RESULTS / FINDINGS In this section of results and findings, the data collected will be analysed in order to achieve the research aim of “To identify how augmented reality shopping applications impact the user experience, willingness to buy and user satisfaction”. For the achievement of this aim, four hypotheses were devised which will be tested in this section(Park and Yoo, 2020). It must be noted that each hypothesis is intended to be tested using the questions which were asked from 73 respondents. The technique of analysis which is used in this section is frequency distribution. Demographic information: Before testing the hypothesis, it is important to analyse the respondents who has participated in the study. For this, two questions in the questionnaire were related to demographic data of participants which is gender and age. What is your gender?Frequency Female49 Male23 Prefer not to say1 From the above frequency distribution, it can be seen that out of 73 participants, 49 were females, 23 were males and 1 participant preferred not to reveal their gender identity. As the percentage of females in this study is higher than males, there is a high possibility that the responses are gender biased. What is your age?Frequency 18 - 2427 1
25 - 3434 35 - 448 45 - 541 55+3 Aboveanalysisoffrequencydistributionandgraphicalanalysisisrelatedtoage information of 73 participants of this study. This analysis helps in identify that out of 73 participants, 27 are aged between 18 to 24, 34 are aged between 25 to 34 and rest are aged between 35 and above. This provides a clarity that the most of the participants of this study are young people and by including young participants, a study on augmented reality is ensured to be effective. HYPOTHESIS 1 After analyzing the demographic information of the participants, it is now important that hypotheses of this research are tested. In order to test the first hypothesis which states AR has positive effect on UX which is expressed in product attributes such as PQ, HQ, HQ simulation and AQ(Romano, Sands and Pallant, 2020), its related questions will be analyzed with frequency distribution below: 1: I have used AR application to purchase products (e.g. furniture, sunglasses, clothing, jewelry) in the pastFrequency Yes42 No31 2
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The first question which has been asked from the participants has been asked to gain a general understanding that whether they have used augmented reality for purchasing products or not. This question will allow to analyses the ratio of people who have used the technology of AR. 42 out of 73 affirmatively responded this question and stated that they have a past experience in which they have used AR to purchase products. On the other hand, 31 out of 73 participants has not used AR in past. Although, it must be considered that the participants who has not used AR in past will not impact the results of this investigation as they were asked to use the IKEA application before responding to further questions. 2: The product information provided by the augmented reality application is identical to the information I would get from a direct product examination (e.g. in store)Frequency Strongly disagree (1)3 Disagree (2)12 Neutral (3)26 Agree (4)30 Strongly Agree (5)2 3
This question is related to the PQ (Pragmatic quality) ownership of the hypothesis 1. This question seeks to ask participants that whether the information was provided to them about a product on AR application is identical to the information received from store after direct product examination or not(Kern, 2018) (von Briel, 2018). Above frequency analysis results show that high number of people has agreed with this statement which implies PQ of AQ does positive impact UX or user satisfaction. 3. The ability to interact, virtually “touch” and place the product in my environment makes me feel like I own it.Frequency Strongly disagree (1)5 Disagree (2)12 Neutral (3)12 Agree (4)30 Strongly Agree (5)14 4
This question is also related with PQ perceived ownership which seek to ask people that whether they agree with the statement that virtual touch on augmented reality application feels like real touch and 44 out of 73 people are observe to agree with this statement implying PQ attribute of AR does lays positive impact on the satisfaction on user experience. 4. How would you describe IKEA AR app in terms of ease of use? Choose appropriate answers.Frequency Easy to learn12 Simple30 Difficulty to learn12 Complicated1 5
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This question is related with thePQ usabilityof AR that impacts UX. This particular question is reflecting the responses that out of 73 people, 30 has responded that AR application is simple and 12 has responded that AR application of IKEA was easier to learn(Henningsson and et.al., 2020). As the ratio of responding easier to learn and simple is higher than the ratio of difficult to learn and complicated, it can be implied that PQ of AR positively impacts user experience. 5. I am more likely to use Augmented Reality shopping app if important people in my life (e.g. family, friends) use it as wellFrequency Strongly disagree (1)3 Disagree (2)16 Neutral (3)16 Agree (4)25 Strongly Agree (5)13 6
