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Online Grocery Shopping Experience Improvement
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Graduate Certificate in
Innovation, Entrepreneurship and Enterprise
Online Supermarket Shopping Experience
eMEND Project Team:
Ronan O'Donoghue, Maureen Hennessy, Thomas Pereira,
Karen DeMelio, Kevin Carey, Suzanne Moncelet
Online Grocery Shopping Experience Improvement
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Content
1.	
   INTRODUCTION	
  ___________________________________________________________________________________	
  5	
  
2.	
   THE CHALLENGE	
  _________________________________________________________________________________	
  6	
  
2.1.	
   The Expected Outcome	
  __________________________________________________________________________________	
  6	
  
3.	
   RESEARCH	
  _________________________________________________________________________________________	
  7	
  
3.1.	
   What is Gamification?	
  __________________________________________________________________________________	
  7	
  
3.2.	
   Crowdsourcing	
  __________________________________________________________________________________________	
  10	
  
4.	
   PROBLEM	
  _________________________________________________________________________________________	
  13	
  
4.1.	
   Use Case	
  _________________________________________________________________________________________________	
  13	
  
5.	
   OPPORTUNITY	
  __________________________________________________________________________________	
  15	
  
5.1.	
   Crowdsourcing	
  __________________________________________________________________________________________	
  15	
  
5.2.	
   Interface	
  _________________________________________________________________________________________________	
  15	
  
5.3.	
   Customer Motivation	
  ___________________________________________________________________________________	
  16	
  
6.	
   SCOPE/SCALE OF PROBLEM	
  _________________________________________________________________	
  17	
  
6.1.	
   Grocery sales are a huge global business	
  _____________________________________________________________	
  18	
  
6.2.	
   Data changes	
  ____________________________________________________________________________________________	
  19	
  
6.3.	
   Survey outcome (see appendix)	
  ________________________________________________________________________	
  19	
  
7.	
   SOLUTION	
  ________________________________________________________________________________________	
  20	
  
7.1.	
   eMEND dictionary	
  ______________________________________________________________________________________	
  20	
  
7.2.	
   Solution Description	
  ____________________________________________________________________________________	
  21	
  
7.3.	
   Advantages for the Retailer	
  ____________________________________________________________________________	
  22	
  
7.3.	
   Advantages to the Customer	
  ___________________________________________________________________________	
  25	
  
7.5.	
   Potential ideas used on the eMEND online shopper area	
  ___________________________________________	
  25	
  
7.6.	
   Potential Implementations	
  _____________________________________________________________________________	
  26	
  
8.	
   Research Process	
  __________________________________________________________________________________	
  27	
  
8.1.	
   Human Computation	
  ___________________________________________________________________________________	
  27	
  
8.2.	
   Representing data using Universal Concepts	
  _________________________________________________________	
  28	
  
8.3.	
   Result	
  ____________________________________________________________________________________________________	
  30	
  
8.4.	
   Examples of how eBay rates sellers	
  ___________________________________________________________________	
  30	
  
9.	
   SUMMARY	
  _______________________________________________________________________________________	
  32	
  
10.	
   APPENDICES	
  ____________________________________________________________________________________	
  34	
  
10.1.	
   Survey Monkey Questions	
  ____________________________________________________________________________	
  34	
  
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Table of figures
Figure 1: The three ‘F’s’ of gamification
Figure 2: Gabe Zichermann– Status, Access, Power, Stuff
Figure 3: Toby Beresford - gamification
Figure 4: The Capthcha Model
Figure 5: The Picatcha Model
Figure 6: Analysis of Customer Behaviour
Figure 7: Size of annual grocery market
Figure 8: Breakdown of Grocery Sales by country
Figure 9: Average annual spend per head per country
Figure 10: A retail survey by Datamonior Financial Services Consumer Insight (2011)
Figure 11: Overview of Process
Figure 12: eMEND web presence for the Retailer
Figure 13: Customer experience.
Figure 14: Customer experience with dropdown menu
Figure 15: The customer is brought to a new page
Figure 16: Chinamobile Barcode scanner
Figure 17: Brainstorming
Figure 18: Poster
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1. INTRODUCTION
The eMEND team partnered with ChannelSight, to help create a solution for one of their problematic
challenges. ChannelSight is a young Irish cloud based technology start-up focused on providing a global
solution of automated insights for brands and their channel partners for a range of business challenges, then
driving the resulting actions where required across their various digital channels. The company is looking for a
novel way to determine if two products are identical given two different data sources, and correct it if possible
using human computation, gamification and crowdsourcing.
The eMEND team was unable to address that specific challenge given the time constraints; however the
challenge inspired another viable idea. The team developed a novel solution to poor data integrity for the online
grocery industry by using crowd sourcing and gamification concepts, called eMEND.
Our solution benefits the retailer by forging a better relationship between customer and brand, as well as having
loyal customers cleanse their data. This is a very narrow application of the concepts. The eMEND team believes
this product can be expanded to include mobile devices, product reviews and marketing feedback for new
products, among others. This report will give a brief survey of the concepts and a conceptual view of the
proposed solution.
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2. THE CHALLENGE
The initial challenge provided by ChannelSight is as follows:
Leverage gaming mechanics to enable non-technical crowd sourced resources to easily and accurately map
products between manufacturers and their channel partners.
A difficulty has been identified with correct matching of thousands of products between manufacturers
catalogues and retailers catalogues several times per day that were not already mapped by a system and have
been referred to a human for manual mapping. The cost of fixing these errors either in-house or by the use of
Mechanical Turk is expensive and time consuming. Taking a wider view, loss of sales due to incomplete or
incorrect online data is significant and contributes poor user experience.
2.1. The Expected Outcome
The stated outcome in the initial document is to develop a system which leverages game mechanics and simple
visual game play to correctly syndicate out via crowd sourcing networks like Amazon Mechanical Turk product
matching tasks which have not already been automatically mapped by a system using manufactures part
number, bar code (EAN/UPC). However, in our initial meeting with one of the founders, a creative blue-sky
approach in the area of data quality was encouraged.
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3. RESEARCH
3.1. What is Gamification?
Gamification is the process of using game mechanics and game thinking in non-gaming businesses to engage
users and to solve problems.
According to Gabe Zichermann, a leader in the field, key concepts in gamification are the use of motivating
factors such as status, access, power and stuff
3.1.1. Why Gamification
The Entertainment Software Association (www.theesa.com/facts/gamer_data.php) has reported that more than
200 million hours are spent each day playing computer and video games in the U.S. Indeed, by age 21, the
average American has spent more than 10,000 hours playing such games —equivalent to five years of working a
full-time job 40 hours per week.
Figure	
  1:	
  	
  
The	
  three	
  ‘F’s’	
  of	
  	
  
gamification	
  
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Status
Access
Power
Stuff
Figure	
  2:	
  Gabe	
  Zichermann	
  –	
  Status,	
  Access,	
  Power,	
  Stuff	
  
Least expensive Most Meaningful
	
  	
  
	
  
“By 2014… more than 70% of Global 2000 organizations will have at least one gamified application,
driving 50% of all innovation” - Gartner
The use of gamification in the corporate world has grown significantly in recent years. Gamification guru, Gabe
Zichermann has established a billion euro business with Gamification at its core. Ford use it as part of their
employee motivation program, Deloitte use it as part of their Leadership Academy. It has universal application;
such diverse organizations as Wharton University Legal Department and the NFL have used it successfully. It is
also widely used to motivate operatives in call centres, sales people.
The use of points, badges and leaderboard schemes is how the user is motivated. Toby Beresford, is a digital
and social architect www.tobyberesford.com He has developed a model to represent the cyclical pattern of
development:
Figure	
  3:	
  Toby	
  Beresford	
  -­‐	
  gamification	
  
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Figure	
  4:	
  The	
  Captcha	
  Model	
  
