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Business Model
Definition
As this subject tells us regarding business model, we have a tendency to follow the
business model definition of Rajala and Westerlund (2005) which has the issue of
collaboration:
A business model describes ways of creating value for customers and the way
business turns market opportunities into profit through sets of actors, activities and
collaborations.
e-Business
Business during this age has become several things, included e-business. The term ebusiness usually refers to doing business electronically and includes e-commerce,
e-markets, Internet-based business and any corporations that perform industrial
transactions over the web (Zott et al, 2011). An oversized quantity of literature on ebusiness models centered on the elements of an e-business and strategic promoting in
e-businesses.
The authors behind Business Model Generation, Osterwalder and Pigneur (2002)
give a additional careful analysis of elements for an e- business. Every of their main
four elements of product innovation, customer relationship, infrastructure
management and financials is more shifting into subcomponents to make a a lot of
complete picture.
Then Osterwalder (2004)s ontology self-addressed four areas of a business, that are
product, customer interface, infrastructure management and financial aspects. From
these four main business areas, Osterwalder stone-broke them down any into 9
building blocks, which are bestowed below.
Pillar
Building Block
Description
Product
Value Proposition
Customer interface
Target Customer
Distribution Channel
Pillar
Infrastructure Management
Financial aspects
Building Block
Description
Relationship
Value Configuration
Capability
Partnership
Cost Structure
Revenue Model
Premium customer service and relationship from augmentary services that go with
the core offering
Target customer
A business usually caters to the requirements of a selected group of consumers. This
group of client may well be customers (Business-to-consumers, aka B2C) or
businesses (business-to-business, aka B2B) from a selected geographic or
demographic section. Businesses operational on the net have the opportunities to
focus on a wider scope of customer segments compared to traditional offline
businesses because of its virtual characteristics. Digital marketplaces will target a
selected geographic area (e.g. a newspaper ad web site permitting folks to swap used
things within the new york area) or a definite demographic group across numerous
geographic areas (e.g. Odesk, a platform for outsourcing freelancers for specific
knowledge-rich tasks from anyplace within the world). Whereas the opportunities for
e-businesses are overabundant, the competition threats are higher because of low
barriers to enter any market (Porter, 2001).
Capabilities
In order to be able to deliver the worth proposition to customers, businesses have to
be compelled to guarantee to possess necessary capabilities. Capabilities can be
outlined as repeatable patterns of action within the use of assets to make, produce,
and/or provide product and services to a market (Wallin, 2000). within the case of
digital peer-to-peer marketplaces, the corporations don't solely have to be compelled
to possess necessary technical capabilities to confirm the platform to operate
properly and may facilitate all the transactions administrated, however also possess
the power and technology capacities to beat traditional two-sided market hurdles and
make decent network effects.
Infrastructure management Infrastructure management is that the value
configuration system necessary to make and deliver the value proposition. in step
with Osterwalder (2002), the infrastructure management component for e-businesses
includes the activity configuration of the firm, which has worth creation and delivery
activities and relationship between them. Infrastructure management additionally
includes the in-house assets and resources and therefore the firms partner network.
Activity configuration
satisfaction. Data-orientation has not solely become one among the foremost vital
ways of e-businesses however additionally become the culture or way to operate of
many corporations within the digital era.
Feel and serve (distribution channels)
A firm may need to use multiple distribution channels to succeed in its customers.
This component of the metaphysics indicates the firms go-to-the-market channel
strategy - what types of direct and/or indirect channels the firm uses and whether or
not the channels are operated by the firm or provided by third-parties, like an agent
or intermediator. ICT technologies enable corporations to get up-to-date and move
with customers in new and innovative ways in which. Therefore, the distribution
channels, or the implies that the firm feels and serves target customers, ought to be
studied in shut details so as to get new strategies emerged and utilized by innovative
corporations.
Trust, safety and loyalty
This component of the metaphysics is very centrical to e-businesses as they operate
primarily in a very virtual setting. Transactions on the computer network, therefore,
are administrated with a good degree of trust and every one e-businesses have to be
compelled to take this component into thought in their business model. Osterwalder
summarized a set of mechanisms to create trust in e-business setting, that embrace
virtual communities, performance history, mediation services or insurance just in
case of hurt, third party verification and authorization and a transparent privacy
policy. In peer-to-peer digital marketplaces, the trust issue is twofold: trust between
the users and therefore the marketplace platform and trust among users. Thus
additionally to traditional mechanisms employed in e-business corporations,
marketplace platforms have to be compelled to define further mechanisms so as to
resolve the trust and issues of safety among its participants so all transactions are
administrated evidently.