This theme is related to hedonic quality of AR that impacts UX. To test this attribute of the hypothesis 1, 4 questions are developed. The above frequency distribution is reflecting that out of 73 participants, 25 and 13 agree and strongly agree that they would use Augmented reality application if most important people in their life use such applications(Abou El-Seoud and Taj- Eddin, 2019). 6. Augmented reality applications present the products in a novel wayFrequency Strongly disagree (1)1 Disagree (2)1 Neutral (3)17 Agree (4)29 Strongly Agree (5)25 7
As mentioned above, this question is related to the HQ attribute of novelty. The above graphical and tabular analysis is indicating that when 73 participants were asked that whether according to them AR applications presents products in most original way then 29 and 25 people agreed and strongly agreed with that it is true that AR application presents products in original or novel way. 7. AR motivates me to spend more time browsing productsFrequency Strongly disagree (1)4 Disagree (2)9 Neutral (3)21 Agree (4)20 Strongly Agree (5)19 8
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Similar to above question, this one is also related with HQ attribute of motivation which seeks to ask from participants that whether they agree with the statement that Augmented reality motivates to spend more time to browse products. The responses of participants were positive as 21 people has responded as neutral, 20 has agreed and 19 has strongly agreed with this statement. 8. It was fun experience to play around with the AR application.Frequency Strongly disagree (1)3 Disagree (2)1 Neutral (3)14 Agree (4)28 Strongly Agree (5)26 This theme is related with hedonic quality of AR applications. The responses of such questions shows that majority of the participants agree with the statement that they experienced a fun experience while playing around AR application. 9. The visual design of IKEA AR application was aesthetically pleasingFrequency Strongly disagree (1)4 Disagree (2)0 Neutral (3)21 9
Agree (4)30 Strongly Agree (5)18 This question is related with the aesthetic quality of AR applications and is the last response that is gained to test hypothesis 1. The responses of such theme are reflecting that majority of the participants agree with the statement that the AR application of IKEA was aesthetically pleasing(Balaji and et al., 2018). All the 8 questions which are analyzed above has more ratio of agree responses than disagreeresponseswhichimpliesthatAugmentedrealityapplicationsdoesimpactuser experience as they have their attributes of AQ, HQ and PQ.This accepts the hypothesis 1 that AR has a positive impact on UX that is expressed in product attributes. HYPOTHESIS 2 The hypothesis 2 is related with the three elements of conceptual framework which are Augmented reality, User’s Information privacy control and User experience. This hypothesis states that the link between AR and UX would be boosted if user’s information privacy control is increased and enhanced. In order to test this hypothesis, two questions were asked from 73 participants. Frequency distribution of those two questions is undertaken below: 14. I was notified about personal data collection and details on how the data will be used were givenFrequency Strongly disagree (1)3 Disagree (2)4 10
Neutral (3)26 Agree (4)23 Strongly Agree (5)17 The above theme seeks to asks the participants that whether they agree with the statement that they were notified about personal data collection and details about how their data will be used. The responses of people were gained and the results show that 26 out of 73 participant has a neutral reaction, 23 out of 73 agreed with this statement and 17 out of them has strongly agreed with this statement. Only 7 participants have not agreed with this statement that they were notified about their personal details data collection. Such results directly imply that majority of the people are aware that AR applications do notify them before using their personal data. This question is a base to test hypothesis 2. 15. I would be more likely to engage with the application if I have more control over my personal data.Frequency Strongly disagree (1)1 Disagree (2)10 Neutral (3)11 Agree (4)20 Strongly Agree (5)31 11
