Manuscript R1
Manuscript R1
Abstract. Although online stores extend the traditional offer of the brick and mortar ones, the
limited possibilities to virtually try the product before the effective buying makes the online
purchase decision a complex process for consumers. Therefore, online retailers face new
such as augmented reality systems. The present study investigates the effect of augmented
comparing two different cultural settings. Drawing upon the technology acceptance model
(TAM), new constructs related to the technology characteristics (e.g. quality of information,
aesthetic quality, interactivity, and response time) developed a new conceptual model. This
model has been tested for a new technology for virtual try-on (a smart mirror for virtual
glasses). Focusing on young consumers, data collected in Italy and Germany yielding a total
of 318 participants was used. Findings across these two markets reflect cross-market
reality systems for supporting their online purchase decision. These insights should prove
helpful to retailers in better manage the online channels, that could be easily extended to the
mobile one.
Due to the rapid advancements in technology, also retailers are increasingly aware of the
service technologies equipped with interactive touch screen displays, 3D virtual reality
systems, mobile apps, etc. (Sha et al., 2013; Papagiannidis et al., 2014; Blázquez, 2014;
Demirkan and Spohrer, 2014; Dennis et al., 2014; Rese et al., 2014; Pantano, 2016). Past
enhanced purchase decisions, and of loyalty to retailer) (Koufaris, 2002; Fiore et al., 2005a,
b; Hernandez et al., 2009; Kim et al., 2011). Although these studies provide evidence of the
extent to which consumers are influenced by the new technologies available in retail settings,
this study emphasises the promising role of augmented reality. While it has been successfully
introduced in other sectors like tourism to influence consumers buying decisions (in terms of
the choice of the destination) (Chung et al., 2015), the benefits of augmented reality in retail
products such as clothes tend to lag behind (Blázquez, 2014). The lack of direct experience in
touching, feeling, smelling and trying on an item makes the evaluation difficult and may
negatively affect enjoyment and the purchase decision (Beck and Crié, 2016; Blázquez, 2014;
Merle et al., 2012). Major concerns and problems are fit and size (Kim, 2016; Lin and Wang;
2016, Shin and Baytar, 2014), or matching with other items (Chen and Wang, 2010). Virtual
try-on systems, as application of augmented reality for retailing, can overcome the main
limitation of online channels related to the possibility to try the products before the effective
buying (Baum and Spann, 2014). Although their promising benefits for allowing consumers
to save time and enjoy more the shopping experience, these systems are emerging as a
promising line of inquiry for new researches in online retailing (e-tailing) and e-commerce
(Dey and Sandor, 2014). In the meantime, technological progress that provides technologies
with new capabilities (i.e. high realistic interfaces and interaction modalities) has increased
(Sekhavat,2016) and retailers become aware of the importance of innovating within the
personalized and personalized versions (Fiore et al., 2005a, b; Kim and Forsythe, 2008a, b;
Merle et al., 2012; Yang and Wu, 2009), but also enriched with augmented reality (Rese et
al., 2016) has been empirically investigated mostly in the context of online apparel retailing.
However, technological characteristics were less in the focus, but utilitarian and hedonic
value, risk or body esteem (e.g. Merle et al., 2012; Yang and Wu, 2009) (see Table 1).
In this paper, we attempt to fill this gap and examine the influence of technology
systems on consumers’ decision making to shop online. To achieve this goal, the present
research starts from the exploitation of the traditional technology acceptance model (TAM),
based on ease of use, usefulness and attitude (Davis, 1989) for including more specific
quality, response time, and interactivity relying on the user experience concept (Olsson &
Salo, 2011; Olsson et al., 2013). Since cultural settings might affect people usage and
adoption of new technologies (Choi and Totten, 2012), the analysis focuses on a particular
online technology (a system for virtual try-on glasses) involving a German and Italian
sample. Due to the different fiscal policies, consumers’ propensity to buy and different
investments in R&D (Fassio, 2015; Karagounis et al., 2015), consumers in these countries
might show different behaviours towards the online technologies for e-tailing: Qualitative
cross country research points to convergence, but also divergence phenomena with regard to
The contributions of this paper are manifold. First, the paper investigates the effects of
augmented reality application on consumer online shopping behaviour, and sheds lights on
the potential of augmented reality for the design of more effective online retail settings in a
cross-country comparison (in European regions with a different economic context), which has
not yet received significant attention in current research. Second, the paper opens up new
lines of inquiry for future studies towards the increasing role of augmented reality for
supporting e-tailing. To this end, the paper extends the traditional technology acceptance
model (Davis, 1989; Baum and Spann, 2014) by including more constructs of other
frameworks such as user experience that provide evidence on the role of specific technology
characteristics, which can be used for developing new interactive systems and marketing
management strategies. Therefore, the research contributes to the retail (with emphasis on e-
tailing) literature by developing a conceptual framework that links the relationships between
motivational factors with the consumers acceptance of augmented reality tools, online
The paper is organized as follows: the next section discusses the preliminary studies on the
introduction of augmented reality, and the traditional technology acceptance models for
investigating the effects of the technology on consumers’ behaviour, with emphasis on retail
settings. The subsequent section deeply investigates the Italian and German samples, by
comparing the results from a cross-cultural perspective. The paper further ends with
extend the possibilities offered by the physical word, where real and virtual objects are
successfully integrated (or combined) (Pantano and Servidio, 2012; Lee and Park, 2014; Rese
et al., 2014; Lin and Chen, 2015). Augmented reality is defined as a real-time view of the
physical world enhanced (augmented) with virtual computer generated information, such as
digital images or video stream, etc. (Azuma, 1997; Carmigniani et al., 2011). Within the
‘reality-virtuality continuum’ (Milgram et al, 1994) augmented reality is located towards the
real-world environment side. Azuma (1997, p.356) refers to “the “middle ground” between
VE (completely synthetic) and telepresence (completely real)”. Virtual reality represents the
opposite end and is defined as synthetic, but realistic looking three-dimensional environment
generated by the computer (Burdea and Coiffet, 1999) “consisting solely of virtual objects”
Prior studies showed the usefulness of these new worlds for enhancing the education process,
by providing an entertaining context for learners able to maximize the knowledge transfer of
complex concepts (Kaufmann and Schmalstieg, 2003; Pan et al., 2006). Similarly, it has been
largely used for entertainment (game industry), training and military applications
(simulations), manufacturing and tourism planning (Adhani and Rambli, 2012; Gervautz and
retailing, as tool for improving consumers’ perception of the shopping experience, extending
(Pantano and Servidio, 2012; Cuomo et al., 2014; Rese et al., 2014). Furthermore, augmented
reality provides more information able to influence and support consumer decision-making
through visual information (digital and interactive images, videos, etc.), texts, audio,
simulated experiences, etc. (Olsson et al., 2013; Papagiannidis et al., 2017). In fact, if
dynamic 3D animation through high realistic interfaces (Li et al., 2013: Lee and Park, 2014).