Customer Loyalty
Customer loyalty is important to any business, brick-and-mortal or online because it
is far cheaper to incite existing customers than exploit new ones. in step with (Hamel
(2000), positive relationship dynamics, wherever emotional further as transactional
components within the interaction between the firm and its customers play a central
role in increasing customer loyalty.
Financial aspects The monetary aspects of a firm are the fourth pillar of the
ontology and are influenced by all different components. This pillar includes the
revenue model of the firm, that determines the firms profit model and its price
structure.
Revenue model
Revenue model is that the component that measures the firms ability to translate its
value proposition offered to customers into price. A firms revenue model will
comprise multiple revenue streams with totally different valuation models. valuation
models are a subject mentioned significantly among e-business literature as ICT
technologies have offered net corporations the power to make innovative valuation
mechanisms.
Cost structure
The cost component measure all the expenses the firm incurs whereas making,
promoting and delivering proposition value to customers. every business model
incurs differing types of prices, but what's common is that the strategy to spot and
enable price saving opportunities throughout the value making method. With
applicable use of ICT technologies, corporations will discover and implement new
opportunities to deliver premium customer services and extra worth at comparatively
low prices.
Profit model
As Osterwalder complete, although this component is just the distinction between
revenue model and value structure, it's the expression of the total e-business
ontology. The goal of any firm is to maximise profits, which may be achieved
through maximising revenue by up product innovation and costs relationship,
whereas minimizing prices by effective infrastructure management.
Howe offers the subsequent definition:
Simply defined, crowdsourcing represents the act of a company or institution taking
a function once performed by employees and outsourcing it to an undefined (and
generally large) network of people in the form of an open call. This can take the form
of peer-production (when the job is performed collaboratively), but is also often
undertaken by sole individuals. The crucial prerequisite is the use of the open call
format and the large network of potential labourers. (2006a: 5)
Crowdsourcing
Definition
Crowdsourcing is essentially captivated with the internet. The speed, reach,
anonymity, chance for asynchronous engagement, and talent to hold several types of
media content makes the internet a vital necessity for crowdsourcing. Definitely
these processes may be taken offline with some success, however the platform of the
internet elevates the standard, amount, and pace of cooperation, coordination, and
plan generation to a degree that warrants its own classification. Cultures have
invariably been democratic, long before the internet, with roots in democratic
method, collective deciding, and cooperation for survival. however democratic
cultures on the internet fight a brand new quality, a new scale, and new capabilities.
A number of interviews and surveys are conducted at numerous crowdsourcing sites,
with every study asking people in those crowds to elucidate why they participate
(Brabham, 2008b, 2010a, 2010b; Lakhani et al., 2007; Lietsala and Joutsen, 2007).
These studies indicate that there are several common reasons why folks participate,
each intrinsic and outside, however there's no single inducement that applies to any
or all crowdsourcing applications. Drawing from these existing studies, some
motivations for people in crowds that emerge across quite one case include :
to have fun.
Crowdsourcing Typology
Knowledge Discovery and Management Approach In the knowledge discovery
and management approach, online communities are challenged to uncover existing
data within the network, therefore amplifying the invention capabilities of a company
with restricted resources. During this approach, the additional users there are and
therefore the more concerned they're, the higher the system functions, a proven fact
that might fine be applied to most democratic culture phenomena.
Example of the knowledge discovery and management approach is SeeClickFix.
SeeClickFix may be a internet site that enables folks to report non-emergency issues
in their local people, either by exploitation the SeeClickFix internet site or a free
itinerant application. in step with a SeeClickFix advocator, on average, quite forty
percent of problems reportable on the location get resolved (Smith, 2010, para. 13).
The Broadcast Search Approach Broadcast search approaches to crowdsourcing
are destined towards finding the only specialist with time on his or her hands, most
likely outside the direct field of experience of the matter, who is capable of adapting
previous work to supply an answer. In theory, the broader internet forged by the
crowdsourcing organization, the additional doubtless the corporate can come about
the needle within the stack, that one one that is aware of the solution. within the
broadcast search approach, financial rewards are common for people within the
crowd who give an answer to a challenge, although monetary incentive isn't the sole
motivation for these crowds to participate in these arrangements.
The Goldcorp Challenge was a broadcast search crowdsourcing case (Tischler,
2007). Goldcorp, a Canadian gold company, developed the Challenge in March 2000.
