Perancangan Interior Café untuk Meningkatkan Interaksi Sosial di Surabaya

Evelyn Budi Santoso(1*), Sherly de Yong(2), David Tan Kayogi(3),


(1) 
(2) 
(3) 
(*) Corresponding Author

Abstract


The Increasing usage of gadget have an impact on decreasing interaction level between humans. The definition of café according to Building Planning & Design is a space that can be used as a place to relax dan chat. Basically, according to the definition, café is suitable for accommodating human activities to build social interaction. However, in reality when people gather at the café, people will tend to have lack communication with each other and get busy with their own gadgets. The purpose of the interior design is to build social interaction for the visitors. The design method used was Design Thinking which consist of understanding, observe, point of view, ideate, prototype, test, and implementation. The design result is Play Day Social Café designed with the concept of Oodles of Fun, which will give the impression of fun, mood booster, enjoyable, catchy, and flexible about this café, and providing facilities like board game  and books like novels and comics which often loved by teenager/young adult on range 15-25 years old to, directly or not, present social interaction.

Keywords


Board game , Interior Design, Social Interaction, Café, Library

Full Text:

PDF

References


“Gadget Menurunkan Kualitas Interaksi Sosial.” Suara Pembaharuan. 1 Februari 2016. 17 Februari 2019.

Pratt, Henry. “Dictionary Of Sociology.” Philosophical Library. New York: 1994.

Durocher, Joseph F. Succesfull Restaurant Design. Canada: John Willey & Sonc Inc. 2001.

Cowan, Brian “Mr. Spectator and The Coffeehouse Public Sphere,” Eighteenth-CenturyStudies. Vol. 37.3. (2004): 345-366.

Konya, Allan. Libraries, Architechtural Press Briefng and Design Guides. 1986:39.

Rachmadyanti, RR. Cahyaningrum. “Perancangan Interior Playground Café & Creative Corner Yogyakarta.” UPT Perpustakaan ISI Yogyakarta. 2017. < http://digilib.isi.ac.id/1720/>

Wisana, Nelson Gustav. Manfaat Board game di Tengah Era Digital. 2011. 1 Maret 2019.

Soekanto, Soerjono. Sosiologi (Suatu Pengantar). Jakarta: PT Raja Grafindo Persada, 2012.


Refbacks

  • There are currently no refbacks.