Self Confidence (SCF)
3
Express self-confidence in his/her ability.
TECHNICAL / HARD COMPETENCIES Item
Description
Educational Background
Final Year Student or Bachelor degree
English Language
Able to understand and communicate with English
Present and Persuade
Able to present things and persuade people
WORKING CONDITIONS Item
Level
Description
Comfort Level
Med
Work in both indoor and outdoor with complete equipment and prepared a schedule
Accident Risk
Med
Workplace accidents might occur, like products fall off.
Hazardous
Low
No significant hazardous things.
3. Performance Controller JOB ANALYSIS Job ID
ST03
Date
Job Title
Performance Controller
Created by
Job Class
Staff
Approved by
Job Division
Human Resources
Revised Date
Summary the Job Description Actuate company member’s performance by training and evaluating the final result of their job.
Task & Performance Indicator TASK
Performance Indicator (Output)
Monitoring the member’s projects
Ensure all the members to do their job properly.
Evaluating member’s tasks
Ensure all the members to not repeating their mistakes from the previous project.
Authorities Scold the member who is not in line with their job description. Work relationship
Horizontal Coordinate with: All Departments Vertical Reports to : Board of Directors Supervise : External -
Others Must be at least 20 years old.
JOB SPECIFICATION SOFT COMPETENCIES Core Organizational Commit (OC)
Interpersonal Understanding (IU)
Customer Service Orientation (CSO) Teamwork (TW)
MANAGERIAL/LEADERSHIP
Level 2
2
Description Showing loyalty, awareness to help colleagues in completing their duties, respect the wishes of power holders / decision makers. Understanding both the emotion and the content and understand the emotional feelings of a person who is going on and also at the same time capture the contents of the explicit message delivered.
3
Solving consumer-related issues seriously.
5
Give appreciation to people who perform well, encourage, and reward people's contributions.
Level
Description
Directiveness (DIR)
N/A
-
Developing Others (DEV)
N/A
-
Team Leadership (TL)
N/A
-
Level
Description
Functional
4 Impact and Influence (IMP)
Relationship Building (RB)
6
Adjusting discussion with someone else's level of an action or other detail on the person's image of the speaker. Organize activities to foster friendships with friends or consumers outside the workplace, at clubs or restaurants, etc.
Self Confidence (SCF) 3
TECHNICAL / HARD COMPETENCIES Item
Comparing yourself with others expressed self-confidence based on consideration of their own ability.
Description
Working Experience Must have at least 2 years experience in training field. Educational Background Bachelor degree and have a minimum GPA of 3.25
WORKING CONDITIONS Item
Level
Description
Comfort Level
High
Work in settling indoor facilities with a prepared schedule.
Accident Risk
Low
Work in a non-accident-prone area.
Hazardous
Low
Work in a secured environment.
4. App Developer
JOB ANALYSIS Job ID
SV102
Date
Job Title
Information System Supervisor
Created by
Job Class Job Division
Approved by Technology
Revised Date
Summary the Job Description Directs and facilitates the development and implementation of app programs and system Task & Performance Indicator TASK
Performance Indicator (Output)
Works with users in the development, implementation, and maintenance of app systems.
Able to maintain the current flow of information system of the company.
Evaluates app or web service requests for feasibility.
Keeps app updated to meet organizational needs.
Authorities 1. Responsible for designing, coding and modifying the app, from layout to function and according to a client's specifications. 2. Strive to create a visually appealing app that features user-friendly design and clear navigation. Work relationship Horizontal Coordinate with: Marketing, Finance and Performance system department Vertical Reports to : Board of Director External: Programmers Technology Analyst
Others Age of 22 – 30 years old
JOB SPECIFICATION SOFT COMPETENCIES Core
Level
Description
Organizational Commit (OC)
3
Supports to achieve the goals of the organization
Interpersonal Understanding (IU)
5
Able to understand the complex causes of a person's behavior, patterns, or problems.
Customer Service Orientation (CSO)
3
Taking personal risks, fix customer-related problems
Teamwork (TW)
6
Team building
MANAGERIAL/LEADERSHIP
Level
Directiviness (DIR)
N/A
Developing Others (DEV)
N/A
Team Leadership (TL)
N/A
Functional
Level
Description
Description
Achievement Orientation (ACH)
6
Analyze all the activities and decisions based on Cost-Benefit Analysis, to set the priorities and goals based on the input-output basis.
Self Confidence (SCF)
5
Accept the challenge voluntarily
Initiative (INT)
8
Take anticipatory action for the next 5-10 years.
