Chap.13

Apparel

Apparel by Maszura Abdul Ghafar, Tey Jin Hong, Nurin Irdina Meor Abdullah Zaidi, Muhamad Izzafa Ruslan & Siti Fatimah Md. Hairoddin

Apparel is an important aspect for residents of Kajang. Four conceptual philosophical propositions are put forth under the topic of “Apparel.” They are “Placemaking through Sports,” “Inter:twist of culture”, “ Creating the New” and “Augmentation Catalyst” which respectively serve the following brands: Al-Ikhsan, Uniqlo, Adidas and Fashionvalet. “Placemaking through Sports” wants to express reciprocity and consumer perception by responding to the values of Bandar Kajang and its surrounding issues while “Inter:twist of culture” is based on consumers’ perception and interactive environment. Then, “Creating the New” is based on consumer experience and social interaction besides the final proposition “Augmentation Catalyst” is based on interactive environment and customer royalty.

In Siti Fatimah Md. Hairoddin’s representation of Al-Ikhsan, she proposes public recreational facility infrastructure on every floor and public street food to celebrate the contextual reciprocity in terms of vigour and foodie authenticity. In Tey Jin Hong’s representation of Uniqlo, he proposes public interactive work spaces and pedestrian green spaces on the entrance level serves as part of interactive environment for the community’s communication and engagement within the Kajang milieu. In Muhamad Izzafa Ruslan’s representation of Adidas, he proposes pedestrian contextual walkability connectedness from surrounding nodes, while uses interactive play apparatus on the lower floors to promote social interactions. Together with biophilic design, it enhances traditional retail to innovative shopping experience. In Nurin Irdina Meor Abdullah Zaidi’s representation of Fashionvalet, she proposes smart mirror technology in the retail spaces to optimize positive virtual shopping experience and specially attract local consumers’ loyalty thru brand connectedness and virtues. From the conceptual philosophies related to apparel, the drift is to create contextual reciprocity by inspired contextual engagements through instilling wellness at pedestrian’s echelon.

The Inter:twist of Culture | Uniqlo

Tey Jin Hong

Inter : twist of culture is a combination of Consumer perception and Interactive environment. Consumer perception is the market reaction toward the brand identity. Interactive environment is an interface to reacts and respond to the audience input which able to communicates and entertain the user. The design’s interactive environment enables the brand identity to be deliver to the local user with an interactive engagement experience. The design aims to create a space to attract and link the city to the project site.

Exploring flexible ways to deliver the brand’s identity and message to the general public (Walter, 2019) by developing a unique spatial design to contain different types and scales of exhibitions. Focusing on commercial, educational, advertising, and social services development are the main attraction approaches for this design proposal, through public interactive work with the consideration of city local’s need (Edmonds et al., 2009). The commercial advertising program becomes a window for communication, while the social services program becomes an engagement program with the city. The design aims to reconnect back the city via circulation and human culture activities by merging the interactive element with an open green space to attract pedestrians coming from all major pathways into the site.

Augmenting The Future | Fashion Valet

Nurin Irdina Meor Abdullah Zaidi

The concept boutique serves as platform for interactive environment and customer royalty. Interactive environment is defined as to create something that can attract the customer’s attention and to motivate them to enter the store. Meanwhile, customer royalty means an ongoing positive relationship between a customer and a business. The main design intention for this project is to interpret issues and design theory to cater for ‘urban fabric’ in designing building and multipurpose activities spaces and also to create a design that balances between technology needs as well as aesthetical and technical needs.

FashionValet Boutique acts as catalyst for augmentation of future in Kajang. The smart mirror technology in the retail area will optimizing decision making for the customers and more advantages on retailer where they can gain more customers in one time based on (Wong et al., 2012) study. For the customer royalty, my study supports (Stathopoulou & Balabanis, 2016) to increase customers’ satisfaction by providing loyalty program and give rewards to them. A positive experience would attract customer’s loyalty hence they would feel more connected to the brand values and ideals.

Creating The New | Adidas

Muhamad Izzafa Ruslan

Creating the New is a combination of Consumer Experience and Social Interaction. Consumer experience is an act to present the brand impression to customer in order to give the best shopping experience and attract people to buy. Social interaction is one of the ways to gather and bring all people together from different background into one place.

The existence of pedestrian walkway connected to building will enhance the walkability of the resident (Kim & Park,2020). With the addition of playful interaction and physical play, it can stimulate social interaction. Bekker et al. (2010) stated interactive play objects can stimulate social interaction and physical play by providing motivating feedback to player’s behaviour. Futhermore, the implementation of the technology and Biophilic Store Design (BSD) concept in shopping experience can give new environment to the consumer compared to standard retail. Joye et al. (2010) stated that researchers and practitioners increasingly realize the importance of urban greening as a strategic activity to promote human wellbeing and Zhang (2010) stated the growing number of sport retail brands started to create innovative shopping experience by implementing advanced technology to their physical retail store. Lastly, to counter the flood issue in Kajang, the idea is to propose more open space in ground floor in order to adapt flood situation.

Placemaking Through Sports | Al-Ikhsan

Siti Fatimah Md. Hairoddin

Placemaking through Sports intends to express reciprocity and consumer perception by responding to the values of Bandar Kajang and the issues surrounding the site. Al-Ikhsan Sports is the client introduced to the site to tackle the issues in the heart of Bandar Kajang. The design intends to honour the value of Bandar Kajang and to tackle the issues in Kajang urban development. Al-Ikhsan Sports Store is doing so by providing a recreational facility for public use; such as the sports court that can accommodate up to 7 types of sports in one area and activity spaces within every retail floor. A public domain such as Food Street is also allotted in the design to celebrate the value of Bandar Kajang that is known for its street food which helps to attract public and vendors to come together in the complex. Project for Public Space (2016) highlighted the possibilities of building a city around places instead of the other way around through placemaking. Next, the design prioritises the pedestrian circulation to encourage accessibility towards the building by limiting vehicular circulation within the site and revamping the pedestrian facilities outside the site boundary (the pedestrian bridge, walkway & bus stand) as a sign of reciprocity by proving that a homegrown brand contributes to the local development. Such action can be known as Corporate Social Responsibility which will helps in boosting a company image and enhance the company’s perception and reputation as a responsible corporation (Agustinus, 2020).