3.1.2. Games with a Purpose (GWAP)
A refinement of gamification theory can be seen in many of today’s online activities. Many tasks are trivial for
humans but continue to challenge even the most sophisticated computer programs. Traditional computational
approaches to solving such problems focus on improving artificial intelligence algorithms. A different approach
is advocated: the constructive channelling of human brainpower through computer games. Toward this goal, we
present general design principles for the development and evaluation of a class of games we call “games with a
purpose,” or GWAPs, in which people, as a side effect of playing, perform tasks computers are unable to
perform. A common example of this is CAPTCHA. Users who must enter a distorted phrase or word are
unknowingly helping to correct scanned books.
Figure	
  5:	
  The	
  Picatcha	
  Model	
  
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3.2. Crowdsourcing
Wikipedia defines Crowdsourcing as a process that involves outsourcing tasks to a distributed group of people.
Jeff Howe first coined it in blog post to his June 2006 Wired magazine article:
"Simply defined, crowdsourcing represents the act of a company or institution taking a function once performed
by employees and outsourcing it to an undefined (and generally large) network of people in the form of an open
call. This can take the form Crowdsourcing - Wikipedia, the free encyclopaedia of peer-production (when the
job is performed collaboratively), but is also often undertaken by sole individuals. The crucial prerequisite is
the use of the open call format and the large network of potential labourers."
3.2.1. Types of Crowdsourcing
Crowdsourcing systems are used to accomplish a variety of tasks. For example, the crowd may be invited to
develop a new technology, carry out a design task (also known as community-based design or distributed
participatory design), refine or carry out the steps of an algorithm (see human-based computation), or help
capture, systematize, or analyse large amounts of data (see also citizen science). Some of these web-based
crowdsourcing efforts include crowdvoting, wisdom of the crowd, crowdfunding, microwork, creative
crowdsourcing and inducement prize contests.
3.2.2. Advantages
• Solutions are owned by the entity that broadcast the problem in the first place - the crowdsourcer.
• Crowdsourcing may produce solutions from amateurs or volunteers working in their spare time, or from
experts or small businesses which were unknown to the initiating organisation.
• Those who use crowdsourcing services, also known as crowdsourcer, are motivated by the benefits of
crowdsourcing, which are that they can gather large numbers of solutions or information and that it is
relatively inexpensive to obtain this work. Users are motivated to contribute to crowdsourcer tasks by
both intrinsic motivations, such as social contact and passing the time, and by extrinsic motivations,
such as financial gain.
• Anyone possessing basic literacy can find something to do on Amazon’s Mechanical Turk. It is
crowdsourcing for the masses.
• The most efficient networks are those that link to the broadest range of information, knowledge and
experience – diversity of intellectual background.
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3.2.3. Disadvantages
• The contributor of the solution is, in some cases, compensated either monetarily, with prizes, or with
recognition. In other cases, the only rewards may be kudos or intellectual satisfaction.
• No way of knowing if the ‘crowd’ is qualified/intelligent etc.
3.2.4. Motivation
Many scholars of crowdsourcing suggest that there are both intrinsic and extrinsic motivations that cause people
to contribute to crowdsourced tasks, and that these factors influence different types of contributors. For
example, students and people employed full-time rate Human Capital Advancement as less important than part-
time workers do, while women rate Social Contact as more important than men do.
Intrinsic motivations are broken down into two categories, enjoyment-based and community-based motivations.
Enjoyment-based motivations refer to motivations related to the fun and enjoyment that the contributor
experiences through their participation. These motivations include: skill variety, task identity, task autonomy,
direct feedback from the job, and pastime. Community-based motivations refer to motivations related to
community participation, and include community identification and social contact.
Extrinsic motivations are broken down into three categories, immediate payoffs, delayed payoffs, and social
motivations. Immediate payoffs, through monetary payment, are the immediately received compensations given
to those who complete tasks. Delayed payoffs are benefits that can be used to generate future advantages, such
as training skills and being noticed by potential employers. Social motivations are the rewards of behaving pro-
socially, such as altruistic motivations. Chandler and Kapelner found that US users of the Amazon Mechanical
Turk were more likely to complete a task when told they were going to “help researchers identify tumour cells,”
than when they were not told the purpose of their task. However, of those who completed the task, quality of
output did not depend on the framing of the task.
Another form of social motivation is prestige or status. The International Children's Digital Library recruits
volunteers to translate and review books. Because all translators receive public acknowledgment for their
contribution, Kaufman and Schulz cite this as a reputation-based strategy to motivate individuals who want to
be associated with institutions that have prestige. The Amazon Mechanical Turk uses reputation as a motivator
in a different sense, as a form of quality control. Crowdworkers who frequently complete tasks in ways judged
to be inadequate can be denied access to future tasks, providing motivation to produce high-quality work.
It may sound easy to trust people’s desire to help, but it can only work if participants actually think the problem
being solved is interesting and important.
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3.2.5. Concerns
Targeted, malicious work efforts. Since crowdworkers completing microtasks are paid per task, there is often a
financial incentive to complete tasks quickly rather than well. Verifying responses is time consuming, and so
requesters often depend on having multiple workers complete the same task to correct errors. However, having
each task completed multiple times increases time and monetary costs.
Crowdworkers are a non-random sample of the population. Many researchers use crowdsourcing in order to
quickly and cheaply conduct studies with larger sample sizes than would be otherwise achievable. However, due
to low worker pay, participant pools are skewed towards poor users in developing countries.
There is an increased likelihood that a crowdsourced project will fail due to lack of monetary motivation or too
few participants. Crowdsourcing markets are not a first-in-first-out queue. Tasks that are not completed quickly
may be forgotten, buried by filters and search procedures so that workers do not see them. This results in a long
tail power law distribution of completion times. Additionally, low-paying research studies online have higher
rates of attrition, with participants not completing the study once started. Even when tasks are completed,
crowdsourcing doesn't always produce quality results. When Facebook began its localization program in 2008,
it encountered criticism for the low quality of its crowdsourced translations.
One of the problems of crowdsourcing products is the lack of interaction between the crowd and the client.
Usually there is little information about the final desired product and there is often very limited interaction with
the final client. This can decrease the quality of product, as client interaction is a vital part of the design process.
It is usually expected from a crowdsourced project to be unbiased by incorporating a large population of
participants with a diverse background. However, most of the crowdsourcing works are done by people who are
paid or directly benefit from the outcome (e.g. most of open source projects working on Linux).
The research phase provided us with an understanding of how the concepts of gamification and crowdsourcing
have been enabled by technology. This helped distil our ideas of potential problems in data quality can be
tacked using these approaches.
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4. PROBLEM
Our initial challenge was wide to enable us to use our creativity, but too wide to execute in the short project
window. We have narrowed it down to an interesting real-world problem that relates to the challenge of data
matching that several of us have experienced first hand. A negative online grocery shopping experience creates
friction which can result in an ‘abandoned cart’ with the impact of lost sales and potential of lost customer.
4.1. Scenario
Problem: Online supermarket shopping can be frustrating when products are missing or data is
incorrect/incomplete.
Sally decided to shop online at her favoured store
for the first time when she received a voucher for
free delivery. She hoped this would save her time
and hassle. After getting through the registration
process, she began to shop for her favourite items.
She found her favourite cereal, eggs and bread.
When she did a search for coarse wheat flour, she
found that only some of the products that are
offered in the store were displayed. Her favoured
brand/type was missing!
Sally was annoyed. She had spent valuable time
setting up her account and filling her basket and now she would have to visit the store anyway. “Why have an
online store if it doesn't have the items I know I want? What about products that I don't often buy? How will I
know if other items such as price are incorrect? I could always send them an email or ring them, but why should
I do their work for them when they don't seem to care about quality.”
When products that the shopper knows are on the shelves don't show up online, the shopper loses trust with the
online shopping experience. She asks, what else am I missing? This experience is replicated with poor product
search results, incomplete and incorrect product information.
The grocery industry is heavily dependent upon customer loyalty. A poor customer experience on line can
adversely affect a customer's impression of the overall store brand. More importantly, the online sales channel is
growing and presents an opportunity for the store brand to increase (or at least hold on to) market share.
According to the current BoA/Merrill Lynch industry report, online sales are rising and becoming a key driver
of customer loyalty.
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Executives agree that the online customer base will
widen with the Internet-savvy generation.
Younger generations are the first to adopt new
technologies, but it is the Boomer’s (50+) adoption that
is driving the real growth of technology.
Boomer’s have always embraced science and
technology and are using today's internet-linked
products to enrich their lives by staying connected,
socialising, shopping and entertaining themselves.
While they are slower to adopt the new technologies,
once they are mainstream, Boomers buy in. (Nielsen
wire, August 2012)
Figure	
  5:	
  	