Impact and Influence (IMP)
4
Adjust how it affects someone's comments or actions.
TECHNICAL / HARD COMPETENCIES Item
Description
Working Experience
Must have at least one year of professional experience in programming, systems analysis, systems support and/or app operating systems.
Educational Background
Bachelor degree
WORKING CONDITIONS Item
Level
Description
Comfort Level
Medium
Most of the time work in settle indoor facilities with complete equipment.
Accident Risk
Medium
Most of the time work in a safe environment. While there is a small chance of an electrical accident.
Hazardous
Low
Work in secure environment
CRITICAL RISK Customer risk Customers play an important role in any software engineering process. Customer requirements require proper understanding and documentation before project development. It is often accidental that customer needs are not clearly defined due to lack of customer technical knowledge. There are a number of cases when client needs are misinterpreted and the final product obtained does not meet customer requirements. Incorrect analysis of customer requirements results in loss of time and also affects the quality of the software delivered. It has been noted that frequent changes in apps design cause a buggy effect. Sometimes customer requests do not make sense (e.g. Rapid development to get the first advantage in certain features), this might lead to poor quality and cause a risk to the whole project
Communication risk There needs to be efficient communication between clients and developers to produce apps products that meet all needs. The developer must have a clear picture of the final product and an opposing audience if it will not cause fatal mistakes. Design errors in apps prove risky and expensive in the long run. To avoid these types of risks, we must invest adequate time in explaining the application's vision, which supports greater enthusiasm and greater team coordination.
Market risk Before implementing new apps, market research needs to be done. Risk of releasing software products that do not meet market needs or meet customer needs. It's also important to make something new or something that will add value to the available options.
Resource risk â—?
Resource dependency: Mobile applications sometimes depend on other shared resources from memory, servers and expert staff. The availability of these resources only facilitates the proper functioning of the application.
â—?
Stakeholder investment: The development and launch of mobile applications is very dependent on the support collected from the stakeholders. Stakeholders play an important role in finance and budgeting and product promotion. The amount invested and the policies used for mobile app campaigns are very important
â—?
Third-party (Talent) dependency: Since it really needs a psychologist and coach that is capable, it can be risky if talent availability is really important.
Financial risk Budget and cost estimation plays an important role in the development of any free mobile device application. This must be clarified with the client before taking over the project about estimating costs and other costs that can be incurred in making the apps.