Moreover, applications such as the virtual try-on would be able to overcome a crucial limit of
e-commerce, by enhancing interaction possibilities with the product through the possibility to
experience or try the product in terms of scent, texture, appearance, fit, or sound (Lu and
Smith, 2007).
Summarizing, augmented reality technology provides new systems giving consumers the
possibility to virtually interact with the favoured items. In this direction, one the most
promising area of research is the virtual garment try-on experience (or virtual fitting) (Chen
et al., 2011; Pereira et al., 2011; Wang et al., 2012) (see Table 1). Its advantages rely on the
possibility to virtually interact with the product in real time before the effective buying in the
Technology Acceptance Model (TAM) and its key variables: ease of use, usefulness, attitude
and behavioural intention (Davis, 1989). This basic model posits that user perception of ease
of use and usefulness determines his/her attitude towards a certain system; where perceived
ease of use represents the degree to which a user believes that using the system requires no
effort, and it could be based on the quality of interface, interaction modalities, no need of
instruction for learning functionalities, etc.; whereas perceived usefulness represents the
degree to which a user believes that using the system will improve his/her performance.
Similarly, attitude represents user assessment of the system, and behavioural intention
represents the degree to which a user will intend to use the system. In recent years TAM has
been used for evaluating the online and mobile shopping engagement (Chong et al., 2012;
Kim, 2012), new stores based on immersive technologies (Pantano and Servidio, 2012), and
multimedia systems for enhancing the service delivered at the physical point of sale (Kim et
al., 2011). In addition, the TAM relationships have been to the most part confirmed for
virtual-try ons (Lee et al., 2006; Kim and Forsythe, 2007, 2008a, b, 2009) and augmented
Accordingly, we hypothesize:
H1: Perceived ease of use has a significant and positive relationship with consumers’
attitude towards the adoption of the virtual try-on system for glasses.
H2: Perceived usefulness positively and significantly influences consumers’ attitude towards
H3: Attitude towards the adoption of the virtual try-on system positively and significantly
model. For instance, perceived enjoyment results being one of the most investigated
constructs in extended TAM. This represents the degree to which using the system is
perceived as pleasant apart from any expected performance, and it is able to influence
consumer’s usage of a certain system (Venkatesh, 2000; van der Heijden, 2004; Pantano and
Servidio, 2012). Therefore, it is related to the fun deriving from the system usage (van der
Heijden, 2004). In fact, consumers who exhibit pleasure while shopping are more willing to
prefer that kind of retail environment for their purchases (Ha and Stoel, 2009). Much
emphasis has been placed in previous research on the importance of entertainment technology
for soliciting consumers to engage in more purchases (Soderlund and Julander, 2009), while
stressing the higher degree to which consumers perceive the value of enjoyment in the virtual
store than in the physical one due to the possibility to interact with the environment and
products (Kim et al., 2007; Lee and Chung, 2008). The hedonic value of virtual try-ons has
been confirmed for different levels of image interactivity technology (e.g. Merle et al., 2012)
Therefore, we hypothesize:
H4: Perceived enjoyment has a significant and positive influence on consumers’ attitude
Perceived enjoyment has been related to perceived ease of use and perceived usefulness in
numerous TAM studies (Pantano and Servidio, 2012; Padilla-Meléndez et al., 2013). With
regard to hedonic systems in an Internet and marketing context, research has proposed and
empirically shown that perceived ease of use positively influences perceived enjoyment (van
der Heijden, 2003; Novak et al., 2000; Chung and Tan, 2004). Balog and Pribeanu (2010)
confirmed this relationship for an AR learning context (Balog and Pribeanu, 2010). Research
has emphasized the mediating role of perceived ease of use between skill and the flow
LeFevre, 1989, p.816) flow can be described as “the complete engagement with and
experiencing flow in system usage is intrinsic enjoyment (Hoffman and Novak, 1996). Van
der Heijden (2003, p. 544) argues that a system “that is easier to use provides better feedback
to a visitor’s stimuli, and consequently, leads to increased enjoyment and flow”. In addition,
beginning with Davis et al. (1992) literature has proposed a positive relationship between
perceived usefulness and perceived enjoyment. Most often the causal direction between
analysis Chung and Tan (2004) identified perceived usefulness in terms of information
Therefore, we propose:
H5: Perceived ease of use is positively and significantly associated with consumers’
H6: Perceived usefulness is positively and significantly associated with consumers’ perceived
Due to the nature of augmented reality-enriched retail environments, other variables might
influence consumers’ decision making process, in addition to the ones previously identified
by TAM. For instance, Wixom and Todd (2005) defined the importance of system quality for
consumers’ requests, accessibility, and the response time to consumers’ requests. In fact, they
might involve the virtual interaction with products, through 3D animation, that provides
augmented experiences able to compensate the lack of real product touch (Algharabat and
Dennis, 2010; Pantano and Servidio, 2012; Papagiannidis et al., 2017). In the one hand, this
implies the high realism of the graphical interface, whereas in the other, it enriches the
vividness and realism of virtual images (or aesthetic quality) stimulate the user’s sensory
perceptions and the mental imagery formation (Cheng et al., 2014; Choi and Taylor, 2013),
by positively influencing the confidence with the product derived from experiencing the
augmented reality system (Lee, 2012). Overall with regard to a virtual reality context Steuer
(1992, p. 76) argued that two technological dimensions are important for telepresence which
interactivity. These two dimensions are also considered as antecedents of the flow concept,
Following Churchill (1979) and Steuer (1992), we hypothesize the presence of a new
construct based on aesthetic quality, which includes the graphical effects in terms of
vividness, realism of 3D images, visual appealing of the graphical look, etc., developed from
the website quality for e-commerce construct (Tsikriktsis, 2002; van der Hejiden, 2003; Cyr
and Bonanni, 2005) for extending the TAM. Holbrook and Hirschman (1982) emphasize the
nonverbal, sensory experience that is related to many products and facilitates consumers’
choice process, e.g. when using a virtual-try on (Huang and Liao, 2015). In addition, aesthetic
quality is related to the hedonic dimension of a system creating pleasure and enjoyment of an
electronic system (Norman, 2002; Zhang and Li, 2005). Therefore, we propose that aesthetic
quality in turn impacts on the ease of use, but also the perceived enjoyment of the augmented
reality system:
H7: The higher the aesthetic quality, the higher the perception of ease of use of the virtual
H8: The higher the aesthetic quality, the higher the perception of enjoyment of the virtual try-
The aesthetic quality enabled by the technical quality of the augmented reality technology in
terms of software and hardware, enhances the feeling of realism of the experience. To
achieve this goal, the system needs to improve the interactive tools, by simulating the real
experience with the product, which allows also achieving enriched and detailed information
on the potential product (Fiore et al., 2005a; Papagiannidis et al., 2017). In this way,
consumers are able to explore the different features of the product and virtually manipulate it
(i.e. visualizing from different perspectives, etc.) with benefits for the final positive product
In fact, interactivity has been conceptualized as “the extent to which users can participate in
modifying the form and content of a mediated environment in real time” (Steuer, 1992, p.
