Full Text
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DigitalCommons@Pace
5-2021
Debra Perlman
I. Abstract
This study aims to explore elements of the user experience, and how those with the user
interface and design of mobile apps in the e-commerce and fashion industries affect the user
experience and customer behavior with online shopping. In this area, other work has been done
in evaluating the user experience, and its effects on components of the user interface and design,
however, this study offers a more specific look into these features in a niche industry, namely in
the frame of e-commerce and the fashion industry. This fits into the context of the field of the
user experience as the end-user is central to optimizing the online experience, so gauging it will
help optimize features in an application or platform. This also fits into the context of information
systems as all applications and businesses, many of which are in the e-commerce and fashion
To approach this challenge, a survey was conducted using Qualtrics, since conducting a
survey is a common method used to answer questions concerning the user experience. Subjects
were asked preliminary questions, and questions addressing the five variables of user intention in
buying products, usability, ease of use, findability, and desirability. Survey data was collected,
and two multiple regression analyses were performed. The statistical significance of the results is
determined, and then the relevance is evaluated. It was found that if an application in the mobile
e-commerce fashion space is useful to the user, then it is desirable to the user. It was also found
that if an app is desirable to the user, users in turn have the intention to buy products using these
apps. From this research, next steps include obtaining a larger sample size to get more
statistically significant data. Future research includes testing other factors of the user experience,
modifying the survey to further test existing variables, and exploring different niche industries in
mobile e-commerce applications to explore the user experience in other areas of e-commerce.
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KEYWORDS Mobile Application Design, User Interface, User Experience, Fashion Industry,
Table of Contents
I. Abstract 1
II. Introduction 5
V. Methodology 17
VII. Conclusion 29
VIII. References 32
IX. Appendix 36
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List of Figures
II. Introduction
When is the last time you made an online purchase or merely browsed for items you may
have wanted or needed online? The answer to that question is probably quite recently, whether
that be hours, days, or weeks ago. Furthermore, you most likely bought something from the retail
giant Amazon which in 2018 was responsible for 49.1% of all online retail sales that year [9].
Today, shopping online has become a common practice across virtually all product industries.
One prime industry where online shopping has taken part in the buying experience is retail,
specifically in the fashion industry. When considering this, we must understand that while
conducting business is important and is the end goal in all e-commerce endeavors, there are
many factors in play. These are important to consider when conceptualizing, developing,
The user experience and electronic commerce, also known as e-commerce, both have
strong ties to various industries across the spectrum of business and related technological fields.
E-commerce is a part of the daily lives of most in modern-day society. It has especially grown in
specific niche industries. One niche industry where this growth is apparent is in the fashion
industry. The user interface, user experience, and design of any web application are important to
understand in the context of e-commerce. They all can determine the success or failure of the
business the application is supporting. Understanding the process behind the successful
The fact that e-commerce is prevalent in everyday life, as well as the importance of the user
true in the context of the research topic, which is the effect of the user interface, user experience
and design on e-commerce mobile applications in the fashion industry. This study will measure
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the user experience and perceptions concerning the user interface and design of an application,
amongst users who shop using mobile applications. While research on e-commerce platforms
already exists, this study will take a unique look into a niche industry and platform, fashion and
A. Theoretical Framework
To begin understanding the background of this research, we must first discuss some
definitions to establish their meanings. User Interface (UI) is defined as “the graphical layout of
an application. It consists of the buttons users click on, the text they read, the images, sliders, text
entry fields, and the rest of the items the user interacts with. This includes screen layout,
transitions, interface animations, and every single micro-interaction. Any sort of visual element,
interaction, or animation must all be designed” [7]. User Experience (UX) is described as how
users interact with a website or application [7]. To have a successful and well-implemented UI,
you must have UX that is successful and well-implemented and vice versa. Electronic
conducting transactions, including buying or selling services and merchandise online [4]. The
design and development of applications in the context of this research is defined in four
functionality)." Next, "as the design of an interactive tool (emphasis on ergonomics).” Third "as
the design of a communicational dialogue (emphasis on audience engagement)" and finally "as
definition that is important to consider is the definition of the fashion industry and retail industry.
