Survey
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project
Using eye-gaze visual technologies to compare consumer response in real and 3D virtual worlds: an exploratory application to retail Abstract This paper reports on the development and findings of a research investigation using visual technologies to investigate comparisons into consumer responses of store-based and virtual retail environments. The visual technologies used were mobile headmounted and desk-bound eye-gaze tracking tools. Desk-bound tracking technologies have for some time been used in understanding consumer response in retail and marketing settings whereas mobile head-mounted eye-gaze technologies have only recently become available for use in these contexts. Whilst the visual technologies presented some limitations in their application, the exploratory and qualitative methodology adopted using content analysis triangulated against pre- and posttracking questionnaires and retrospective interviews with participants, enabled a comparative analysis that suggests similarities in consumer response patterns to both the real and virtual (3D) retail environments. Implications of the research approaches and future applications are discussed in the context of retail and marketing. Keywords Mobile eye-gaze tracking, 3D virtual worlds, retail, visual technologies, qualitative research, content analysis Introduction With innovations in non-invasive eye movement detection technologies since the 1970s, research into what respondents observe and how they physically view things has been undertaken in diverse research fields such as cognitive science, psychology, psycholinguistics, human-computer interaction, neurology and marketing, specifically in advertising and communications research, packaging design and website development. Such technologies have until recently, however, been cumbersome when affixed to a respondent or have otherwise been desk-bound. A new class of head-mounted eye-gaze tracking technology has now become available. This tetherless and mobile technology is worn much like a pair of standard eye glasses. Field research involving eye-gaze tracking can therefore for the first time take place beyond laboratory, simulated and desk-based investigations. There are, however, numerous challenges with such research, primarily because of the complexity of real world environments (for example, the number of distractors within the setting) and our ability as researchers to interpret findings and compare studies to previous investigations using fixed base technologies. The aim of this paper is to report on the development and findings of a qualitative study comparing application of mobile and desk-bound visual technologies within similar environments. The paper evaluates consumer responses in a marketing context to a retail environment and a virtual (3D computer model) representation of the same retail environment. It begins with a brief review of the eye-gaze research and technologies, a review of extant literature in eyegaze research in marketing that informed the design of the study and subsequently discusses the methodology and limitations of the technologies, before concluding with an evaluation of the findings and implications of the research. Literature review Eye movement research has been undertaken using electro-oculography, which electrically measures differences around the eyes, scleral contact lenses, which measures eye movements relative to head position with a wired lens, and video-based infrared oculography (Wedel and Pieters, 2008a; Duchowski, 2007). This research uses the latter technology, which has received greatest attention in marketing research and is less obtrusive than others identified. With this approach, infrared light is reflected (‘Purkingje’ reflections) on to the front and back layers of the eye ie., cornea, lens, retina, to identify the precise ‘point of regard’. Of interest to researchers are the eye fixations indicating response to some stimulus, and saccades between the fixations ie., the eye movements or ‘scan path’, calculated using velocity and dispersion algorithms (Salvucci and Goldberg, 2000; Duchowski, 2007). Fixations represent the overt attention of the respondent whereas peripheral vision or covert attention, whilst not directly captured by the technologies, is thought to be preceded by a change in overt attention and is hence captured through subsequent fixations. Eye movement data, which may be accurate to less than .5 centimetre, is however only a partial representation of response to stimuli (Langeman, 2005) and