Written by:

Salvatore G. Fiore
(contact@salvatorefiore.com)

Shaun Kelly
(s.m.kelly@wlv.ac.uk)

School of Computing and IT, University of Wolverhampton
Technology Centre (MI Building), Wulfruna St, Wolverhampton, WV1 1SB, UK.



Introduction


As much as a decade ago, commentators like Falk and Campbell (1997) were discussing consumption as an experiential phenomenon, highlighting the transformation of the shopping activity during the latter half of the twentieth century into a central part of everyday life, indistinguishable as solely work or leisure. Shields (1992) more specifically has framed contemporary shopping experiences in terms of entertainment and pleasure-seeking, wherein the completion of necessary shopping tasks can be an addendum. The makeup of shopping experiences are elsewhere further argued to be directly affected by sensory stimuli from products and the shopping environment among other factors (Pine and Gilmore, 1999) to the extent that "where shoppers go, what they see, and how they respond determines the very nature of the shopping experience" (Underhill, 1999, p.44). Such straightforward assumptions reflect the notion that experience emerges from the interaction of person and environment and is about much more than simply either getting a task done or being entertained.
What is more, bodily interaction and enjoyment affect the decisions consumers make and experiences of the shopping activity online, just as in conventional stores, rendering the purportedly non-sensory nature of internet shopping a contentious theme within the literature (Markham,1998).
The online store interface or other interface aimed at representing products online is therefore the most direct tool designers and retailers have to influence and shape potential shopper perceptions of products, store and retailer (Lohse and Spiller, 2000). Research seems to indicate that shopping experiences may be perceived as more intense when the store interface is richer in terms of content and format (Westland & Au, 1997). With regard to this, at the point within the shopping activity when consumers would interact directly with and evaluate products before buying, as well as interact with store personnel and other shoppers, the interface becomes the only point of contact with what is available to purchase and with other people. Despite this, we intend to illustrate through this research why it is unhelpful for designers to treat the interface of online stores as somehow non-physical, as is so often the case with contemporary online store interfaces.
There is much diversity in existing approaches to examining the physicality of online stores. While commentators such as Vijayasarathy and Jones (2001) respond to the lack of physical interaction possible when buying products on-line by recommending that retailers address other areas of marketing (such as promotions and increased variety) others (Fiore, 2002) embrace the qualities of the interface as a tool and means of interaction. The conceptual foundations for the two approaches differ in many ways, but perhaps the most fundamental is the emphasis in the latter on the online interaction as embodied. The former in contrast relies on a strategy of replicating the qualities of ‘real world’ stores in what is essentially seen as a poor virtual replica. The store is in this sense treated not as a point or means of interaction in itself but is instead hidden and made symbolically invisible by distractions of brand, service and technical gimmickry that attempt to place access to product attributes second in line of relevance for online shoppers. While we do not intend to question the effectiveness of such methods in generating sales, our investigations here centre on raising debate over the potential ramifications that the two distinct conceptual approaches to designing online stores may have for experiential and social aspects of online shopping.    
The second focus of the study concerns the way sound forms an essential part of communication and human interaction both during shopping and in general. Verbal communication is a crucial part of forming experiences around products through sharing, recommending and expressing (dis)content. We in this way understand sound, in relation to experiences of products and shopping, to take many representations; from the sound a product makes, to noise and audio within an environment, to a conversation or story.   
Our study adopts an approach based on the basic supposition that, when shopping online, people do not aspire to enter a virtual disembodied world to play a shopper character and shop for virtually represented products or converse with virtual characters. Instead, shopping interfaces are tools providing access to qualities of products learnt through experience. Although it has been argued that "...computer mediated experiences reduce the body's representation to mouse actions, keystrokes, or low bandwidth audio" (Heeter, 2000, p.10), we are less concerned with the way people are represented within the computer system and more interested in understanding how the interface or system can give access to products, in a way that does not submit people to disembodiment and social detachment. This means facing critically the implications of producing interfaces that hide the actual qualities of products behind staged representations and descriptions which may be far from a person’s previous experience, or force them to look at the product in the way the retailer or manufacturer would like, rather than the way they would choose.     
