How Far Can Wearable Augmented Reality Influence Customer Shopping Behavior
How Far Can Wearable Augmented Reality Influence Customer Shopping Behavior
How Far Can Wearable Augmented Reality Influence Customer Shopping Behavior
Shopping Behavior
Hamraz Javaheri Maryam Mirzaei Paul Lukowicz
[email protected] [email protected] DFKI
DFKI Kaiserslautern, Germany
Kaiserslautern, Germany [email protected]
ABSTRACT 1 INTRODUCTION
We investigate if providing shoppers with Augmented reality (AR) Augmented Reality (AR) is a technology that allows users to see
as a shopping tool can lead to an increase in purchase rate compared the combination of virtual objects and real-world in a way that
with conventional shopping applications. In a "simulated shopping" aligns the virtual objects with physical ones in real-time [7]. AR
study with two groups with a total number of 20 participants, a test provides a new opportunity to see a new reality with virtual objects
group used a wearable AR device (HoloLens) as a primary shopping superimposed, complementing real environments, hence providing
method while a control group used a tablet as a conventional 2D users with information that they cannot directly detect with their
shopping device. According to the surveys collected from partici- senses [2, 3, 8]. AR technology has been developed throughout
pants, 19 participants (95%) commented that the AR method was years and has allowed easy accessibility and proximity between
more joyful than conventional 2D method. Furthermore, all par- customers and products. This technological revolution became pos-
ticipants said that their experience with AR technology was more sible through some applications available on smart devices such as
realistic. 16 participants (80%) believed that the AR method was computers, mobile phones, tablets, and personal digital assistants
more influential than the conventional method, but the other four [4, 10, 11, 19]. Augmented Reality has a great potential to be used
participants (20%) said that neither of the methods had any impact in different areas such as education, medicine, architecture, interior
on their buying intentions. Although the mean number of prod- design, marketing, advertisement, and shopping [18].
ucts added to the basket by each person in HoloLens experience In past decades, the influences of technological advancements
and tablet experience was not significantly different (p=0.675), the on everyday routines could be easily observed. With smart devices
mean number of bought items was significantly higher in HoloLens entering people’s daily life, companies’ interest to invest in AR
experience compared to the tablet experience (p=0.004). In conclu- applications has been raised, resulting in an increase in the de-
sion, AR increased customer’s interest in shopping. While it had velopment of several applications and campaigns for e-commerce
no significant impact on adding products to the shopping cart, it purposes. Adidas and Lego are only two of many brands that use
affected the rate of purchase. AR as an advertisement tool to promote their products and brands.
This study is an initial experimental evaluation of the influence
CCS CONCEPTS that presenting a product through wearable AR has on the shop-
ping behaviour. Specifically we investigate whether using AR as a
• Human-centered computing → Empirical studies in HCI.
shopping tool can lead to an increase in purchase rate compared
with conventional shopping applications. We do so through a game
KEYWORDS where subject can use virtual money to do simulated purchases.
Augmented Reality, AR, Shopping, HoloLens While simulates shopping with virtual money is is not the same
as purchasing real products with real money, we argue that seeing
ACM Reference Format: a statistically significant change in behaviour is a valuable indica-
Hamraz Javaheri, Maryam Mirzaei, and Paul Lukowicz. 2020. How far can tion of what are likely to see in real world shopping scenarios. In
Wearable Augmented Reality Influence Customer Shopping Behavior. In Mo- particular it is significant step beyond mere surveys, which have
biQuitous 2020 - 17th EAI International Conference on Mobile and Ubiquitous dominated much previous work in this area.
Systems: Computing, Networking and Services (MobiQuitous ’20), Decem-
ber 7–9, 2020, Darmstadt, Germany. ACM, New York, NY, USA, 6 pages.
2 RELATED WORKS
https://doi.org/10.1145/3448891.3448930
Previously, almost all the studies related to AR relied on collecting
data from customers via surveys or doing interviews with experts.