  Analysis	
  of	
  Customer	
  Behaviour	
  
Online Shoppers
Busy young professionals who value the opportunity to save time and mothers seeking to avoid busy
supermarkets are the main target group in online groceries. As one mother puts it, "Online grocery shopping is
convenient and it saves time. I do not need to carry heavy bags, I can avoid long lines and spend more time with
the kids."
The elderly, disabled or those who find getting out of the house to be a hardship. One of the most time-
consuming tasks associated with caring for elderly parents is doing their shopping. “Some elderly and disabled
people can fare well by themselves in their homes but don't drive or can't maneuver well enough. Online
shopping allows them to maintain an independent lifestyle."
Many online delivery companies have found that improvements that make it easier for the disabled to use their
sites can also appeal to nondisabled customers, for example, voice recognition software.
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5. OPPORTUNITY
And although just 1% of global consumers surveyed already buy their groceries online, 42% said they would do
so if they could be assured of a high level of security and a high quality of food.
Approach:
How are we going to do this? The question we asked ourselves is how can we leverage existing resources with
an innovative approach to resolve these issues? With an exiting loyalty scheme most on-line supermarkets have
a readily accessible target audience, which could be used with the correct motivators to participate in cleaning
the data.
5.1. Crowdsourcing
Our audience (crowd) are grocery shoppers, individuals who are likely to experience product category errors
when engaged with e-commerce. This increases customer friction and abandoned shopping carts. The benefit is
that such users already exist; therefore cutting sourcing costs for the supermarket companies, as they do not
need to go find willing candidates.
5.2. Interface
Gamification allows the shoppers to interact with the company’s online grocery ordering system. Interfaces
mainly provide two elements:
• Input - shoppers can add data to provide more information to the system regarding the product
categorisation.
• Output - after the customer has given some input, the system will analyse it and then provide some
output (updates).
Based on this information, it is suggested that a gamification system be hosted on the supermarket’s online
shopping portal. This will allow shoppers to repair data mismatching by clicking on the “eMEND” button when
they are searching for products. When ‘eMEND’ is clicked on, it will bring them to a new screen where they can
input suggestions for that particular product category.
The categories assigned to each product are treated as ‘tags’ by the site's search engine, therefore the next time
that product is searched, the tag words given by the shoppers will be assigned to that product and facilitate
future searches for its description/category. Such a product mapping process will ensure online shoppers product
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interactions are more accurate and less time consuming, helping to improve the company’s revenue. Essentially,
we are improving the relevancy of product search results.
Figure	
  6:	
  Search	
  for	
  porridge
5.3. Customer Motivation
An incentive program will be used to encourage shoppers to complete the above process. Every task completed
and verified by the system will compensate them by giving them rewards which they value, as mentioned in the
gamification chapter this does not always have to be in the form of monetary reward or even rewards which are
tangible.
This will be dealt with further when we outline the solution in chapter 7.
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6. SCOPE/SCALE OF PROBLEM
Grocery e-commerce is the fastest growing area of the retail industry, averaging annual global growth of 27%
per annum for the past ten years, and expected to grow by 17% per annum for the next 5 years, according to
Merrill Lynch.
However, this strong trend masks the fact that to date online sales remain a small fraction of the overall grocery
business. The countries with the highest proportion of Internet sales are UK, Japan, USA, and France. Even in
the highest of these, the UK, the online market accounts for just 4% of the grocery trade. There remains huge
potential for growth in this areas, as well as loyalty switching.
General online retail sales have risen to 8% of all sales in the UK, suggesting some particular issues and
challenges for grocery retailers.
Retailers believe that online sales can be a driver of loyalty. Sainsbury’s claim that when an existing customer
shops online as well as in-store, total sales to that customer double on average.
Figure	
  7:	
  Size	
  of	
  annual	
  grocery	
  market	
  
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6.1. Grocery Sales are a Huge Global Business
Country Total Annual Sales Average Annual per Capita
(€ Billion) (€ Billion)
UK 195 21,000
USA 2680 27,900
China 1788 1,690
Brazil 570 5,070
Russia 482 4,990
Germany 420 18,740
France 397 18,750
Italy 376 16,000
Spain 205 14,000
Poland 126 6,340
Netherlands 80 16,800
Belgium 60 18,100
Figure	
  8:	
  Breakdown	
  of	
  Grocery	
  Sales	
  by	
  Country	
  
Any development, which increases the proportion of online sales, is likely to be very beneficial for retailers. In
the UK, Waitrose has seen its online business grow by almost 30% per annum in recent years.
Figure	
  9:	
  Average	
  annual	
  spend	
  per	
  head	
  per	
  country	
  
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Figure	
  10:	
  A	
  retail	
  survey	
  by	
  Datamonior	
  Financial	
  Services	
  Consumer	
  Insight	
  (2011)	
  listed	
  the	
  following	
  reasons	
  given	
  
by	
  customers	
  for	
  never	
  shopping	
  online:	
  
Prefer to get goods the same day 34%
Prefer to browse in-store 31%
Concerned about fraud 31%
Don't like the idea 18%
Not always available for delivery 17%
Concerned about security of mail 17%
No online payment tools 8%
6.2. Data Changes
A typical supermarket will carry between 15,000 and 60,000 items or SKUs (stock keeping units).
Bearing in mind price changes, product specification changes, new packaging, special offers etc., the scope for
data errors on the supermarket website is enormous. Data errors and omissions frustrate the customer and are
likely to reduce the level of sales and return business.
By enrolling the shopper in the process of fixing incorrect data and missing items, the supermarket gains both
with increased potential sales and a more empowered and loyal customer base.
6.3. Survey Outcome (see appendix)
From our small poll of friends and colleagues we discovered the following:
• Roughly half of those polled shop online for groceries and 30% do so at least once per month.
• The total spent online on groceries is not high. 75% of respondents spend less than 25% of their total
grocery bill online.
• They are generally content about the experience, with over 71% rating it as good or better.
• However, 51% have found errors on theses websites, with 64% reporting an error at least once in every
three visits.
• An impressive 74% would be willing to participate in cleaning up the data, for some reward. Vouchers
would be preferred by 68% of those polled.
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7. SOLUTION
The team following exhaustive brainstorming narrowed down the potential options to a workable application
that sits in the online grocery store. An overview of the process can be seen below.
Figure	
  11:	
  Overview	
  of	
  Process	
  
7.1. We developed eMEND – (the working title of the solution we have formulated)
eMEND means by dictionary definition
1. to edit or change (a text). 2. to free from faults or errors; correct.
Related forms e·mend·a·ble, adjective non·e·mend·a·ble, adjective un·e·mend·a·ble, adjective un·e·mend·ed,
adjective
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7.2. Solution Description
The online shoppers are the crowd source. They identify problems with the data on the supermarket's website.
Ø There may be wrong data, missing data, incorrect categorisation, no photograph, etc.
Ø The shopper clicks on a button on the site which offers a drop down menu of error types.
Ø Choosing the error type brings her to a separate page, which allows corrections to be suggested.
Ø If this error is identified by three or more shoppers, the data is corrected (automatically or manually)
and returned to the retailer for correction on their website.
The method of encouraging and rewarding the shopper is based on gamification. They will receive bonus points
for every correction accepted, and all who propose changes will be recognised. Every correction accepted will
accumulate and after a certain number, the shopper will be upgraded to a higher level of corrector. Increasing
levels of status will reward participants with ever increasing benefits. The highest status can then be achieved
called Priority Club. Once at this level, the shopper can be asked to take part in product reviews and
suggestions. The participant may be offered express delivery of the shopping basket and to nominate a local
club or charity to be included in a draw for funds or sponsorship. Priority Club members would receive a
shopping bag which is available only to this group.
A monthly leader board of data correctors could be posted by the supermarket to encourage the participation of
shoppers. Additionally, we would make use of social media tools to encourage community.
Example of how Gamefication is applied is as follows:
1 Bonus points as an initial hook
2 Ranking - badges, shopping cart colours, level up indicator
3 Double points on peak changeover times
4 Priority club - product reviews, suggestions, express delivery, nominate favourite club/ charity for raffle prize,
partner rewards, nice shopping bag only available to Level 1s, trolley coin for all contributors.
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Figure	
  12:	
  eMEND	
  web	
  presence	
  for	
  the	
  Retailer	
  
7.3. Advantages for the Retailer
• Crowdsourced Gamification
• Security and Data Compilation
• Data Cleansing - mistakes kill confidence for the end user, the more accurate the content the more
confidence end users will have in making a purchase
• Tapping into the potential of the Online Market
• Improved Customer Loyalty and Confidence
• Utilising clubcard and loyal members to maximise
• Improving Customer Profiling and Preferences
• Increased Sales
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Figure	
  13:	
  When	
  the	
  reward	
  card	
  member	
  searches	
  for	
  an	
  item	
  within	
  the	
  online	
  shopping	
  website,	
  the	
  option	
  to	
  make	
  
eMENDments	
  is	
  offered	
  along	
  with	
  the	
  advantages	
  to	
  the	
  contributor.	
  