To understand this important distinction better, we can turn to the work of De Kare-Silver (1998) who highlights issues surrounding the attributes of products when offered for sale online. De Kare-Silver contends that all products are the carriers of a set of attributes which appeal to one or more human senses and that these attributes play an important role during the purchasing decision process, to the extent that consumers want to be physically involved. Certain products are suggested by him for this reason to be unsuitable for electronic selling. Others have drawn the same conclusion that some products simply cannot be sold effectively via the web (Phau & Poon, 2000; Underhill, 1999). Karoulina et al (1999) for example, note that, if the online shopping interface is compared directly to an actual retail space, it can appear to have limited potential as a medium for engaging the senses while shopping. Others (Kempiak and Fox, 2002) highlight the shortcomings of the e-grocery business model, in restricting access to sensory attributes of products. Such doubts are fundamentally based on an assumption that the ‘true nature of products’ (Jarvenpaa & Todd, 1996) cannot be presented online. They appeal to the argument that while items like music DVDs and computers are easier to sell online because the presented product is very close to the actual one purchased and technical specifications can be easily communicated in a textual format, many others such as fresh foods and fabrics, bought largely according to sensory qualities, present serious difficulties for online retailers and shoppers alike. In efforts to counter such difficulties, retailers appeal to branding ad marketing techniques and methods of enhancing trust in consumers towards the services and provisions of retailers, over and above the products themselves. In such efforts, much weight is given to capitalising on the potential of the computer interface to function effectively as a shopping tool, with less interest paid to the importance of non-functional aspects of interactions and the enjoyment of shopping and computer use.    
It is accordingly possible to adopt another view, in critical response to the literature, on how to represent products to shoppers via the online interface. The starting point for such an alternative view is in the contention that product attributes, though physically discernible in products, are relatively useless and meaningless until made sense of by an individual with respect to their past experience and prior interactions from everyday life. From this perspective, the impossibility of touching or listening to particular products online becomes less of a problem to be solved through replication or distraction and more of an opportunity to explore other ways of connecting with shoppers’ own experiences of products through alternative modes of representation in light of what people need and want to know about a product and, moreover, in light of how they might enjoy their connection to it or their experience of it and how they may want to share their stories about a product with others.  
Given the prolific arguments that shoppers want to experience merchandise before buying (Underhill, 1999), basing pre-purchase decisions at least in part upon examination of the physical attributes of products (Tauber, 1972; Compeau et al, 1998; Underhill, 1999) this distinction may be critical in finding a way forward concerning the use of media such as audio for online shopping interfaces. Just as retailers are acutely aware of the importance of atmospherics and physical environment on the way that people shop and the decisions they make (Cox, & Brittain, 1996; Jones, 1999; Kotler, 1973), they must understand the significance for consumers of being able to interact with product attributes in their own way.
Despite this crucial issue and its centrality to any discussion on experiences of products and services, there has been very little exploration into the impact of sound on perceived risk and similar issues or indeed regarding the contribution of sound to the possibility of more fulfilling experiences of shopping online. Research has thus far been confined to examining ways of reducing the perceived risk for shoppers of products like fresh foods in addressing the way that they are presented online (Fiore, 2002). We have been unable to identify any literature at all concerned with the wider experiential and social issues, beyond risk, relevant to the use of sound in online stores. There appears in this sense to exist insufficient continuity and sharing of values between research oriented, on the one hand by psychological, social or other broadly experiential concerns and on the other, by business incentives; at least when it comes to understanding how to design sound into online stores in a way that contributes in a worthwhile way to the shopping activity.    

