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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Nudging the cart in the supermarket: How much is enough information for food shoppers?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Peter M. Todd</string-name>
          <email>pmtodd@indiana.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yvonne Rogers</string-name>
          <email>y.rogers@open.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stephen J. Payne</string-name>
          <email>s.j.payne@bath.ac.uk</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Indiana University</institution>
          ,
          <addr-line>Bloomington, IN 47406, USA, 001 812 855-3914</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The Open University</institution>
          ,
          <addr-line>Milton Keynes, MK7 6AA, UK, 011 44 1908 652346</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Bath</institution>
          ,
          <addr-line>Bath, BA2 7AY, UK, 011 44 1225 384085</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>The amount of information available to help decide what foods to buy and eat is increasing rapidly with the advent of concerns about, and data on, health impacts, environmental effects, and economic consequences. But this glut of information can be distracting or overwhelming when presented within the context of a high time-pressure, low involvement activity such as supermarket shopping. How can we nudge people's food shopping behavior in desired directions through targeted delivery of appropriate information? We are investigating whether augmented reality can deliver relevant 'instant information', that can be interpreted and acted upon in situ, enabling people to make more informed choices. The challenge is to balance the need to simplify and streamline the information presented with the need to provide enough information that shoppers can adjust their behavior toward meeting their goals.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Food information displays</kwd>
        <kwd>supermarket shopping</kwd>
        <kwd>ambient information interfaces</kwd>
        <kwd>simple heuristics</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Increasingly we are told about the risks, costs, and benefits of
particular food choices. In response, a flood of information is
becoming available, online, on food labels, in information leaflets
and books, from a variety of sources, aimed at informing the
consumer so that better decisions can be made while shopping.
But all this information risks overwhelming and overloading the
shopper trying to navigate the complex store environment in a
hurry, leading to the opposite outcome—poor decisions made
without the proper input. How can all this information be
consolidated, pruned down, and presented to supermarket
shoppers in an easy to understand and meaningful form that will
actually help them make better choices about values they care
Copyright is held by the author/owner(s).</p>
      <p>MobileHCI 2010 September 7-10, 2010, Lisboa, Portugal.</p>
      <p>
        ACM 978-1-60558-835-3/10/09.
about? Technology pundits and researchers are beginning to
promote ‘augmented reality’ that uses Smartphones and other
ubiquitous technologies as the latest solution to this problem.
Kuang [
        <xref ref-type="bibr" rid="ref5">7</xref>
        ], for example, marvels at the possibility: “What if all
the food in your grocery store was marked with a QR code — you
could compare the carbon footprints of two batches of produce…
without having to spend any time or effort looking it up…” He
continues by claiming it is “The best chance we have to speed
crucial information about our world to the people living in it”.
This vision, however, begs the research questions: Will people be
able to read and act upon such ‘instant information’? Will just
throwing more information at people have the desired galvanizing
effect of encouraging and empowering people to act upon various
social causes (e.g., reducing carbon emissions) or improve their
well-being (e.g., changing their diet)? Or do we need to tailor
that information glut into simple nudges that make behavior
change easy to achieve? And if so, what kind of nudges will work?
Having instant information at one’s fingertips is certainly a
promising technological approach but for it to succeed in
changing people’s behavior we need to understand how new
forms of augmented reality are interpreted and used, especially
when in situ. While the capabilities of the emerging technologies
are impressive in how they can project contextualised
information, there is a paucity of research into whether people can
process and exploit that extra information profitably. While it is
easy to imagine soda drinkers enjoying the surprise of being
presented with a new branded game or a funny website on their
mobile phone it is less clear whether people will make greener
and healthier choices whilst managing their weekly budget when
presented with extra information of one form or another in the
middle of their busy shopping trip. Thus, research is needed,
firstly, to determine whether instant information will enable
people to make better-informed choices when shopping and
secondly, to ascertain whether and how such information is able
to change people’s behavior in the longer term.
