3d printing & marketing : « adoption of 3d printers and online sunglasses shopping »
TRANSCRIPT
3D Printing & Marketing « Adoption of 3D printers and online sunglasses shopping »
Tarig Bouazzati
Directeur : Pr. Sandra Rothenberger Assesseur : Pr. Jean-Pierre Baeyens
MEMOIREPresenté en vue de l’obtention du Master en Ingénieur de gestion,
à finalité Advanced Management
Année académique 2014 - 2015
AGENDA PRESENTATION
IntroductionI
II
III
IVV
VI
VII
VIII
Research Objective
Research Model
Research Method Results
Discussion
Managerial Implications
Limitations
8 PARTS
2
Intentions to purchase fashion products online is low compared to others products
18.3 %CAGR =E-tailers’ sales (2013 - 2018)
E-commerce turnover (2014)
€ 363 billion
I
GAOPI* FOR DURABLE GOODS
Events tickets 19 %
Computer softwares 18 %
Flowers 11 %
Fashion products 4 %4
Sources : Nielsen (2015), Ecommerce Europe (2014)
*Global Average of Purchase Intentions
Fashion consumers need a multi-sensorial evaluation approach in physical and virtual platforms I
BRICK & MORTAR EXPERIENCE ONLINE SHOPPING EXPERIENCE
Visual Cues
Tactile Cues
Visual Cues
Tactile Cues
EVALUATION OF FASHION PRODUCTS
Sources : Workman,2010; Kim et al.,2009
GAP
5
Sensory enabling technologies are used as proxies to reduce the gap between a physical and a virtual experience I
EVALUATION OF FASHION PRODUCTS
Sources : Workman,2010; Kim et al.,2009
Sensory Enabling Technologies« Technologies providing sensory input in the online shopping environment as a proxy for sensory experiences encountered in direct product examination, and include both product visualization technologies (visual support) and haptic interfaces (tactile support) » (Kim et al., 2009, p.1102)
• Zoom facility • Virtual try-on • 2D & 3D rotation OK
OK
X
6
3D Printers could be the technology allowing tactile inputs triggering in an online shopping process I
Sensory Enabling Technology • Generates tactile cues • Allow to print a prototype of a product
Additive manufacturing machine • Used by product designers & manufacturers• Decreasing prices• Variety of raw materials widening • Performances improving
Mass Adoption
7
The future mass-adoption of this specific SET requires a determination of its impact on online consumers’ behavior II
Research Objective
Determine the impact of a 3D printer use in the online evaluation process on the intentions to purchase sunglasses online.
9
E-shopping experience (EXPE)
H9
Income (INCO)H11
Website design (WDES) H10
H8Intention to use 3DP
(USE)
Perceived usefulness of
3DP (PU)
Perceived ease-of-use of 3DP (PEOU)
Perceived entertainment
value of 3DP (PE)
Functional role
Hedonic role
H1
H2
H3a
H3c
H3b
SE - TAM adapted to the 3DPs (M1)
Attitude toward using 3DP
(ATT)
Technology anxiety (TA)
Innovativeness (INN)
H4
H6
H5
Pre-usage evaluation of a 3DP (EVA
)
H7
aNFTS
iNFTS
Control variables
H12a
H12b
Intention to purchase
sunglasses online using a 3DP!
(Y)
Prediction of online purchase intentions for sunglasses (M2)
11
The Research Method was conducted in two steps IV
First step : Qualitative research1. Design of the questionnaire !
• 44 questions • 13 measures • Based on previous studies • 5 points Likert scale
!
2. Pre-test group !
• 5 participants • Location in the surroundings of ULB • Test of the questionnaire in 3 stages
with recursive improvements
Second step : Quantitative research
1. Sample characteristic • 64 answers required (min. 140 in the literature) • 74 valid answers (18% return rate) • 61% women • Restrained e-shoppers • 71% students
!
2. Distribution • Facebook, Twitter and Google+
!
3. Structure of the online survey • Socio-demographics (age, income and gender) • Adoption of a 3DP (attitude,intentions,…) • Online shopping behavior • Need For Touch
13
M1 and M2 were analyzed with two different approaches IV
First sub-model (M1) : SE-TAM (Kim et al., 2009) Partial Least Squares Structure Equation
Modeling (PLS-SEM) !
• More efficient for small samples (Wong, 2013) than covariance based SEM
• Do not focus on data distribution (Esposito Vinzi, 2010) • Aims at maximizing the explained variance of the dependent
variable !
EVAUSEATT
TAINN
PEOU
PU
PE
Second sub-model (M2) :
Multiple Linear Regression !
• Based on previous studies : White and Lloyd (2006), Young Kim and Kim (2004), Cho and Kim (2012), Peck and Childers (2003)
• Dependent variable (Y): intentions to purchase sunglasses online with the use of a 3DP in the evaluation process
!• Independent variables :
✴ EVA : Pre-use evaluation of the prototypes ✴ EXPE : Online purchasing experience ✴ WDES : Website design ✴ INCO : Household income ✴ iNFT : Instrumental need for touch ✴ aNFT : Autotelic need for touch
14
Each sub-model has been analyzed with the use of different statistical softwares V
Softwares
Methods
Results
!
