Ghassani, Berliani Ghea (2019) Persepsi Visual: Pusat Belanja Mode sebagai Perpaduan Belanja daring dan Luring. Other thesis, Institut Teknologi Sepuluh Nopember.
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Abstract
Indonesia telah hidup di era ekonomi digital, yaitu era dimana terjadi perubahan kegiatan bisnis perdagangan secara global dimana konsumen berperan sebagai sentral produksi dan diikuti oleh perkembangan teknologi yang semakin maju di segala lingkup kehidupan serta akses informasi yang fleksibel dan tidak mengenal ruang dan waktu. Perubahan perilaku ini menuntut adanya kebutuhan baru bagi masyarakat, sehingga dengan menggabungkan kemampuan teknologi dan kebutuhan masyarakat yang baru ini, terciptalah bisnis daring yang beberapa tahun ini semakin ramai diperbincangkan yang biasa disebut sebagai berbelanja daring. Disisi lain, fenomena berbelanja daring ini juga memberikan dampak terhadap kegiatan berbelanja luring. Berdasarkan penelitihan, kunjungan masyarakat terhadap mal menurun sejak resesi ekonomi. Sehingga hal itu berdampak pada tutupnya beberapa ritel toko yang telah berdiri lama. Sedangkan berdasarkan data yang telah diteliti, kini masyarakat Indonesia telah bergeser ke arah digital, yaitu berbelanja daring. Data lain juga menunjukkan bahwa pada tahun 2020, Indonesia diprediksi akan menjadi negara dengan pasar e-commerce terbesar di ASIA.
Berdasarkan fenomena yang telah dipaparkan diatas, dapat diambil poin penting bahwa sebenarnya berbelanja daring dan luring dapat dijalankan secara bersamaan dalam satu tempat, sehingga dibutuhkan pusat perbelanjaan dengan konsep baru yaitu dengan memadukan dua kegiatan belanja tersebut menjadi sebuah respon arsitektur yang saat ini dibutuhkan. Hal ini akan dapat memberikan keuntungan bagi pihak pembisnis daring maupun luring, juga masyarakat sendiri dapat menyesuaikan kebutuhan berbelanjanya sesuai dengan fasilitas yang disediakan. Untuk membantu tercapainya pusat perbelanjaan tersebut, rancangan ini memerlukan sebuah pendekatan yang selalu diutamakan para pembisnis daring maupun luring yaitu persepsi visual. Hal ini menarik, karena dengan bermain visual saja seseorang dengan mudahnya tertarik untuk mengunjungi toko tersebut. Sedangkan jika secara daring, mereka bisa dengan mudah memutuskan untuk membeli produk tersebut tanpa mengetahui tekstur, rasa, bahkan kualitas barang tersebut.
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Indonesia has lived in a digital economy era where there is a change in global trade activities where consumers act as a production center and are followed by increasingly advanced technological developments and flexible access to information and do not recognize space and time. This change in behavior requires new needs for the community, so that by combining technological capabilities and the needs of the new community, the idea of online business can be created which has been increasingly talked about for several years or referred to as online shopping. On the other hand, the phenomenon of online shopping also has an impact on offline shopping activities. Based on research, community visits to the mall have declined since the economic recession. So that it has an impact on the closing of several long-standing retail stores. Whereas based on the data that has been studied, now the Indonesian people have shifted towards digital, namely shopping online. Other data also shows that in 2020, Indonesia is predicted to become the country with the largest e-commerce market in ASIA. Based on the phenomenon described above, an important point can be taken that actually online and offline shopping can be run simultaneously in one place, so that a shopping center with a new concept is needed such as integrating the two shopping activities into an architectural response that is currently needed. This will benefit both online and offline business people, as well as the community itself can adjust their shopping needs in accordance with the facilities provided. To help achieve these shopping centers, this design requires an approach that is always prioritized by online and offline businessmen, namely visual perception. This is interesting, because by playing visually someone is easily attracted to visit the store. Whereas if online, they can easily decide to buy the product without knowing the texture, taste, and even the quality of the item.
| Item Type: | Thesis (Other) |
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| Additional Information: | RSA 725.21 Gha p-1 2019 |
| Uncontrolled Keywords: | belanja daring, belanja luring, persepsi visual, pusat perbelanjaan |
| Subjects: | T Technology > T Technology (General) T Technology > TH Building construction |
| Divisions: | Faculty of Architecture, Design, and Planning > Architecture > 23201-(S1) Undergraduate Thesis |
| Depositing User: | Berliani Ghea Ghassani |
| Date Deposited: | 23 Jul 2026 06:41 |
| Last Modified: | 23 Jul 2026 07:06 |
| URI: | http://repository.its.ac.id/id/eprint/68423 |
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