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Who is innovating?

Exploratory research
of digital
technologies
diffusion in the retail
industry

Group 1
Aditya | Chahat | Dev |
Deepthy | Jasvanth |
Pavan
INTRODUCTION
Retail stores are evolving as well as consumer behavior
leading to an evolution of retail management
The diffusion of digital technologies is rapidly increasing in physical stores as
prompted by the continuous advancements in technology and consumers'
expectation of new technologies
Retailers are trying to adopt new, attractive and exciting technologies to catch
consumers and improve retail management strategies. Thus, technologies
availability and consumers demand to pave the way for a new retail setting
The current studies on the importance of integrating interactive and innovative
technologies within the stores mainly focus on (i) consumers’ acceptance of these
innovations ii) the best retail management strategies for their suitable integration
(iii) the role of digital technologies as a part of store atmospherics to improve the
shopping experience and meet customer expectations
Thus, the aim of this paper is to deeply understand the actual retailers’
response to the technological challenge in terms of technology diffusion
within the offline settings, while considering the following research questions:

RQ1: To what extend are


retailers meeting the
technology challenge in the
offline settings?

RQ2: To what extent are


different types of digital
technologies diffused
across different categories
of retailers?

RQ3: Who are the


innovation adopters?
THEORETICAL BACKGROUND

This has been explained in two parts -

Innovation and technology management for retailing and Innovation diffusion


theory for retailing

1. Innovation and technology management for retailing


The phenomenon of digitalization has modified both the way in which retailers
provide consumers with new products and services and the new consumption
associated with using these technologies.
The recent literature about the integration of interactive and innovative
technologies in retail focused on: (i) consumer acceptance of digital technologies
based on the extension of the Technology Acceptance Model (TAM), as based on
the perceived ease of use, usefulness (ii) new management strategies for
technology integration, such as the extension of offerings, new forms of pricing
(iii) Knowledge Push Curve (KPC) which predicts the future developments of
technologies for retailing
2. Innovation diffusion theory for retailing
The spreading of new technology in the market determines innovation diffusion
across time.
In 1962, Rogers proposed the theory which emphasizes how, why, and at what rate
the innovations are adopted. Diffusion is a process by which an innovation is
promoted over time among the users in a certain social system. The innovation
needs to be largely adopted for the self-sustain, otherwise, it fails.
Innovation adopters can be classified as (1) technology enthusiasts (ji) early
adopters (ill) early majority, who adopt new technology (iv) conservative part of
the market (v) ones who show a negative attitude towards new technology
However, innovation diffusion indicators might be not fully available to evaluate
the diffusion of innovative strategies, practices and other innovations not related
to an artifact.
METHODOLOGY

Non-intrusive Qualitative research method used

The research is based on direct observation of 208 stores located in Oxford Street,
London.
Reasons to choose London:
9/10 customers in London happy to be monitored by digital technology if it
enhances their experience
London is the one city where consumers are ready to change their store to
take advantage of technology
London is one of the main shopping capitals of the world
Data collected through the participant observation of each store and related
notes taken during each store visit about the technologies available.
Descriptive research involves recording the behavioural patterns of people and
events in a systematic way to obtain information about the phenomenon of
interest
Category Digital technology Description

A virtual book or magazine containing details and pictures of


Virtual catalogue
items currently being offered by the retailer.

A digital image (usually displayed in large screens) representing


Digital wallpaper
Info/Product display technologies an iconic product of the retailer.

A digital sign boards, billboards and similar display devices used


for displaying visual information (commonly used to advertise
Digital signage
products or services as they can offer more animations to entice
consumers).

A device that displays user's face/body on a screen as a “real”


Virtual mirror
mirror.

A simulation of trying clothes, enabling consumers to virtual try


Virtual fitting room
on clothes to check one or more size, fit or style.

An interactive reality-based display environment that integrates


Augmented reality
digital information with the user's environment in real time.

Shopping experience technologies The process of making three dimensional solid objects from a
3D printing
digital file.

A type of software designed to run on a mobile device like a


smartphone. Usually are individual software units providing
(mobile) App
functions such as access to additional digital contents, sharing
online information, interact with other consumers, etc.

A wireless touchscreen computer that is larger than a


Tablet
smartphone but smaller that a laptop.
KEY RESULTS AND
DISCUSSION

Digital technologies adopted across different retail


categories
Innovative
Digital Technology
Frequency
The most used technology across the retail
categories is the digital wallpaper, followed by
tablets, digital signage and click and collect
NA 4

Self-Checkout Payment System 2

While, self-checkout payment systems are still


scarcely available within the points of sale
Digital Wallpaper 14

Tablet 6

The retail categories such as Beauty, Health &


Electronic Scales 1

Digital Signage 5 Pharmacy, Department Store, Fast Fashion,


Footwear & Telecommunications have more
Innovative digital technology
Click and Collect 5

Home Delivery 1
Where as categories like Accessories, Sweets
Watches have less Innovative digital
technology
KEY RESULTS AND DISCUSSION

Digital technologies adopted by each category of


retailers as per store size
Small Medium Large

Results show none of the


small store has three Results show only a Results show large
different types of limited number of stores has more than
technologies medium has more than three different types of
three different types of digital technology
Approx. half of the small digital technology
stores has at least one None of large store has
digital technology Approx. half of the only one type of digital
medium stores has one technology
Observation: the small digital technology
stores seem to be the Observation: the large
last to adopt a new Observation: the ones stores seem to be more
technology, maybe managing medium sized willing to adopt new
because of the pressure stores are large majority technologies
of competitors’ adoption
KEY RESULTS AND
DISCUSSION

Watches jewllery The result emerging from this analysis shows


the absence of digital technologies in stores
devoted to sweets, souvenirs or accessories
UNDERWEAR footwear
According to Rogers' classification (2017), they
Toys fast fashion are the laggards, by considering the
introduction of new digital technologies not
fashion and beneficial for their business
Telecommunication homeward

fashion and
In opposite, the stores selling footwear,
sweets accesories fashion, electronics, department stores and,
beauty, health and pharmacy introduced at
least two different types of digital technology
sunglasses entertainment

They seem to be the early adopters, believing


sports and footwear electronics that the adoption of those technologies would
largely increase their benefits.
solveniers department store

leg wear Accessories


The other typologies of store (legwear and beachwear, underwear,
telecommunications, fashion/footwear, fashion and homeware and,
entertainment) have only one digital technology, thus they represent the
early majority, adopting a certain new technology due to the previous
adoption among competitors

Watches, toys, sunglasses and jewellery stores have only one digital
technology, however this technology is not located in a central position in
the store and is has a limited siz

Finally, fast fashion, sports and footwear are the only two store typologies
that introduced more than three digital technologies.

They seem to be the one type of store that could be classified as


innovators, thus they are the technology enthusiasts believing that the new
technology will lead to new benefits.
Investigate the actual level of innovation diffusion among
retailers to understand the extent to which they are effectively
meeting the new technologies challenge

Retailing Innovation Market


KEY RESULTS AND DISCUSSION

Extent to which retailers are meeting the


technology challenge by emphasizing who
is actually meeting ( and who is not (late
majority and laggards)

Understanding retailers who will be


technology enthusiast versus the one less
willing to adopt new technologies for their
points of sale.

Retailers are actually replying to the


technological challenge by shedding light
on the actual diffusion of digital
technologies among a sample of 208
retailers
Limitations

Oxford Street does not offer any


grocery

Only the Oxford street

Focuses only on the actual


adoption of technologies

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