=Paper= {{Paper |id=None |storemode=property |title=Nudging the Cart in the Supermarket: How much is Enough Information for Food Shoppers? |pdfUrl=https://ceur-ws.org/Vol-690/paper6.pdf |volume=Vol-690 }} ==Nudging the Cart in the Supermarket: How much is Enough Information for Food Shoppers?== https://ceur-ws.org/Vol-690/paper6.pdf
             Nudging the cart in the supermarket:
       How much is enough information for food shoppers?

             Peter M. Todd                                 Yvonne Rogers                            Stephen J. Payne
            Indiana University                            The Open University                         University of Bath
               Bloomington                                   Milton Keynes                                  Bath
              IN 47406, USA                                  MK7 6AA, UK                                BA2 7AY, UK
            001 812 855-3914                              011 44 1908 652346                         011 44 1225 384085
       pmtodd@indiana.edu                                y.rogers@open.ac.uk                     s.j.payne@bath.ac.uk


ABSTRACT                                                              about? Technology pundits and researchers are beginning to
The amount of information available to help decide what foods to      promote ‘augmented reality’ that uses Smartphones and other
buy and eat is increasing rapidly with the advent of concerns         ubiquitous technologies as the latest solution to this problem.
about, and data on, health impacts, environmental effects, and        Kuang [7], for example, marvels at the possibility: “What if all
economic consequences. But this glut of information can be            the food in your grocery store was marked with a QR code — you
distracting or overwhelming when presented within the context of      could compare the carbon footprints of two batches of produce…
a high time-pressure, low involvement activity such as                without having to spend any time or effort looking it up…” He
supermarket shopping. How can we nudge people’s food                  continues by claiming it is “The best chance we have to speed
shopping behavior in desired directions through targeted delivery     crucial information about our world to the people living in it”.
of appropriate information? We are investigating whether              This vision, however, begs the research questions: Will people be
augmented reality can deliver relevant 'instant information', that    able to read and act upon such ‘instant information’? Will just
can be interpreted and acted upon in situ, enabling people to make    throwing more information at people have the desired galvanizing
more informed choices. The challenge is to balance the need to        effect of encouraging and empowering people to act upon various
simplify and streamline the information presented with the need       social causes (e.g., reducing carbon emissions) or improve their
to provide enough information that shoppers can adjust their          well-being (e.g., changing their diet)? Or do we need to tailor
behavior toward meeting their goals.                                  that information glut into simple nudges that make behavior
                                                                      change easy to achieve? And if so, what kind of nudges will work?

Categories and Subject Descriptors                                    Having instant information at one’s fingertips is certainly a
                                                                      promising technological approach but for it to succeed in
H.5.2 [User Interfaces]: Evaluation/methodology.
                                                                      changing people’s behavior we need to understand how new
                                                                      forms of augmented reality are interpreted and used, especially
General Terms                                                         when in situ. While the capabilities of the emerging technologies
Design, Experimentation, Human Factors.                               are impressive in how they can project contextualised
                                                                      information, there is a paucity of research into whether people can
Keywords                                                              process and exploit that extra information profitably. While it is
Food information displays, supermarket shopping, ambient              easy to imagine soda drinkers enjoying the surprise of being
information interfaces, simple heuristics                             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
1. INTRODUCTION                                                       presented with extra information of one form or another in the
Increasingly we are told about the risks, costs, and benefits of      middle of their busy shopping trip. Thus, research is needed,
particular food choices. In response, a flood of information is       firstly, to determine whether instant information will enable
becoming available, online, on food labels, in information leaflets   people to make better-informed choices when shopping and
and books, from a variety of sources, aimed at informing the          secondly, to ascertain whether and how such information is able
consumer so that better decisions can be made while shopping.         to change people’s behavior in the longer term.
But all this information risks overwhelming and overloading the
                                                                      Technology for ubiquitous information delivery must balance
shopper trying to navigate the complex store environment in a
                                                                      giving people enough new information to improve their decisions
hurry, leading to the opposite outcome—poor decisions made
                                                                      against overwhelming them with new things to consider. Ambient
without the proper input. How can all this information be
                                                                      information displays, as already used in homes and offices to
consolidated, pruned down, and presented to supermarket
                                                                      provide feedback about energy consumption and nudge users
shoppers in an easy to understand and meaningful form that will
                                                                      toward greater conservation, may strike the right balance in food
actually help them make better choices about values they care
                                                                      purchase and consumption as well. However, as we discuss
Copyright is held by the author/owner(s).
