Ditemukan 14662 dokumen yang sesuai dengan query
Dahlvig, Anders, 1957-
New York: McGraw-Hill, 2012
658 DAH i
Buku Teks Universitas Indonesia Library
Rizka Almadea Anindita
"
ABSTRAKSkripsi ini membahas tentang simulasi rumah pada experience room IKEA hingga mencapai kondisi hiperrealitas. Hiperrealitas adalah suatu keadaan di mana sebuah kenyataan menjadi lebih nyata dibandingkan kenyataan yang sesungguhnya. Hiperrealitas kemudian dapat dimanfaatkan untuk memberikan pengalaman ruang yang lebih bagi orang di dalamnya. Salah satunya contohnya dapat dilihat pada experience room dalam ruang ritel yang memberikan pengalaman berbelanja yang lebih bagi pelanggan. Studi kasus dilakukan pada experience room IKEA Indonesia, di mana pengunjung dapat mengalami rumah yang ditata menggunakan produk-produk IKEA. Experience room IKEA dibuat dengan merefleksikan realitas kehidupan masyarakat saat ini, terutama mengenai rumah dan masyarakat di kawasan perkotaan. Namun, terdapat realitas yang diputarbalikkan dan ditutupi, di mana IKEA tidak merefleksikan kehidupan masyarakat di Indonesia secara spesifik karena didesain berdasarkan kehidupan di negara lain. Hal ini menyebabkan experience room IKEA dapat disebut sebagai simulakra dan menjadi hiperrealitas
ABSTRACTThis undergraduate thesis discusses about simulation of home in IKEA 39 s experience room until it becomes hyperreality. Hyperreality is a situation when a reality becomes more real compared to the real reality. Hyperreality then can be used to give more spatial experience for the people experiencing it. One of the example of it can be seen on experience room in retail space that gives more service experience for the customers. Case study of this topic was done in IKEA Indonesia 39 s experience room, where customers are able to experience houses that are designed and planned with IKEA 39 s products. IKEA 39 s experience room were made by reflecting reality of life in the city, especially related to home and the people in the city. But there are realities that were masked where IKEA does not spesifically reflect the life in the city in Indonesia because IKEA 39 s products were designed based on life in other country. These then lead the experience room to become a simulacra and become hyperreality. "
2017
S68008
UI - Skripsi Membership Universitas Indonesia Library
Kotler, Philip
Hoboken, NJ: John Wiley & Sons, 2005
658.408 KOT c
Buku Teks Universitas Indonesia Library
Mizoguchi, Koji
New York: Routledge, 2019
930.1 MIZ g
Buku Teks Universitas Indonesia Library
Sonnevend, Julia
"This book asks how particular news events become global iconic events, while others fade into oblivion. Focusing on journalists covering the fall of the Berlin Wall and on subsequent retellings of the event (from Legoland reenactments to segments of the Berlin Wall installed in shopping malls), it discusses how storytellers build up certain events so that people in many parts of the world remember them for long periods of time. The East German border opening that we now summarize as the fall of the Berlin Wall was in fact unintentional, confusing, and prompted in part by misleading media coverage of bureaucratic missteps. But its global message is not about luck or accident or happenstance in history. Incarnated as a global iconic event, the fall of the Berlin Wall has come to communicate the momentary power that vulnerable ordinary people can have. The events story, branded into a simple phrase, a short narrative and a recognizable visual scene, provides people from China to Turkey to the United States with a contemporary social myth. This myth shapes our debates about separation walls and fences, borders and refugees, and the possibilities of human freedom to this day."
