TY - GEN
T1 - Behind the Chain Coffee Shop
T2 - AHFE Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, 2021
AU - Lin, Yi Ciao
AU - Chen, Chien Hsu
N1 - Publisher Copyright:
© 2021, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2021
Y1 - 2021
N2 - Training new employees is the most vital part of any vocational industry. Along with the development of digitization, new methods of employee qualification arise. Virtual Reality (VR) can create immersive situations, have great potential in terms of repetitive, high retention rate learning and multi-sensory interaction, and are gradually being applied to training in various fields. Chain coffee shop is an industry with a relatively high demand for manpower. New employee training requires a lot of human resources and costs. Furthermore, the coffee-making process is a more complex training project that requires professionals to guide details and a lot of time to practice. The study chooses Starbucks as a case and proposes a design combining virtual reality and coffee-making training. As an initial attempt to provide insight into utilizing a new technology for better coffee-making training of chain coffee shops’ new employees.
AB - Training new employees is the most vital part of any vocational industry. Along with the development of digitization, new methods of employee qualification arise. Virtual Reality (VR) can create immersive situations, have great potential in terms of repetitive, high retention rate learning and multi-sensory interaction, and are gradually being applied to training in various fields. Chain coffee shop is an industry with a relatively high demand for manpower. New employee training requires a lot of human resources and costs. Furthermore, the coffee-making process is a more complex training project that requires professionals to guide details and a lot of time to practice. The study chooses Starbucks as a case and proposes a design combining virtual reality and coffee-making training. As an initial attempt to provide insight into utilizing a new technology for better coffee-making training of chain coffee shops’ new employees.
UR - http://www.scopus.com/inward/record.url?scp=85112167156&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85112167156&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-80091-8_24
DO - 10.1007/978-3-030-80091-8_24
M3 - Conference contribution
AN - SCOPUS:85112167156
SN - 9783030800901
T3 - Lecture Notes in Networks and Systems
SP - 204
EP - 210
BT - Advances in Usability, User Experience, Wearable and Assistive Technology - Proceedings of the AHFE 2021 Virtual Conferences on Usability and User Experience, Human Factors and Wearable Technologies, Human Factors in Virtual Environments and Game Design, and Human Factors and Assistive Technology, 2021
A2 - Ahram, Tareq Z.
A2 - Falcão, Christianne S.
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 25 July 2021 through 29 July 2021
ER -