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The retail industry is defined as "the process of changing the ownership of goods or services
from company representatives or intermediaries to the final customer with the motive to earn
profit and boost sales"[10]. The fashion industry is defined as a global enterprise that is meant
for the business of making and selling clothes. This includes the designing, manufacturing,
distribution, marketing, retailing, advertising, and the promotion of women's, men's and
children's clothes and accessories, which are all encompassed under the fashion industry [13].
Essentially, the retail industry is very closely tied to the fashion industry as the fashion industry
is defined as the goods that are retailed when it comes to the retail industry. It is also essential to
discuss the definition of an Information System, which is defined as “an integrated set of
components for collecting, storing, and processing data and for providing information,
knowledge, and digital products. Business firms and other organizations rely on information
systems to carry out and manage their operations, interact with their customers and suppliers, and
compete in the marketplace”[12]. Information Systems are employed when it comes to beginning
any business, but especially one managed in the online space. An information system, along with
the concepts and definitions described above, are all vital in understanding the research at hand
in the topic of the effect of the user interface, user experience, and design on mobile e-commerce
Many factors must be considered when developing and implementing any website or
mobile application, e-commerce, or any other specialty. When talking about the UI of a web
platform, it must be considered that "Without careful studies into user preferences and
experience, a site designer can unintentionally overburden users with superfluous information"
[5]. With that in mind, it is vital to understand that this can only be achieved with well-designed
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user interfaces, as well as using interactive features to enhance the quality and appeal of online
content [6]. When designing a web application or platform, using UI and UX is important in
order to understand the "Knowledge of users’ behavioral differences can be a major factor in a
matters especially now to the web development and design communities because “End users’
demand for good user experience has increased significantly, with wide adoption of mobile
devices. Any new application needs to do something useful or fun, plus it needs to do it well and
fast enough” [3]. Considering all of the information presented, the fact is that UI and UX, along
with that UX research, are all key to employ throughout the entire platform design process.
These concepts are all fundamental to employ throughout the whole design process. Without
considering them, a mobile application or website may not be designed, developed, and used by
consumers in a successful manner and in a reasonable amount of time, according to the consumer
or end-user.
The development and deployment of a website or application can be a very long and
tedious process. In developing and designing a website, you must consider people’s points of
view from multidisciplinary backgrounds. Web development has many views and definitions, so
considering the views of all of the parties who contribute to making a successful, functional
imperative to consider the company or entity that is producing or designing the website or
mobile application. The team that is developing the website or mobile application is tasked with
many responsibilities, from making sure the website or mobile application has all the features
requested by upper management in the company, to ensure there are no errors or bugs in the
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mobile application or website. One thing that is important to consider is that “product teams
write user stories from the perspective of the person who uses the software, not the one who
chooses it” [3]. At many companies, especially large enterprises, it must be considered that the
internal testing proxies that are employed “...are unrepresentative as end-users because they have
multiple unfair advantages: they know the software inside out, including the work-arounds; have
access to internal tools unavailable to external customers; and do not need to use the product
within the target users’ time constraints or digital environment” [3]. Another party to consider in
this situation is the end-user or consumer. It must be recognized that “End-users should always
be involved in the design of the information architecture of a Web site because the success of the
site is often measured by the ability of the end-users to interact with it to achieve goals or tasks.
Usability testing should occur throughout the design process, and input from users should be
incorporated.” [1]. Without the input of the end-user in the product design process, a platform
will not be developed as effectively or successfully as it could be. In developing and designing a
website, or any piece of web technology including an app, you must consider the points of view
of people from multidisciplinary backgrounds. Web development has many definitions, all of
which should contribute to making a successful, functional platform. We must consider the
points of view of the end-user or consumer from design start to end, the opinion of the business
and design elements. Firstly, we must consider the “Nonverbal, visual elements such as logos are
a new, novel way in which to build surface credibility and influence users' evaluations of
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websites and their owners"[8]. Having nonverbal visual cues on an application, especially one
that is e-commerce based, is extremely important to gain the users' trust from the start and retain
them as a customer. Next, we have to look at the front end, or User Interface features of the
application, "which includes everything that the HTML document commands the browser to do.
A large part of this is fetching resources...there are 22 additional HTTP requests: two scripts, one
stylesheet, one iframe, and 18 images. Gaps in the HTTP pro- file (places with no network
traffic) are where the browser is parsing CSS, and parsing and executing JavaScript" [14].
