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dc.contributor.advisorAsfarian, Auzi
dc.contributor.authorMuttaqin, Zaki
dc.date.accessioned2021-10-05T06:21:57Z
dc.date.available2021-10-05T06:21:57Z
dc.date.issued2021
dc.identifier.urihttp://repository.ipb.ac.id/handle/123456789/109562
dc.description.abstractSalah 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 gawaiid
dc.description.abstractOne 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.isoidid
dc.publisherIPB Universityid
dc.titlePerancangan Interaksi Digital Konsumen Kedai Kopi di Era Adaptasi Kebiasaan Baruid
dc.title.alternativeDesigning Coffee Shop Consumer Digital Interaction in the New Normmal Eraid
dc.typeUndergraduate Thesisid
dc.subject.keywordcoffee shopid
dc.subject.keyworddouble diamondid
dc.subject.keywordinteraction designid
dc.subject.keywordnew normalid


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