Figure	
  14:	
  Areas	
  of	
  common	
  product	
  eMENDments	
  are	
  available	
  in	
  a	
  dropdown	
  menu	
  	
  
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 24
Ø Once an area of eMENDment is selected –Product Unavailable Online – a new page is opened which
allows the customer to input data within the searched category – Sauce – and gives the customer the
opportunity to input the name of the product and weight or size of the product.
Ø If the customer has bought the product in the bricks and mortar store on a prior occasion it is highly
likely that they will have access to packaging of the product or know the weight/size particularly if
they buy the product on a regular basis.
Ø The screen also shows the Customer’s previous suggestions and awarded points and status.
Ø The Opt Out option is for interaction with social media such as Facebook or Twitter updates –
however by connecting with these social media they become part of a larger network of recognised
contributors and added status and benefits and promotions which may be offered by retailers.
Ø Potential of shopping though an iPhone/iPad/Android app for added convenience.
Ø Option of donating points to a local charity - a small act of altruism, which benefits the local
community. The charity can be nominated or suggested by Priority Club members through some
of the Social Media sites.
Figure	
  15:	
  The	
  customer	
  is	
  brought	
  to	
  a	
  new	
  page	
  
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 25
7.4. Advantages to the Online Grocery Customer
• Ease of payment
• Time saving - contributing products that they would purchase on a regular basis
• Social interaction with the supermarket increases trust
• Sense of empowerment
• Advantages such as free shipping or part of a priority club
• Security of being within the supermarket site
• Acknowledgement of success and contribution
• Option to return to regular online shopping easily – My Trolley or My Account
7.5. Potential Ideas for the eMEND Online Shopper Area
• Personalised recognition of customer - Hello Alice
• Star rating – non-financial reward and indicates status
• Sense of empowerment and contribution – ‘which you feel should be featured’
• Option of social media feedback and/or interaction
• Security of being within the supermarket website
• Option to contribute to the local community simply
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 26
7.6. Potential Implementations
Initially our solution is focused on across the many categories within the online grocery purchase experience,
however in the future it could be applied to many other categories including but not limited to consumer
electronics, domestic appliances, office supplies, power tools, fashion, luxury, travel etc.
Once the page hooks have been installed and in place within the online retailers pages opportunities could
include aggregating this information, then presenting that back to the suppliers/manufacturers as either a
channel management, merchandising or competitive monitoring opportunity.
Once this opportunity has achieved scale then there would be the further opportunity to partner with entities
such as GFK, Nielsen, Gartner and Forrester Research. Data could be compiled in order to package and resell
tailored industry insight reports broken down by retailer, supplier, manufacturer, country, location, item, etc.
and demonstrate the consumer interactions with that item which may drive future product insights/changes.
Figure	
  16:	
  Chinamobile	
  Barcode	
  scanner	
  
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 27
8. Research Process
The team took a blue-sky approach to the challenge of matching data describing two items using human
computation, given the remit of a creative solution. We split the task into two parts.
1) Understanding the concepts around human computation and
2) Brainstorming innovative ways of representing data using universal concepts.
8.1. Human Computation
Von Ahn, a pioneer in the field, defines human computation as the idea of using human effort to perform tasks
that computers cannot yet perform, usually in an enjoyable manner.
An early representation of this concept is the Mechanical Turk: a crowdsourcing Internet marketplace that
enables computer programmers (known as Requesters) to co-ordinate the use of human intelligence to perform
tasks that computers are currently unable to do.
Ø en.wikipedia.org/wiki/Amazon_Mechanical_Turk
Ø https://www.mturk.com/mturk/welcome
Crowd sourcing is a term coined by Jeff Howe in 2006. It differs from human computing in that it utilises the
public to complete the task, not paid workers. Howe defines crowd-sourcing as the act of taking a job
traditionally performed by a designated agent (usually an employee) and outsourcing it to an undefined,
generally large group of people in the form of an open call. When set up correctly, this can form beneficial
relationships between individuals, groups and beneficiary. The team felt strongly that this was a tool that we'd
like to use in in our project.
It is important to note that the game FACTory, which uses humans to confirm or correct facts inferred by a
computer by analysing text, may be a model to resolve a part of the challenge faced by ChannelSight.
A key related concept is gamification. Using the concepts of gamification to motivate or interest the act of
human computing is an emerging trend. Examples of this method are found below:
• Foldit
• Captcha
• Tag a Tune
• Squgl
• Flip it
• Links
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 28
Further information can be found in an excellent survey article is available: Human Computation: A Survey
and Taxonomy of a Growing Field, A. Quinn, B. Bederson, 2011.
8.2. Representing Data using Universal Concepts
We started with the assumption that the concepts should be understandable to the widest range of individuals
worldwide regardless of education, language, etc. Therefore, we steered away from language and cultural
concepts and focused instead on images, music and other universally understood concepts. Several rounds of
brainstorming yielded interesting results. We weren't able to incorporate the universal concept ideas into our
solution, but we feel that there is some value for those interested in representing data that can be experienced
using human senses.
Visual cues:
1. Translate data to well known objects that are immediately recognisable (fruit, animals, sun, moon stars, etc.)
2. Use attributes of objects (size, shape, color, location, abilities) to depict a mismatch. (E.g., a picture of a
blue banana can be recognised universally as incorrect)
3. Compare two photos of a location that are taken from different perspectives. Humans will be able to
recognise the Eiffel Tower immediately, whereas a computer cannot.
4. Use visual patterns (optical illusions, Escher type prints) to represent differences or incongruities.
5. Use of other senses (touch, hearing) to enable those with sight difficulties play (e.g., compare two series of
notes or two chords to determine if they are the same, differ by an octave, etc.)
Methods of Comparison
1. Related (key and lock)
2. Equal (apple is same as apple)
3. Similar groupings (bird and cat are in animal group)
4. Sequences (clock progression, horse before cart)
5. Environment consistency (pig flying)
The output of the matching and identification exercises above are helpful to tag images with key words or
values, but we couldn't see how this would help data that wasn't already in visual or audio form.
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 29
	
  	
  