84). In interacting with the website (e-commerce platform) individuals are able to achieve
customized information or services (Tsikriktsis, 2002). (Machine) interactivity has also been
related to the flow construct facilitating “a seamless sequence of responses” (Hoffman and
Novak, 1996, p. 57) and enhancing enjoyment. Website and image interactivity have been
proposed to offer not only utilitarian, but also hedonic aspects (Lee et al., 2006), such as
“enjoyment with virtual product inspection” (Li et al., 2001, p. 22). Besides a “Wow” factor
due to the innovative visualization and experience (Chandler, 2009), enjoyment is provided
H9: Interactivity positively and significantly influences the ease of use a user perceives from
H10: Interactivity positively and significantly influences the enjoyment a user perceives from
As anticipated, previous studies focusing on the online shopping experience considered more
key elements related to the functionality factors, such as the site speed and quality of
information (Costantinides, 2004; Wixom and Todd, 2005). In fact, consumers expect to
easily and fast find information (including selecting and filtering), which in turn should be
useful for supporting the purchase decision. Hence, the system has to be able to rapidly reply
to their request, in terms of acceptable response time (which may vary according to
availability, accessibility, completeness, accuracy and adequacy that might determine the
overall usefulness of the system (Wixom and Todd, 2005; Fassnacht and Koese, 2006).
Hence, an acceptable response time for consumers would help them to achieve the
information requested rapidly, resulting the system to be more useful for their purposes.
Therefore, we hypothesize:
H11: Response time has a significant and positive influence on perceived usefulness of the
H12: Quality of information has a significant and positive relationship with the perceived
The measure of the extent to which the above mentioned relationships (graphically
summarized in Figure 1) differ in the two countries (Italian and German one) is investigated.
Although both Italy and Germany are well-established market economies, they show different
economic and industrial context (especially with reference to the recent years) (Supino et al.,
2010), thus the different propensity to buy (both online and offline) affecting consumers
might change their adoption of augmented reality tools for supporting online shopping.
European cluster with regard to cultural values, we build upon our research, by considering
that Italian and German youth might show different approaches towards new technologies for
supporting shopping, concerning their motivation, use of time, usefulness and ease of use of
Moreover, we chose to compare two different cultural settings to also improve the
generalizability of the results. In particular, due to the different economic situations and
propensity to buy of Italy and Germany (higher in the latter), but a comparable diffusion of
internet and mobile technologies among the youth, we considered these two European
countries as meaningful example for our data settings. Although variations in structural
(industry, macro- and socioeconomic factors) and cultural characteristics exist, there are more
with an online share (forecast) of 15.1%, in comparison to Italy with just 3.1% in 2016
(Centre for Retail Research, 2017). Around three quarters (74%) of the individuals aged 16 to
74 had purchased online in Germany in 2016, while the proportion is much lower for Italy
with 29% (Eurostat 2016). However, the differences in online shopping are less obvious for
younger consumers with a high formal education, e.g. individuals aged 16-24 (Germany:
96%, Italy: 60%), or individuals aged 25-54 (Germany: 93%, Italy: 58%).
With regard to differences across groups (multi-group analysis, e.g. gender, prior experience,
type of application) research has shown that the instruments measuring ease of use and
perceived usefulness provide to the most part an equivalent measurement (Doll et al., 1998;
Deng et al., 2004). Comparing two samples of visitors using an AR application at a cultural
heritage site in Europe and Asia Lee at al. (2015) found some differences in the path
coefficients ranging from -0.296 to 0.112, but could not support all hypotheses proposed on
the influence of cultural dimensions. In addition, a multi-group analysis was not used for
establishing significant differences. Since there are only slight differences in the cultural
dimensions of Hofstede between Italy and Germany (Leimeister et al., 2012), we expect
H13: Technology characteristics and characteristics of the TAM model are invariant across
Starting from literature review, our research model is developed as shown in Figure 1, in
order to highlight the factors (e.g. perceived ease of use, usefulness, and enjoyment, attitude,
quality of information, aesthetic quality, interactivity, and response time) affecting the
purchase decision in an online retail environment based the usage of augmented reality
systems for supporting consumers online shopping experience and influencing the buying
behaviour.
[Figure 1]
More in detail, our research refers to a particular virtual try-on system developed by Ray-Ban
consumers to virtually try sunglasses before the effective purchase through the e-commerce
section.
technology for supporting the online shopping experience. This system is accessible through
the international website for virtual trying the favoured sunglasses among the available items
(Figure 2). The virtual mirror accesses consumer’s camera and takes a picture of his/her face
(while providing some suggestions for the correct position to take the best picture for the
system’s right functioning). Using key points on the face pairs of augmented reality shadows
are mapped on the face. Afterwards, the consumer is able to choose the favourite items
among the available glasses and virtually try them. The system further adds the glasses to the
picture and simulates the final results. If a consumer likes the outcome, he/she can proceed
[Figure 2]
Figure 2: Virtual mirror of Ray-Ban for virtual try the sunglasses through the website.
The virtual-try on offers several benefits to the customer (Yuang et al., 2011): clear view of
the face when trying on dark sun glasses, easier comparison for users with weak eye-sight
e.g. by making snapshots and comparison of a maximum of four glasses by using split screen.
The system helps “to narrow down the selection to a few designs and sizes” (Yuang et al.,
2011, p. 363).