"Statistical Tools
First sub-model (M1) Second sub-model (M2)
16
V
Software
Constructs Validation
Results
!
"
1. Measurement model assessment criteria
Items reliability #Loading and cross-loading table
Assessment Criterion Threshold
.50
Convergent validity Average variance extracted (AVE) > .50 #
Discriminant validity
Square-root of AVE More than the correlation of latent variables
#
Reliability Chronbach’s alpha
Variance inflation factor (VIF)
> .70
< 10
#
#
Composite reliability > .70 #
The criteria assessed the validity of the constructs and allow to further analyze the model
The First sub-model (M1) has been analyzed in two steps (1/2)
17
The First sub-model (M1) has been analyzed in two steps (2/2) V
Software
Constructs Validation
Results
!
"
2. Structural model results
!
Seven hypothesized relationships out of eight were validated for the SE-TAM model adapted to the 3DP
18
The Second sub-model (M2) has been analyzed with the use of a backward method V
Software
Method
Results
!
"
Backward Method (alpha .05)
Three variables out of six were found to be significantly impacting the intentions to purchase online with the use of a 3DP
Ord
er
of
elim
inat
ion
Improvement of the statistical model at each step
Income
Website design Autotelic need for touch
Instrumental need for touch
Online purchase experienceEvaluation
19
Software
Method
Results
!
"
The Second sub-model (M2) has been analyzed with the use of a backward method V
The model explained a low percentage of the variance indicating that variables are missing
Multiple linear regression results
R Square
22percent
Fisher test
6.05
Hypothesis Model Beta Validity
H8 EVA 0,38 #
H9 EXPE -0,23 #
H12a iNFT 0,24 #
20
The research provided an empirical validation of the SE-TAM for 3D printers (M1) VI
The results indicated that 3D printers could effectively help consumers to collect required information about sunglasses while shopping online
22
Hypothesis Model ValidityH1 PU ATT #H2 PE ATT #H3a PEOU ATT #H3a PEOU PU #H3a PEOU PE #H4 ATT USE #H5 TA USE #H6 INN USE XH7 USE EVA #
SE-TAM adapted to 3D Printers !
• Individuals with high level of technology avoidance would be less prompted to make use of a 3DP when evaluating sunglasses in an online shopping process
!• Hedonic and functional values of 3DPs
!• Innovativeness was not found to influence the adoption of
a 3D printer !
• A strong relationship between the intention to use the 3DP and the evaluation of the sunglasses’ prototypes
!
Two main variables were affecting the intentions to purchase sunglasses online using a 3D printer (M2) VI
The results indicated that 3D printers could effectively help consumers to collect required information about sunglasses while shopping online
23
The Second Sub-model results indicated that : !
• Prior experience of online fashion products purchases inhibits the willingness to make use of a 3DP when purchasing sunglasses online.
!
• Individuals with high instrumental need for touch are more likely to purchase sunglasses online with the use of a 3DP.
!
• Adoption of a 3DP enhances the willingness to purchase sunglasses online when used to gather product related information (visual & tactile inputs).
!
Sunglasses e-tailers should cease the 3DPs’ mass adoption to come as an opportunity to revamp their online strategy VII
The 3DPs could convince the most reluctant fashion consumers to purchase sunglasses online through an effective collection of visual and tactile information about the products
25
1. Better ressource allocation !
• Limited costs of adaptations but could provide high added value to tech-friendly online fashion consumers.
• Reallocate investments from website designs to integration of 3DPs in the online experience. • Selection of adequate interactive technology could foster long relationships with online
consumers. !
2. Complementary technology !
• Limited costs of adaptations but could provide high added value to tech-friendly online fashion consumers.
This research entails many limitations that suggest further research to be conducted VIII
Conclusions should be considered with due caution and future research is needed in order to enhance the understandings on potential added value 3DPs could bring the online experience
27
1. Experimental conditions • The study did not go beyond behavioral intention of using a 3DP and an online purchase • Picture in the survey might have biased individuals’ evaluation of the outcomes
!
2. Product nature • Sunglasses main evaluation attribute is weight (no glasses, no metallic parts)
!
3. The model • Low R-Squared of M2 • Study of a master model only but more efficient to compare models • Sample size below 140 that limits the inferences
!