By giving quite US$500,000 in prize to twenty five prime finalists WHO known the
foremost gold deposits, Goldcorp attracted more than 475,000 hits to the
Challenges internet site and more than one,400 online prospectors from fifty one
countries registered as Challenge participants (Goldcorp, 2001, para. 6). {the
numerous solutions from the group confirmed many of Goldcorps suspected
deposits and known many new ones, a hundred and ten deposits altogether.
The Peer-Vetted Creative Production Approach The logic of the peer-vetted
creative production approach is that by gap up the creative section of a designed
product to a probably large network of net users, some superior concepts can exist
among the flood of submissions. Peer-vetted creative production is acceptable, then,
for downside finding regarding matters of style and user preference, like aesthetic
and design issues.
User-generated advertising contests, like the Doritos Crash the Super Bowl Contest,
are samples of the peer-vetted artistic production approach (Brabham, 2009), as are
democratic style contests, like Next Stop Design (Brabham et al., 2010). with none
financial incentive or promise to truly construct the winning styles, nearly 3,200
registered users submitted 260 stop shelter designs within the competition.
Distributed Human Intelligence Tasking This can be an applicable approach for
crowdsourcing once a corpus of knowledge is known and therefore the problem isn't
to produce designs, realize information, or develop solutions. Rather, it's applicable
once the matter itself involves process information. as a result of this crowdsourcing
approach is actually the smallest amount creative and intellectually demanding for
people within the crowd, financial compensation may be a common inducement for
participation. Pintarindo gives slot for people like researcher to connect with industry
where they are in mutual needs. Researcher need to be paid by industry while
industry need to develop new product.
The most notable example of the distributed human intelligence tasking approach is
Amazon Mechanical Turk (Barr and Cabrera, 2006). At Mechanical Turk,
Requesters will use the location to coordinate a series of easy tasks they have
accomplished by humans, tasks that computers cannot simply do, like accurately
tagging the content of pictures on the internet for a quest engine. Mechanical Turk
basically coordinates large-scale collections of easy tasks requiring human
intelligence.
Limitations of Crowdsourcing
First, for crowdsourcing to achieve success, it should consider a sturdy, active,
impelled crowd. Although a lot of analysis has been done regarding online
communities, there's still no coherent set of best practices for organizations hoping to
create and sustain these types of online communities.
Second, crowdsourcing needs a good deal of transparency and trust on the a part of a
company. To open a challenge to an internet community needs a company to specify
the parameters of a given problem, which can need the organization to reveal its
proprietary information, its inner workings, or its anxieties and weaknesses.
Third, crowdsourcing applications may be manipulated and gamed similar to the
other facet of democratic culture. The success of a corporation like Subvert and
Profit, for example, casts doubt on the organic, democratic virtues of questionable
peer-recommended news aggregation sites like Digg.
Two-sided Market
Definition
Two-sided platforms are specific multi-sided platforms that bring together two
distinct however mutualist groups of consumers. They produce worth as
intermediaries by connecting these teams (Osterwalder, Pigneur, & Smith, 2010;
Eisenmann, Parker & Van Alstyne, 2006). Despite a stronger understanding of twosided internet markets, wherever one online platform allows interactions between
shoppers (the primary audience of the site), and business customers (e.g. the
advertisers) (Rochet & Tirole, 2003), the various importance given to the business
audience (B2B) and also the consumer audience (B2C) within the business model of
internet ventures has not been clearly known. Moreover, the notion that the selling
strategy orientation towards the B2B and/or the B2C aspect could modification over
time as a business develops has not been thought of. This can be a niche within the
literature, that this text tries to deal with through a study of the interaction between
the B2B and B2C sides of online business ventures and their relative influence over
time on the business models.
The construct of two-sided markets, originally planned in political economy, was
step by step adopted additionally in management and selling. The speculation of twosided markets states that web platforms should get either side of the market on
board so as to be viable (Rochet & Tirole, 2003).
The problem on the internet is that the same, and so one must confirm that aspect
contributes most to the demand of its complement (on the opposite side). The key
question is to see why any party may be part of the net platform. On the buyer aspect,
the motives are often as varied because the edges offered by the net platform; on the
business aspect, the motives are joined to the scale of the audience, its explicit
characteristics and/or the quality of the information collected from this audience. In
any case, it looks that the standard two-sided digital business model sees endconsumers as loss leaders (they get the service for free) and business participants as
subsidisers (they pay to succeed in the audience of end-users).
Free value strategy relies on giving value to customers, that they're not charged.
