Judul: Designing Coffee Shop Consumer Digital Interaction in the New Normmal Era
Abstrak: Salah satu tempat untuk menikmati kopi adalah kedai kopi. Pemberlakuan adaptasi kegiatan baru di Indonesia merupakan salah satu tindakan pencegahan Covid-19 yang membuat kerugian bagi banyak pihak termasuk konsumen kedai kopi. Interaksi normal yang dilakukan sehari-sehari sekarang berubah total untuk memastikan agar dampak pandemi dapat berkurang. Pada penelitian ini dirancang beberapa konsep interaksi baru agar konsumen kedai kopi dapat merasakan interaksi baru dengan suasana kedai kopi dimana saja. Penelitian ini menggunakan metode Double Diamond. Pada tahap Discover diperoleh adanya peningkatan konsumen yang tidak datang ke kedai kopi sama sekali selama seminggu, dari dua orang menjadi 29 orang. Kemudian masuk ke tahap Define permasalahan digambarkan melalui pain & gain serta user persona. Setelah itu pencarian solusi dilakukan pada tahap Develop melalui kegiatan brainstorming. Terakhir, tahap Deliver untuk menjelaskan solusi. Penelitian menghasilkan tiga rancangan interaksi digital, yaitu coffee gamification yang mengajak konsumen bermain bersama secara online, baristalk untuk dapat berkomunikasi dengan barista dan online coffee shop dimana pengguna merasakan suasana kedai kopi melalui gawai, One of the places to enjoy coffee is a coffee shop. Implementing the new normal in Indonesia is one of the measures to prevent Covid-19 which has caused losses for many parties, including coffee shop consumers. The regural daily interactions now entirely change to reduce the impact of the pandemic. In this study, we designed several new interaction concepts so that coffee shop consumers could feel new interactions with the atmosphere of a coffee shop anywhere. This study uses the double diamond method.We found that consumers who did not come to the coffee shop for a week increased from 2 to 29 people at the Discover stage. Then entering the Define stage, we described the problem through pain & gain and user persona. After that, we search for solutions at the Develop stage through brainstorming activities. Finally in the Deliver stage, we explain the solution. The research resulted in three digital interaction designs: (1) coffee gamification, which invites consumers to play together online; (2)baristalk to be able to communicate with baristas;(3) online coffee shop where users feel the atmosphere of a coffee shop through their gadgets.
Keyword: coffee shop, double diamond, interaction design, new normal

Judul: Designing Digital Interaction Education of Local Specialty Coffee using Double Diamond Design Process
Abstrak: Indonesia memiliki 20 jenis specialty coffee dengan karakteristik yang bervariasi dari berbagai daerah. Penilaian konsumen terhadap rasa, minat untuk beli, dan preferensi meningkat ketika diberikan informasi subjektif mengenai kopi yang akan dikonsumsi. Informasi mengenai kopi yang sulit dipahami oleh konsumen kopi akan menjadi halangan dalam mencoba kopi baru. Eksperimen yang berhubungan dengan interaksi dalam dunia kopi sudah dilakukan sebelumnya, dalam bentuk robot pemberi rekomendasi kopi dan nampan yang memuat informasi kopi yang diseduh. Tujuan dari penelitian ini adalah merancang dan membuat interaksi baru yang bertujuan meningkatkan minat dan edukasi specialty coffee lokal. Penelitian ini menggunakan metode double diamond yang berisi empat fase. Fase discover untuk mencari data melalui survei dan wawancara. Fase define untuk menentukan masalah inti melalui metode affinity diagram. Fase develop untuk menghasilkan ide-ide melalui metode brainstorming dan diskusi. Fase deliver untuk merancang ide lebih jauh yang memiliki prioritas tinggi dan yang paling sesuai penerapan terhadap masalah yang ingin diselesaikan., Indonesia has 20 types of specialty coffee with differing characteristics that originate from different areas. Consumers' judgment of taste, willingness to buy, and preference increases when given subjective information of the coffee that will be consumed. Information about coffee that is difficult to understand by consumers may be an obstacle that hinders them from trying new types of coffee. Experiments about interaction in the coffee sector has been done before, such as a robot coffee recommender and a tray that gives info on the coffee consumed. The goal of this research is to design and develop a new interaction with the goal of increasing interest and education about local specialty coffee. This research uses the Double Diamond method that has four phases. Discovery phase is to look for data through a survey and interviews. Define phase is to look for the central problem through the affinity diagram method. Develop phase is to generate ideas for the prototype using brainstorming and discussion method. Deliver phase is to further design the ideas that have high priority to develop and the applicable ones to reach a solution for the problems found.
Keyword: design interaction, double diamond, specialty coffee

Judul: Posisi Filogenetik Kura-Kura Carettochelys Insculpta  (Reptillia: Testudinata)
Abstrak: Carettochelys insculpta is an endemic freshwater turtle of southern Papua and northern Australia. Phylogenetic position of this turtle is remain unresolved until now. Most of the research conducted show close relationships of C. insculpta and members of Trionychidae family. However, some of the research show distance between C. insculpta and members of Trionychidae family. This research is conducted to analyze phylogenetic relationship between C. insculpta and other members of Testudinata using 12S rRNA, 16S rRNA, and both gene as markers. DNA samples were obtained from three different organisms of C. insculpta. Two species used as outgroups were Alligator mississippiensis and Iguana iguana. Phylogenetic analysis was carried out using Neighbor-Joining method with Felsenstein 1981 (F81) modeltest. A polytomy tree of Testudinata was produced by using 12S rRNA gene. However, analysis using 16S rRNA and both genes as markers confirmed that C. insculpta was located between the Chelonidae and the Trionychidae family.
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