Figure	
  17:	
  Brainstorming	
  
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 30
8.3. Result
When confronted with the need to narrow our focus to a minimum viable product, we concluded that the result
would need to manage quality, timeliness and ensure efficient use of workers’ time, and positive working
relationships. The team brainstormed again to come up with a way to resolve data failures using crowd sourcing
in the academic, humanitarian or commercial areas.
We chose the online grocery idea because it resonated with members of the team. More important, we all
believe the idea can successfully be put into practice.
8.4. Examples of how EBay Rates Sellers
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 31
Figure	
  18:	
  Poster
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 32
9. SUMMARY
A young start-up company named ChannelSight asked us to help them with a specific problem. They were
looking for us help them correct or cleanse incorrect data using gamification and crowdsourcing.
Our team picked a particular area where incorrect or missing data is a common problem. We decided to focus on
online grocery shopping. Online grocery shopping can be a frustrating experience for a lot of people. Our aim
was to make this process more enjoyable, accurate and allow our crowd-source to correct missing or incorrect
data.
We developed eMEND to encourage and empower the customer to improve the data quality of the retailers site.
The outcome is positive for both the shopper and the supermarket, as the frustrations are reduced, the data is
improved, and sales are increased. This system has potential for further applications in online retailing and
beyond.
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 33
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 34
10. APPENDICES
10.1. Survey Monkey Questions
1) Do you shop online?
2) How often?
3) Average monthly grocery bill? How much of this online?
4) How would you rate the experience (0-5)?
5) Do you ever find that items are missing / wrong category (online)
6) Does this happen one a month/ week etc.
7) What is your level of satisfaction /dissatisfaction
8) Does this discourage you from online shopping?
9) If offered an opportunity to correct data would you partake?
10) What reward would you find most valuable?
Club points / Status / Priority delivery / Vouchers / User picks product
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 35
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 36
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 37
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 38
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 39
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 40
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 41
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 42
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 43
Online Grocery Shopping Experience Improvement
______________________________________________________________________
Page: 44

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eMend - Online Grocery Shopping Experience Improvement