The high potential of online sales of glasses (and contact lenses) highlights the US being still
a leader with 16.7% of contact lenses and 6% of the sun glasses being sold online already in
consumers in virtual try-on systems varies considerably depending on the product category
with eyeglasses (67.3%) on the first place followed by home furnishings (49.4%) and
fashion/clothes (41.9%) (Fittkau and Maaß, 2013). However, the online share of total sales in
the glasses and lenses sector (worth 5.831 billion euros) is still relatively low, with 3.86%
(225 million euros) in 2015 (ZVA, 2016). 11.7 million glasses were bought in physical stores,
but only 700.000 online. However, online activities are increasing with pure online market
players (Brille 24 and Mister Spex), cooperation between these online market players and
optical shops as well as optical shops implementing additional online shops. In Italy, the
market share of optical shops in the glasses and lenses sector is also high with 87 % in 2015.
Similar to Germany, internet retailing of eyewear is increasing, e.g. with online shops
(http://www.euromonitor.com/eyewear-in-italy/report).
The questionnaire has been developed as an English version and translated into Italian and
German. To ensure similar meaning back-translation of the two versions into English was
used which has been indicated by literature to be an adequate process (Schaffer and Riordan,
2003).
retail settings (i.e. Pantano, 2014; Papagiannidis et al., 2014; Rese et al., 2014), the variables
have emerged from the extant literature. Five items were used to measure quality of
information (adapted from Ahn et al., 2004, Hausman and Siepke, 2009), four items to
perceived ease of use (adapted from Davis, 1989; Gefen et al., 2003), four to perceived
enjoyment (adapted from Rese et al., 2014), four to perceived usefulness (adapted from Rese
et al., 2014), five to attitude (adapted from Ahn et al., 2004; Porter and Donthu, 2006), five to
behavioural intention (adapted from Ahn et al., 2004), four to response time (adapted from
Loiacano et al., 2007; Yoo and Donthu, 2001), six to aesthetic quality (adapted from
Tsikriktsis, 2002; van der Hejiden, 2003; Cyr and Bonanni, 2005), and four to interactivity
(adapted from Tsikriktsis, 2002; van der Hejiden, 2003); whereas the questions on profile
comprising age, ownership of glasses (including sunglasses, eyeglasses and sports glasses),
online purchases of glasses (i.e. did you buy online glasses at least once?). Beside the
questions related to the demographics, all items have been based on a seven-points Likert
The data to test the hypotheses was collected relying on university students in a controlled
laboratory environment. The experimental choice task followed the same pattern in Italy and
Germany between October and December 2014. Overall, two separated laboratory studies
with the country of the respondents as the unique manipulated factor, were conducted.
In particular, students were approached randomly at university and invited to take part at the
experiment. In a computer room they should connect to the smart mirror website through one
of the available computers (which guaranteed a high resolution of graphics and a stable
internet connection) and try the online system. The technical equipment at the same level in
both countries should make the results comparable. Participants were asked to explore the
international English e-commerce site of Ray-Ban virtual mirror and fill in a questionnaire on
their experience. No manipulation of its functionalities took place. They were firstly
introduced in the smart mirror section in order to familiarise themselves with the augmented
reality environment, functions and interaction modality, under the guidance of an experienced
researcher. Then, participants were asked to simulate the choice and purchase of two
eyeglasses models (either glasses or sunglasses), and to virtually try them on. Afterwards,
they have been asked to reply to the questionnaire on their recent experience. Overall, the
participants had at least a time frame of thirty minutes at their disposition (see similar Merle
et al., 2012). All of them were volunteers and did not get any award for their participation in
the experiment. Since students samples are considered a consistent sample for testing new
technologies in retail settings (Pavlou, 2003; Harris and Dennis, 2011), we chose this sample
as convenient one. In particular buying glasses online may mostly appeal young buyers being
more comfortable with the internet and online shopping. The composition of the samples was
not manipulated, e.g. with regard to gender, since Kim and Forsythe (2008b) found no
Researchers collected 150 usable responses in Italy and 168 from the German experiment
(none of questionnaires has been excluded). Table 2 shows the demographic profile for both
samples.
The gender distribution showed a higher percentage of females than males in both samples
(p=0.737). The average age of the participants ranged between 24.8 years (Italy) and 24.0
years (Germany) (T=1.890, p=0.060). On average, the participants possessed more eyeglasses
in the German sample (mean value: 2.89) than in the Italian sample (mean value 1.68) (T=-
1.029, p=0.304). This is especially evident and statistically significant for sunglasses
(German sample: 1.71, Italian sample: 0.91; T=-7.318, p=0.000) and sports glasses (German
sample: 0.49, Italian sample: 0.24; T=-3.425, p=0.001), maybe reflecting the lower
availability of purchase of Italian consumers, due to the actual not florid economic situation.
A noteworthy result concerns the online purchases of glasses. Only a very limited number of
respondents in both data sets purchased at least one pair of glasses through the Internet (8.2%
in the Italian sample, 11.4% in the German sample; p=0.449). A justification might lay in the
characteristics of glasses, which are permanently worn and able to totally modify the
appearance of the face including a certain risk before the buying (i.e. consumers may be
afraid that the glasses do not fit correctly or the frame colour is different from the colour
shown on the screen, etc.). This implies the large importance of e-commerce also for glasses
(including sports glasses and sunglasses), which may take advantages by the new technology
For each of the two samples means, standard deviations, and correlations for each construct
were calculated (see Table 3). In both samples all correlations were significantly positive, but
below the suggested multicollinearity threshold of 0.9 (Hair et al., 2006). The pattern of
correlations showed to the most part to be similar with regard to the Italian and the German
sample, with differences ranging from -0.058 up to 0.296. Skewness and kurtosis of the
constructs were for both samples well below the thresholds (skewness > │2│, kurtosis >
│7│) (West et al., 1995). We have calculated the variance extracted and the composite
reliability as well as testing for scale equivalence using the MICOM procedure and smart
Table 3: Correlation matrix and discriminant assessment (calculated with PLS), skewness and
kurtosis (calculated with SPSS 23) of the explanatory constructs in the Italian and German
sample.
dimensionality was analyzed with the help of exploratory and confirmatory factor analysis
(Gerbing and Hamilton, 1996). To improve construct quality some items had to be removed.
The corresponding values for both data set, Italian and German, are summarized in Table 4.