MobileHCI 2010 September 7-10, 2010, Lisboa, Portugal.                below, moving beyond momentary nudges toward long-term
ACM 978-1-60558-835-3/10/09.
behavior change requires providing detailed-enough feedback to        More recently, Bargrams have been developed for e-commerce
enable learning what to do in the future, for instance on the next    applications. For example, EZChooser helps consumers choose
shopping trip. We argue that we must improve our (currently           one item from many (e.g., cars) through selecting attributes that
limited) understanding of whether and how people attend to and        are visualized as parallel horizontal interactive histograms along a
learn from visualizations of multi-dimensional information while      number of dimensions [16].
engaged in an ongoing activity such as food shopping, using           But even though these kinds of visualizations are mostly targeted
cognitive science models of decision-making and learning              at non-expert users, they are essentially visual query languages
together with design principles for information visualization and     that require considerable cognitive effort to interpret. Can relevant
interaction design.                                                   dimensions of products such as food be represented in simple
                                                                      ways that can be glanced at and perceived rapidly to guide
2. BACKGROUND                                                         shopping decisions in situ?
Rational theories of decision-making [e.g., 15] posit that making a
choice involves weighing up the costs and benefits of different       3. DISPLAYING NUDGES
courses of action. When alternatives are ordered on more than one     We propose that rather than providing ever more information to
relative dimension, this involves compensatory strategies where       enable consumers to compare products in minute detail when
information is processed exhaustively and trade-offs made             making a choice, a better strategy is to design technological
between features. Such strategies are very costly in computational    interventions that provide just enough information and in the right
and informational terms – not least because they require the          form to facilitate good choices. One solution is to exploit new
decision-maker to find a way to compare apples and oranges.           forms of augmented reality technology that enable ‘information-
Non-compensatory strategies may be used instead as a form of          frugal’ decision-making, in the context of an intensive activity
bounded rationality where not all of the available information is     replete with distractions (i.e., shopping in a supermarket or
used and trade-offs can be ignored [10]. Furthermore, recent          deciding at the kitchen table what to have for dinner).
research in cognitive psychology has shown people tend to use         An important consideration when representing multiple
simple heuristics of this sort when making decisions [6]. A           dimensions that can be glanced at and perceived rapidly is to
theoretical explanation is that human minds have evolved to act       enable comparisons to be made and cumulative information
quickly, making ‘just good enough’ decisions by using fast and        inferred in situ. For example, simple contrasting icons (e.g.,
frugal heuristics. We typically ignore most of the available          thermometer icons, percentage bars, balls that change in color)
information and rely only on a few important cues. In the             can be presented which increase or decrease in amount in relation
supermarket, shoppers make snap judgments based on a paucity          to the values being represented. Another approach is to fuse
of information, such as buying brands they recognize, are low-        relative measures on different dimensions (e.g., greenness, price,
priced, or have attractive packaging [12] – seldom reading other      fat level) into singular displays where shape carries the salient
package information.                                                  information, such as a rectangle that gets taller to convey a
At the same time, recent consumer surveys reveal that shoppers        nutritional dimension that is general (healthiness) or specific (e.g.,
are demanding more information about the products they buy and        salt content) and wider to convey price. A third dimension, such
are becoming increasingly aware of the global consequences of         as ‘greenness’, could be added by filling in the rectangle with a
the decisions they make [4]. This raises the question of whether it   shade from red to green to show the amount of carbon emissions
is possible to encourage people to pay attention to more              for that product. Similar to the idea behind Chernoff faces, the
information, such as nutritional, ethical, and environmental          visualizations will be placed side by side to enable quick
features, when making their food purchases and subsequently           comparisons.
deciding how to use what they have bought to make healthy meals       Another important question is whether to use ‘emotive’
that have a low carbon footprint.                                     visualizations that can persuade people to select food items they
However, there is a scarcity of research on how people use multi-     might not otherwise choose. Various persuasive technologies have
dimensional information under time pressure and the extent to         recently been developed to encourage people to take more
which it effects rapid decision-making [5]. Visualization research    exercise. Examples include Fish‘n’Steps [8]; Chick Clique ([13]
has tended to adopt an unbounded rationality perspective,             and UbiFit [2] where various types of graphic representations
assuming that people have the time and cognitive capacity to pull     (e.g., butterflies, flowers, bar charts) are used to represent amount
out and use whatever information the displays provide. Within the     of exercise type performed, e.g., cardio, strength training, and
field of Information Visualization there have been a number of        walking. Findings from a three-month field trial of UbiFit showed
tools that have been developed specifically to represent              that these display systems can be motivating, encouraging
multidimensional data that allow for comparisons [1]. Other           participants to maintain fitness levels that were significantly
simple canonical forms such as tables and trend graphs have been      higher than for a control group without the visualizations [3].
developed for web-based decision-making activities, including
                                                                      More dramatically, Shultz et al. [11] have shown how emoticons
online shopping, making investments, choosing insurance policies
                                                                      can have a powerful effect on changing behavior for energy
or buying a house. An innovative approach has been to develop
                                                                      consumption. In their study, a number of householders were told
interactive visualizations that show some aspects of the
                                                                      exactly how much energy they had used and the average
performance of objects for a range of different parameter values.