Sound and online shopping

The importance of sound in communicating product attributes meaningfully applies equally when we walk through a populated shopping area or sit in front of a computer screen. There has nonetheless been relatively little consideration given to sound as an integral part of online shopping interfaces, with most research concentrating upon the more obvious visual aspects of online store design. Information richness generally has been suggested to play a significant role in consumers' decisions whilst purchasing from a virtual store (Chen et al, 2004). Chen et al identify failed attempts at electronic commerce resulting from the provision of insufficient product information. The integration of audio features to increase information richness is one means of reducing the void between peoples’ perceptions of products and services and what the retailer is trying to achieve, by providing the necessary support for purchase decisionmaking.  
Indeed, a question mark has been raised over why companies do not take advantage of opportunities to employ features to enhance the sensory appeal of their products online and increase market share (Lindstrom, 2002). While technical limitations may hinder the introduction of novel technologies, particularly for smaller retailers, perhaps more obstructive are uncertainties regarding the likely impact of such features on user experiences of shopping online, as well as an overarching requirement to bring a financial return on investment through any innovations in commercial settings. As discomfort and struggle are just as much part of some shopping experiences as pleasure and entertainment where, for instance, the use of synthesised background music can be received as stressful or annoying by some shoppers and relaxing by others, any addition of sound in retail environments tends to be approached with much caution. While retailers would not be likely seek to encourage uncomfortable or difficult purchase decisions for shoppers on purpose, this could happen if increases in the complexity of the online store interface are not managed properly and users‘ needs are not prioritised.
In efforts therefore to counter risks resulting from the integration of sound into web-based stores, particularly amid suggestions that sound could be more of an annoyance to web users if not designed-in thoughtfully (Waters, 1997), some researchers encourage retailers and designers to establish ways of providing some control to shoppers over the sound content of sites (Nielsen, 1995; Waters, 1997).
Such control can centre on being better enabled to understand products as opposed to submitting passively to stimuli. From here emerges the distinction between, on one side, using audio to help shoppers to better understand the products and situation and on the other, of subjecting them to sensory stimuli for the purpose of encouraging behaviours likely to lead to a purchase or attitude about the product or service: a distinction made more clear when we consider sound used to enrich product information and sound used to provide background atmospherics. Coorough (2001) describes this difference as content versus ambient sound. In this context, ambient music and sounds provide background noises and special effects to set the mood, grab the attention of the shopper and reinforce the idea of a naturalistic environment (Jorgensen, 2004; Coorough, 2001), using the power of sound to influence the way people feel and act (Sutcliffe, 2003). In this sense, the emphasis is somewhat dubiously on transferring attributes and techniques from offline stores to a virtual representation online and trying to shape shoppers‘ experiences and perceptions therein.
There are unavoidable consequences of this. First, in considering the atmospheric properties and effects of sound, we must also take into account other sensory, emotional and intellectual aspects of experience, considering the various gestalt influences of touch, smell and the other senses in constructing an idea of a place or space. Second,  transferring atmospherics online requires the re-examination ofwhat we mean when discussing online store atmosphere. In particular, we might question how an interface  experienced within the context of another environment (home, office, school, etc.) can have an atmosphere and what are the implications of approaching online store design in this way?
In short, if we fail to understand the significance of sound as an environmental attribute specific to a place and time, we may confound the meaningfulness of the auditory as a means of communication and expression, with a questionable idea of sound as a useful tool for enhancing a theatre style of retail, based on consumer passivity.   
With this research we aim to contribute to the debate concerning how and why sound may affect the way that people experience shopping online. We begin our research examining current uses of sound at online stores and discuss how sound may be developed as a part of the web shopping interface with related consequences for shoppers.
Our focus throughout the research is founded on consideration of the interface as a tool for shopping rather than as virtual environment, emphasising the embodied and social aspects of experience in relation to shopping events sited at the interface.

Methodology

A survey of retail and retail-related websites was conducted with a view to investigating broadly the use of sound by online retailers and retailers making use of the internet to market and provide an online ‘presence‘ to their products. The use of sound on the sites was recorded along with a categorisation of how it was being used. Examples included the use of sound to present product characteristics or provide atmospherics to the store. Our initial objectives with this work, reported elsewhere (Fiore & Kelly, 2006), centred on deriving issues relevant to contemporary questions about the effectiveness of sound as an element for enhancing enjoyment of the online shopping process. However, from this initial grounding we have further explored some of the potential social and experiential implications of audio features within websites aimed at presenting products online. There follows a general summary of the survey activity and findings forming the basis for discussion.
Seventy mainly UK websites ranging from supermarkets and gadget stores to car manufacturers and DVD rental websites, were surveyed. The websites included manufacturers and representational only sites, as well as online stores. In selecting a sample of websites, consideration was given to the use of the interface to present product attributes. In this sense, not all of those selected offered online purchase facilities, although all were required to present products online. This broadening of the sample beyond only websites offering direct selling facilities, has been possible and fruitful due to the fact that we are not in this research concerned with the direct impact of sound on decisions to purchase or not, but rather with the theoretical and practical implications of using sound to enhance product presentation and the experiential issues for consumers. The review topics provided via the www.reviewcentre.com website enabled the simple construction of a varied sample of websites. The study did not seek a statistically defined sample, as its purpose was exploratory. Similarly, we did not seek to draw conclusions about trends or quantifiable patterns, so as to maintain the exploratory nature of the study.
For each of the sites we recorded whether or not auditory features were present and in what form. In doing so, the purpose was not to confirm or disprove predetermined hypotheses, but instead provide a basis for discussion around current trends in the use of sound by online retailers and explore possible directions for the use of (auditory) multimedia online.   