  • 1.
  • 2. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 2 Graduate Certificate in Innovation, Entrepreneurship and Enterprise Online Supermarket Shopping Experience eMEND Project Team: Ronan O'Donoghue, Maureen Hennessy, Thomas Pereira, Karen DeMelio, Kevin Carey, Suzanne Moncelet
  • 3. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 3 Content 1.   INTRODUCTION  ___________________________________________________________________________________  5   2.   THE CHALLENGE  _________________________________________________________________________________  6   2.1.   The Expected Outcome  __________________________________________________________________________________  6   3.   RESEARCH  _________________________________________________________________________________________  7   3.1.   What is Gamification?  __________________________________________________________________________________  7   3.2.   Crowdsourcing  __________________________________________________________________________________________  10   4.   PROBLEM  _________________________________________________________________________________________  13   4.1.   Use Case  _________________________________________________________________________________________________  13   5.   OPPORTUNITY  __________________________________________________________________________________  15   5.1.   Crowdsourcing  __________________________________________________________________________________________  15   5.2.   Interface  _________________________________________________________________________________________________  15   5.3.   Customer Motivation  ___________________________________________________________________________________  16   6.   SCOPE/SCALE OF PROBLEM  _________________________________________________________________  17   6.1.   Grocery sales are a huge global business  _____________________________________________________________  18   6.2.   Data changes  ____________________________________________________________________________________________  19   6.3.   Survey outcome (see appendix)  ________________________________________________________________________  19   7.   SOLUTION  ________________________________________________________________________________________  20   7.1.   eMEND dictionary  ______________________________________________________________________________________  20   7.2.   Solution Description  ____________________________________________________________________________________  21   7.3.   Advantages for the Retailer  ____________________________________________________________________________  22   7.3.   Advantages to the Customer  ___________________________________________________________________________  25   7.5.   Potential ideas used on the eMEND online shopper area  ___________________________________________  25   7.6.   Potential Implementations  _____________________________________________________________________________  26   8.   Research Process  __________________________________________________________________________________  27   8.1.   Human Computation  ___________________________________________________________________________________  27   8.2.   Representing data using Universal Concepts  _________________________________________________________  28   8.3.   Result  ____________________________________________________________________________________________________  30   8.4.   Examples of how eBay rates sellers  ___________________________________________________________________  30   9.   SUMMARY  _______________________________________________________________________________________  32   10.   APPENDICES  ____________________________________________________________________________________  34   10.1.   Survey Monkey Questions  ____________________________________________________________________________  34  
  • 4. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 4 Table of figures Figure 1: The three ‘F’s’ of gamification Figure 2: Gabe Zichermann– Status, Access, Power, Stuff Figure 3: Toby Beresford - gamification Figure 4: The Capthcha Model Figure 5: The Picatcha Model Figure 6: Analysis of Customer Behaviour Figure 7: Size of annual grocery market Figure 8: Breakdown of Grocery Sales by country Figure 9: Average annual spend per head per country Figure 10: A retail survey by Datamonior Financial Services Consumer Insight (2011) Figure 11: Overview of Process Figure 12: eMEND web presence for the Retailer Figure 13: Customer experience. Figure 14: Customer experience with dropdown menu Figure 15: The customer is brought to a new page Figure 16: Chinamobile Barcode scanner Figure 17: Brainstorming Figure 18: Poster
  • 5. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 5 1. INTRODUCTION The eMEND team partnered with ChannelSight, to help create a solution for one of their problematic challenges. ChannelSight is a young Irish cloud based technology start-up focused on providing a global solution of automated insights for brands and their channel partners for a range of business challenges, then driving the resulting actions where required across their various digital channels. The company is looking for a novel way to determine if two products are identical given two different data sources, and correct it if possible using human computation, gamification and crowdsourcing. The eMEND team was unable to address that specific challenge given the time constraints; however the challenge inspired another viable idea. The team developed a novel solution to poor data integrity for the online grocery industry by using crowd sourcing and gamification concepts, called eMEND. Our solution benefits the retailer by forging a better relationship between customer and brand, as well as having loyal customers cleanse their data. This is a very narrow application of the concepts. The eMEND team believes this product can be expanded to include mobile devices, product reviews and marketing feedback for new products, among others. This report will give a brief survey of the concepts and a conceptual view of the proposed solution.
  • 6. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 6 2. THE CHALLENGE The initial challenge provided by ChannelSight is as follows: Leverage gaming mechanics to enable non-technical crowd sourced resources to easily and accurately map products between manufacturers and their channel partners. A difficulty has been identified with correct matching of thousands of products between manufacturers catalogues and retailers catalogues several times per day that were not already mapped by a system and have been referred to a human for manual mapping. The cost of fixing these errors either in-house or by the use of Mechanical Turk is expensive and time consuming. Taking a wider view, loss of sales due to incomplete or incorrect online data is significant and contributes poor user experience. 2.1. The Expected Outcome The stated outcome in the initial document is to develop a system which leverages game mechanics and simple visual game play to correctly syndicate out via crowd sourcing networks like Amazon Mechanical Turk product matching tasks which have not already been automatically mapped by a system using manufactures part number, bar code (EAN/UPC). However, in our initial meeting with one of the founders, a creative blue-sky approach in the area of data quality was encouraged.
  • 7. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 7 3. RESEARCH 3.1. What is Gamification? Gamification is the process of using game mechanics and game thinking in non-gaming businesses to engage users and to solve problems. According to Gabe Zichermann, a leader in the field, key concepts in gamification are the use of motivating factors such as status, access, power and stuff 3.1.1. Why Gamification The Entertainment Software Association (www.theesa.com/facts/gamer_data.php) has reported that more than 200 million hours are spent each day playing computer and video games in the U.S. Indeed, by age 21, the average American has spent more than 10,000 hours playing such games —equivalent to five years of working a full-time job 40 hours per week. Figure  1:     The  three  ‘F’s’  of     gamification  
  • 8. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 8 Status Access Power Stuff Figure  2:  Gabe  Zichermann  –  Status,  Access,  Power,  Stuff   Least expensive Most Meaningful       “By 2014… more than 70% of Global 2000 organizations will have at least one gamified application, driving 50% of all innovation” - Gartner The use of gamification in the corporate world has grown significantly in recent years. Gamification guru, Gabe Zichermann has established a billion euro business with Gamification at its core. Ford use it as part of their employee motivation program, Deloitte use it as part of their Leadership Academy. It has universal application; such diverse organizations as Wharton University Legal Department and the NFL have used it successfully. It is also widely used to motivate operatives in call centres, sales people. The use of points, badges and leaderboard schemes is how the user is motivated. Toby Beresford, is a digital and social architect www.tobyberesford.com He has developed a model to represent the cyclical pattern of development: Figure  3:  Toby  Beresford  -­‐  gamification  
  • 9. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 9 Figure  4:  The  Captcha  Model   3.1.2. Games with a Purpose (GWAP) A refinement of gamification theory can be seen in many of today’s online activities. Many tasks are trivial for humans but continue to challenge even the most sophisticated computer programs. Traditional computational approaches to solving such problems focus on improving artificial intelligence algorithms. A different approach is advocated: the constructive channelling of human brainpower through computer games. Toward this goal, we present general design principles for the development and evaluation of a class of games we call “games with a purpose,” or GWAPs, in which people, as a side effect of playing, perform tasks computers are unable to perform. A common example of this is CAPTCHA. Users who must enter a distorted phrase or word are unknowingly helping to correct scanned books. Figure  5:  The  Picatcha  Model  
  • 10. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 10 3.2. Crowdsourcing Wikipedia defines Crowdsourcing as a process that involves outsourcing tasks to a distributed group of people. Jeff Howe first coined it in blog post to his June 2006 Wired magazine article: "Simply defined, crowdsourcing represents the act of a company or institution taking a function once performed by employees and outsourcing it to an undefined (and generally large) network of people in the form of an open call. This can take the form Crowdsourcing - Wikipedia, the free encyclopaedia of peer-production (when the job is performed collaboratively), but is also often undertaken by sole individuals. The crucial prerequisite is the use of the open call format and the large network of potential labourers." 3.2.1. Types of Crowdsourcing Crowdsourcing systems are used to accomplish a variety of tasks. For example, the crowd may be invited to develop a new technology, carry out a design task (also known as community-based design or distributed participatory design), refine or carry out the steps of an algorithm (see human-based computation), or help capture, systematize, or analyse large amounts of data (see also citizen science). Some of these web-based crowdsourcing efforts include crowdvoting, wisdom of the crowd, crowdfunding, microwork, creative crowdsourcing and inducement prize contests. 3.2.2. Advantages • Solutions are owned by the entity that broadcast the problem in the first place - the crowdsourcer. • Crowdsourcing may produce solutions from amateurs or volunteers working in their spare time, or from experts or small businesses which were unknown to the initiating organisation. • Those who use crowdsourcing services, also known as crowdsourcer, are motivated by the benefits of crowdsourcing, which are that they can gather large numbers of solutions or information and that it is relatively inexpensive to obtain this work. Users are motivated to contribute to crowdsourcer tasks by both intrinsic motivations, such as social contact and passing the time, and by extrinsic motivations, such as financial gain. • Anyone possessing basic literacy can find something to do on Amazon’s Mechanical Turk. It is crowdsourcing for the masses. • The most efficient networks are those that link to the broadest range of information, knowledge and experience – diversity of intellectual background.