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The results of above analysis will directly accept or reject the hypothesis 2 as this theme seeks to ask participants about their opinion regarding their engagement with AR applications if these applications provided its users more control over their personal data. The results presented in above tabular and graphical form reflects that out of 73 participants, 20 and 31 people agree and strongly agree that they would have engaged more in augmented reality applications if these applications provided enhanced control over personal data usage(Boardman, Henninger and Zhu, 2020). This is clear from the results that the ratio of participants agreeing with the statement is much higher than the participants disagreeing with the statement. The discussion of above two questions has helped in leading the direction where it can be said that thehypothesis 2 is accepted which implies that the link between augmented reality and user experience will be boosted if user privacy controls are enhanced. HYPOTHESIS 3 The third hypothesis of the present study states that AR enhanced UX will have a positive impact on the customer satisfaction. This particular hypothesis is related with the three elements of conceptual framework of this investigation which are Augmented reality (independent variable), User experience (moderating variable) and User satisfaction (outcome). In order to test this hypothesis, two questions are asked from 73 participants of this research. The first question will set the base for hypothesis and the second will directly lead towards testing the hypothesis. The analysis of both the questions is attached below: 10. Choose the most relevant statementFrequency 12
My experience with AR application did not meet my prior expectations9 My experience with AR application met my prior expectations51 My experieence with AR application exceeded my prior expectation13 This theme has intended to ask participants that whether their experience of using Augmented reality has met their prior exceptions or not. The results of such analysis are representing that the experience of 51 participants has met their prior expectations from AR application of IKEA but prior expectations of 9 participants were not met. In addition, 13 people has responded that their expectations from AR application has not only been met but have also exceeded. So, it can be said that most participants has liked their experience of using AR applications and has gained user satisfaction(Jung and tom Dieck, 2018). 11. Overall, I am satisfied with IKEA AR shopping appFrequency Strongly disagree (1)1 Disagree (2)3 Neutral (3)22 Agree (4)34 Strongly Agree (5)13 13
The above analysis is based on the question in which participants of this research were asked whether they are satisfied with the IKEA AR shopping application or not. The results of such enquiry is showing that out of 73 participants, 13 and 34 are agreeing that they are satisfied with the AR application, 22 has a neutral reaction and 4 are not satisfied with their experience. As it is clear from the above results that the ratio of people satisfied with AR application is much higher than the people dissatisfied with AR application,the hypothesis 3 is accepted stating User experience which is enhanced from Augmented reality has a positive effect on consumer satisfaction. HYPOTHESIS 4 The hypothesis 4 is the last hypothesis of this research which is intended to be tested using two questions related to the elementsof Augmented reality (independent variable), User experience (moderating variable) and willingness to buy (outcome) of the conceptual framework of this research. In order to test this hypothesis, two questions are analyzed below which were asked from 73 respondents: 12. The 3D image of a product and the information provided by an AR application are likely to encourage me to purchase itFrequency Strongly disagree (1)3 Disagree (2)3 Neutral (3)23 Agree (4)33 14
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Strongly Agree (5)11 This question is asked from the participants of present study which will create the base for willing to buy aspect of the hypothesis. This question has sought response of 73 respondents that whether they agree with the statement that the 3D image of the product encourage people to buy the product. The results of the respondents are representing that out of 73 respondents, 33 and 11 are agreeing and strongly agreeing that 3D image of the product does encourage people to purchase a product(Lindén, 2019). 13. Choose the most relevant statementFrequency It is likely that I would purchase products via AR shopping application26 It is very likely that I would purchase products via AR shopping application16 In future, I would purchase products via AR shopping application16 N/A15 15