whilst technologies may record visual behaviour other research methods are needed in order to assess a broader range of cognitive and emotional responses. Within marketing, most previous published investigations have applied desk-bound and computermounted technologies, which are suited to communications and web-based studies ie., screen-based or screen viewed. Mobile trackers enable naturalistic studies of human visual behaviour, say in retail environments, albeit that no academic research of its application has been published to date in the domain of marketing to the best knowledge of the authors. The small body of literature in marketing calls for further research across a range of different contexts, such as retail and online where interactive design of experiences is now prevalent (Wedel and Pieters, 2008a). Thus far, visual technologies have been used to understand consumer cognitive and emotional response to advertising communications focussing on impact of branding, images and text (Pieters et al, 2007; Wedel and Pieters, 2008b) in media such as print and feature advertisements (eg., Aribarg et al, 2010; Zhang et al, 2009), billboards (eg., Dreze and Hussherr, 2003), product labelling (eg., Fox et al, 1998), TV commercials (eg., Janiszewski, 1998). Some research has also been undertaken on shelves in retail stores, typically supermarkets (eg., Chandon et al, 2007; Van der Lans et al, 2008). Researchers have found correlations between visual attention (eye gaze) in the number and length of fixations and product preferences (Maughan et al, 2007) where positive attention results in more and longer fixations, albeit this may be a function of gender, age, personality (Rosler et al, 2005; Isaacowitz, 2005) and familiarity with brands (Russo and Leclerc, 1994). Of interest to marketers has been how well respondents remember what they have seen, for example, firms invest heavily in differentiating brands predicated upon their distinctive and memorable features. Previous research using visual technologies has suggested, however, that even when attention is recorded, recall and memory do not always correlate, such phenomenon is known as ‘inattentional blindness’ (Memmert, 2006). One of the main challenges is in understanding attention in complex environments where high levels of visual clutter (‘distractors’) vie for consumer attention, such as where feature advertisements compete on the page (Swartz, 2004) and naturalistic environments such as retail environments. A theory of visual attention has been conceptualized by Wedel and Pieters (2008a) who suggest it is both a function of consumer goals that inform what and where to look (top-down factors) and saliency of marketing stimuli ie., prominence of objects discerned by consumers within the scene (bottom-up factors). These two elements combine to produce attentional priorities and simultaneously suppress non-target perceptual features. Research proposition The research aims to explore and compare consumers’ visual attention using mobile head-mounted eye-gaze tracking in a real store and desk-bound technology in a 3D virtual marketing context used to simulate the real world. Both contexts are visually comparable – virtual environments can now be created with very high levels of photorealism to the real world such that they enable naturalistic behaviour to occur albeit undertaken on screen within a computer-based model (Istance et al, 2008). Wedel and Pieters (2008a) conceptualisation of visual attention is used to evaluate the data. The research will assess consumer behaviour response patterns in the real world and use findings to design and develop participant tasks within the virtual environment so as to constrain the range of variables examined. Relevant intrinsic top-down factors are the purchase goals and intentions of consumers in the retail context, specified within the virtual environment to simulate a real world task, coupled with the familiarity (previous experience) with the store layout. An understanding of these factors will enable the researchers to identify primary search behaviour and attention within a complex store environment, for example pre-planned and impulse purchase and browsing behaviours. Extrinsic bottom-up factors considered include the actual store layout (space and product), navigational and section signage, promotional merchandising, product display, in-store offers, sales assistants/store staff and roles played by other consumers (people) that facilitate search and goal related behaviour. These are likely to be the aspects that consumers fixate upon within