SOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA
The development of internet technology today, making the dissemination of information including trends that are happening, becomes easier and faster. Popular culture is rapidly widespread among the public, one of them through entertainment products such as movies and animations so that derived produ...
Saved in:
Main Author: | |
---|---|
Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/22777 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
id |
id-itb.:22777 |
---|---|
spelling |
id-itb.:227772017-10-03T13:53:41ZSOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA NATASHA VIOLETA (NIM: 27115013), KEN Indonesia Theses INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/22777 The development of internet technology today, making the dissemination of information including trends that are happening, becomes easier and faster. Popular culture is rapidly widespread among the public, one of them through entertainment products such as movies and animations so that derived products derived from a movie or animation increasingly in demand. This is also the effect of Web 2.0 technology as a tool to create network among users in cyberspace. Web 2.0 creates new platforms for Internet users to upload popular content onto a particular online platform and share it with Internet users or communities with similar interests. <br /> <br /> The same thing also happens in Indonesia because the entertainment media more easily accessible, making the entertainment media lovers do activities as fans, among others gathered with fellow fans in the community both offline and online, appreciate the work, as well as buying and selling products related to the title of entertainment media in demand. Fans who were later called activists in the study not only participated as product lovers, but some fans also made products related to movie titles or characters they liked, then kept them as private collections, shared them with fellow fans, or sold them as fan-tribute merchandise. These products generally have illustrations of the characters on a particular movie or animated title. <br /> <br /> Products sold by large manufacturers already have their own marketing system. The thing that will be discussed in this research is buying and selling activity which is in the level of illustrator-based product activist who is still amateur in Indonesia. Social media is the main platform in sales, but social media itself is less appropriate if it functions as a buying and selling platform or exhibiting works such as online galleries. In addition, the activities around the activists are not just buying and selling, but there are other communication and interaction activities. Having found the problem of research, the researchers conducted a study of the target users to know the needs of target users against the platform. <br /> <br /> This research started from searching data through online surveys, observations, literature studies, and interviews. After the data obtained, then followed by data analysis so that the needs of users. This need is then translated in the form of <br /> <br /> features in the design of the prototype. The prototype is tested to the target user to get useful feedback as author input. <br /> <br /> The purpose of this research is to design the platform as an interaction container of illustrative product based on Indonesia. Design method used is designing method with user experience planning (UX). UX special design method, making the product focus on the components to be used in the designed platform. While the method used to compile platform content is the principle of social commerce design, because the platform is designed to form a network for illustrator-based product activists. <br /> <br /> The diverse user target requirements make the product prototype have high customization clearances in the hope that users can express their own identity more freely within the community. Despite having the word commerce in the platform, the main purpose of designing this product prototype is the social activity between illustrator product activist. Superseded by the design of this product prototype, there is a reciprocal of useful user targets in the design of more commercial products in the future. text |
institution |
Institut Teknologi Bandung |
building |
Institut Teknologi Bandung Library |
continent |
Asia |
country |
Indonesia Indonesia |
content_provider |
Institut Teknologi Bandung |
collection |
Digital ITB |
language |
Indonesia |
description |
The development of internet technology today, making the dissemination of information including trends that are happening, becomes easier and faster. Popular culture is rapidly widespread among the public, one of them through entertainment products such as movies and animations so that derived products derived from a movie or animation increasingly in demand. This is also the effect of Web 2.0 technology as a tool to create network among users in cyberspace. Web 2.0 creates new platforms for Internet users to upload popular content onto a particular online platform and share it with Internet users or communities with similar interests. <br />
<br />
The same thing also happens in Indonesia because the entertainment media more easily accessible, making the entertainment media lovers do activities as fans, among others gathered with fellow fans in the community both offline and online, appreciate the work, as well as buying and selling products related to the title of entertainment media in demand. Fans who were later called activists in the study not only participated as product lovers, but some fans also made products related to movie titles or characters they liked, then kept them as private collections, shared them with fellow fans, or sold them as fan-tribute merchandise. These products generally have illustrations of the characters on a particular movie or animated title. <br />
<br />
Products sold by large manufacturers already have their own marketing system. The thing that will be discussed in this research is buying and selling activity which is in the level of illustrator-based product activist who is still amateur in Indonesia. Social media is the main platform in sales, but social media itself is less appropriate if it functions as a buying and selling platform or exhibiting works such as online galleries. In addition, the activities around the activists are not just buying and selling, but there are other communication and interaction activities. Having found the problem of research, the researchers conducted a study of the target users to know the needs of target users against the platform. <br />
<br />
This research started from searching data through online surveys, observations, literature studies, and interviews. After the data obtained, then followed by data analysis so that the needs of users. This need is then translated in the form of <br />
<br />
features in the design of the prototype. The prototype is tested to the target user to get useful feedback as author input. <br />
<br />
The purpose of this research is to design the platform as an interaction container of illustrative product based on Indonesia. Design method used is designing method with user experience planning (UX). UX special design method, making the product focus on the components to be used in the designed platform. While the method used to compile platform content is the principle of social commerce design, because the platform is designed to form a network for illustrator-based product activists. <br />
<br />
The diverse user target requirements make the product prototype have high customization clearances in the hope that users can express their own identity more freely within the community. Despite having the word commerce in the platform, the main purpose of designing this product prototype is the social activity between illustrator product activist. Superseded by the design of this product prototype, there is a reciprocal of useful user targets in the design of more commercial products in the future. |
format |
Theses |
author |
NATASHA VIOLETA (NIM: 27115013), KEN |
spellingShingle |
NATASHA VIOLETA (NIM: 27115013), KEN SOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA |
author_facet |
NATASHA VIOLETA (NIM: 27115013), KEN |
author_sort |
NATASHA VIOLETA (NIM: 27115013), KEN |
title |
SOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA |
title_short |
SOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA |
title_full |
SOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA |
title_fullStr |
SOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA |
title_full_unstemmed |
SOCIAL COMMERCE PLATFORM DESIGN AS A DIGITAL INTERACTION CONTAINER PRODUCTS BASED ON ILLUSTRA TIONS IN INDONESIA |
title_sort |
social commerce platform design as a digital interaction container products based on illustra tions in indonesia |
url |
https://digilib.itb.ac.id/gdl/view/22777 |
_version_ |
1821120877093191680 |