Looking at an instance of the possible responsibilities of the front end of a web application, it is
obvious that it is important to optimize the front end performance to make sure the end-user
experience has optimal performance and features. Additionally, we must examine the
encompasses, including application code and scripting code to provide interactive functionality
and integration with outside databases and resources [15]. While having features in the back end
is common practice, moving some of these features inline into the front end of the program
would help in program optimization [14]. Another element important to consider is the
and curated by the appropriate parties, as "Experts can indicate what information needs to be
conveyed, how it should be structured for easy access, and what strategies are used to search and
retrieve information" [1]. Any information on any application or website picked by the
appropriate experts and parties should be organized and decided upon based on general
principles, including preventing users from getting lost, communicating the structure of the site
to users, and satisfying customers [1]. To find the most successful way to present information on
your website or e-commerce platform, the platform through which you communicate the
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information must appeal to the consumer through effective use of front-end features and
back-end features, non-verbal feature cues, and information presentation. This applies especially
to a fashion company where retailing is the method of contact presented in which end-users can
The fashion industry includes many stakeholders, including the retailers who serve
consumers and facilitate shopping. Today, "The fashion and apparel industry is different than
ever before, with a focus on e-commerce and intimate consumer interaction in the design and
merchandising process" [11]. The introduction of technology into niche industries has been
gradual but still much anticipated and inevitable. This has been a gradual transition, especially in
the retail and fashion industries. "With the dynamic changes in technology, retail practices are
revolutionizing gradually. Tech-savvy consumers equipped with smart weapons are ready to
make a cut through in the already existing web of traditional retailing practices"[10]. This
transition has made the e-commerce retailing space, especially in the fashion industry and retail
space, more modernized and geared towards a wide variety of shoppers. Technology in this
space, including the development of a web platform to sell products through an e-commerce
platform, is important to consider as "Retailers are also getting handy with these newer formats
to bridge the gap between consumer's expectations and retailers' endeavours to reach new heights
of consumer satisfaction"[10]. Customer satisfaction now depends upon the ability of a company
to reach many demographics and preferences. To do so, leveraging any available emerging
technologies would be most beneficial to the consumer. In the fashion retail industry, some new
technologies to be leveraged include payment options like card payment, mobile payment, online
transfer; digital communication mediums with customers such as 24-hour customer service chat
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features and hotlines, as well as social media communication through outlets such as Twitter and
Instagram, and services like home delivery and ship-to-home [10]. All of these technological
innovations and more to come are making it possible for e-commerce and retailing to be carried
out twenty-four seven and most efficiently and conveniently possible. Modern fashion industry
principles and trends have led to the technology age with the move to consumers desiring
technological methods to facilitate a purchase. This transition into the utilization of technology
has gradually been making its way into the fashion and retailing industries. This has
revolutionized these industries and the e-commerce process, which has been evolving since the
When it comes to the user experience of a mobile application or any system, we must
consider certain factors, all of which are important in assessing how and why the application is
utilized. Some important aspects that influence the user experience include usability, usefulness,
credibility, findability, desirability, accessibility, and value. All of these factors are important
when it comes to the user experience as they focus on all facets of the user experience, with the
end goal of delivering a successful product or platform to consumers and the market [16].
Usability is defined by indicators that are measured, which include “satisfaction, effectiveness,
efficiency, and overall” [18]. Essentially, if the website is not usable, then there is no reason to
bring it onto the market in the first place. Having a purpose for the website or application in
development, for this reason, is an essential consideration in having an optimal user experience
[16]. The usefulness aspect of the user experience works hand in hand with the usability of the
application, as if the application is usable, this leads to the application succeeds, as the
application becomes useful and usable in the eye of the user. Credibility “directly translates to
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how trust-worthy the information on your website or app is .”[19] The credibility of the
application is critical to consider, especially in the face of so many fake applications on the
market. Ensuring the application is credible is a valuable method in making sure there is a user
experience to be had. Without trust from the user, no one will want to use the application [16].
Findability is an important element of the user experience, as “It is crucial to present the
necessary information to the right users at the right moment.”[19] Suppose the website does not
have ease in finding appropriate features and content throughout. In that case, the user may feel
discouraged and will likely drop off before they experience the intended function of the
aesthetics, branding, identity, and design [19]. Putting considerable effort into creating a
thereby enhancing the user experience. Accessibility, while it is seen as a waste of money by
building the optimal user experience. Accessibility is all about “providing an experience which
can be accessed by users of a full range of abilities – this includes those who are disabled in
some respect such as hearing loss, impaired vision, motion impaired or learning impaired” [16].