In all cases the threshold values indicating reliability of the constructs were exceeded
(Cronbach’s α ≥ 0.7, Nunnally, 1978 and composite reliability > 0.70). Average variance
extracted (AVE) exceeded 0.50 showing some evidence for convergent validity (Hair et al.,
2011). Discriminant validity was in addition confirmed due to square root of average variance
extracted was greater than the correlations of the constructs (Fornell and Larcker, 1981) (see
e.g. Table 4). Each measurement shows a good value for the two data sets, thus the proposed
Table 4: Reliability and validity measurement for the Italian and German sample.
2016) was used to test for measurement invariance, i.e. whether the scales measure the same
constructs across the Italian and German sample, which legitimizes a cross-cultural
comparison (Milfont and Fischer, 2015; Schaffer and Riordan, 2003; Vandenberg and Lance,
2000; Vandenberghe et al., 2001). The procedure consists of three steps assessing (1)
configural invariance, (2) compositional invariance and (3) scalar invariance. Each of the first
two steps is a precondition of the following one. To compare the standardized path
measurement invariance”. With regard to configural invariance the models should include the
same number of constructs and indicators relying on an identical coding. The MICOM
when applied. Compositional invariance is a test whether the indicator weights being used to
calculate the composite’s scores are equal. There is compositional invariance if the
correlation between the calculated scores of two groups does not differ significantly, e.g.
equals one. Interactivity has the lowest c value with 0.99694. Overall, compositional
invariance is supported for all composites with the correlations lying within the 95%
confidence interval of the distribution of the correlation testing 5,000 permutations (see Table
5). Finally, scalar invariance was assessed. However, scalar invariance could not be
established. The mean values of behavioural intention, usefulness, response time and
aesthetic quality showed significant differences across the two groups implying the need for
The proposed relationships of the constructs (structural model) were further evaluated by
measuring several goodness-of-fit indexes through smart PLS software. Table 6 summarizes
the results for both Italian and German cases and also points to some significant differences.
Results indicate that most of the estimated paths, representing the formulated hypotheses, are
significant with p < .05. For both Italian and German experiments, most of the hypotheses are
supported (see Table 6). Hypotheses 1, 2, 3. 4, 5 and 6 dealt with relationships of the TAM
glasses online. In both countries the relationships between usefulness and attitude (H2) as
well as attitude and behavioural intention (H3) were significant each demonstrating a strong
effect size (f2) larger than 0.35 (Chin et al., 2003). The effect of enjoyment on attitude (H4) as
well as usefulness on enjoyment (H5) were significant in both samples, with effect size
displaying a strong effect in the Italian sample and a moderate one (large than 0.15) in the
German sample. In contrast to our hypothesis (H1), the path between ease of use and attitude
was only significant for the German sample (β=0.195, t=3.747, p=0.000), but significant in
the negative direction for the Italian sample (β =-0.106, t=2.043, p=0.0041).
Overall, perceived usefulness and perceived enjoyment (and for the German Sample:
perceived ease of use) have a direct effect on consumers’ attitude towards the usage of an
augmented reality system in e-commerce, as tool for supporting their purchase decision.
Despite these positive values, perceived usefulness has the greatest value when compared
with the other causal relationships. Attitude has also a direct positive influence on the
intention to use the system when purchasing glasses. This means that this kind of technology
Our results confirm a direct influence of technology characteristics on perceived ease of use,
perceived enjoyment and perceived usefulness with similar values of the corresponding
standardized coefficients and effective size, in terms of aesthetic quality on perceived ease of
use (H7), and response time (H11) and quality of information (H12) on perceived usefulness.
In both samples quality of information displays the strongest positive effect (on perceived
usefulness). The effect of aesthetic quality was less strong in particular with regard to
perceived enjoyment showing only moderate effect size for the German sample. Similar, the
relationship between interactivity and dimensions of the TAM model was only moderately
significant for perceived ease of use for the German sample (H9). In addition, the path
between interactivity and perceived enjoyment was not significant at all (H10). This might
imply that the role of technology impacts consumers’ online shopping experience and
purchase decision making process, in terms of collecting information and interaction with the
The predictive power of the proposed structural model can be described as moderate (Hair et
al., 2011) since three out of five R 2 values of the endogenous constructs are 0.50 and higher
(see Table 7). R2 value of perceived ease of use is weak for both samples. The same holds for
perceived usefulness. Being considerably above zero Q2 values support the predictive
relevance of the model. While the technical features have a rather good predicate relevance
for perceived enjoyment, this effect is smaller for perceived usefulness and in particular for
perceived ease of use. Thus the effectiveness of technical features of the virtual try-on system
influences at least to some extent consumers’ perception of the technology. The R 2 values of
behavioural intention to use and perceived enjoyment are significantly higher in the Italian
sample. This result is reflected in the star rating of Ray-Ban virtual mirror asked for at the
beginning of the questionnaire being significantly higher (t=2.916, p=0.004) in the Italian
sample (mean value 3.83) compared to the German sample (3.55). Overall, even if
technology characteristics and characteristics of the TAM model are to a large part invariant
across the two countries, there are also some significant differences, not confirming H13.
5. Discussion
In recent years, advances in virtual reality and 3D graphics have attracted a wide range of
research interest due to the possible implications for (e)retail industry. However, the current
studies did not focus on the effect of augmented reality for consumers performing on e-
commerce scenarios. Prior studies concerning the usage of augmented reality in retailing
have attempted to recognize specific factors influencing consumers’ usage of the new tools
for supporting the purchase decision (Pantano and Servidio, 2012; Cuomo et al. 2014;
Papagiannidis et al., 2017). Although the literature emphasized the importance of these tools
for enhancing consumers’ shopping experience (Chen et al., 2011; Pereira et al., 2011; Wang
et al., 2012; Lee and Park, 2014; Rese et al., 2014), empirical investigations of the
effectiveness of augmented reality tools on consumer online buying decision remains scarce.