Andersen proposes that free are often a viable web business model (Andersen,
2009) however it will mean that someone else should pay (e.g. the business side).
This implies that web business models have to be compelled to contemplate the
worth proposition for business partners even as very much like for the buyer
audience (Mahadevan, 2000; Osterwalder, Pigneur, & Smith, 2010). It so follows
that:
P1: Two-sided web platforms have to be compelled to formulate 2 totally different
worth propositions one for the end-user aspect and one for the business aspect.
The construct of reciprocal worth propositions represents a more moderen
development. Glaser (2006, p. 446) claims that if participants within the worth
making method acknowledge that their objectives are complementary instead of
antagonistic, the worth outcomes for all parties are seemingly to be increased.
Through behavior analysis and identification, these information can become valuable
to alternative parties (on the B2B side) and will be monetized. It so follows that:
P2: In two-sided web platforms, end-users are a part of the worth proposition for
business customers and, what is more,
P3: In two-sided web platforms, the monetization of the business model is "B2B
oriented.
Accordingly, within the context of two-sided web platforms, it follows that:
P4: The business model and also the selling strategy orientation (B2B or B2C) of a
two- sided web platform evolve over time.
customer) and also the ability of the platform so as to repeat the value creation and
delivery processes (capabilities).
Infrastructure management In the business model of a two-sided platform, the
management should build processes and activities that facilitate the 3 crucial aspects:
The quantity and therefore the quality of matches of the two market sides
Communication between the two sides
The supply of however both aspects of the market will exchange value (for
example the exchange of products or service for payments from one side to
another)
Customer Relationship In this pillar of the business model, firstly, the companys
information strategy, which suggests however the corporate gathers and analyzes
information regarding its customers and what they are doing with the information are
going to be examined. Secondly, the channels through that the corporate connects
with its customers and adopt new customers shall be known. Trust and safety are
particularly necessary within the case of cooperative consumption platforms, because
the platform connects strangers in peer-to-peer exchanges and interactions. thus
however the platforms manage trust issue and safety are going to be studied in
additional
depths
compared
to
the
previous
components.
Financial aspects The finance pillar presents the value structure and revenue models
of the corporate. The profit component is that the distinction of the 2 components.
The cost structure is analyzed for the activities and processes made public within the
infrastructure management pillar. For two-sided markets, pricing is usually a problem
and is directly connected to the subsidizing call of the platform.
Peer-to-peer
Definition
What are peer to peer technologies? In keeping with Camp (2002) peers in a very
P2P network are useful machines that may share computing resources like process
power and storage, likewise as files. These peers have equal stature and are
autonomous however will collaborate with each other so as to get services or to
finish giant computing jobs (Triantafillou, et. al. 2003). This differs from the
consumer server paradigm therein it overcomes one in every of the best weaknesses
of that topology, the existence of central points of failure and performance
bottlenecks. In a very P2P system the challenge is that the coordination of the peer
machines with the target of enlarging the pool of resources on the market to those
collaborating within the network.
Platforms are basically info gateways that enhance potency within the economy by
connecting provide and demand in an inefficient market. Platform businesses add
price by providing a medium for 2 parties, typically consumers and sellers, to act and
interact. These users are interested in a platform by indirect network externalities,
that mean the additional users a platform has on one facet, the additional users on the
opposite side are interested in the platform (Economides and Katsamakas, 2006).
BAB 2
Indonesia. We have presented this idea in an entrepreneur event and had pitched this
idea to people in meetup event like StartupLokal, Mobile Monday etc for dozen of
times.
Ideation
We brainstormed Knoowly again on March 2th 2015, we are creating such a concept
that can encourage people to share, to manage knowledge (knowledge management),
to be a center of information and also to solve everyones problem. We have decided
that Knoowly to become no. 1 Q&A site that focused on growing knowledge
community in Indonesia. For starters, we tried to choose our beachhead market in
gadget. After that, we have found some problems such as hard to find buying tips,
hard to find service tutorial, hard to find latest device information and also find usage
tutorial. Knoowly focused on young people with beachhead market such as college
student. We use 3 business models which are affiliation, peer-to-peer and also
leverage customer data combined to create performance-based ads based on
customer data like Google Adwords.
ideation. Then we also ask about advertisement in Kompas Gramedia where they are
still offering WEB ADVERTISING, REGULAR BANNER, RICH MEDIA
BANNER, BLOCKING PROGRAM, MICROSITE, EMAIL BLAST, VIDEO AD to
the advertiser. This ads model is one of the Knoowlys revenue model which we will
implement in Knoowly.