Keeping accessibility in mind often leads to creating a product that is easier to use for everyone,
and this is an enhancement that can be applied to the user experience overall. Value is one of the
final considerations made within the user experience. Considering the other factors that impact
the user experience, when all of these are delivered and carried out well, the product carries a
high-level of value [19]. The application will deliver value to the business that creates it as well
as the user who utilizes or purchases it [16]. Keeping the seven factors of the user experience in
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mind all help to deliver a useful, easy-to-use product that will more likely succeed on any
benefit the end-user. Since they will be the ones using the website most frequently to make a
purchase or browse merchandise, they are the ones to consider when it comes to making
decisions about what to include and leave out in website experience and features. The user
impact on whether visitors return to or continue to use the application to carry out their desired
task. Considering the user experience factors is especially important in the e-commerce space, as
the user experience of a platform in this space drives conversions into sales. A seamless, simple,
well-designed user experience plays a role in the success or failure of any e-commerce activities
[17]. Considering the user experience in developing an e-commerce application is vital. It can be
a key determinant in whether the business itself succeeds or fails, mainly if they rely on a
primarily online e-commerce based model. The goal of the e-commerce experience is to retain
users and have them make purchases repeatedly, as this is what the model an e-commerce
business relies on. To achieve this, designers in the e-commerce space need to have a clear,
simple user experience. In this case, the four key components of the user experience to consider
are utility, usability, accessibility, and desirability [20]. Some other user experience features to
implement include simplified navigation, fast payment and checkout process, eye-catching
elements, minimalism in the design, and customer service features [17]. Keeping in mind the
most vital aspects of the user experience and the objectives of the e-commerce business model
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are important considerations to make when designing and planning for the e-commerce user
experience.
When discussing accessibility with relation to the end user, it is vital to consider the
Technology Acceptance Model (TAM) Theory. This model was developed with two main
objectives being kept in mind. The first one surrounds improving the understanding of the user
acceptance process, which should in turn provide new insight into successfully designing and
implementing information systems. The second objective was providing a theoretical basis for a
practical “user acceptance testing” method to enable designers and implementers to evaluate new
systems prior to their implementation [23]. This principle is important to consider because when
it comes to making considerations for the end-user many facets of the user experience must be
considered. This is especially viable in the instance of accessibility, one very important facet of
the user experience. While accessibility is kept in mind through every part of the user experience
and throughout the design process of any platform or user interface, using the TAM Theory gives
this subject the special attention it requires in situations pertaining to the user experience. This
model has been used in various instances, including the study, “A Systematic Review of the
Technology Acceptance Model in Health Informatics”, where the TAM was used in various
facets of health information systems. In this case, there were three main areas where the TAM
was applied in applications, including telemedicine, electronic health records, and mobile
applications [24]. Applications of the TAM such as this one are one of many ways that can be
The research question which is being answered through this paper is:
What is the effect of user interface, user experience and design on fashion mobile e-commerce
applications?
In answering the question outlined, the main focus is on evaluating the user experience
within mobile e-commerce applications amongst users, and to what extent users would like to
use applications in this area. This was studied through considerations of the user intention in
buying products, usefulness, ease of use, findability and desirability of the apps.
A. Question Context
There have been various experiences culminating in the final development of this
research question. The inspiration for the research area of e-commerce comes from various
professional and learning experiences. These include an internship with 1-800-Flowers.com Inc.,
a well-known e-commerce company. Also, an internship with The Bank of New York Mellon
(BNY Mellon) in user research and platform use and optimization was an additional inspiration
behind this work. Additionally, experiences with hackathons in the user experience, and
designing user interfaces. These have led to asking questions concerning why e-commerce
websites function the way that they do currently? In addition, the field of fashion was chosen as
it is a specific niche field. Studying this is of piqued interest as there is not currently a vast
amount of research concerning mobile applications and the impact upon users. From this, the
goal is to learn more about the connections between fashion and e-commerce and how the user
This research question is important as it will take a deep dive into the technology world
in a more specific aspect, the e-commerce sector. This study will explore technology in relation
to fashion e-commerce mobile applications. Answering this question will have an important
impact on the field of the user experience and development and considerations made in the user
V. Methodology
To investigate the effect of user interface, user experience, and design of mobile
e-commerce applications in the fashion industry, a survey was developed and distributed to
participants. The survey asked questions in four different areas of the user experience. Then,
after conducting the survey, a multiple regression statistical analysis of the obtained results was
conducted. Quantitative and qualitative insights were collected surrounding the issue at hand.