                                                                      consumption of energy by others in their neighborhood. The
An early example was the Influence Explorer [14] that allowed a
                                                                      above-average energy users then significantly decreased their
user to compare how products (e.g., a light bulb) perform on core
                                                                      energy use while the below-average energy users significantly
values (e.g., brightness and working life) when varying multiple
                                                                      increased theirs (presumably because they felt they had more
parameters (e.g., diameter, length, material and number of coils).
room to increase their consumption). But then the researchers          them feel good in front of other shoppers [11]? Would the
tested the effect of instead giving householders who consumed          prospect of others seeing just how much butter and cheese they
more than average an unhappy smiley icon – suggesting it was           are buying make shoppers think about buying less, or just
socially disapproved – and those who consumed less than the            thinking about shopping elsewhere?
norm a happy smiley icon – suggesting their energy consumption         Assuming such an ambient information display Cumulative Tool
was socially approved. The impact of providing these two               achieves the desired features of providing some feedback without
visualizations was dramatic: The big energy users showed an even       overloading the decision maker, without undesired effects of
larger decrease in their energy use while the below-average users      scaring shoppers off or making them “boomerang” and offset their
did not change their energy consumption upward (presumably             good behavior with poorer choices, the question remains whether
because the addition of the happy emoticon suggested they were         this kind of simple display provides enough feedback to allow the
doing just fine).                                                      shopper to adjust behavior in the desired direction, e.g. reduced
                                                                       sodium or enhanced green-ness. Seeing that one’s entire cart is
4. LEARNING FROM NUDGES                                                red-lining above the goal level may motivate behavior, but it does
What then is a good way to provide appropriate information             not directly indicate what to do to bring the level back down.
quickly and simply to shoppers in order to aid their decision-         Thus, we must develop and test methods for ensuring that the
making during the hectic, distracting setting of a trip to the         (minimal) information delivered is actually actionable and
supermarket? Here we assume the shoppers have selected a               conducive to behavior change.
particular dimension that they care about and want to change in
terms of their buying behavior—for instance, choosing products         There are at least three approaches that can be taken to solving
that are lower fat, or more sustainably grown. To inform shoppers      this problem, which is essentially one of allocating global
about how they are doing in achieving this particular goal during      feedback appropriately to individual choices of products (akin to
their shopping expedition, cumulative values of the dimensions of      the “credit assignment” problem in machine learning). First, we
interest across all products chosen so far could be summed up and      could leave it all up to the users, and assume (or hope) that when
displayed in an ambient manner as the current ongoing overall          they end their shop with a “green” cart, they will buy more things
score “projected” onto the handle of the shopping cart as a color.     like those the next time around, and when they get a “red” cart,
For example, a green handle could signify that the shopper has         they will buy different things next time. This leverages the
obtained a ‘carbon footprint’ or ‘fat content’ score below their       human shopper’s intelligent ability to learn from diffuse
target (or below some population average), while a red handle          reinforcement over time, but it will probably be slow, requiring
would indicate that the cart’s contents are above the desired level,   many shopping outings before reliable change occurs. Second, to
with intermediate levels indicated by intermediate colors (see         speed up this process, we could provide more specific feedback
Figure 1).                                                             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.
                                                                       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
 Figure 1: Two hypothetical shopping carts with (a) red and            helps or hinders the achievement of the current shopping goal.
(b) green glowing handles, indicating aggregate ‘healthiness’          This interface could also be used in a comparative manner,
of products selected relative to the average for a weekly shop         scanning two or more products while they are still on the shelf
                     for a family of four                              and then showing at a glance which product is best based on the
                                                                       selected dimensions.
Such an ambient and publicly visible display must first be studied     As a second ‘off-line’ form of providing more explicit feedback, a
to see if it fits with how people want to shop, or engenders           Collaborative Tool running on a home computer or surface
unexpected side-effects. Will people be more or less likely to         display would allow shoppers to find out further information
change their behavior when information about the contents of           about the products they have bought once they get them home,
their shopping cart is publicly visible for all to see rather than     along with input from their families. Multiple users could reflect
being privately displayed? Would shoppers try to fill their cart       and discuss together the decisions behind their food purchases
with healthy and green foods and on finding they were under the        with a view to attaining their goals at their next weekly shop,
average then treat themselves to luxury goods high in fat and food     exploiting collaborative planning and social pressures that take
miles? Would having their shopping cart glow green at the check-       place in a family setting. An interactive planner application would
out, indicating the contents were well below the average, make         enable family members to find out more about particular
dimensions (e.g., nutritional values) on a product, meal, or         [4] EDS IDG Shopping Report (2007) Shopping Choices:
weekly-shop basis, and provide recipe-specific visualizations            attraction or distraction? Downloaded 28/08/09
enabling items to be swapped. For example, a suggestion by dad           http://www.eds.com/industries/cir/downloads/EDSIDGRepor
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(because of a large carbon footprint). This is a dimension the son
                                                                     [5] Feunekes G., Gortemaker, I.. Willems, A., et al (2008) Front-
has selected as an informational layer. Alternative items can be
                                                                         of-pack nutrition labelling: Testing effectiveness of different
swapped with the chicken, such as tofu, which may then be shown
                                                                         nutrition labelling formats front-of-pack in 4 European
by the application to have a higher greenness value (i.e., smaller
                                                                         countries, Appetite, 50, 57-70
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