Managerial risk In this highly competitive developing market software, the first mover always has an added benefit. Every organization wants to release their products first in the market so they can attract customers easily and gain market share from the start. There are deadlines that must be followed for the project. Mobile platform updates are launched quickly, mobile applications must be updated simultaneously to increase efficiency and utilize appropriate platform features. Due to pressure, various scenarios are not considered and software is exposed to the risk of instability and security.
FINANCIAL PLAN Revenue
Description
Unit
Price/Unit ($)
Price/Unit (Rp)
Amount ($)
Amount (Rp)
Subscription B2C (1 month)
16913
$2.05
Rp29,000
$34,748.64
Rp490,477,000
Subscription B2C (3 months)
16913
$6.16
Rp87,000
$104,245.91
Rp1,471,431,00 0
Subscription B2C (5 months)
20537
$10.27
Rp145,000
Rp2,977,923,00 $210,975.77 0
Subscription B2C (12 months)
22953
$24.65
Rp348,000
$565,908.65
Rp7,987,800,60 0
Booking Fee
11929
$4.25
Rp60,000
$50,181.59
Rp715,740,000
Chat Fee
Rp1,342,059,75 $94,093.79 0
268411
$0.35
Rp5,000
1000000
$0.01
Rp113
$8,000.00
Rp114,104,000
Subscription B2B2C (1 month)
9107
$3.47
Rp49,000
$31,614.81
Rp446,243,000
Subscription B2B2C (3 months)
9107
$10.41
Rp147,000
$94,844.42
Rp1,338,729,00 0
Subscription B2B2C (5 months)
11059
$17.36
Rp245,000
$191,948.78
Rp2,709,357,00 0
Subscription B2B2C (12 months)
12360
$41.66
Rp588,000
$514,871.80
Rp7,267,415,40 0
Youtube channel
Data Sales
746184 Total
$0.20
Rp2,823
Rp2,106,477,43 $149,236.80 2 $2,050,670.95
Rp28,967,757,1 82
Cost
Description
Price/Unit Price/Unit ($) (Rp)
Amount ($)
Amount (Rp)
App Building
$200,000.00
Rp2,823,000,000
Email Login
$6,500.00
Rp91,747,500
Rating System
$12,750.00
Rp179,966,250
User Profile
$8,500.00
Rp119,977,500
In app Purchase
$10,250.00
Rp144,678,750
Geo location
$12,250.00
Rp172,908,750
$235,047.96
Rp3,317,701,955
$615,201.28
Rp8,683,566,128
Cost per Click Playstore & Appstore Commision
Unit
235048
$1.00 Rp14,115
Legal
$120,000.00 Rp1,693,800,000
Total
$1,220,499.2 4 Rp17,227,346,833
Income Statement Year 0
Year 1
Year 2
Year 3
Year 4
Year 5
Year 6
Year 7
Year 8
Year 9
Year 10
Revenue
Rp28,9 Rp39,9 Rp46,9 Rp55,2 Rp64,8 Rp76,2 Rp89,5 Rp105,2 Rp123,6 Rp145,3 67,757, Rp34,037, 93,609, 92,491, 16,177, 79,008, 32,835, 73,581, 48,957, 67,525, 09,342, 182 114,689 759 467 474 532 025 155 857 481 441
Cost of Good Sold (COGS)
Rp3,53 Rp3,61 Rp3,66 Rp3,70 Rp3,74 Rp3,79 Rp3,83 Rp3,885 Rp3,932 Rp3,979 2,278,7 Rp3,574,6 7,562,0 0,972,8 4,904,5 9,363,3 4,355,7 9,887,9 ,966,64 ,598,24 ,789,42 50 66,095 88 33 07 61 22 90 6 6 5
Gross Profit
Rp25,4 Rp36,3 Rp43,3 Rp51,5 Rp61,1 Rp72,4 Rp85,7 Rp101,3 Rp119,7 Rp141,3 35,478, Rp30,462, 76,047, 31,518, 11,272, 29,645, 38,479, 33,693, 62,991, 34,927, 29,553, 432 448,594 671 634 967 171 304 164 210 236 016
Expenses
Salaries and Benefit
Rp11,5 Rp7,19 Rp8,45 Rp9,93 Rp11,6 Rp13,7 Rp16,1 Rp18,94 Rp22,26 Rp26,15 87,102, Rp6,126,6 8,849,7 8,648,4 8,911,9 78,221, 21,910, 23,244, 4,812,4 0,154,5 5,681,6 873 80,644 57 64 45 536 305 608 14 87 39
Legal
Rp1,69 Rp1,69 Rp1,69 Rp1,69 Rp1,69 Rp1,69 Rp1,69 Rp1,693 Rp1,693 Rp1,693 3,800,0 Rp1,693,8 3,800,0 3,800,0 3,800,0 3,800,0 3,800,0 3,800,0 ,800,00 ,800,00 ,800,00 00 00,000 00 00 00 00 00 00 0 0 0
Marketing
Rp8,69 Rp3,99 Rp4,69 Rp5,52 Rp6,48 Rp7,62 Rp8,95 Rp10,52 Rp12,36 Rp14,53 0,327,1 Rp10,211, 9,360,9 9,249,1 1,617,7 7,900,8 3,283,5 7,358,1 4,895,7 6,752,5 0,934,2 55 134,407 76 47 47 53 03 15 86 48 44
Sales
Rp2,60 Rp1,19 Rp1,40 Rp1,65 Rp1,94 Rp2,28 Rp2,68 Rp3,157 Rp3,710 Rp4,359 7,098,1 Rp3,063,3 9,808,2 9,774,7 6,485,3 6,370,2 6,985,0 7,207,4 ,468,73 ,025,76 ,280,27 46 40,322 93 44 24 56 51 35 6 4 3