The present research seems to be the first to have incorporated also the constructs related to
the technology characteristics into an acceptance model that examines the influence of
augmented reality systems on consumer’ intention to use the system to interact with the
product in terms of fit and appearance which can help to make a buying decision online. In
fact, our findings extend these studies by proposing, testing and comparing these elements in
Both Italian and German settings highlighted the extent to which this system is able to
support the buying decision within the enhanced e-commerce website, by providing
information about the products and to simulate how they would look on oneself to be useful
for making a better choice. This might seem a surprising result, since the most of the two
samples seldomly bought glasses online (134 out of 150 of Italian and 147 out of 168 for
German sample). Thus, this system provides an added service for improving the decision
process that consumers may enjoy by influencing them to start buying this kind of products
online, which most of respondents preferred buying in an offline context due to the
possibility to try the product before testing the smart mirror. In fact, results suggest both
utilitarian and hedonic value of an augmented reality system for both Italian and German
consumers, who found the new available system for virtually trying the glasses enjoyable and
useful (see Table 4). Although virtual try-on technology for trying glasses through the
website is a relatively new technology, Italian and German consumers appreciated the new
supporting tool, as they are quite strangers with online buying of glasses, which represent a
particular kind of product requiring the try before the buying (as anticipated, around 90% of
respondents never purchased glasses through internet). However, our analysis demonstrated
their comfort in using the new technology, while the ease of use and usefulness will influence
consumers’ decision. In particular, this research found aesthetic quality and interactivity as
antecedents of perceived ease of use (.47 and .49 respectively for Italian sample, and .48
and .49 respectively for German sample), and response time and quality of information as
antecedents of perceived usefulness (.31 and .70 respectively for Italian sample, and .38
and .76 for German sample), which in turn influence the attitude combined with the perceived
To date, only few eyewear retailers in Germany and Italy have already introduced augmented
reality for supporting online and mobile shopping and influencing consumer buying
decisions. In fact, the emphasis on these elements while developing and adopting a new
technology would enhance the ability of retailers to positively influence consumers’ purchase
decision, this might have ripple effects on loyalty and word-of-mouth communication.
Our study pushes retailers to consider consumers’ interaction with the technology as an
enjoyable experience by focusing on aesthetic quality, interactivity, response time and quality
of information as the most important elements of the technology able to solicit positive
emotions and the online purchase of products that usually require to be tried before.
Noteworthy results further emerge from the similarities in Italians and Germans, by
suggesting that there are no significant cultural evidences for youth while interacting in
online stores enriched with augmented reality technologies, in accordance with Hofstede’s
cultural score analysis for Italy and Germany (Hofestede, 1984; Leimeister et al., 2009).
characteristics through the virtual interactions, with some meaningful differences between
Italian and Germans settings. The first difference emerges in the behavioural intention
towards the usage of of the virtual try-on (see table 4 and 5). While Italian respondents are
willing to give Ray-Ban shop and the virtual try-on priority over an optician’s shop and to use
this system regularly in the future (mean 4.39 and 4.89 respectively), German respondents are
more prudent towards these statements (mean 2.80 and 3.05 respectively). Similarly,
concerning the response time of the system Italian respondents seemed very satisfied in terms
of waiting time, loading and speed of the process (mean 4.15, 4.41 and 4.30 respectively),
while Germans respondents showed a lower appreciation (mean 3.54, 3.43, and 3.57
respectively). A second noteworthy difference emerges on the overall hypotheses testing (see
table 6), resulting in a different result for H1 (Perceived ease of use has a positive
relationship with consumers’ attitude towards the adoption of the virtual try-on system for
their purchasing decision to buy glasses through this system) and H6 (Perceived usefulness
Italian sample and fully supported by German sample, and H6 is fully supported by Italian
sample and not supported by German one. While H9 (Interactivity will positively influence
the ease of use a user perceives from experiencing the augmented reality-based system)
shows a little difference between the two samples: it is fully supported by German sample
and weakly supported by the Italian one. Although the model is valid, there are some
differences among countries that should be taken into account while designing the
introduction of this kind of system to support online retailing. In particular, the aspect of
enjoyment is important for Italian users, while for German users perceived usefulness and in
turn the quality of information and to a lesser extent ease of use are of relevance when
forming an attitude towards usage intention. With regard to enjoyment additional technical
characteristics should be considered since the explanatory power (R 2) is rather low with
around 30%.
6. Conclusion
The purpose of this study was to investigate the influence of augmented reality technology on
environment in Italy and Germany and compares and similarities (and differences) of their
motives and adoption behaviour. In particular, the research focuses on consumer willingness
enriched with augmented reality system such as the virtual try-on (smart mirror). The
proposed conceptual model hypothesizes the presence of constructs related to the technology
addition to the traditional ones established in TAM (ease of use, usefulness, attitude and
behavioural intention). Data collected in Italy and Germany supported all hypothesized
effects of the introduction of augmented reality tools within e-commerce, with particular
emphasis on the technology characteristics for the online consumer purchase decision two
developed countries where the smart devices and infrastructures are quite advanced, but
where consumers have different willing to expenditure. Hence, it provide evidence in a cross-
country comparison, by extending the previous studies (Koopman et al., 1999) highlighting
Italy and Germany (Fassio, 2015). At a country level, an interesting result was derived from
the comparison of Italian and German consumers’ motivation in adopting augmented reality
systems for supporting e-shopping. Both consumers’ cohorts considered the new system as
powerful tool to be adopted for supporting the decision making process, able to change their
interactivity, response time and quality of information). In fact, consumers showed a positive
attitude towards using virtual try-ons to test products such as sunglasses and eyeglasses that
usually suggest physical trying before buying. The virtual try-on system would substitute the
physical try by meeting their preferences. In both samples the mean value of the behavioural
intention to use construct was at least by tendency higher for those (few) respondents who
had already bought glasses online (mean value German sample: users: 4.12; non-users: 3.69;
mean value Italian sample: users: 5.40; non-users: 4.74). Although extensive knowledge
(Baum and Spann, 2014), based upon the findings of our experimental study, online retailers
should start the introduction of augmented reality systems, with emphasis on the try-on
characteristics. In particular, they should pay attention to the realistic and interactive design,
providing enriched information and with a limit response time for the both samples. When
implementing this kind of systems, they should be aware of the recent progresses in
technology, and try to have an active role in the innovation process, instead of being passive
adopters as they actually behave (Pantano, 2014). Therefore, the paper opens up new lines of
inquiry for future studies towards the increasing role of augmented reality for supporting e-
tailing, by extending the traditional technology acceptance model (Davis, 1989; Chong et al.,
2012; Kim, 2012; Pantano and Servidio, 2012; Baum and Spann, 2014; Pantano, 2014) with
more constructs related to the specific technology characteristics. These elements can be used
for developing new interactive systems and marketing management strategies. In addition,
when developing augmented reality applications for European or global usage it has to be
taken into account that the importance of technology characteristics might be divergent for
consumers’ day life. Since only few retailers adopted this technology, which got the
appreciations by consumers and pushed them to change their (online) purchase dynamics,
retailers (especially in fashion and accessories industry) should be aware of the potential
augmented reality offers within e-commerce scenario. In fact, this pioneer strategy might
rewards e-retailers, especially while integrating with other offline retail practices.