4. The measurement • Measurement based on self-report basis • NFT is suggested to be measured on a 7 point Likert scale instead of 5
Coefficient of determination : R squared
Criterion Note
.67 substantial
Predictive relevance : Q squared
Effect size : f squared
> 0
.19 weak
.35 large
.02 small
Global fit measure : GoF > .36
The First sub-model (M1) assessment was made with the use of 4 criterion
Assessment of the structural model
The model exhibited a global fit that was found to be good with a GoF = 0.59
PLS-SEM Results Hypothesis
Coefficient p-value Significance Effect sizes Std. Errors Block VIF
H1 0,161 0,030 * 0,061 0,085 1,510H2 0,634 < 0,001 *** 0,400 0,085 1,381H3a 0,256 0,002 ** 0,037 0,085 1,111H3b 0,272 < 0,001 *** 0,074 0,085H3c 0,339 < 0,001 *** 0,115 0,085H4 0,355 < 0,001 *** 0,164 0,085 1,326H5 -0,077 0,002 ** 0,025 0,085 1,289H6 0,255 0,183 NS 0,105 0,085 1,595H7 0,737 < 0,001 *** 0,542 0,085Notes: * = Significant at p < 0.05; ** = Significance at p < 0.01; *** = Significant at p < 0.001
A
Reliability of each of the constructs for the M1 A
Reliability and validity indicators of the constructs Constructs Items Loadings Reliability Alpha AVE
Technology avoidance (TA) TA1 0,902 0,780 0,699TA2 0,873TA3 0,721
Innovativeness (INN) INN1 0,895 0,833 0,750INN2 0,857INN3 0,845
Perceived usefulness (PU) PU1 0,883 0,835 0,676PU2 0,915PU3 0,791PU4 0,778
Perceived ease-of-use (PEOU) PEOU1 0,881 0,873 0,798PEOU2 0,888PEOU3 0,910
Perceived entertainment (PE) PE1 0,864 0,655 0,573PE2 0,850PE3 0,907PE4 0,804
Attitude (ATT) ATT1 0,746 0,769 0,522ATT2 0,872ATT3 0,705ATT4 0,873
Intentions to use a 3DP (USE) USE1 0,858 0,743 0,737USE2 0,858
Pre-use evaluation (EVA) EVA1 0,929 0,841 0,863EVA2 0,929
The Need For Touch entails two main dimensions A
The Need For Touch Peck and Childers (2003a, 2003b)
Instrumental NFT Autotelic NFT
Individuals’ pleasure and satisfaction to touch products for the experiential enjoyment.
The need to gather information over a product through tactile inputs in order to make an informed purchase decision.
Utilitarian Motives Hedonic Motives
Low iNFTmales
fashion followersHigh aNFT
females
fashion leadersWorkman (2010)
Scale items : adapted SE-TAM model Kim et al. 2008 1 : strongly disagree 2 : strongly agree
1 2 3 4 51 Technical terms sound like confusing jargon to me2 I have avoided technology because it is unfamiliar to me 3 I hesitate to use most forms of technology for fear of making mistakes i cannot correct4 If I heard about a new technology, I would look for ways to experiment with it 5 Among my peers, I am usually the first to try out new technologies 6 I like to experiment with new technologies 7 the 3DP would improve my online shopping productivity8 The 3DP would enhance my effectiveness when shopping online 9 The 3DP would be helpful in buying what I want online 10 The 3DP would improve my online ability shopping ability11 Using a 3DP is clear and understandable 12 Using a 3DP does not require a lot of mental effort 13 The 3DP is easy to use 14 Shopping with the 3DP would be fun for its own sake
TA
INN
PU
PEOU
Questionnaire A
Scale items : adapted SE-TAM model Kim et al. 2008 1 : strongly disagree 2 : strongly agree
1 2 3 4 515 Shopping with a 3DP would be exciting
16 Shopping with a 3DP would be enjoyable
17 Shooping with a 3DP would be interesting
18 Using a 3DP is a good idea
19 Using a 3DP is supperior/inferior
20 Using a 3DP is pleasant/unpleasant
21 Using a 3DP is appealing/unappealing
22 I would use the 3DP for purchasing sunglasses online
23 I would use the 3DP for browsing for sunglasses online
24 Overall, I would be satisfied with using a 3DP
25 In my opinion, the 3DP would provide satisfactory help when I make a purchase decision
26 I would be likely to purchase apparel from a site providing the ability to print a 3D prototype
27 I am experienced consumer at purchasing durable goods online
28 The website design matters to determine if I would be likely to purchase online SG using a 3DP
PE
ATT
USE
EVA
X2
X4
Questionnaire A
Need For Touch (control variables) Peck & Childers 2003 1 : strongly disagree 2 : strongly agree
1 2 3 4 51 When walking through stores, I can’t help touching all kind of products A2 Touching products can be fun A3 I place most trust in products that can be touched before purchase I4 I feel more comfortable purchasing a product after physically examine it I5 When browsing in stores, it is important for me to handle all kind of products A6 If I can’t touch a product in the store, I am reluctant to purchase the product I7 I like to touch products even if I have no intention of buying them A8 I feel more confident making a purchase after touching a product I9 The only way to make sure a product is worth buying is to actually touch it I10 Browsing in stores, I like to touch lots of products A11 There are many products that I would only buy if I could handle them before purchase I12 I find myself touching all kind of products in stores A
A = autotelic factor (pleasure to touch) B = instrumental factor ( gathering information about the product in order to help the decision making process
AQuestionnaire