      </p>
      <p>Technology for ubiquitous information delivery must balance
giving people enough new information to improve their decisions
against overwhelming them with new things to consider. Ambient
information displays, as already used in homes and offices to
provide feedback about energy consumption and nudge users
toward greater conservation, may strike the right balance in food
purchase and consumption as well. However, as we discuss
below, moving beyond momentary nudges toward long-term
behavior change requires providing detailed-enough feedback to
enable learning what to do in the future, for instance on the next
shopping trip. We argue that we must improve our (currently
limited) understanding of whether and how people attend to and
learn from visualizations of multi-dimensional information while
engaged in an ongoing activity such as food shopping, using
cognitive science models of decision-making and learning
together with design principles for information visualization and
interaction design.</p>
    </sec>
    <sec id="sec-2">
      <title>2. BACKGROUND</title>
      <p>
        Rational theories of decision-making [e.g., 15] posit that making a
choice involves weighing up the costs and benefits of different
courses of action. When alternatives are ordered on more than one
relative dimension, this involves compensatory strategies where
information is processed exhaustively and trade-offs made
between features. Such strategies are very costly in computational
and informational terms – not least because they require the
decision-maker to find a way to compare apples and oranges.
Non-compensatory strategies may be used instead as a form of
bounded rationality where not all of the available information is
used and trade-offs can be ignored [
        <xref ref-type="bibr" rid="ref8">10</xref>
        ]. Furthermore, recent
research in cognitive psychology has shown people tend to use
simple heuristics of this sort when making decisions [
        <xref ref-type="bibr" rid="ref4">6</xref>
        ]. A
theoretical explanation is that human minds have evolved to act
quickly, making ‘just good enough’ decisions by using fast and
frugal heuristics. We typically ignore most of the available
information and rely only on a few important cues. In the
supermarket, shoppers make snap judgments based on a paucity
of information, such as buying brands they recognize, are
lowpriced, or have attractive packaging [
        <xref ref-type="bibr" rid="ref10">12</xref>
        ] – seldom reading other
package information.
      </p>
      <p>
        At the same time, recent consumer surveys reveal that shoppers
are demanding more information about the products they buy and
are becoming increasingly aware of the global consequences of
the decisions they make [
        <xref ref-type="bibr" rid="ref2">4</xref>
        ]. This raises the question of whether it
is possible to encourage people to pay attention to more
information, such as nutritional, ethical, and environmental
features, when making their food purchases and subsequently
deciding how to use what they have bought to make healthy meals
that have a low carbon footprint.
      </p>
      <p>
        However, there is a scarcity of research on how people use
multidimensional information under time pressure and the extent to
which it effects rapid decision-making [
        <xref ref-type="bibr" rid="ref3">5</xref>
        ]. Visualization research
has tended to adopt an unbounded rationality perspective,
assuming that people have the time and cognitive capacity to pull
out and use whatever information the displays provide. Within the
field of Information Visualization there have been a number of
tools that have been developed specifically to represent
multidimensional data that allow for comparisons [1]. Other
simple canonical forms such as tables and trend graphs have been
developed for web-based decision-making activities, including
online shopping, making investments, choosing insurance policies
or buying a house. An innovative approach has been to develop
interactive visualizations that show some aspects of the
performance of objects for a range of different parameter values.
An early example was the Influence Explorer [
        <xref ref-type="bibr" rid="ref12">14</xref>
        ] that allowed a
user to compare how products (e.g., a light bulb) perform on core
values (e.g., brightness and working life) when varying multiple
parameters (e.g., diameter, length, material and number of coils).
More recently, Bargrams have been developed for e-commerce
applications. For example, EZChooser helps consumers choose
one item from many (e.g., cars) through selecting attributes that
are visualized as parallel horizontal interactive histograms along a
number of dimensions [
        <xref ref-type="bibr" rid="ref14">16</xref>
        ].
      </p>
      <p>But even though these kinds of visualizations are mostly targeted
at non-expert users, they are essentially visual query languages
that require considerable cognitive effort to interpret. Can relevant
dimensions of products such as food be represented in simple
ways that can be glanced at and perceived rapidly to guide
shopping decisions in situ?</p>
    </sec>
    <sec id="sec-3">
      <title>3. DISPLAYING NUDGES</title>
      <p>We propose that rather than providing ever more information to
enable consumers to compare products in minute detail when
making a choice, a better strategy is to design technological
interventions that provide just enough information and in the right
form to facilitate good choices. One solution is to exploit new
forms of augmented reality technology that enable
‘informationfrugal’ decision-making, in the context of an intensive activity
replete with distractions (i.e., shopping in a supermarket or
deciding at the kitchen table what to have for dinner).