  • 11. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 11 3.2.3. Disadvantages • The contributor of the solution is, in some cases, compensated either monetarily, with prizes, or with recognition. In other cases, the only rewards may be kudos or intellectual satisfaction. • No way of knowing if the ‘crowd’ is qualified/intelligent etc. 3.2.4. Motivation Many scholars of crowdsourcing suggest that there are both intrinsic and extrinsic motivations that cause people to contribute to crowdsourced tasks, and that these factors influence different types of contributors. For example, students and people employed full-time rate Human Capital Advancement as less important than part- time workers do, while women rate Social Contact as more important than men do. Intrinsic motivations are broken down into two categories, enjoyment-based and community-based motivations. Enjoyment-based motivations refer to motivations related to the fun and enjoyment that the contributor experiences through their participation. These motivations include: skill variety, task identity, task autonomy, direct feedback from the job, and pastime. Community-based motivations refer to motivations related to community participation, and include community identification and social contact. Extrinsic motivations are broken down into three categories, immediate payoffs, delayed payoffs, and social motivations. Immediate payoffs, through monetary payment, are the immediately received compensations given to those who complete tasks. Delayed payoffs are benefits that can be used to generate future advantages, such as training skills and being noticed by potential employers. Social motivations are the rewards of behaving pro- socially, such as altruistic motivations. Chandler and Kapelner found that US users of the Amazon Mechanical Turk were more likely to complete a task when told they were going to “help researchers identify tumour cells,” than when they were not told the purpose of their task. However, of those who completed the task, quality of output did not depend on the framing of the task. Another form of social motivation is prestige or status. The International Children's Digital Library recruits volunteers to translate and review books. Because all translators receive public acknowledgment for their contribution, Kaufman and Schulz cite this as a reputation-based strategy to motivate individuals who want to be associated with institutions that have prestige. The Amazon Mechanical Turk uses reputation as a motivator in a different sense, as a form of quality control. Crowdworkers who frequently complete tasks in ways judged to be inadequate can be denied access to future tasks, providing motivation to produce high-quality work. It may sound easy to trust people’s desire to help, but it can only work if participants actually think the problem being solved is interesting and important.
  • 12. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 12 3.2.5. Concerns Targeted, malicious work efforts. Since crowdworkers completing microtasks are paid per task, there is often a financial incentive to complete tasks quickly rather than well. Verifying responses is time consuming, and so requesters often depend on having multiple workers complete the same task to correct errors. However, having each task completed multiple times increases time and monetary costs. Crowdworkers are a non-random sample of the population. Many researchers use crowdsourcing in order to quickly and cheaply conduct studies with larger sample sizes than would be otherwise achievable. However, due to low worker pay, participant pools are skewed towards poor users in developing countries. There is an increased likelihood that a crowdsourced project will fail due to lack of monetary motivation or too few participants. Crowdsourcing markets are not a first-in-first-out queue. Tasks that are not completed quickly may be forgotten, buried by filters and search procedures so that workers do not see them. This results in a long tail power law distribution of completion times. Additionally, low-paying research studies online have higher rates of attrition, with participants not completing the study once started. Even when tasks are completed, crowdsourcing doesn't always produce quality results. When Facebook began its localization program in 2008, it encountered criticism for the low quality of its crowdsourced translations. One of the problems of crowdsourcing products is the lack of interaction between the crowd and the client. Usually there is little information about the final desired product and there is often very limited interaction with the final client. This can decrease the quality of product, as client interaction is a vital part of the design process. It is usually expected from a crowdsourced project to be unbiased by incorporating a large population of participants with a diverse background. However, most of the crowdsourcing works are done by people who are paid or directly benefit from the outcome (e.g. most of open source projects working on Linux). The research phase provided us with an understanding of how the concepts of gamification and crowdsourcing have been enabled by technology. This helped distil our ideas of potential problems in data quality can be tacked using these approaches.
  • 13. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 13 4. PROBLEM Our initial challenge was wide to enable us to use our creativity, but too wide to execute in the short project window. We have narrowed it down to an interesting real-world problem that relates to the challenge of data matching that several of us have experienced first hand. A negative online grocery shopping experience creates friction which can result in an ‘abandoned cart’ with the impact of lost sales and potential of lost customer. 4.1. Scenario Problem: Online supermarket shopping can be frustrating when products are missing or data is incorrect/incomplete. Sally decided to shop online at her favoured store for the first time when she received a voucher for free delivery. She hoped this would save her time and hassle. After getting through the registration process, she began to shop for her favourite items. She found her favourite cereal, eggs and bread. When she did a search for coarse wheat flour, she found that only some of the products that are offered in the store were displayed. Her favoured brand/type was missing! Sally was annoyed. She had spent valuable time setting up her account and filling her basket and now she would have to visit the store anyway. “Why have an online store if it doesn't have the items I know I want? What about products that I don't often buy? How will I know if other items such as price are incorrect? I could always send them an email or ring them, but why should I do their work for them when they don't seem to care about quality.” When products that the shopper knows are on the shelves don't show up online, the shopper loses trust with the online shopping experience. She asks, what else am I missing? This experience is replicated with poor product search results, incomplete and incorrect product information. The grocery industry is heavily dependent upon customer loyalty. A poor customer experience on line can adversely affect a customer's impression of the overall store brand. More importantly, the online sales channel is growing and presents an opportunity for the store brand to increase (or at least hold on to) market share. According to the current BoA/Merrill Lynch industry report, online sales are rising and becoming a key driver of customer loyalty.
  • 14. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 14 Executives agree that the online customer base will widen with the Internet-savvy generation. Younger generations are the first to adopt new technologies, but it is the Boomer’s (50+) adoption that is driving the real growth of technology. Boomer’s have always embraced science and technology and are using today's internet-linked products to enrich their lives by staying connected, socialising, shopping and entertaining themselves. While they are slower to adopt the new technologies, once they are mainstream, Boomers buy in. (Nielsen wire, August 2012) Figure  5:    Analysis  of  Customer  Behaviour   Online Shoppers Busy young professionals who value the opportunity to save time and mothers seeking to avoid busy supermarkets are the main target group in online groceries. As one mother puts it, "Online grocery shopping is convenient and it saves time. I do not need to carry heavy bags, I can avoid long lines and spend more time with the kids." The elderly, disabled or those who find getting out of the house to be a hardship. One of the most time- consuming tasks associated with caring for elderly parents is doing their shopping. “Some elderly and disabled people can fare well by themselves in their homes but don't drive or can't maneuver well enough. Online shopping allows them to maintain an independent lifestyle." Many online delivery companies have found that improvements that make it easier for the disabled to use their sites can also appeal to nondisabled customers, for example, voice recognition software.
  • 15. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 15 5. OPPORTUNITY And although just 1% of global consumers surveyed already buy their groceries online, 42% said they would do so if they could be assured of a high level of security and a high quality of food. Approach: How are we going to do this? The question we asked ourselves is how can we leverage existing resources with an innovative approach to resolve these issues? With an exiting loyalty scheme most on-line supermarkets have a readily accessible target audience, which could be used with the correct motivators to participate in cleaning the data. 5.1. Crowdsourcing Our audience (crowd) are grocery shoppers, individuals who are likely to experience product category errors when engaged with e-commerce. This increases customer friction and abandoned shopping carts. The benefit is that such users already exist; therefore cutting sourcing costs for the supermarket companies, as they do not need to go find willing candidates. 5.2. Interface Gamification allows the shoppers to interact with the company’s online grocery ordering system. Interfaces mainly provide two elements: • Input - shoppers can add data to provide more information to the system regarding the product categorisation. • Output - after the customer has given some input, the system will analyse it and then provide some output (updates). Based on this information, it is suggested that a gamification system be hosted on the supermarket’s online shopping portal. This will allow shoppers to repair data mismatching by clicking on the “eMEND” button when they are searching for products. When ‘eMEND’ is clicked on, it will bring them to a new screen where they can input suggestions for that particular product category. The categories assigned to each product are treated as ‘tags’ by the site's search engine, therefore the next time that product is searched, the tag words given by the shoppers will be assigned to that product and facilitate future searches for its description/category. Such a product mapping process will ensure online shoppers product
  • 16. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 16 interactions are more accurate and less time consuming, helping to improve the company’s revenue. Essentially, we are improving the relevancy of product search results. Figure  6:  Search  for  porridge 5.3. Customer Motivation An incentive program will be used to encourage shoppers to complete the above process. Every task completed and verified by the system will compensate them by giving them rewards which they value, as mentioned in the gamification chapter this does not always have to be in the form of monetary reward or even rewards which are tangible. This will be dealt with further when we outline the solution in chapter 7.
  • 17. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 17 6. SCOPE/SCALE OF PROBLEM Grocery e-commerce is the fastest growing area of the retail industry, averaging annual global growth of 27% per annum for the past ten years, and expected to grow by 17% per annum for the next 5 years, according to Merrill Lynch. However, this strong trend masks the fact that to date online sales remain a small fraction of the overall grocery business. The countries with the highest proportion of Internet sales are UK, Japan, USA, and France. Even in the highest of these, the UK, the online market accounts for just 4% of the grocery trade. There remains huge potential for growth in this areas, as well as loyalty switching. General online retail sales have risen to 8% of all sales in the UK, suggesting some particular issues and challenges for grocery retailers. Retailers believe that online sales can be a driver of loyalty. Sainsbury’s claim that when an existing customer shops online as well as in-store, total sales to that customer double on average. Figure  7:  Size  of  annual  grocery  market  
  • 18. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 18 6.1. Grocery Sales are a Huge Global Business Country Total Annual Sales Average Annual per Capita (€ Billion) (€ Billion) UK 195 21,000 USA 2680 27,900 China 1788 1,690 Brazil 570 5,070 Russia 482 4,990 Germany 420 18,740 France 397 18,750 Italy 376 16,000 Spain 205 14,000 Poland 126 6,340 Netherlands 80 16,800 Belgium 60 18,100 Figure  8:  Breakdown  of  Grocery  Sales  by  Country   Any development, which increases the proportion of online sales, is likely to be very beneficial for retailers. In the UK, Waitrose has seen its online business grow by almost 30% per annum in recent years. Figure  9:  Average  annual  spend  per  head  per  country  
  • 19. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 19 Figure  10:  A  retail  survey  by  Datamonior  Financial  Services  Consumer  Insight  (2011)  listed  the  following  reasons  given   by  customers  for  never  shopping  online:   Prefer to get goods the same day 34% Prefer to browse in-store 31% Concerned about fraud 31% Don't like the idea 18% Not always available for delivery 17% Concerned about security of mail 17% No online payment tools 8% 6.2. Data Changes A typical supermarket will carry between 15,000 and 60,000 items or SKUs (stock keeping units). Bearing in mind price changes, product specification changes, new packaging, special offers etc., the scope for data errors on the supermarket website is enormous. Data errors and omissions frustrate the customer and are likely to reduce the level of sales and return business. By enrolling the shopper in the process of fixing incorrect data and missing items, the supermarket gains both with increased potential sales and a more empowered and loyal customer base. 6.3. Survey Outcome (see appendix) From our small poll of friends and colleagues we discovered the following: • Roughly half of those polled shop online for groceries and 30% do so at least once per month. • The total spent online on groceries is not high. 75% of respondents spend less than 25% of their total grocery bill online. • They are generally content about the experience, with over 71% rating it as good or better. • However, 51% have found errors on theses websites, with 64% reporting an error at least once in every three visits. • An impressive 74% would be willing to participate in cleaning up the data, for some reward. Vouchers would be preferred by 68% of those polled.
