IKEAPlace Springer
IKEAPlace Springer
IKEAPlace Springer
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1 Introduction
To achieve the objective of this work, a questionnaire was used for users of IKEA’s
Augmented Reality (AR) application IKEA Place, based on a questionnaire to analyze
the experience of using the application.
This article is made up of a section of outlines which applications IKEA developed
prior to IKEA Place and some related studies that in turn fostered the existence of this
article. Another section presents which constructs are used to design the conceptual
model, which authors address these constructs in their publications and the research
hypotheses that were determinant for the purpose of the study. The Sect. 4 explains the
methodology that was used in the study, including how data were collected and pro-
cessed as well as the characterization of the sample. Section 5 presents the data analyze
and the result discussion of the research hypotheses, finally, the study conclusions are
presented.
In 1960 Ingvar Kamprad invented a different concept of furniture, being the first
organization in the industry to push for self-service, excellent design and affordable
furniture for all people [2].
states that little is known about whether AR was viable in order to enrich buying
behavior and thus produce favorable results. Through an experimental methodology, it
was analyzed in generation Y where a possible purchase intention was compared
between the IKEA AR application and the existing website at the time. It was con-
cluded that using the IKEA AR application was more useful and enjoyable, providing
higher purchase intentions than the site itself [6]. IKEA discontinued this application
and launched another one about two months after the release of Apple’s ARKit.
The IKEA Place app, launched in September 2017 has over 3,200 products and the
innovation of this app is that it does not require markers to recognize the surface, thus
eliminating the need for a paper catalog and only requiring an Apple iPhone 5s or
higher smartphone with iOS 11 operating system version installed. This application is
so precise that the user can see the texture of the fabrics and with that IKEA wants to
change the paradigm of online shopping, thus creating the ease of decision making and
at the same time creating the milestone as one of the first organizations “selling fur-
niture of the future” [7].
Once installed on an iOS device, the app is intuitive since after the app’s loading
screen, handouts for using it are displayed. To add a new product, press the “+” button
and select the desired product. After that, the surface is mapped through the camera and
the object will appear. Then select where you want to place the object by dragging it to
the selected position.
In March 2018 the IKEA Place Android version was released which allows users to
securely place the 3D renderings in the app. IKEA opens a world of possibilities for
users to use this application on any ARCore compatible device [8].
This section presents the practical and empirical frameworks, based on the literature
review, as well as the conceptual model for research and data collection.
H3. Intent to use is positively related to the operating system [5, 14, 15, 19, 20, 22].
H4. Intention to use is positively related to familiarity [5, 14, 15, 19, 20, 22].
H5. Intention to use is positively related to attractiveness of purchase [5, 14, 15, 19,
20, 22, 23].
H6. Ease of purchase is positively related to perceived utility [5, 14, 15, 17, 20, 22,
24, 25].
H7. Perceived utility is positively related to purchase attractiveness [5, 14, 17, 18,
20, 22, 25].
H8. Perceived ease of use is positively related to attractiveness of purchase [5, 14,
16–18, 20, 22, 24].
For the construction of the conceptual model, concepts presented in Table 1 were
obtained from the literature review, which support the research methodology.
4 Methodology
This paper aims to analyze the use of the IKEA Place application, with the objective of
verifying the intended use, perceived utility and purchase attraction, as well as ana-
lyzing the reactions of those who use it. The analysis of the use of the application was
made observing the respondents to try the application. Simultaneously, an analysis was
performed using a notebook, recording notes on the user experience. After using the
application, respondents answered a questionnaire about their experience of using
applications based on questions from various technology acceptance models.
Based on the questionnaire answered, the information was combined with the
observations made to reach conclusions with the following objectives:
General objective: Check how the Portuguese user makes a purchase through an
augmented reality e-commerce platform and if he feels the confidence and convenience
to make that purchase.
Specific objectives:
(1) Identify whether technology changes offer the online shopper more confidence
and convenience.
(2) Verify that sociodemographic factors influence a user in view of the intention to
use an augmented reality e-commerce application.
(3) Check the influence of the operating system if a user wanted to purchase a product
using an e-commerce application using augmented reality technology.