to learn more about event organizing which build community for long-term in
Indonesia.We learned this kind of business to seek more opportunities of expanding
Knoowly into another beachhead market. KompasKarier.com is an online
recruitment that focused on Indonesian people. KompasKarier.com helps people to
connect between jobseeker and corporate candidate. In KompasKarier.com, we can
see many events and also recruitment website at the same time. And also, their event
is the biggest event in Indonesia, if you are searching job expo. They are winning in
building community through event. And from here, we can implement some skills
from them especially about event organizer. They taught me how to create an event
especially in low budget. The steps are idea and concept, determine the audience,
create the agenda, find the right venue, invite free speaker, find partners, find
sponsors, use free marketing and media partner, use free website, and choose event
management software wisely.
gathered new information, new insights, new validation that can be implemented into
Pintarindo.
On March 27th 2015, we met Rida who gives a lot of insights about research industry.
She stated that researchers in Binus focus on pure research not the applied one where
we can create application from our research. In Binus, Industrial Engineering Faculty
has many project offers from industry. University researchers cant accept a lot of
projects since they mostly focus on teaching.
centered
where we serve the industry first. We add some features like LinkedIn feature, where
researcher can put their own portfolio and history profile to be shown to industry,
Search feature to look up researcher and also their researches. We have 3 main
business models in peer-to-peer and two-sided market. We used peer-to-peer to be a
transaction between researcher and industry while we used two-sided market because
we have two main market in this platform such as researcher and industry. in this
platform we focused on academic researcher in Kopertis 3 area which located in DKI
Jakarta and near DKI Jakarta.
research but not much. Research funds usually comes from government than
industry. In Indonesia, industry will be likely to request food, pharmacy and nature
research. Industry like Kalbe partnered with academic institute. In Indonesia, patent
awareness is very low so our platform will be hardly to executed. Indonesias patent
isnt recognized by other countries. Our platform needs to focus on LinkedIn with
Academia features where people can see other peoples research and history easily.
Meeting LIPI
On May 20th 2015, we met with LIPI in Cibinong, to discuss open partnership with
LIPI. We presented about our prototype to them and we are discussing about many
things. First, LIPI is concerned to be member of us where they need to publish their
researcher in internet. So it is aligned with our business process. Then we have new
insight which is subscription. This business model is recommended by researchers in
LIPI.
BAB 3
Crowdsourcing
As stated in Chapter 1, crowdsourcing is essentially captivated with the internet. The
speed, reach, anonymity, chance for asynchronous engagement, and talent to hold
several types of media content makes the internet a vital necessity for crowdsourcing.
Pintarindo as a Research-based Product Marketplace requires speed, reach, and also
talent makes this platform require business model called crowdsourcing as we have
mentioned earlier. And also we can learn from Kaskus which use crowdsourcing as
one of their business model to Pintarindo which focused on marketplace too. Based
on above studies, some motivations for people in crowds that emerge across quite
one case include :
to have fun.
Pintarindo have many elements as stated above like the desire to earn money, to
develop ones
creative skills, to contribute to a large project of common interest, to network with
other creative
professionals and to share with others. According to Hery researcher needs to
network with
industry. This statement proves that we need to make a platform where researcher
connect with
industry.
Knowledge Discovery and Management Approach In the knowledge discovery
and management approach, online communities are challenged to uncover existing
data within the network, therefore amplifying the invention capabilities of a company
with restricted resources. During this approach, the additional users there are and
therefore the more concerned they're, the higher the system functions, a proven fact
that might fine be applied to most democratic culture phenomena. The more user are,
the more knowledge can be built through Pintarindo which become our most concern
thing in Pintarindo. Pintarindo is an online community that build to gather people
that appreciate knowledge and build this community to be our strength. User can find
certain research in Pintarindo especially research that displayed in researchers
profile portfolio.
The Broadcast Search Approach Broadcast search approaches to crowdsourcing
are destined towards finding the only specialist with time on his or her hands, most
likely outside the direct field of experience of the matter, who is capable of adapting
previous work to supply an answer. The user that registered in Pintarindo platform
can sell their own research product which means become their own reward. They can
connect to Pintarindo to get industrial research network and also publicity. According
to Kaskus, any of their members who join loves to express their mind in Kaskus,
besides that they can sell anything on there as a reward for themselves.