Commision
Rp11,9 Rp14,0 Rp16,5 Rp19,4 Rp22,8 Rp26,8 Rp31,57 Rp37,10 Rp43,59 Rp10,211, 98,082, 97,747, 64,853, 63,702, 69,850, 72,074, 4,687,3 0,257,6 2,802,7 0 134,407 928 440 242 560 508 346 57 44 32
Total Expense
Rp24,5 Rp26,0 Rp30,3 Rp35,3 Rp41,2 Rp48,1 Rp56,3 Rp65,89 Rp77,13 Rp90,33 78,328, Rp31,306, 89,901, 59,219, 75,668, 69,995, 95,829, 33,684, 5,664,2 0,990,5 2,498,8 174 089,779 953 795 259 205 365 504 93 44 89
Earning Before Interest & Tax
Rp857, Rp10,2 Rp12,9 Rp16,1 Rp19,8 Rp24,2 Rp29,4 Rp35,46 Rp42,60 Rp50,99 150,25 -Rp843,64 86,145, 72,298, 35,604, 59,649, 42,649, 00,008, 7,326,9 3,936,6 7,054,1 8 1,185 718 839 708 966 938 660 18 92 27
Interest
Rp1,73 Rp2,39 Rp2,81 Rp3,31 Rp3,89 Rp4,57 Rp5,37 Rp6,314 Rp7,420 Rp8,718 8,065,4 Rp2,042,2 9,616,5 9,549,4 2,970,6 2,740,5 3,970,1 4,414,8 ,937,47 ,051,52 ,560,54 31 26,881 86 88 48 12 02 69 1 9 6
Earning Before Tax
-Rp880 Rp7,88 Rp10,1 Rp12,8 Rp15,9 Rp19,6 Rp24,0 Rp29,15 Rp35,18 Rp42,27 ,915,17 -Rp2,885, 6,529,1 52,749, 22,634, 66,909, 68,679, 25,593, 2,389,4 3,885,1 8,493,5 3 868,067 32 351 059 454 837 791 47 63 81
Taxes
Rp289, Rp399, Rp469, Rp552, Rp648, Rp762, Rp895, Rp1,052 Rp1,236 Rp1,453 677,57 Rp340,37 936,09 924,91 161,77 790,08 328,35 735,81 ,489,57 ,675,25 ,093,42 2 1,147 8 5 5 5 0 2 9 5 4
Net Earning
-Rp1,1 Rp7,48 Rp9,68 Rp12,2 Rp15,3 Rp18,9 Rp23,1 Rp28,09 Rp33,94 Rp40,82 70,592, -Rp3,226, 6,593,0 2,824,4 70,472, 18,119, 06,351, 29,857, 9,899,8 7,209,9 5,400,1 745 239,214 35 36 285 369 486 979 68 08 56
Scenario Analysis Year 1
Year 2
Year 3
Year 4
Year 5
Year 6
Year 7
Year 8
Year 9
Year 10
SCENARIO 1 Revenue Growth (% Change) Cost of Good Sold (% of Revenue)
17.50% 17.50% 17.50% 17.50% 17.50% 17.50% 17.50% 17.50% 17.50% 17.50% 1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
Salaries (% of Revenue)
40.00% 18.00% 18.00% 18.00% 18.00% 18.00% 18.00% 18.00% 18.00% 18.00%
Marketing Expense (% of Revenue)
30.00% 30.00% 30.00% 30.00% 30.00% 30.00% 30.00% 30.00% 30.00% 30.00%
SCENARIO 2 (OPTIMIST) Revenue Growth (% Change) Cost of Good Sold (% of Revenue)
20.00% 20.00% 20.00% 20.00% 20.00% 20.00% 25.00% 25.00% 25.00% 25.00% 1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
1.22%
Salaries (% of Revenue)
40% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00%
Marketing Expense (% of Revenue)
10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00%
SCENARIO 3 (PESSIMIST) Revenue Growth (% Change) Cost of Good Sold (% of Revenue)
10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 1.50%
1.50%
1.50%
1.50%
1.50%
1.50%
1.50%
1.50%
1.50%
1.50%
Salaries (% of Revenue)
40.00% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00% 20.00%
Marketing Expense (% of Revenue)
10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00% 10.00%
Payback Period Payba ck
Year 0
Free Cash Flow
-Rp1,17 -Rp3,2 Rp7,48 Rp9,68 Rp12,2 Rp15,3 Rp18,9 Rp23,1 Rp28,0 Rp33,9 Rp40,82 0,592,7 26,239, 6,593,0 2,824,4 70,472, 18,119, 06,351, 29,857, 99,899, 47,209, 5,400,15 45 214 35 36 285 369 486 979 868 908 6
Cumm ulative
-Rp1,17 -Rp4,3 Rp3,08 Rp12,7 Rp25,0 Rp40,3 Rp59,2 Rp82,3 Rp110, Rp144, Rp185,2 0,592,7 96,831, 9,761,0 72,585, 43,057, 61,177, 67,528, 97,386, 497,286 444,496 69,896,5 45 958 77 513 798 166 653 632 ,500 ,408 64
Years
2
Year 1
1
Year 2
2
Year 3
2
Year 4
2
Year 5
2
Year 6
2
Year 7
2
Year 8
2
Year 9
2
Year 10
2
2