the retail environment in order to achieve their goals and contribute to complexity of the scene. Methodology A UK-based leisure, car maintenance and enhancement retailer was selected and full permission including access to store layout plans was granted for the study. This type of retailer is seen within the sector as a ‘destination’ store, where consumers visit with pre-determined actions in mind, reinforced by store location in out-of-town retail parks necessitating planned visits. The virtual 3D store was created for the research by skinning a model of the real store within a games environment. Store layout, gondola positions, product placement on shelves and signage using images from the retail context produced a 3D navigable photorealistic virtual store comparable to the real environment. Characters were precluded, however, the 3D virtual environment was felt to accurately simulate the real environment including physical dimensions, lighting and store layout. A dominant-less dominant mixed method approach was used (Wedel and Pieters, 2008a), including eye-gaze tracking, pre- and postquestionnaires and retrospective interviews. Market Research Society ethics were adopted for the conduct of the study. Eye-gaze tracking was undertaken using Tobii’s Mobile Glasses for the real store (tracking distance 60-250cm ideal, accuracy 0.5 degrees, velocity 30Hz) and XL120 desk-bound system for the virtual store (tracking distance 60cm, accuracy 0.5 degrees, velocity 60Hz). Both technologies were used in conjunction with Tobii Studio processing software to produce statistical analyses of the data collected. Findings from previous research suggest proprietary analyses show high levels of reliability in 3D research contexts (Duchowski, 2007). Content analysis was used as the dominant method to classify and analyse the frequency of visual attention (fixation threshold 35Hz) of participants in both the real and virtual stores. From initial review of the data collected, mutually exclusive categories were developed in a qualitative mode (Haney et al, 1998) and subsequently data was categorised by two coders in a quantitative mode (Berelson, 1952; Weber, 1990; Kripendorff, 2004). Some 10 categories were identified for the real store 8 of which applied to the virtual store. Cohen’s (1960) Kappa coefficient was used to test interand intra-coder reliability of content analysis. Data from the real store was used as the basis for analysing the reliability of categorisation. Within the retail environment, eye-gaze data was collected at the store location using visiting consumers who were asked not to change their intended shopping behaviour during the recruitment process. Data was collected in a lab-based environment for the virtual store. Participants were selected on the basis that they owned or had access to a motorized vehicle and had previously visited the type of store used for the study. They were trained to use the navigation aids before commencing a series of tasks that emulated the consumer stated behaviours in the real world context. Similar pre- and post- eye-gaze data collection questionnaires were used. Pre-questionnaires identified the extent of familiarity with the store brand and, for the real store, the primary purpose of the visit. Post-questionnaires used for the virtual store noted the outcome of the search tasks and demographic features and were followed by a retrospective interview asking participants to recall their experience (Eger et al, 2007). Physical constraints in the real environment precluded the use of this final data collection stage, thus, post-questionnaires were used to establish the outcome of the visit and evaluate the shopping experience. The preliminary recruitment phase included calibration of the equipment to the participant and, with the virtual store, instructions for three search tasks that consumers might undertake, based on data collected within the real environment. Triangulation of methods and investigators were primary modes of validation (Shapiro and Markoff, 1997). Findings and discussion Twenty-four participants took part in the real environment and 16 in the virtual environment. Appendix 1 summarises the eye-gaze data collected, showing the duration of data captured is lower in the virtual environment (tasks took relatively less time to complete than in the real environment) albeit the amount of visual attention data captured was higher. Unsurprisingly, this indicates the relative stability of deskbound eye-gaze equipment where participants move less compared to head mounted equipment where consumers