The survey asked participants to answer various questions related to mobile e-commerce
applications in the fashion space. The participants of the survey were over the age of 18 and were
typically college students or young adults. The survey was distributed amongst male, female, and
other gendered participants, all of whom have various majors or occupations. The survey was
given to individuals fitting the previously mentioned criteria, and this distribution was done via
email and social media. Participants were given unlimited time to complete the survey but were
For this research, a survey was conducted for various reasons. First, a survey was chosen
as it is a method used by other researchers in various fields, including technological ones such as
user interface and user experience. In similar studies, surveys were conducted in order to gain
meaningful, relevant, and applicable data to answer the research question. This includes studies
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such as “FindIt@Flinders: user experiences of the Primo discovery search solution”, where an
online survey was conducted amongst students [22]. There is also the study “A Survey Of
Factors Influencing Spreadsheet Risk Awareness”, where a survey was conducted through an
online tool (Google Forms) and was then distributed to users amongst LinkedIn and email
addresses [21]. Based upon this, it is clear that performing an online survey, and distributing
additional reason to conduct a survey is to evaluate the user experience and the effect of user
interface and design; the best way to gather insights is by going directly to the end-users. Since
the end-user is the consumer of the mobile applications being studied, their insights are the most
valuable. In addition, conducting a survey that participants can complete whenever they feel free
increases the likelihood of obtaining honest and open feedback surrounding the issue at hand.
A. Survey Development
In the development of the survey, the first decision to be made was to decide which
aspects of the user experience to investigate with the subjects of the study. From an analysis of
the aspects of the user experience, it was determined that the best aspects of the user experience
to study in the frame of fashion e-commerce are: user intention in buying clothing products, and
the user experience criteria. A detailed account of the statements given discussing the user
intention in buying clothing can be found in Appendix 3. The four areas investigated as user
experience criteria include usefulness, ease of use, findability, and desirability. These areas were
determined after conducting research into both the user experience and connections between the
topics of e-commerce and mobile applications, as well as the fashion industry. Within these
aspects of the user experience, four to five statements were given to the participant to gauge their
thoughts and experiences. These statements, and their associated user experience criteria group,
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can be found in Appendix 4. The prompts given in the survey were answered on a Likert scale,
from one to five, with one indicating disagreement and five indicating agreement. A detailed
view of the Likert scale employed in the survey can be seen in Appendix 1. In addition, in the
survey, before any questions were asked, a statement was given to respondents to provide them
with a background in terms of their purpose in this survey. The scenario described can be found
in Appendix 2.
B. Data Collection
When collecting data from the survey, quantitative data was obtained from participants.
While it did vary from question to question, most were answered using a Likert Scale, with point
values scaling from one to five. Additionally, some questions were asked in a multiple-choice
format, depending on the content and desired insight. These results are collected using Qualtrics
survey software over approximately four weeks, and there was a total sample size of sixty
participants. The data derived will undergo statistical and quantitative analysis to draw insights
and conclusions.
C. Research Ethics
To conduct this study, there was a requirement to obtain Pace University Institutional
Review Board Approval; since this study did require interaction with human subjects through the
distribution and conducting of the survey. Before the survey began, participants were asked for
informed consent. Without this consent, they could not move forward and participate in this
study. In developing the survey surrounding this topic, it was important to design questions
which effectively answered the question at hand while keeping the relevance of the experiences
of users of mobile e-commerce applications in mind. Assurances were also made in making the
survey accessible within an online platform that is easy to navigate on any type of device. This
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was achieved through the use of Qualtrics. Research ethics were always kept in mind, as it was
always a top priority to preserve the privacy and rights of survey participants. All data obtained
were handled with confidentiality, and there was no identifiable information asked from
participants, as only age and gender were required to be disclosed. Participants were asked for
D. Analysis of Results
Once a sufficient number of responses from the survey were obtained, the data was then
exported from the Qualtrics platform into a Microsoft Excel document. The information was
cleaned and filtered to omit incomplete responses. Of the seventy-five participants who
participated in the survey, twenty did not complete the survey in its entirety, so those results were
omitted. From there, a multiple regression analysis was performed to derive conclusions
The conceptual model shown in Figure 1 hypothesized the effects of usability, ease of
use, findability and desirability, and the effects of these on the users’ intention of buying clothing
products. The model also includes the constructs or variables, as well as the hypotheses.