Oxford: Oxford University Press, 2016
e20470391
eBooks Universitas Indonesia Library
Tagore, Rabindranath, 1861-1941
London: Penguin Books, 1985
891.44 TAG h
Buku Teks Universitas Indonesia Library
Washington, D.C. : The Population Reference Bureau, Inc., 1976
304.62 WOR
Buku Teks Universitas Indonesia Library
ILR 149 (2) 2010
Artikel Jurnal Universitas Indonesia Library
Kartika Anggraeni Sudiono Putri
"
ABSTRAKPenelitian ini memiliki tujuan untuk mengetahui pengaruh positif visual merchandising terhadap store image dan customers? purchase intention melalui front entrance product display, merchandising display, store layout and organization, merchandising theme, signage/graphic, lighting dan sound usage. Penelitian ini juga melihat pengaruh positif store image itu sendiri terhadap customers? purchase intention. Ikea Indonesia digunakan sebagai objek penelitian karena di dalam toko Ikea, elemen visual merchandising dirancang secara mendetil untuk menciptakan suasana berbelanja yang unik bagi pelanggannya. Sampel yang digunakan berjumlah 250 responden yang diambil melalui teknik non probability sampling yaitu menggunakan convenience sampling dengan kriteria responden pernah berkunjung ke Ikea Indonesia. Data yang diperoleh dianalisis menggunakan Structural Equation Modeling (SEM) dengan program AMOS versi 18.0. Dari hasil penelitian dikertahui bahwa visual merchandising memiliki pengaruh positif terhadap store image dengan 3 dimensi yang berpengaruh paling besar yaitu lighting, merchandising theme dan merchandising display. Namun visual merchandising tidak menunjukan hasil memiliki pengaruh terhadap purchase intention. Purchase intention diketahui dipengaruhi secara positif oleh store image.
ABSTRACTThe purpose of this study is to examine the effect of visual merchandising to store image and customers' purchase intention through the importance of visual merchandising factors such as front entrance product display, merchandising displays, store layout and organization, merchandising theme, signage/graphic, lighting and sound usage. This study also looked at the effects of store image on customers' purchase intention. Ikea Indonesia is used as a research object because in Ikea store, visual merchandising elements are designed in detail to create a unique shopping atmosphere for customers. The sample was 250 respondents drawn through non-probability sampling technique used convenience sampling with criteria of respondents had visited Ikea Indonesia. Data were analyzed using Structural Equation Modeling (SEM) with AMOS program version 18.0. The result shown that visual merchandising has positive influence on store image, whereby the greatest influence factors are lighting, merchandising theme and merchandising display. Nevertheless, visual merchandising did not have influence on purchase intention. Purchase intention known to be positively influenced by store image."
Depok: Fakultas Ekonomi dan Bisnis Universitas Indonesia, 2015
T-Pdf
UI - Tesis Membership Universitas Indonesia Library
Priyono
"
ABSTRAKPenelitian ini bertujuan untuk menganalisis pengaruh stimulus lingkungan toko dan merchandise terhadap respon pelanggan. Penelitian dilakukan dengan mengambil subjel pelanggan IKEA Alam Sutera dengan sampel sebanyak 225 pelanggan. Data diperoleh melalui data kuesioner secara langsung. Analisis data dilakukan dengan structural equation modeling dengan bantuan program Amos. hasil penelitian menunjukkan bahwa: 1 Stimulus lingkungan toko yang mencangkup sosial, desain dan ambient berpengaruh positif dan signifikan terhadap evaluasi afektif dan kognitif lingkungan toko; 2 Merchandise berpengaruh positif dan signifikan terhadap evaluasi afektif dan kognitif merchandise; 3 Evaluasi afektif dan kognitif toko berpengaruh positif dan signifikan terhadap respon pelanggan IKEA Alam Sutera; dan 4 Evaluasi afektif dan kognitif merchandise berpengaruh positif dan signifikan terhadap respon pelanggan IKEA Alam Sutera.
ABSTRACTThis study aims to analyze the effect of store environment stimulus and merchandise on customer response. The study was conducted by taking the subjects of IKEA Alam Sutera customers with a sample of 225 customers. Data obtained through questionnaire data directly. Data analysis was done by structural equation modeling with the help of Amos program. the results of the study indicate that 1 Stimulus store environment that covers social, design and ambient have positive and significant influence to affective and cognitive evaluation of store environment 2 Merchandise has a positive and significant impact on affective and cognitive merchandise evaluation 3 The affective and store cognitive evaluation has a positive and significant impact on customer response of IKEA Alam Sutera and 4 Affective and cognitive merchandise evaluations have a positive and significant impact on IKEA Alam Sutera customer response."
2018
S-Pdf
UI - Skripsi Membership Universitas Indonesia Library