are physically interacting with the environment, ie., walking. Nonetheless, the amount of data captured enabled comparative content analysis of participants’ visual attention in both environments with categorisation of a similar number of behaviours for each context (virtual n=1843, real n=1889). Findings from categorisation are shown at Appendix 2. Using the real environment as the basis for reliability analysis, Cohen’s Kappa coefficient (>.9) indicates a high level of similarity in the content analysis of the two data sets. This suggests validity of the tasks relative to real world behaviour. It also suggests participants perceived a high level of similarity between the two environments, evidenced in the visual response patterns explored further below. Notwithstanding this, observed variations suggest participants’ task completion rates enabled them to visually explore the virtual store in more detail than observed in the real world. Content analyses for real and virtual stores were reviewed by familiarity with store brand, determined by recency of previous visit(s). Visual behaviour suggests store visits involve an element of learning about products and their location within the store that may facilitate future visits and purchase, since many consumers did not make unplanned purchases. Data shows that consumers focussed a third of their visual attention on products bought, whilst visual attention in relation to other products in the store appears to increase if the consumer is not familiar with the shopping environment. Indeed, views of other products is the behaviour observed most frequently, and together with views of section and product signage, and engaging with staff about other products, suggests participants are actively browsing the store. When consumers are less familiar with the store environment their visual behaviour suggests they are exploring the store, using more section and navigational signage and less staff assistance than those familiar with the store. Conversely those familiar with the store use product signage (positioned within close proximity to products on gondolas and merchandising units) to facilitate browsing behaviour. Pre- and postquestionnaires established that most participants visited to make a pre-planned purchase and made relatively infrequent visits eg., once or twice a year. Within the virtual store whilst there is some variation in findings of content analysis explainable by design of the research the overall patterns of visual attention is broadly similar. Overall, the data suggests that participants engaged in greater visual exploration than observed in the real environment. Variation between participants familiar with the store brand and those that are unfamiliar is less clear, however, this may be a consequence of participant selection process (familiar with store ‘type’). Content data shows a quarter of visual behaviour observed is task related. A similar pattern is observed to the real environment in relation to attention on other products and signage and the task (product) itself. Conclusions Comparative use of the different eye-gaze technologies in the current study suggests there are differences in their stability in use albeit reported in the literature that both technologies are within acceptable tolerances for marketing research (Duchowski, 2007). This has implications for the design of research investigations that may, for example, seek to understand consumer behaviour using eye-gaze tracking. In the current design, mobile and desk-bound technologies were used to compare visual data captured in two similar environments best suited for each respective technology (real and 3D virtual). Evidently, consumer behaviour within the virtual and real space is different insofar as visual attention is a function of four dimensions (depth, width, height and time) as well as ‘interface’ design, where the real world is about interaction between the human-physical space and the virtual world is humancomputer. Furthermore, underlying motivation in engaging with the environments is different – in the real store consumers were engaged in actual shopping behaviour whereas virtual store tasks were simulated. These considerations will undoubtedly have impacted on the research findings. Despite these differences, and the limitations of the research (sample size, experimental and qualitative design), findings suggest both environments result in a similar pattern of visual attention and may therefore underpin more quantitative investigations within different retail contexts. Importantly and