An important consideration when representing multiple
dimensions that can be glanced at and perceived rapidly is to
enable comparisons to be made and cumulative information
inferred in situ. For example, simple contrasting icons (e.g.,
thermometer icons, percentage bars, balls that change in color)
can be presented which increase or decrease in amount in relation
to the values being represented. Another approach is to fuse
relative measures on different dimensions (e.g., greenness, price,
fat level) into singular displays where shape carries the salient
information, such as a rectangle that gets taller to convey a
nutritional dimension that is general (healthiness) or specific (e.g.,
salt content) and wider to convey price. A third dimension, such
as ‘greenness’, could be added by filling in the rectangle with a
shade from red to green to show the amount of carbon emissions
for that product. Similar to the idea behind Chernoff faces, the
visualizations will be placed side by side to enable quick
comparisons.</p>
      <p>
        Another important question is whether to use ‘emotive’
visualizations that can persuade people to select food items they
might not otherwise choose. Various persuasive technologies have
recently been developed to encourage people to take more
exercise. Examples include Fish‘n’Steps [
        <xref ref-type="bibr" rid="ref6">8</xref>
        ]; Chick Clique ([
        <xref ref-type="bibr" rid="ref11">13</xref>
        ]
and UbiFit [2] where various types of graphic representations
(e.g., butterflies, flowers, bar charts) are used to represent amount
of exercise type performed, e.g., cardio, strength training, and
walking. Findings from a three-month field trial of UbiFit showed
that these display systems can be motivating, encouraging
participants to maintain fitness levels that were significantly
higher than for a control group without the visualizations [
        <xref ref-type="bibr" rid="ref1">3</xref>
        ].
More dramatically, Shultz et al. [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ] have shown how emoticons
can have a powerful effect on changing behavior for energy
consumption. In their study, a number of householders were told
exactly how much energy they had used and the average
consumption of energy by others in their neighborhood. The
above-average energy users then significantly decreased their
energy use while the below-average energy users significantly
increased theirs (presumably because they felt they had more
room to increase their consumption). But then the researchers
tested the effect of instead giving householders who consumed
more than average an unhappy smiley icon – suggesting it was
socially disapproved – and those who consumed less than the
norm a happy smiley icon – suggesting their energy consumption
was socially approved. The impact of providing these two
visualizations was dramatic: The big energy users showed an even
larger decrease in their energy use while the below-average users
did not change their energy consumption upward (presumably
because the addition of the happy emoticon suggested they were
doing just fine).
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. LEARNING FROM NUDGES</title>
      <p>
        What then is a good way to provide appropriate information
quickly and simply to shoppers in order to aid their
decisionmaking during the hectic, distracting setting of a trip to the
supermarket? Here we assume the shoppers have selected a
particular dimension that they care about and want to change in
terms of their buying behavior—for instance, choosing products
that are lower fat, or more sustainably grown. To inform shoppers
about how they are doing in achieving this particular goal during
their shopping expedition, cumulative values of the dimensions of
interest across all products chosen so far could be summed up and
displayed in an ambient manner as the current ongoing overall
score “projected” onto the handle of the shopping cart as a color.
For example, a green handle could signify that the shopper has
obtained a ‘carbon footprint’ or ‘fat content’ score below their
target (or below some population average), while a red handle
would indicate that the cart’s contents are above the desired level,
with intermediate levels indicated by intermediate colors (see
Figure 1).
Such an ambient and publicly visible display must first be studied
to see if it fits with how people want to shop, or engenders
unexpected side-effects. Will people be more or less likely to
change their behavior when information about the contents of
their shopping cart is publicly visible for all to see rather than
being privately displayed? Would shoppers try to fill their cart
with healthy and green foods and on finding they were under the
average then treat themselves to luxury goods high in fat and food
miles? Would having their shopping cart glow green at the
checkout, indicating the contents were well below the average, make
them feel good in front of other shoppers [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ]? Would the
prospect of others seeing just how much butter and cheese they
are buying make shoppers think about buying less, or just
thinking about shopping elsewhere?
Assuming such an ambient information display Cumulative Tool
achieves the desired features of providing some feedback without
overloading the decision maker, without undesired effects of
scaring shoppers off or making them “boomerang” and offset their
good behavior with poorer choices, the question remains whether
this kind of simple display provides enough feedback to allow the
shopper to adjust behavior in the desired direction, e.g. reduced
sodium or enhanced green-ness. Seeing that one’s entire cart is
red-lining above the goal level may motivate behavior, but it does
not directly indicate what to do to bring the level back down.
Thus, we must develop and test methods for ensuring that the
(minimal) information delivered is actually actionable and
conducive to behavior change.