Initial results

As summarised in Table 1, the findings of the survey indicated that of the notably small proportion of websites actually using sound in some way linked to selling and marketing products online, most were employing audio features to enhance the display of products and within multimedia features such as short demonstration videos. The limited number of retail websites which were found to incorporate auditory features were mainly those of larger corporations. This may be a result of the relatively high levels of investment required to produce and implement new audio features when compared to text-based interfaces. At the same time, however, we also observed extremely limited and inconsistent use of sound even within the websites of major retailers. Certainly the use of sound was far from consistent for all products on offer.  

Table I. Retailers and manufacturers using sound online (out of 70 surveyed)
Product simulations and demonstrations

The type of product sold seemed to have some relation (though not statistically measured) to whether or not and how sound was used at the interface. Certain types of products, such as music, DVDs and mobile phones, which obviously lend themselves more easily to auditory demonstration of features than others such as clothes or fresh foods, were predictably presented through auditory means much more frequently than others. It was for such products that we could notice how sound was being used as a way to actually sample at least some features before buying.
Sound alternatively was present to enhance the display of product features via short videos or audio clips. Three examples illustrate the diversity in this approach. The first is the presentation of the Honda S2000 at the www.Honda.co.uk website. Here the sound of the revving engine is provided via an audio clip. While shoppers may be unlikely to accept an audio clip delivered via low quality PC speakers on a low bandwidth connection as an accurate replication of the engine sound, this is perhaps not Honda’s objective. The provision of the audio is quite possibly provided to communicate the idea that the engine is something to be listened to and appreciated; a quality of the car important to a potential S2000 owner. By providing the sound clip, Honda make sure that interested consumers are encouraged to think about the S2000 engine as something to be listened to and appreciated as a characteristic, differentiating the product and store from others.
A second relevant example identified is the presentation of the Bodum Electric Santos Coffee Machine, providing a descriptive mini video and demonstration of the vacuum coffee machine in action. Bodum employ the services of Vendaria (2004) to produce a short video of the coffee machine in use, in order to demonstrate technical characteristics in a richer format. The effect is a clear demonstration of features, benefits and design of the product that is easily accessed with a single click, without need for special software or a high bandwidth connection. Compared to the static image and description of the coffee machine, the effect of the demo video is striking and helps in giving access to interpret the object’s attributes for oneself.  
A third example is the incorporation of audio or multimedia files submitted by users in the form of product reviews and accounts of their experiences using products. While websites such as firebox.co.uk and paramountzone.co.uk do not provide audio or multimedia demonstrations of products in the predefined format used by Bodum, they do enable the posting of audio and video files submitted by previous purchasers of the products available. Instead therefore, of simply reading a review of a product supplied by others (as present at stores such as Amazon.co.uk and currys.co.uk), shoppers are treated to the possibility of viewing and listening to the products in use by other people.  

Atmospheric sound

Of only two websites found to be using atmospheric sounds, Perrier water (www.perrier.com) presents an interesting example. As the user navigates through the Perrier website, in addition to a series of multimedia presentations, they can hear frequent fizzes and pops, the sound of a bottle opening, sparkling water being drunk and the sigh of a contented drinker. Sounds punctuate onscreen animations featuring bubbles and watery images. An icon is always present enabling the user to switch the sound off if they wish. Although the Perrier site is not oriented towards direct selling, it is a useful example of sound being used to carry a theme through the website and keep the user focused upon the product features; in this case,  the refreshing effervescence. Because of the peculiar characteristic of the Perrier water communicating through sound, visitors to the website are repeatedly and passively reminded of the product through a very basic auditory feature. In fact, the Perrier website represents an interesting alternative conception of ambient sound relevant to the online context. In bricks and mortar stores sound is used to set an immersive atmosphere, affect the physical movements and moods of shoppers to orient them towards buying and spending time in the store. As discussed above, this practice is problematic to translate online due to the fact that retailers and designers cannot determine the qualities and atmosphere of the wider space in which the website will be accessed and used. The approach of Perrier is interesting because it employs atmospheric sounds in a subtle way that punctuates, suggests and reminds of elements on the interface, as opposed to immersing shoppers in a virtual representation of place.    

