dc.contributor.advisor | Asfarian, Auzi | |
dc.contributor.author | Muttaqin, Zaki | |
dc.date.accessioned | 2021-10-05T06:21:57Z | |
dc.date.available | 2021-10-05T06:21:57Z | |
dc.date.issued | 2021 | |
dc.identifier.uri | http://repository.ipb.ac.id/handle/123456789/109562 | |
dc.description.abstract | Salah satu tempat untuk menikmati kopi adalah kedai kopi. Pemberlakuan
adaptasi kegiatan baru di Indonesia merupakan salah satu tindakan pencegahan
Covid-19 yang membuat kerugian bagi banyak pihak termasuk konsumen kedai
kopi. Interaksi normal yang dilakukan sehari-sehari sekarang berubah total untuk
memastikan agar dampak pandemi dapat berkurang. Pada penelitian ini dirancang
beberapa konsep interaksi baru agar konsumen kedai kopi dapat merasakan
interaksi baru dengan suasana kedai kopi dimana saja. Penelitian ini menggunakan
metode Double Diamond. Pada tahap Discover diperoleh adanya peningkatan
konsumen yang tidak datang ke kedai kopi sama sekali selama seminggu, dari dua
orang menjadi 29 orang. Kemudian masuk ke tahap Define permasalahan
digambarkan melalui pain & gain serta user persona. Setelah itu pencarian solusi
dilakukan pada tahap Develop melalui kegiatan brainstorming. Terakhir, tahap
Deliver untuk menjelaskan solusi. Penelitian menghasilkan tiga rancangan
interaksi digital, yaitu coffee gamification yang mengajak konsumen bermain
bersama secara online, baristalk untuk dapat berkomunikasi dengan barista dan
online coffee shop dimana pengguna merasakan suasana kedai kopi melalui gawai | id |
dc.description.abstract | One of the places to enjoy coffee is a coffee shop. Implementing the new
normal in Indonesia is one of the measures to prevent Covid-19 which has caused
losses for many parties, including coffee shop consumers. The regural daily
interactions now entirely change to reduce the impact of the pandemic. In this
study, we designed several new interaction concepts so that coffee shop
consumers could feel new interactions with the atmosphere of a coffee shop
anywhere. This study uses the double diamond method.We found that consumers
who did not come to the coffee shop for a week increased from 2 to 29 people at
the Discover stage. Then entering the Define stage, we described the problem
through pain & gain and user persona. After that, we search for solutions at the
Develop stage through brainstorming activities. Finally in the Deliver stage, we
explain the solution. The research resulted in three digital interaction designs: (1)
coffee gamification, which invites consumers to play together online; (2)baristalk
to be able to communicate with baristas;(3) online coffee shop where users feel
the atmosphere of a coffee shop through their gadgets. | id |
dc.language.iso | id | id |
dc.publisher | IPB University | id |
dc.title | Perancangan Interaksi Digital Konsumen Kedai Kopi di Era Adaptasi Kebiasaan Baru | id |
dc.title.alternative | Designing Coffee Shop Consumer Digital Interaction in the New Normmal Era | id |
dc.type | Undergraduate Thesis | id |
dc.subject.keyword | coffee shop | id |
dc.subject.keyword | double diamond | id |
dc.subject.keyword | interaction design | id |
dc.subject.keyword | new normal | id |