Future studies could explore this topic, by understanding how the augmented reality tools can
be extended to the mobile scenario and creating new integrated multichannel shopping
control with regard to navigation or content (McMillan and Hwang, 2002; Song and Zinkhan,
Although the study makes a cross-country comparison, some limitations suggest that results
should be generalized with caution. In fact, it investigated the two samples mainly focusing
on a certain age range (between 20 and 30 years old). This range has been chosen due to the
extensive use of technology youth do, but it might limit its success to a youth sample, thus
evidences from older consumers would be welcome. Second, the present study relies on an
students who simulated the purchase decision in the augmented reality environment.
Although Pavlou (2003) tested and compared a student sample and a sample of online
consumers by achieving similar results, further studies might extend our research to online
consumers and compare the findings in order to collect more generable results. The
laboratory setting with high-end technical equipment might not reflect the (quality of the)
technical access to a personal computer of the consumers, in particular with regard to Italy
(71% vs. 91% in Germany) (Eurostat 2016). Third, the study considers a specific e-retailer
(Ray-Ban) and a specific product category (glasses), while consumers’ needs and requests
may vary according to the different products they intend to buy. Thus, future research could
compare the present findings in more sectors, such as fashion, etc. Fourth, despite the
controlled laboratory setting, an experimental design with a control group, e.g. participants
trying on and choosing glasses in an optician shop, was not used. The technology could have
been further manipulated (e.g. Kim and Forsythe, 2007, 2008a, 2009; Merle et al., 2012) (see
Table 1). Lastly, as augmented reality for e-commerce is relatively new in Europe, further
studies can consider measuring the diffusion of these technologies across time and the impact
on retailing in general. Similarly, it would be possible to compare the results with countries
such as Korea and Singapore, where advanced technologies are more integrated in
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FIGURES
Figure 2: Virtual mirror of Ray-Ban for virtual try the sunglasses through the website
Investigated
Reference Application Object of research Data collection Control group Sample size Participants
research dimensions
Perceived usefulness, perceived ease of use, Online survey after US national sample of
Kim and 3D rotation views
Apparel shopping simulation Apparel attitude towards using, intention to completing a shopping 978 online shopper, 19 and
Forsythe (2007) Virtual Try-on
purchase, reuse, and revisit simulation older (3,000)
Sample Sample
Age
glasses)
Missing 4 2
Table 2: Sample demographics for Italian and German sample.
Italian sample Square
M SD 1 2 3 4 5 6 7 8 skewness kurtosis
German sample root AVE
5.20 1.25 0.886 -.740 .642
1 Attitude
5.19 1.16 0.861 -1.066 1.377
Behavioural 4.82 1.43 0.825 0.871 -.719 .159
2
intention 3.76 1.38 0.713 0.784 -.124 -.678
5.93 1.13 0.440 0.432 0.934 -1.328 2.042
3 Ease of use 5.87 0.98 0.462 0.323 0.896 -.906 .180
5.13 0.99 0.569 0.578 0.474 0.861 -.730 1.018
4 Interactivity
5.10 1.05 0.615 0.500 0.485 0.819 -.965 1.368
4.85 1.47 0.784 0.765 0.471 0.523 0.904 -.507 -.505
5 Usefulness
5.09 1.14 0.774 0.699 0.337 0.571 0.838 -.750 .326
5.82 1.05 0.728 0.729 0.675 0.577 0.681 0.884 -1.117 1.484
6 Enjoyment
5.65 0.94 0.607 0.433 0.382 0.521 0.605 0.798 -.691 .286
Quality of 5.07 1.12 0.629 0.571 0.447 0.609 0.630 0.532 0.877 -.630 .226
7
information 5.19 0.95 0.617 0.495 0.420 0.667 0.600 0.498 0.744 .-.743 .745
4.29 1.41 0.321 0.411 0.282 0.299 0.346 0.377 0.287 0.952 -.778 -.116
8 Response time
3.51 1.47 0.369 0.293 0.281 0.352 0.337 0.385 0.266 0.915 .224 .-.739
5.49 0.99 0.711 0.674 0.515 0.756 0.608 0.647 0.621 0.299 0.887 -.477 -.091
9 Aesthetic quality
5.12 0.99 0.617 0.445 0.510 0.557 0.610 0.617 0.640 0.313 0.870 -.985 1.282
In bold in the diagonal. square root of AVE
Table 3. Correlation Matrix and discriminant assessment (calculated with PLS), skewness and kurtosis (calculated with SPSS 23)
of the explanatory constructs
Italian sample German sample
Construct Mean a Cronbach’ Variance CR AVE Mean a Cronbach’ Variance CR AVE
(Std.) s Alpha explaine (Std.) s Alpha explaine
d d
Ease of use 0.951 87.90 0.965 0.872 0.918 80.29 0.942 0.803
I found the virtual try-on to be very easy to use. 5.87 5.71
(1.28) (1.19)
The virtual try-on was intuitive to use. 5.89 5.57
(1.21) (1.30)
It was easy to learn how to use the virtual try-on. 5.95 6.18
(1.16) (0.91)
Handling the virtual try-on was easy. 5.97 6.02
(1.19) (0.99)
Usefulness 0.925 81.76 0.947 0.817 0.858 70.31 0.903 0.701
For me the virtual try-on has great value. 4.81 4.54
(1.72) (1.52)
The virtual try-on provides beautiful ideas for eyeglasses. 5.05 5.64
(1.41) (1.15)
The virtual try-on is very inspiring in terms of eyeglasses. 4.61 5.30
(1.79) (1.24)
The virtual try-on is a perfect aid to come to a decision in the selection of eyewear. 4.93 4.89
(1.57) (1.55)
Attitude 0.931 78.65 0.948 0.785 0.912 74.25 0.935 0.742
I am positive about the virtual try-on. 5.24 5.56
(1.37) (1.21)