The Peer-Vetted Creative Production Approach The logic of the peer-vetted
creative production approach is that by gap up the creative section of a designed
product to a probably large network of net users, some superior concepts can exist
among the flood of submissions. Pintarindo gives a chance for its users or
researchers to express their portfolio and profile design. According to Hery,
researcher loves to express their research on the network .
Distributed Human Intelligence Tasking Different still from the previous cases is
that the distributed human intelligence tasking approach to crowdsourcing. This can
be an applicable approach for crowdsourcing once a corpus of knowledge is known
and therefore the problem isn't to produce designs, realize information, or develop
solutions. Pintarindo can use this approach where research that uploaded will be
shown in Pintarindo so people can lookup for research.
Two-Sided Market
As stated above, two-sided platforms are specific multi-sided platforms that bring
together two distinct however mutualist groups of consumers. Despite a stronger
understanding of two-sided internet markets, wherever one online platform allows
interactions between shoppers (the primary audience of the site), and business
customers (e.g. the advertisers) (Rochet & Tirole, 2003), the various importance
given to the business audience (B2B) and also the consumer audience (B2C) within
the business model of internet ventures has not been clearly known.
P1: Two-sided web platforms have to be compelled to formulate 2 totally different
worth propositions one for the end-user aspect and one for the business aspect.
Pintarindo has 2 main customers which is researcher and also industry. According to
Bahtiar, to improve researcher's life, we need a platform where they can connect and
express themselves which means Pintarindo can be a bridge for researcher.
P2: In two-sided web platforms, end-users are a part of the worth proposition for
business customers. Pintarindo has end users which means when another end users
side increase then another side too. They are both needed. According to Sasa Sofyan
from LIPI, collaboration between researcher and industry are needed, otherwise the
platform isnt working out.
P3: In two-sided web platforms, the monetization of the business model is "B2B
oriented. Pintarindo is a B2B Model where industry connect directly into researcher.
P4: The business model and also the selling strategy orientation (B2B or B2C) of a
two- sided web platform evolve over time. Pintarindo is evolved through model from
crowdsourcing, subscription and many model in the future.
Peer-to-peer
In a very P2P system the challenge is that the coordination of the peer machines with
the target of enlarging the pool of resources on the market to those collaborating
within the network.
A) Product service systems: during this system, firms can give product as services
instead of sell them as product. The products that are in camera closely-held are often
shared or rented on a peer-to-peer market. Based on this statement, Pintarindo is not
exactly the type of this peer-to-peer type. Because Pintarindo isnt offering any
service but only research product.
B) Redistribution markets: used or preowned goods are moved from somewhere
they're not required to somewhere they're. The preowned goods are often free,
swapped or sold. Distribution markets facilitate either prolong goods usage, repurpose or recycle them, that are a key variety of property commerce. Based on this
statement, Pintarindo is not exactly the type of this peer-to-peer type. Because
Pintarindo isnt offering any preowned goods.
C) Collaborative lifestyles: folks with similar desires and interests gather along to
exchange but tangible assets like house, skills, time or cash. These exchanges will
happen on tiny low geographic scale like in a very neighborhood or a town or on a
world scale during which intangible assets are often shared through a digital
platform. This peer-to-peer type is exactly Pintarindo. Pintarindo is a community of
researcher and industry that interested in exchange research product.
BAB 4
CONCLUSION
At the end of this paper, we would like to thank you for all partners that have set up
meeting with us easiliy and freely to meet. Every validation we did in each meeting
resulted change of business model until we have decided we will go with research
product marketplace where researcher can sell their own research that have been
implemented into product. For me, I had 3 main business models in mind that we can
used for this platform which is crowdsourcing, two-sided market and peer-to-peer.
We combined these 3 main business model to create a new business opportunity for
Pintarindo outside the past business model. I decided to use crowdsourcing because
we need researcher as our main user to write and upload their own research in our
system because my system requires a balanced people between researcher and
industry. Researcher in our platform function as content provider. If we cant use
researcher, then our platform will have abstract customer. Then I decided to choose
two-sided market because Pintarindo consists of two main markets which are
industry and researcher. It was chosen because it was complementary to each other
from user mutual benefit. Without availability of the researcher, then there is no
industry to join and vice versa. And the last business model that I chose is peer-topeer. In peer-to-peer require the coordination of the peer machines with the target of
enlarging the pool of resources on the market to those collaborating within the
network which means creating platform for two sides for example in Pintarindo,
require industry as a buyer and researcher as seller.
Finally, with three business model that we have chosen, we hope this model is works
and applied for Pintarindo.
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