In the study conducted by Silva et. al [15] in 2012, an AR application
Permission to make digital or hard copies of all or part of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed was proposed that would have several features such as guiding,
for profit or commercial advantage and that copies bear this notice and the full citation detailed information, entertaining gaming possibilities, access to
on the first page. Copyrights for components of this work owned by others than ACM exclusive price-based promotions, and interactive AR displays to
must be honored. Abstracting with credit is permitted. To copy otherwise, or republish,
to post on servers or to redistribute to lists, requires prior specific permission and/or a understand if consumers would use an AR application on their
fee. Request permissions from [email protected]. smartphones while visiting a shopping mall. In 2013 using primary
MobiQuitous ’20, December 7–9, 2020, Darmstadt, Germany data collected through a web-based online survey, Correia et. al. [6]
© 2020 Association for Computing Machinery.
ACM ISBN 978-1-4503-8840-5/20/11. . . $15.00 tried to verify, if AR as a recently available technology for buyers
https://doi.org/10.1145/3448891.3448930 can be an appealing part in the purchasing process. They also tried
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How far can Wearable Augmented Reality Influence Customer Shopping Behavior MobiQuitous ’20, December 7–9, 2020, Darmstadt, Germany
Figure 5: Comparison between two groups regarding influ- Figure 7: Surveys result showing participant’s preferred
ence rate of used method. shopping method in future.
5 DISCUSSION
This study tried to assess the effects of wearable AR on customers’
shopping behavior and attitude with experiments that allow par-
Figure 6: Comparison between devices used for experiment. ticipants to literally interact with the technology and device. The
experiments compared a custom-designed shopping application
used on HoloLens with the same application on a tablet. The assess-
participants (70%) claimed that tablet was easier to use for shopping ments were based on the results of the pre-designed questionnaires
purposes compared with HoloLens, which was an expected result that were filled by the participants during the experiment, and the
considering the fact that tablets are commonly a part of people’s data collected from the applications used in the study. Analyzing
daily life. On the other hand, 10 participants (50%) said that the the results, it was observed that although using a wearable AR
contents of the HoloLens were easier to handle in general, where shopping app did not have any major effect on the selection of
four participants (20%) thought that the contents of tablet are easier objects (which were added to the shopping cart), it significantly
to handle, and the rest mentioned that both devices are the same increased the final purchase amount of the participants compared
(Figure 6). to conventional shopping app on the tablet. Additionally, it was
Participants believed that the AR technology was most suitable observed that participants had more trust in what they saw us-
for decoration (n=20, 100%), then for furniture (n=18, 90%), home ing the AR shopping app since they could see and interact with a
appliances (n=60%), and electronics and computers (n=4, 20%), re- real-size 3D version of the objects. Another important finding was
spectively. None of the participants considered AR as a suitable the fact that participants believed AR technology is useful for buy-
technology for shopping cloths. Interestingly, 16 participants (80%) ing decoration, furniture, and home appliances while clothes are
stated that they would prefer to use AR technology for shopping in not a suitable product category for this technology. Although AR
the future. Other mentioned preferred methods for shopping were a shopping cannot replace shopping experience in a physical store,
physical store (n=9, 45%), online shopping via tablet or Smartphone joyfulness, realism, and usefulness in the wearable AR shopping
applications (n=8, 40%), and online shopping on a website (n=4, experiment made the participants interested in using this method
20%) (Figure 7 ). in the future. Furthermore, they could handle the content with the
The majority of the participants (n=16, 80%) agreed that AR HoloLens the way they liked which increased their buying inten-
assisted them in making a buying decision. 18 participants (90%) tion and shopping productivity. Therefore, wearable AR devices
acknowledged that AR influenced their understanding of the prod- seem to be a potentially useful shopping method for the future.
ucts. 19 participants (90%) also confirmed that AR can improve Based on the participants’ opinion, using the tablet was easier
shopping productivity. Additionally, 16 participants (80%) admitted and more comfortable which was expected due to the fact that wear-
that AR can be useful in buying what they want. The majority of able devices (especially the HoloLens which is not commercially
the participants (n=17, 85%) commented that AR increased their released yet) are not as common as tablets. All the participants
shopping intention. already have owned a smartphone and most of them have had a
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