Some new directions

Our exploratory research suggests that, while the uptake of sound within online store interfaces is as yet very limited in extent and range, there are some interesting developments evolving. As the technologies for delivering high-quality audio features are constantly developing and becoming more accessible, there is much scope for development for online retailing. Although at this point in time, it is difficult and somewhat redundant to attempt to draw accurate predictions regarding future trends, we can appeal to the discussion above to introduce some concerns emerging from observation of wider developments. The research we have carried out has enabled us to randomly explore how sound is being used online and, while some predictable observations have emerged (e.g. the lesser use of auditory features by smaller retailers and more sound used to present primarily auditory products), other observations provide points of departure for in-depth discussion on the social and experiential issues emerging from a more noisy World Wide Web.  
Potential social and experiential implications of multimedia-based online shopping interfaces
Despite suggestions within existing research literature that increasing the richness of the shopping interface can have as significant impact on how the shopping activity and products are perceived, apparently very few retailers are as yet making use of sound to add to such richness. Given that auditory features can now be delivered to end users with comparative ease and consistency, delay in uptake of auditory features is most likely due to investment required in relation to expected returns. Beyond cost issues, however, for retailers of some products for which trying out auditory features beforehand could be a significant advantage (e.g. DVDs), the integration of audio is a more obvious choice. For others, the decision is likely to rest on what sound can do to enhance the way products are presented favourably or comprehensively online or how the presentation of the storefront is improved. Our survey has revealed some interesting examples of this in practice, with companies such as Bodum dramatically increasing the richness of information about certain products and others such as Perrier using sound to support an image for both product and website.
It may then be fruitful to encourage the types of features discovered in this survey, which have potentially more fulfilling social and experiential outcomes. Of particular note are the audio and video reviews and accounts of experiences with products, provided by other shoppers at certain websites, which can contribute to constructing communities of people willing and able to express their ideas and communicate to others what a product is like to have and use and how, consciously, they feel about it. Similar approaches have already proven successful in textual format for companies such as Amazon.com, Inc. whose customers and authors of books can post reviews and comments for other users to see. Developing this into a multimedia format holds great promise for consumers to use the features of the interface as a tool to help them understand the products better before buying with all the connotations for shopping experiences that entails. The audio-visual format helps to bring people closer to the actual product by making the experience more physically rich and incorporating the expressiveness of spoken language. It gives people better possibility to form their own subjective ideas about products rather than being forced to rely on descriptions conceived from another’s perspective.

Conclusions

Moving beyond our initial intentions with this project, we have raised some contentions, in light of broader ideas about experience and interaction, with regard to relevant conceptual issues surrounding the nature of products and how their attributes may be more helpfully presented online in a richer format incorporating sound. Specifically we have emphasised the lack of objective characteristics in products and the importance of enabling consumers to form subjective ideas about things offered for sale online. Despite this, our survey indicates that shoppers are being forced to rely on limited sensory information during online shopping and browsing.  
We suggest the need for further critical research into the social and experiential implications of multi-modal technologies for online shopping, drawing particular attention to theoretical as well as practical implications of such new ways of conceptualising interaction for online shopping. In particular, such research would benefit by learning from users of online shopping sites about their experiences. The implications we have raised here provide a starting point to highlight themes emerging from such conversations with users.       
This research has also identified immense scope for further exploration of atmospheric sound as part of the online store interface. Such use of sound has emerged to be virtually unexploited by online retailers despite its proliferation in offline stores. The difficulty perhaps lies in the way atmospherics are literally interpreted at the interface. Designers and retailers may therefore need to look at alternative conceptions to the ‘virtual store’ to overcome conceptual issues for the integration of background sound online, when all computer use already takes place within a wider physical environment that is beyond the control of the online storefront designer. Deeper exploration of the effects of atmospheric sounds on social and experiential aspects of online shopping fall outside the scope of this report and will be carried forward separately.   
Arguably the most interesting aspect to emerge from this research, however, is the use of auditory features to provide a means for users to express their ideas and narratives about specific products. The impact of seeing and hearing a fellow consumer demonstrate a product in their own terms or show about it what is important for them, goes far beyond written description. The richness and immediacy of the audio-visual suggests much promise in terms of enhancing the social and experiential qualities of buying online. It is in the use of audio (as well as other media) for empowering consumers through the interface, that we feel generates interesting challenges from this research.

Taking human experience rather than commerce as a starting point, sound reveals to be essential (to hearing people) whereas from a commercial perspective, it can be seen as a welcome luxury as long as technological hurdles can be overcome. The lack of sound in so many websites we surveyed is a failing which reveals the influence of commercial interests in making the contemporary World Wide Web a very quite place. Retailers need to do more than exploit techniques for representing the hedonic aspects of products and should be looking at ways of enriching websites with sound to represent products more completely, yet in a way that does more than make purchase decisions easier or more fun, by actually contributing to giving people a means to express and experience for themselves what they think and feel about a product.       

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Published in:

IJRDM (Retail Insights) 35.7