(4) Identify whether the user after physically knowing a commercial surface could
buy a product online using an augmented reality application from that
organization.
(5) Identify if the user after learning about an augmented reality ecommerce appli-
cation is attracted to buy again using this technology.
(6) Check if the user finds it easier to make a purchase with the support of augmented
reality technology.
(7) Identify if the user finds augmented reality to buy products useful.
(8) Identify whether the augmented reality e-commerce application that is easy to use
makes the user more attracted to buying a product.
was told that he would have to install the app and add a chair to his environment. The
chair name (Odger) was provided on a sheet if it did not appear on the application’s
“Highlights” screen. The respondent then proceeded to a simulation of buying the
chair. Login data has been provided (by the investigator) to reduce data collection time.
If the respondent’s smartphone was not compatible, the investigator had two pre-
prepared smartphones so that the application could be freely installed.
Data collection based on the qualitative method was based on non-participant
observation. The non-participant observation took place at the time of using the IKEA
Place application, in order to obtain participant’s user experience comments and
annotations.
Another research method that was used as a data collection technique was the
questionnaire. The questionnaire was developed on the Google Forms platform and
made available to respondents after testing the application.
For data analysis, we performed a descriptive analysis in order to obtain the values for
the minimum, maximum, average and standard deviation - see Table 2.
From the information obtained the minimum value in the constructs does not vary
significantly, except for the purchase confidence that has more points and the conve-
nience of buying with two points more than the other constructs. At the maximum
value there is no significant variation because all of these have values close to or equal
to 7. The average ranges between 5.55 and 6.59 points, with a standard deviation close
to 0, which means that the error is not significant.
Based on the research questions, 8 hypotheses were validated and 6 were not
validated. Regarding the objective of verifying whether technology changes can offer
potential online shoppers more confidence and convenience according to hypotheses
H1, H1.1, H1.2 and H1.3, their validity is confirmed as respond clearly to the outcome
of their correlations. Regarding the hypotheses H2, H2.1, H2.2 and H2.3, which relate
the sociodemographic factors, with the intention to use the application under analysis,
no significant differences were found for analysis. Significant age was found only for
the age ranges between 18–24 years and 45–54 years, which is quite significant (.007)
compared to the sample obtained, which is not enough to validate this hypothesis.
Hypothesis H3 demonstrates that based on the operating system used by users,
there was no influence, because although Android has a smaller sample than iOS, both
did not show a significant difference from the intention of using the application under
analysis. The same may be true for hypothesis H4, because users made a purchase on a
retail area, in this case IKEA was not considered valid, because there was no significant
average difference from the intention to use the product. IKEA Place.
The opposite is true of hypothesis H5, which assesses whether a user, after trying
an ecommerce application, is attracted or unwilling to buy with this new technology.
Given the result of the correlation of the two constructs, it is clearly noted in relation to
the sample obtained, a great attractiveness in using the application to make a next
purchase. In hypothesis H6, the sample found that compared to the existing product
sales channels, namely the traditional trade route, the interviewed individuals found it
easier to buy a product with this type of technology. Regarding hypothesis H7, a
significant existence has been found, which allows us to conclude that the user con-
siders an AR application to be useful for future online product acquisition. Hypothesis
H8 was valid, confirming that the perceived ease of use of an application using AR
technology increases the attractiveness of the user to purchase.
6 Conclusions
The aim of this study was essentially to understand whether based on AR technology
the user would feel greater buying confidence and greater purchasing convenience
when purchasing a product online. From the results obtained in the study, users felt
greater confidence and greater convenience of purchase when using the IKEA Place
application.
Another conclusion of this study is that it is not clear whether the user after
physically purchasing a product on a commercial surface could purchase a product
online using an AR application from that organization. Thus, it is concluded that
familiarity with IKEA is not at all necessary to purchase a product through the IKEA
Place application.
122 C. Alves and J. Luís Reis
With this study it was found that users find it easier to make purchases with the help
of AR technology compared to the various existing channels. Another conclusion from
this study is that respondents recognized the usefulness of the AR technology for
purchasing products in the future, which validates that in the future they can use IKEA
Place or another similar application to purchase IKEA products.
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