The virtual try-on is so interesting that you just want to learn more about it. 4.65 4.46
(1.54) (1.48)
It just makes sense to use the virtual try-on. 5.23 4.96
(1.40) (1.46)
The virtual try-on is a good idea. 5.47 5.67
(1.30) (1.26)
Other people should also use the virtual try-on. 5.41 5.28
(1.44) (1.34)
Behavioural intention 0.921 76.22 0.940 0.759 0.842 61.64 0.888 0.615
If I were to buy glasses in the future, I would…
...use Ray-ban shop and the virtual try-on immediately. 4.96 4.31
(1.57) (1.80)
...give Ray-ban shop and the virtual try-on priority over an optician’s shop. 4.39 2.80
(1.70) (1.73)
...give Ray-Ban shop and the virtual try-on priority over other online shops. 4.82 4.43
(1.50) (1.85)
I will recommend using Ray-Ban shop and the virtual try-on to my friends. 5.05 4.20
(1.61) (1.78)
I will use Ray-Ban shop and the virtual try-on regularly in the future. 4.89 3.05
(1.78) (1.65)
Enjoyment 0.905 78.24 0.934 0.782 0.806 63.74 0.874 0.637
Using the virtual try-on is really funny. 5.92 5.46
(1.34)
(1.16)
The virtual try-on is a nice gimmick. 5.89 6.10
(0.90)
(1.20)
It is fun to discover the virtual try-on. 5.88 5.68
(1.09)
(1.19)
The virtual try-on invites you to discover Ray-Ban online shop. 5.60 5.35
(1.42)
(1.18)
Aesthetic quality 0.946 79.09 0.957 0.788 0.936 75.80 0.949 0.758
The virtual try-on is visually pleasing. 5.62 5.13
(1.03) (1.10)
The virtual try-on displays a visually pleasant design. 5.52 5.08
(0.98) (1.13)
The virtual try-on is visually appealing. 5.43 5.01
(1.25) (1.17)
Overall, I find that the virtual try-on looks attractive. 5.41 5.14
(1.15) (1.22)
The virtual try-on looks professionally designed. 5.56 5.33
(1.06) (1.11)
The virtual try-on design (i.e. colors, layout, etc.) is attractive. 5.45 5.05
(1.15) (1.13)
Quality of information 0.921 76.98 0.943 0.769 0.802 55.90 0.861 0.554
The virtual try-on showed me the information I expected. 4.97 5.14
(1.23) (1.21)
The virtual try-on provides detailed information about eyeglasses. 4.91 5.04
(1.25) (1.25)
The virtual glasses try-on provides the complete information about eyeglasses. 4.89 4.27
(1.31) (1.50)
The virtual try-on provides information that helps me in my decision. 4.89 5.54
(1.41) (1.34)
Table 4: Reliability and validity measurement for Italian and German sample.
Composite C value (= 1) 95% confidence interval Compositional invariance?
Attitude 0.99995 0.99963 Yes
Behavioural intention 0.99934 0.99830 Yes
Ease of use 0.99952 0.99926 Yes
Interactivity 0.99694 0.99629 Yes
Usefulness 0.99927 0.99924 Yes
Perc. Enjoyment 0.99886 0.99849 Yes
Quality of information 0.99715 0.99614 Yes
Response time 0.99729 0.99696 Yes
Aesthetic quality 0.99930 0.99832 Yes
Difference of the composite’s
Composite 95% confidence interval Equal mean values?
mean value (Italy-Germany) (= 0)
Attitude 0.00349 -0.22276; 0.21631 Yes
Behavioural intention 0.67096 -0.21921; 0.22292 No
Ease of use 0.03426 -0.22660; 0.21366 Yes
Interactivity 0.04338 -0.22288; 0.22589 Yes
Usefulness -0.18256 -0.22181; 0.21973 No
Perc. Enjoyment 0.15223 -0.22246; 0.21580 Yes
Quality of information -0.16865 -0.22529; 0.22055 Yes
Response time 0.51981 -0.21783; 0.22941 No
Aesthetic quality 0.37027 -0.22131; 0.21838 No
Difference of the composite’s
Composite 95% confidence interval Equal variances?
variances (Italy-Germany) (= 0)
Attitude 0.15116 -0.39172; 0.38958 Yes
Behavioural intention 0.02747 -0.27937; 0.26849 Yes
Ease of use 0.29145 -0.41618; 0.40104 Yes
Interactivity -0.11492 -0.40267; 0.39651 Yes
Usefulness 0.48179 -0.31787; 0.31419 No
Perc. Enjoyment 0.25996 -0.39600; 0.38283 Yes
Quality of information 0.33269 -0.36472; 0.34994 Yes
Response time -0.09513 -0.24235; 0.23197 Yes
Aesthetic quality -0.03691 -0.36392; 0.37606 Yes
Table 5. MICOM results
Path coefficients (Effect size - f2) T statistics (p-value)
Path coefficient
German German T statistics
Hypotheses Italian sample Italian sample
sample sample (p-value)
differences
H1 Ease of use Attitude I. Not Supported -0.106 (0.029) 0.195 (0.093) 2.043 (0.041) 3.747 (0.000) 0.301 4.093 (0.000)
G. Supported
H2 Usefulness Attitude Supported 0.539 (0.505) 0.609 (0.678) 9.054 (0.000) 10.637 (0.000) 0.069 0.841 (0.401)
H3 Attitude Behavioural Supported 0.825 (2.125) 0.713 (1.036) 25.450 (0.000) 21.057 (0.000) 0.111 2.369 (0.018)
intention
H4 Enjoyment Attitude Supported 0.432 (0.227) 0.165 (0.048) 6.284 (0.000) 2.518 (0.012) 0.268 2.830 (0.005)
H5 Usefulness Enjoyment Supported 0.353 (0.215) 0.312 (0.102) 5.256 (0.000) 3.664 (0.000) 0.042 0.378 (0.705)
H6 Ease of use Enjoyment I. Supported 0.380 (0.288) 0.043 (0.002) 5.844 (0.000) 0.547 (0.584) 0.337 3.288 (0.001)
G. Not supported
H7 Aesthetic quality Ease of use Supported 0.366 (0.080) 0.347 (0.122) 3.538 (0.000) 4.642 (0.000) 0.019 0.149 (0.882)
H8 Aesthetic quality Enjoyment Supported 0.177 (0.032) 0.327 (0.103) 2.335 (0.020) 3.679 (0.000) 0.149 1.267 (0.206)
H9 Interactivity Ease of use I. Weakly supported 0.197 (0.023) 0.292 (0.086) 1.871 (0.061) 3.629 (0.000) 0.094 0.722 (0.471)
G. Supported
H10 Interactivity Enjoyment Not supported 0.078 (0.007) 0.140 (0.021) 0.880 (0.379) 1.561 (0.119) 0.062 0.490 (0.624)
H11 Response time Usefulness Supported 0.180 (0.052) 0.192 (0.056) 2.883 (0.004) 3.614 (0.000) 0.011 0.141 (0.888)
H12 Quality of Usefulness Supported 0.578 (0.535) 0.549 (0.462) 12.867 (0.000) 10.700 (0.000) 0.029 0.428 (0.669)
information