DESIGN, PLAY, PROCURE : A BUSINESS STRATEGY PROPOSAL FOR UNLEASHING GAMIFICATION’S POTENTIAL TO RESHAPE THE INTERIOR DESIGN BUSINESS MODEL AND FACILITATE DIRECT INTERIOR FURNISHING PROCUREMENT – A CASE STUDY OF WSA CONSTRUCTION + PLANNING

The global furniture industry is undergoing rapid digitization. However, consumer readiness for adopting gamified solutions in Indonesia remains uncertain, necessitating a nuanced examination of market dynamics surrounding a pioneering gamified platform for interior design services and furnitu...

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Bibliographic Details
Main Author: Sally Saputra, Augustine
Format: Theses
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/79875
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Institution: Institut Teknologi Bandung
Language: Indonesia
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Summary:The global furniture industry is undergoing rapid digitization. However, consumer readiness for adopting gamified solutions in Indonesia remains uncertain, necessitating a nuanced examination of market dynamics surrounding a pioneering gamified platform for interior design services and furniture procurement. A mixed methods research design holistically probed user perceptions, technology acceptance predictors and multi-dimensional adoption barriers and enablers. Semi-structured interviews uncovered consumer attitudes while surveys enabled statistical modelling of acceptance variables. Additionally, technology readiness levels were quantitatively gauged across introduction stages. Findings revealed strong receptivity towards enhanced creative participation, pragmatic visualization and inspirational aids among digitally immersed groups. Statistical analysis affirmed usefulness and enjoyment as adoption drivers, countered by physical product examination needs. Interestingly, easeof-use exhibited unintended negative relationships, indicating excessive simplicity may deter certain users. Meanwhile, age showed divergent effects on usage perceptions, highlighting transition strategy import. Overall, the research furnished granular qualitative perspectives explained through multivariate quantitative assessments regarding gamification's appeal, contingent on judicious deployment catering variable needs.