      </p>
      <p>There are at least three approaches that can be taken to solving
this problem, which is essentially one of allocating global
feedback appropriately to individual choices of products (akin to
the “credit assignment” problem in machine learning). First, we
could leave it all up to the users, and assume (or hope) that when
they end their shop with a “green” cart, they will buy more things
like those the next time around, and when they get a “red” cart,
they will buy different things next time. This leverages the
human shopper’s intelligent ability to learn from diffuse
reinforcement over time, but it will probably be slow, requiring
many shopping outings before reliable change occurs. Second, to
speed up this process, we could provide more specific feedback
about each product that goes into the cart, for instance
momentarily flashing the ambient display with a color
corresponding to the box of sugar-frosted chocolate bombs or bag
of figs being chosen. This will allow shoppers to make more
targeted decisions about each product, provided they remember
that individual feedback.</p>
      <p>Third, to remove the need for such memory, a further interface
can be developed to let shoppers query how they should adjust
their purchases to come closer to their goal. This could take two
main forms. A Comparative Tool could run as a ‘private’ mobile
application on a smartphone or PDA and be displayed on the
device or somewhere in the environment, such as the shopper’s
hand or the product package itself. After identifying the product
via a photo or code scanner, the tool will show the product values
on the dimensions of interest, and indicate whether this product
helps or hinders the achievement of the current shopping goal.
This interface could also be used in a comparative manner,
scanning two or more products while they are still on the shelf
and then showing at a glance which product is best based on the
selected dimensions.</p>
      <p>As a second ‘off-line’ form of providing more explicit feedback, a
Collaborative Tool running on a home computer or surface
display would allow shoppers to find out further information
about the products they have bought once they get them home,
along with input from their families. Multiple users could reflect
and discuss together the decisions behind their food purchases
with a view to attaining their goals at their next weekly shop,
exploiting collaborative planning and social pressures that take
place in a family setting. An interactive planner application would
enable family members to find out more about particular
dimensions (e.g., nutritional values) on a product, meal, or
weekly-shop basis, and provide recipe-specific visualizations
enabling items to be swapped. For example, a suggestion by dad
to cook coq-au-vin for dinner will show it is low on ‘greenness’
(because of a large carbon footprint). This is a dimension the son
has selected as an informational layer. Alternative items can be
swapped with the chicken, such as tofu, which may then be shown
by the application to have a higher greenness value (i.e., smaller
carbon footprint). Finally, specific shopping lists could be
generated that would achieve the goals set by the shopper and
others involved.</p>
      <p>To test whether any of these approaches succeeds in nudging
shoppers’ behaviour in specific directions within a reasonable
time-span, both lab-based experiments and field studies are
needed. One line of investigation must assess how the different
information displays for the tools described above affect user
decision-making strategy, focusing on when and how the
interactive display of information enables fast and frugal
decisions. This must then be tested further in supermarket
studies, using techniques such as mobile eye tracking, observation
and talk aloud methods to determine what people look at and how
they use the comparative and cumulative tools. Longitudinal
studies are also needed to determine whether the tools proposed
have long-term impact on behavior, and how quickly such change
occurs. Various kinds of households (e.g., family, young people,
retired single) should be compared in terms of whether and how
their shopping patterns and meal planning behavior change when
using the tools—different groups of people may be more or less
influenced by different types of nudges, and we cannot assume a
one-size-fits-all approach.</p>
      <p>Whether these various kinds of information delivery can help
move people in the direction of better decisions—in the food
shopping domain, or in other applications—remains to be seen.
Emerging research suggests that simple visualizations can be
designed to be information-frugal and emotive – encouraging
people to change their behavior at the point of decision-making.
But the trick will be balancing frugality and simplicity with
enough feedback detail to allow people to change their choices at
a pace that is sufficiently rapid and noticeable to be rewarding
and motivating for long-term behavior change.</p>
    </sec>
    <sec id="sec-5">
      <title>5. ACKNOWLEDGEMENTS</title>
      <p>Thanks to Ricky Morris for creating Figure 1.</p>
    </sec>
    <sec id="sec-6">
      <title>6. REFERENCES</title>
      <p>[2] Consolvo, S., Klasnja, P., McDonald, D. W., et al. (2008)
Flowers or a robot army?: encouraging awareness &amp; activity
with personal, mobile displays. Proc. UbiComp'08, 54-63.</p>
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