{"title":"设计、游戏、采购:释放游戏化潜能,重塑室内设计商业模式,促进室内装饰直接采购","authors":"Augustine Sally Saputra, Sonny Rustiadi","doi":"10.22441/jimb.v10i1.24866","DOIUrl":null,"url":null,"abstract":"This mixed methods research explored user perceptions and engagement dynamics surrounding a proposed gamification concept for interior design and interior furnishing procurement. A multi-phase approach combining exploratory qualitative and quantitative methods with Technology Acceptance Model (TAM), Theory of Planned Behaviour (TPB) and Value Co-Creation (VCC) constructs. Thematic analysis from exploratory qualitative interviews revealed perceived benefits around enhanced collaboration, customization, and engagement, with expectations for effortless spatial visualization and creative experimentation. However, adoption outlook varied across age groups. Exploratory quantitative analysis using PLS-SEM showed perceived usefulness and social influences driving favorable attitudes, while confirmatory quantitative analysis with MRL constructs using CFA and PLS-SEM demonstrated positive early experiences markedly influencing eventual user advocacy. Key Recommendations center on agile, human-centric implementation focused on participative value creation for sustained relevance. Blended physical-digital strategies addressing category-specific barriers are advised, alongside participative value co-creation sustaining designer and client creativity amid digitization. While findings provide measured optimism given strong receptivity and adoption readiness metrics, targeted transition sequencing grounded in user realities, not technical proficiency alone, is imperative for contextually synchronized platform assimilation. 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引用次数: 0
摘要
这项混合方法研究探讨了用户对室内设计和室内陈设采购游戏化概念的看法和参与动态。研究采用多阶段方法,将探索性定性和定量方法与技术接受模型(TAM)、计划行为理论(TPB)和价值共创理论(VCC)相结合。对探索性定性访谈进行的主题分析表明,人们对增强协作、定制化和参与度等方面的好处有了感知,并对轻松实现空间可视化和创造性实验抱有期望。然而,不同年龄段的用户对采用的前景也不尽相同。使用 PLS-SEM 进行的探索性定量分析显示,感知有用性和社会影响因素推动了用户的积极态度,而使用 CFA 和 PLS-SEM 对 MRL 结构进行的确认性定量分析显示,积极的早期体验明显影响了用户的最终拥护程度。主要建议以敏捷、以人为本的实施为中心,注重参与式价值创造,以实现持续的相关性。建议采取物理-数字混合战略,解决特定类别的障碍,同时通过参与式价值共创,在数字化过程中保持设计师和客户的创造力。虽然研究结果在接受度和采用准备度等指标上令人乐观,但要实现与环境同步的平台同化,就必须根据用户的实际情况,而不仅仅是技术熟练程度,有针对性地安排过渡顺序。通过细致的多方法调查,这项务实的研究阐明了以人为本的创新对行业可持续发展的必要考虑。
Design, Play, Procure : Unleashing Gamification’s Potential To Reshape The Interior Design Business Model And Facilitate Direct Interior Furnishing Procurement
This mixed methods research explored user perceptions and engagement dynamics surrounding a proposed gamification concept for interior design and interior furnishing procurement. A multi-phase approach combining exploratory qualitative and quantitative methods with Technology Acceptance Model (TAM), Theory of Planned Behaviour (TPB) and Value Co-Creation (VCC) constructs. Thematic analysis from exploratory qualitative interviews revealed perceived benefits around enhanced collaboration, customization, and engagement, with expectations for effortless spatial visualization and creative experimentation. However, adoption outlook varied across age groups. Exploratory quantitative analysis using PLS-SEM showed perceived usefulness and social influences driving favorable attitudes, while confirmatory quantitative analysis with MRL constructs using CFA and PLS-SEM demonstrated positive early experiences markedly influencing eventual user advocacy. Key Recommendations center on agile, human-centric implementation focused on participative value creation for sustained relevance. Blended physical-digital strategies addressing category-specific barriers are advised, alongside participative value co-creation sustaining designer and client creativity amid digitization. While findings provide measured optimism given strong receptivity and adoption readiness metrics, targeted transition sequencing grounded in user realities, not technical proficiency alone, is imperative for contextually synchronized platform assimilation. Through meticulous multi-method inquiry, this pragmatic research elucidates requisite considerations around human-centric innovation for sustainable industry evolution.