  • 20. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 20 7. SOLUTION The team following exhaustive brainstorming narrowed down the potential options to a workable application that sits in the online grocery store. An overview of the process can be seen below. Figure  11:  Overview  of  Process   7.1. We developed eMEND – (the working title of the solution we have formulated) eMEND means by dictionary definition 1. to edit or change (a text). 2. to free from faults or errors; correct. Related forms e·mend·a·ble, adjective non·e·mend·a·ble, adjective un·e·mend·a·ble, adjective un·e·mend·ed, adjective
  • 21. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 21 7.2. Solution Description The online shoppers are the crowd source. They identify problems with the data on the supermarket's website. Ø There may be wrong data, missing data, incorrect categorisation, no photograph, etc. Ø The shopper clicks on a button on the site which offers a drop down menu of error types. Ø Choosing the error type brings her to a separate page, which allows corrections to be suggested. Ø If this error is identified by three or more shoppers, the data is corrected (automatically or manually) and returned to the retailer for correction on their website. The method of encouraging and rewarding the shopper is based on gamification. They will receive bonus points for every correction accepted, and all who propose changes will be recognised. Every correction accepted will accumulate and after a certain number, the shopper will be upgraded to a higher level of corrector. Increasing levels of status will reward participants with ever increasing benefits. The highest status can then be achieved called Priority Club. Once at this level, the shopper can be asked to take part in product reviews and suggestions. The participant may be offered express delivery of the shopping basket and to nominate a local club or charity to be included in a draw for funds or sponsorship. Priority Club members would receive a shopping bag which is available only to this group. A monthly leader board of data correctors could be posted by the supermarket to encourage the participation of shoppers. Additionally, we would make use of social media tools to encourage community. Example of how Gamefication is applied is as follows: 1 Bonus points as an initial hook 2 Ranking - badges, shopping cart colours, level up indicator 3 Double points on peak changeover times 4 Priority club - product reviews, suggestions, express delivery, nominate favourite club/ charity for raffle prize, partner rewards, nice shopping bag only available to Level 1s, trolley coin for all contributors.
  • 22. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 22 Figure  12:  eMEND  web  presence  for  the  Retailer   7.3. Advantages for the Retailer • Crowdsourced Gamification • Security and Data Compilation • Data Cleansing - mistakes kill confidence for the end user, the more accurate the content the more confidence end users will have in making a purchase • Tapping into the potential of the Online Market • Improved Customer Loyalty and Confidence • Utilising clubcard and loyal members to maximise • Improving Customer Profiling and Preferences • Increased Sales
  • 23. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 23 Figure  13:  When  the  reward  card  member  searches  for  an  item  within  the  online  shopping  website,  the  option  to  make   eMENDments  is  offered  along  with  the  advantages  to  the  contributor.   Figure  14:  Areas  of  common  product  eMENDments  are  available  in  a  dropdown  menu    
  • 24. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 24 Ø Once an area of eMENDment is selected –Product Unavailable Online – a new page is opened which allows the customer to input data within the searched category – Sauce – and gives the customer the opportunity to input the name of the product and weight or size of the product. Ø If the customer has bought the product in the bricks and mortar store on a prior occasion it is highly likely that they will have access to packaging of the product or know the weight/size particularly if they buy the product on a regular basis. Ø The screen also shows the Customer’s previous suggestions and awarded points and status. Ø The Opt Out option is for interaction with social media such as Facebook or Twitter updates – however by connecting with these social media they become part of a larger network of recognised contributors and added status and benefits and promotions which may be offered by retailers. Ø Potential of shopping though an iPhone/iPad/Android app for added convenience. Ø Option of donating points to a local charity - a small act of altruism, which benefits the local community. The charity can be nominated or suggested by Priority Club members through some of the Social Media sites. Figure  15:  The  customer  is  brought  to  a  new  page  
  • 25. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 25 7.4. Advantages to the Online Grocery Customer • Ease of payment • Time saving - contributing products that they would purchase on a regular basis • Social interaction with the supermarket increases trust • Sense of empowerment • Advantages such as free shipping or part of a priority club • Security of being within the supermarket site • Acknowledgement of success and contribution • Option to return to regular online shopping easily – My Trolley or My Account 7.5. Potential Ideas for the eMEND Online Shopper Area • Personalised recognition of customer - Hello Alice • Star rating – non-financial reward and indicates status • Sense of empowerment and contribution – ‘which you feel should be featured’ • Option of social media feedback and/or interaction • Security of being within the supermarket website • Option to contribute to the local community simply
  • 26. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 26 7.6. Potential Implementations Initially our solution is focused on across the many categories within the online grocery purchase experience, however in the future it could be applied to many other categories including but not limited to consumer electronics, domestic appliances, office supplies, power tools, fashion, luxury, travel etc. Once the page hooks have been installed and in place within the online retailers pages opportunities could include aggregating this information, then presenting that back to the suppliers/manufacturers as either a channel management, merchandising or competitive monitoring opportunity. Once this opportunity has achieved scale then there would be the further opportunity to partner with entities such as GFK, Nielsen, Gartner and Forrester Research. Data could be compiled in order to package and resell tailored industry insight reports broken down by retailer, supplier, manufacturer, country, location, item, etc. and demonstrate the consumer interactions with that item which may drive future product insights/changes. Figure  16:  Chinamobile  Barcode  scanner  
  • 27. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 27 8. Research Process The team took a blue-sky approach to the challenge of matching data describing two items using human computation, given the remit of a creative solution. We split the task into two parts. 1) Understanding the concepts around human computation and 2) Brainstorming innovative ways of representing data using universal concepts. 8.1. Human Computation Von Ahn, a pioneer in the field, defines human computation as the idea of using human effort to perform tasks that computers cannot yet perform, usually in an enjoyable manner. An early representation of this concept is the Mechanical Turk: a crowdsourcing Internet marketplace that enables computer programmers (known as Requesters) to co-ordinate the use of human intelligence to perform tasks that computers are currently unable to do. Ø en.wikipedia.org/wiki/Amazon_Mechanical_Turk Ø https://www.mturk.com/mturk/welcome Crowd sourcing is a term coined by Jeff Howe in 2006. It differs from human computing in that it utilises the public to complete the task, not paid workers. Howe defines crowd-sourcing as the act of taking a job traditionally performed by a designated agent (usually an employee) and outsourcing it to an undefined, generally large group of people in the form of an open call. When set up correctly, this can form beneficial relationships between individuals, groups and beneficiary. The team felt strongly that this was a tool that we'd like to use in in our project. It is important to note that the game FACTory, which uses humans to confirm or correct facts inferred by a computer by analysing text, may be a model to resolve a part of the challenge faced by ChannelSight. A key related concept is gamification. Using the concepts of gamification to motivate or interest the act of human computing is an emerging trend. Examples of this method are found below: • Foldit • Captcha • Tag a Tune • Squgl • Flip it • Links
  • 28. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 28 Further information can be found in an excellent survey article is available: Human Computation: A Survey and Taxonomy of a Growing Field, A. Quinn, B. Bederson, 2011. 8.2. Representing Data using Universal Concepts We started with the assumption that the concepts should be understandable to the widest range of individuals worldwide regardless of education, language, etc. Therefore, we steered away from language and cultural concepts and focused instead on images, music and other universally understood concepts. Several rounds of brainstorming yielded interesting results. We weren't able to incorporate the universal concept ideas into our solution, but we feel that there is some value for those interested in representing data that can be experienced using human senses. Visual cues: 1. Translate data to well known objects that are immediately recognisable (fruit, animals, sun, moon stars, etc.) 2. Use attributes of objects (size, shape, color, location, abilities) to depict a mismatch. (E.g., a picture of a blue banana can be recognised universally as incorrect) 3. Compare two photos of a location that are taken from different perspectives. Humans will be able to recognise the Eiffel Tower immediately, whereas a computer cannot. 4. Use visual patterns (optical illusions, Escher type prints) to represent differences or incongruities. 5. Use of other senses (touch, hearing) to enable those with sight difficulties play (e.g., compare two series of notes or two chords to determine if they are the same, differ by an octave, etc.) Methods of Comparison 1. Related (key and lock) 2. Equal (apple is same as apple) 3. Similar groupings (bird and cat are in animal group) 4. Sequences (clock progression, horse before cart) 5. Environment consistency (pig flying) The output of the matching and identification exercises above are helpful to tag images with key words or values, but we couldn't see how this would help data that wasn't already in visual or audio form.
  • 29. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 29     Figure  17:  Brainstorming  
  • 30. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 30 8.3. Result When confronted with the need to narrow our focus to a minimum viable product, we concluded that the result would need to manage quality, timeliness and ensure efficient use of workers’ time, and positive working relationships. The team brainstormed again to come up with a way to resolve data failures using crowd sourcing in the academic, humanitarian or commercial areas. We chose the online grocery idea because it resonated with members of the team. More important, we all believe the idea can successfully be put into practice. 8.4. Examples of how EBay Rates Sellers
  • 31. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 31 Figure  18:  Poster
  • 32. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 32 9. SUMMARY A young start-up company named ChannelSight asked us to help them with a specific problem. They were looking for us help them correct or cleanse incorrect data using gamification and crowdsourcing. Our team picked a particular area where incorrect or missing data is a common problem. We decided to focus on online grocery shopping. Online grocery shopping can be a frustrating experience for a lot of people. Our aim was to make this process more enjoyable, accurate and allow our crowd-source to correct missing or incorrect data. We developed eMEND to encourage and empower the customer to improve the data quality of the retailers site. The outcome is positive for both the shopper and the supermarket, as the frustrations are reduced, the data is improved, and sales are increased. This system has potential for further applications in online retailing and beyond.
  • 33. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 33
  • 34. Online Grocery Shopping Experience Improvement ______________________________________________________________________ Page: 34 10. APPENDICES 10.1. Survey Monkey Questions 1) Do you shop online? 2) How often? 3) Average monthly grocery bill? How much of this online? 4) How would you rate the experience (0-5)? 5) Do you ever find that items are missing / wrong category (online) 6) Does this happen one a month/ week etc. 7) What is your level of satisfaction /dissatisfaction 8) Does this discourage you from online shopping? 9) If offered an opportunity to correct data would you partake? 10) What reward would you find most valuable? Club points / Status / Priority delivery / Vouchers / User picks product
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