This is the last question which was asked from the participants and this question intends to directly test the hypothesis 4. This question has asked from people that whether they are likely to purchase products from AR application or not. The results of the analysis are showing that 26 people are likely to purchase products from AR applications, 16 participants are very likely to purchase products from AR applications and 16 participants has responded that in future they will buy a product from such application. It is clear with this analysis that higher percentage of people are likely to buy a product from AR applications which reflect their positive willingness to buy. By considering the responses of both the above questions, it is clear that thehypothesis 4 is accepted which states the user experience which is enhanced by Augmented reality will have a positive effect on user’s willingness to buy a product. RECOMMENDATION The analysis which has been done in this investigation’s literature review and results section has provided various recommendations, these recommendations are: Large multinational organisationswhich provides the facility of augmented reality application are recommended to provide an ease in their applications as it induces user experience and further results into user satisfaction. It is also recommended that the AR applications must be promoted highly as the results have given an argument that people are likely to use AR applications if their friends and 16
family use it. So, by promoting AR applications, these applications will gain the benefit of word of mouth. Another suggestion given to organisations facilitating in AR applications such as IKEA is that these organisations must make these applications fun as due to which users will be encouraged and motivated to use the applications and will also recommend their family and friends to use such applications. Byreviewingtheliteratureandanalysingtheprimaryinvestigationresults,itis recommended that organisation must develop an augmented reality application which is pleasing to the eyes of users as it will motivate the users to use such application. It also recommended to use of 3D images in AR applications as it will enhance the willingness of its users to buy the products. CONCLUSION The above dissertation is the summarised investigation which has conducted in order to fulfil the aim to identify the impact on augmented reality on the user experience and their purchase intentions with satisfaction. By this objective, a detailed literature has been conducted from which it has been concluded that augmented reality applications are the future of online shopping as it facilitates users to review the product from every dimension. The review of literature has also concluded that AR in retail industry is facing various issues in current scenario as the users find this platform of shopping risky as it eliminates the physical examination of products but as the time will change, the AR applications will be boosted by the enhancing facilities of such applications. The methodology section of this research has summarised the techniques used in this dissertation which states the data is collected primarily. After concluding the findings from literature review, it has been analysed that the authors favour the use of augmented reality applications. The primary investigation conducted in this dissertation concludes that there are four elements of augmented reality with induces the user experience while using such applications and these elements are pragmatic quality, hedonic quality by stimulation, hedonic quality by identification and aesthetic quality. It has also been concluded that if the applications of augmented reality provide more control to users about the usage of their personal information then there are higher chances that people will prefer to use such applications. The findings of this dissertation also helps in concluding that the three dimensional images of the products encourage willingness to buy. 17
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REFERENCES Books and Journals Abou El-Seoud, S. and Taj-Eddin, I., 2019. An android augmented reality application for retail fashion shopping. Balaji,M.S.andetal.,2018.UseracceptanceofIoTapplicationsinretailindustry. InTechnologyAdoptionandSocialIssues:Concepts,Methodologies,Tools,and Applications(pp. 1331-1352). IGI Global. Boardman, R., Henninger, C. E. and Zhu, A., 2020. Augmented reality and virtual reality: new drivers for fashion retail?. InTechnology-Driven Sustainability(pp. 155-172). Palgrave Macmillan, Cham. Henningsson, S. and et.al., 2020. Augmented Reality and Customer Experiences in Retail: A Case Study. Jung, T. and tom Dieck, M. C., 2018. Augmented Reality and Virtual Reality.Empowering Human, Place and Business. Cham: Springer International Publishing. Kern, A., 2018. The Importance of ICT in the Retail Industry.Fundamental Opportunities and Challenges in a Globalized World. Linz: Johannes Kepler University. Lindén, L., 2019. Utilizing Augmented Reality as a B2C Marketing Tool in the Furniture Retail Industry. Park, M. and Yoo, J., 2020. Effects of perceived interactivity of augmented reality on consumer responses:Amentalimageryperspective.JournalofRetailingandConsumer Services.52.p.101912. Romano, B., Sands, S. and Pallant, J.I., 2020. Augmented reality and the customer journey: An exploratory study.Australasian Marketing Journal (AMJ). von Briel, F., 2018. The future of omnichannel retail: A four-stage Delphi study.Technological Forecasting and Social Change.132.pp.217-229. 18