Chap.17

Computing Electronics & Appliances

Computing Electronics & Appliances by Noranita Mansor, Elaine Tan Sin Yen, Wan Mohamad Farkhan Wan Ahmad, Nur Hazni Che Hasim & Shi Liang

Computing Electronics and Appliances are critical supports for residents of Shah Alam. Four conceptual philosophical propositions are put forth under the topic of “Computing Electronics and Appliances.” They are “Virtual World and Virtual Space ,” “Active Engagement and interactivity ,” “Design emotion and Product Ecology” and “Brand awareness and User Experience” which respectively serve the following brands: OCULUS, Republic of Gamers , Sony and Mi. The virtual world and virtual space hinges on active engagement and interactivity while brand awareness and user experience is based on design emotion and product ecology. The final proposition of virtual world and virtual space is based on active engagement and interactivity with brand awareness and user experience . In Elaine Tan’s representation of OCULUS, she proposes propose using VR experience to welcome and invite the public through VR advertisement approach. In Wan Mohamad Farkhan Wan Ahmad’s representation of Republic of Gamers , he proposes activating process timeline from exposure to experience to observation to enjoyment. In Nur Hazni Che Hasim’s representation of Sony, she proposes using diversity, integrity and sincerity to establish connections and maximizing user experience. In Shi Liang’s representation of Mi, he proposes the creation of public spaces to highlight brand awareness and user experience. From the conceptual philosophies related to Computing Electronics and Appliances, the approach of using VR experience welcomes and invites the public to experience to observe and to enjoy the product virtually.

Convergence | Oculus

Elaine Tan Sin Yen

OCULUS: CONVERGING is a combination of Virtual World and Virtual Space. “Virtual world” refers to a computer-simulated environment, where users can create a personal avatar, participate in its activities and communicate with others. “Virtual space” refers to the dimensions that exist within the virtual world. The virtual world and physical one are closely connected with each other. Oculus is known for pioneering the production of virtual reality headsets and applications for the purpose of gaming, training and business.

Recently, the advancement of technology has increased people’s reliability towards virtual realm, thus decreasing the face-to-face contact and social interaction. Based on Plane & Mu (2020), my study recommends to elaborate and enhance social activities that occur in the physical world in collaboration with the virtual context to achieve a balance between the two realms’ social interaction via a collaborative space where the physical and virtual world collides. Therefore, the big staircase dominating the pedestrian entrance acts as a public space to encourage more social activities and interaction among visitors. Virtual reality, unlike other virtual platforms, requires a minimal requirement of physical spaces in order for the users to navigate around. Hence, based on Guerrón et al. (2020), several interfaces in virtual spaces including voice, beep and gesture are applied to help navigate in the virtual space simultaneously with the physical one.

Active Engagement in Interactivity | ASUS ROG

Wan Mohamad Farkhan Ahmad

By holding a concept of active engagement in interactivity, Republic of Gamers Activator will give an impact of urban walkability improvement which integrate with the idea of smart cities that blend with the socio culture Shah Alam. The study (Wang, 2020) explained that the effective setup of walkability direction especially in urban area is really important in order to give a lively impact of the surrounding. Smart purchasing experience will be lead by the type of the spaces at Republic of Gamers Activator which focus more on interactive architecture that could bring the lively and futurism of technology that can trigger all of the consumer to observe and understand more towards high and smart technology. The study (Kia & Mahdavinejad, 2020) stated that of the effective interactive architectural approach is by impacting the design with flexibility and futurism.

The efficient space planning of Republic of Gamers Activator that give an idea of all seeing level which shows the interaction between each floor from public to semi public. Republic of Gamers Activator will serve the demand of e-sport with integrative approach to extend them to explore about a special platform for the Esports with interactivity of space program and purchasing experience.

Progressive Interactivity | Sony

Nur Hazni Che Hasim

Achieving a resilient business is crucial to stay competitive while creating an inclusive society which can be accomplished through some strategies. Progressive Interactivity is a strategy comprising integration between ‘design emotion’ and ‘product ecology’. Design emotion able to evoke emotions that results a positive user experiences and association with products and brands. Product ecology is a sustainable design that targets reduction of adverse environmental impacts of a product throughout its entire life cycle.

Maintaining customer’s loyalty on the product and services needs a consideration on the demand and customers preference as design elements can directly affect their loyalty behaviour the relationship between most design elements and loyalty behaviour is strongly mediated by eliciting certain types of emotional behaviour (Pullman and Gross, 2004). By introducing Sony products in an interactive and attractive program with unique displays can build the relationship behaviour between user and products. Achieving mutual benefit between them also can be enhanced through product ecology as proactive ecology programs by suppliers are “value add” and will help the end customer meet its environmental goals (Brady et al. 2001). Through those efforts, Sony Centre promotes social integration through products and design spaces while creating a progressive community and educating them on green environment.

Smart Living Application | MI

Shi Liang

SMART LIVING APPLICATION is a style of using technological product into our living, Through separation of product awareness and user experience to create a space with smart products, product experiencing and public community. Customer entering the space are able to learning and looking for new products that can fit to their living.

The author Chernatony(2010)states that brand awareness means to be accepted by customer, and the special image for the brand or the serves of the brand provided. The brand awareness is able to push the the marking develop and encourage customer to pay for the brand. Brand awareness is all about how to spread the positive information to public, so to have a introduction area is good enough. The author Sasmita(2015) states that brand is the most value resource of any corporations. It is a tool for public to check the product differences and specialists, it is suitable to provide space for customer to experience the product first, which will require space for people to be able to touch the product. User experience is all about how users judge the products, based on the reflection, results might be different, so to make proper introduction of the product and provide space for user to able to use them before purchase is good.