intuitively, similarities afforded by the 3D photorealistic virtual environment such as developed for this study appear to provide opportunities to explore consumers’ visual behaviour. In this scenario, mobile tracking technologies may provide a useful cross-referencing tool to compare consumer behaviour in the real world. Content analysis of the data for the real store in the current study is interesting in terms of understanding how consumers set goals for subsequent store visits and learn about the store brand. Previous research (Pieters and Wedel, 2004) suggests visual attention to brand decreases with familiarity whereas attention to detail of an object increases, albeit the context of this research was communications and detail was text of an advert. The implication for the type of ‘destination’ retailer from our study is how to manage consumer expectations for future visits, made especially challenging since greatest attention is given to browsing rather than buying during infrequent visits. Evidence suggests that retailers may need to enhance product signage and information on the shelf, such that it stimulates consumers to buy or visit more frequently. This is supported by previous research that found that whilst goals (intrinsic ‘top-down’ factors) of the consumer may account for around a third of visual attention, the remainder of attention is due to salience of stimuli in store (Van der Lans et al, 2008); where more facings on shelves may increase attention by as much as 25% (Chandon et al, 2008); and, price and promotion may also positively increase attention (Pieters et al, 2007). Little is known about the relationship between frequency and recency of store visits and actual buying behaviour (versus stated intentions to buy and theory of planned behaviour eg., Foxall, 2005; de Canniere et al, 2009), and as such this is an area for future investigation using eye-gaze technologies. Findings for the virtual store suggest that visual attention is more likely to be a function of the complexity of visual stimuli (extrinsic ‘bottom-up’ factors) whilst the relatively lower visual attention given to task (product) signage and other product signage is likely to be a function of a difference in motivation (intrinsic ‘top-down’ factors). This is also consistent with findings of previous research, for example Pieters et al (2008b; 2010) found a relationship between complexity and informativeness in feature adverts. References Aribarg, A.R., Pieters, R. & Wedel, M. (2010). Raising the BAR: Bias Adjustment of Recogntion tests in advertising. Journal of Marketing Research, 47(3), 387-400. Berelson, B. (1952). Content Analysis in Communication Research. Glencoe, Ill: Free Press. Chandon, P.J., Hutchinson, W., Bradlow, E.T. & Young, S. (2007). Measuring the value of point-of-purchase marketing with commercial eye-tracking data, In Wedel, M. & Pieters, R. eds. Visual marketing: from attention to action (pp. 225-258), Mahwah, NJ: Lawrence Erlbaum Associates. Cohen, J. (1960). A coefficient of agreement for nominal scales. Educational and Psychological Measurement, 20, pp. 37- 46. De Cannière, M.H., De Pelsmacker, P. & Geuens, M. (2009). Relationship Quality and the Theory of Planned Behavior models of behavioral intentions and purchase behavior. Journal of Business Research, 62(1), 82-92. Dreze, X. & Hussherr, F. (2003). Internet advertising: is anybody watching? Journal of Interactive Marketing, 17(4), 8-23. Duchowski, A. (2007). Eye Tracking Methodology: Theory and Practice. Berlin: Springer. Eger, N., Ball, L.J., Stevens, R. & Dodd, J. (2007). Cueing retrospective verbal reports in usability testing through eye-movement replay. People and Computers XXI – HCI... but not as we know it. Proceedings of HCI, British Computing Society. Fox, R.J., Krugman, D.M., Fletcher, J.E. & Fischer, P.M. (1998). Adolescents’ attention to beer and cigarette print ads and associated product warnings. Journal of Advertising, 27(3), 57-68. Foxall, G.R. (2005). Understanding Consumer Choice. Basingstoke: Palgrave MacMillan. Haney, W., Russell, M., Gulek, C., & Fierros, E. (1998). Drawing on education: Using student drawings to promote middle school improvement. Schools in the Middle, 7(3), 38- 43. Isaacowitz, D. M. (2005). The gaze of the optimist. Personality and Social Psychology Bulletin, 31(3) 407–415. Istance, H., Bates, R., Hyrskykari, A. & Vickers, S. (2008). Snap clutch, a moded approach to solving the Midas Touch problem. ETRA, March, 26–28, Savannah: Georgia. Janiszewski, C. (1998). The influence of display characteristics on visual exploratory search behavior. Journal of Consumer Research, 25, 290-301. Komogortsev, O.V., Jayarathna, S., Koh, D.H. & Gowda, S.M. (2009). Qualitative and Quantitative Scoring and Evaluation of the Eye Movement Classification Algorithms. Report Number TXSTATE-CS-TR-2009-16, Department of Computer Science San Marcos, TX. Available online http://www.diigo.com/list/tobiieyetracking/eye-tracking-development-comparisonusage, accessed 19 Jan 2011. Krippendorff, K. (2004). Content Analysis: An Introduction to Its Methodology (2nd ed.). Thousand Oaks, CA: Sage. Langeman, M. (2005). A Review of Eye Movement Tracking Research (25 April). Available online http://www.langeman.net/SYDE_740_paper.html, accessed 19 Jan 2011. Maughan, L., Gutnikov, S. & Stevens, R. (2007). Like more, look more. Look more, like more: The evidence from eye-tracking. Journal of Brand Management, 14(4), 335-342. Memmert, D. (2006). The effects of eye movements, age, and expertise on inattentional blindness. Conscious Cognition, 15(3) 620–627. Pieters, R. & Wedel, M. (2004). Attention capture and transfer in advertising: brand, pictorial and text-size effects, Journal of Marketing, 68, 36-50. Pieters, R., Wedel, M. & Batra, R. (2010). The Stopping Power of Advertising: Measures and Effects of Visual Complexity. Journal of Marketing, 74(5), 48-60. Pieters, R., Wedel, M. & Zhang, J. (2007). Optimal feature advertising design under competitive clutter. Management Science, 53(11), 1815-1828. Rosler, A., Ulrich, C., Billino, J., Sterzer, P., Weidauer, S., Bernhardt, T., Steinmetz, H., Frolich, L. & Kleinschmidt, A. (2005). Effects of arousing emotional scenes on the distribution of visuo-spatial attention: Changes with aging and early subcortical vascular dementia. Journal of Neurological Science, 229–230, 109–116. Russo, J.E. & Leclerk, F. (1994). An eye-fixation analysis of choice processes for consumer nondurables. Journal of Consumer Research, 21, 274-290. Salvucci, D.D., & Goldberg, J. H. (2000). Identifying fixations and saccades in eyetracking protocols. Proceedings of the Eye Tracking Research and Applications Symposium (pp. 71-78), New York: ACM Press. Schwatz, B. (2004). The paradox of choice: why more is less, New York: HarperCollins Publishers. Shapiro, G., & Markoff, J. (1997). A Matter of Definition. In C.W. Roberts (Ed). Text Analysis for the Social Sciences: Methods for Drawing Statistical Inferences from Texts and Transcripts. Mahwah, NJ: Lawrence Erlbaum Associates. Van der Lans, R., Pieters, R, & Wedel, M. (2008). Competitive brand salience. Marketing Science, 27(5), 922-931. Weber, R.P. (1990). Basic Content Analysis (2nd ed). Newbury Park, CA: Sage. Wedel, M. & Pieters, R. (2008a). Eye tracking for visual marketing. Foundations and Trends in Marketing, 1, 4, 231-320, 2006. Wedel, M. & Pieters, R. (2008b). A review of eye-tracking research in marketing, In Malhotra, N.K. (Ed.). Review of Marketing Research, 4 (pp. 123-147), Armonk, NY: M.E. Sharpe. Zhang, J., Wedel, M & Pieters, R. (2009). Sales effects of attention to feature advertisements: a Bayesian mediation analysis. Journal of Marketing Research, 46 (October), 669-681. Appendix 1 Eye-gaze data Eye-gaze data (seconds) Number / avg samples by participant Tobii Studio version 2.2.3 (2010) Real Store 10,790 644 / 26.8 Virtual Store 4,231 1215 / 75.9 Appendix 2 All behaviours (n=3732) Virtual store - familiar Total visual behaviours (n=1843) Virtual store Unfamiliar (n=1181) Virtual store Familiar (n=660) Real store Total visual behaviours (n=1889) Real store Unfamiliar (n=652) Visual behaviour categories (%) Real store Familiar (n=1237) Content analysis by store brand familiarity Product/s bought (task) 13.1 8.4 7.3 8.4 11.5 8.1 9.8 Other product/s (browsing) 36.9 43.9 34.4 29.3 39.4 31.1 35.3 Product signage relating to 6.3 5.2 5.8 8.7 5.9 7.7 6.8 purchase Product signage relating to 16.2 11.7 8.9 9.9 14.6 9.5 12.1 other products Specific in-store offer 2.4 2.0 2.8 3.8 2.3 3.5 2.9 Section (incl navigational) 7.8 11.2 6.3 3.6 8.9 5.9 7.4 signage relating to purchase Section (incl navigational) 2.9 3.4 19.7 21.3 3.1 20.7 11.8 signage relating to other products Sales assistance relating to 3.7 1.7 3.0 3.0 purchase Sales assistance relating to 4.0 2.8 3.6 3.6 other products Other (eg., looking at floor, 6.7 9.7 14.7 13 7.7 13.6 10.6 ceiling) Total visual attention related to 38.7 37.7 25.7 24.3 38.2 27.6 34.4 product purchased Total visual attention related to 61.3 62.3 74.3 75.7 61.8 72.4 65.4 other products in store Kappa coefficient: inter-coder reliability >.96; intra-coder reliability >.9 (acceptable level >.85, Cohen, 1960)