The conceptual model with constructs and hypotheses shown in Figure 1 illustrates the
conceptual model and the study’s hypotheses. The model consists of five constructs and four
hypotheses. Each rectangle represents a construct or conceptual idea that later had data collected
in relation. Each arrow represents a hypothesis, denoted by the letter “H”, expressing the
dependency relationship between two constructs. The beginning point of the arrow indicates the
independent variable, while the arrowhead denotes the dependent variable of the hypothesis.
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In this study, based upon the variables laid out, it is hypothesized that:
Hypothesis 1. (H1): Ease of use will have a positive impact on the user’s intention to buy
a product. The higher that the “ease of use” a user perceives is, the higher the user’s intention is.
Hypothesis 2. (H2): Desirability will have a positive impact on the user’s intention to buy
a product. The higher that the “desirability” a user perceives is, the higher the user’s intention is.
Hypothesis 3. (H3): Findability will have a positive impact on the user’s intention to buy
a product. The higher that the “findability” a user perceives is, the higher the user’s intention is.
Hypothesis 4. (H4): Usability will have a positive impact on the desirability of a mobile
e-commerce application. The higher that the “usability” a user perceives is, the higher the user’s
intention is.
Both of the regressions were performed in order to determine the statistical significance
between the five variables. These include user intention in buying products, usefulness, ease of
use, findability and desirability. The first regression was performed to test the variables of ease
of use, desirability, and findability against the user intention in buying products. This regression
Y = β 0+ β 1 X1 + β 2 X2 + β 3 X3
Represented by this equation are the variables of ease of use (X1), desirability(X2), and
findability(X3), Y which denotes the variable of user intention in buying products, and βn, which
The second regression was performed to test the variable of usefulness (X4) against the
variable of desirability, to test and show the correlation between these two factors. This
X2 = 𝛂0+ 𝛂 1 X4
Represented by this equation is the calculation for the significance between the
desirability of an application and the usefulness of an application. In the equation, the variables
are denoted by Xn . The 𝛂n in the equation denotes the statistical significance of both usefulness
In order to obtain results for this study, Qualtrics survey software was utilized, where a
brief survey was conducted amongst various individuals. The first part of the survey asked
preliminary questions, including gender, age group, does a user have a smartphone, do they
currently have e-commerce clothing/fashion apps on their phones, if yes: have you made a
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purchase using a mobile app, and how often do you browse merchandise using a mobile app?
From these questions, below are the results amongst respondents of the survey.
genders :)”, so for the purposes of this study, this counts as a male response.
The table above provides a summary of the demographics of the survey respondents who
completed the survey in its entirety. The demographics presented include the genders and ages of
survey participants. This information was asked for by the respondent to have the chance to
examine any possible correlations. Correlations to consider include gender impacting how users
feel about the user experience, user interface, and design of mobile e-commerce applications.
One more correlation to look for is age having an impact on how users feel about mobile
e-commerce applications.
The following discusses the next preliminary questions asked to respondents. They were
first asked whether they owned a smartphone. A limitation that was not encountered but could
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have been in analyzing these results is if a participant did not own a smartphone, as they would
not be viable participants in this study. If they do not have a smartphone, they cannot have
experience using smartphone apps since they would not own one. It is important to note this
limitation and note that results indicated all participants actually own a smartphone. So, this
The survey participants were also asked questions surrounding whether they have any
e-commerce or fashion apps on their smartphone, have made a purchase using an e-commerce or
fashion app, and the frequency at which they browse for products and merchandise using
e-commerce smartphone apps, respectively. These questions were asked to evaluate users and
their intentions in using e-commerce and fashion smartphone apps. This adds to the feedback
gauged from the survey, as if they do not have relevant experience with e-commerce fashion
apps, their feedback would not be valuable concerning this study. The frequency of participants
browsing merchandise using e-commerce apps is fundamental to note. This can be an indicator
of the value of responses from users of these apps, since the more frequently they may use these
apps, the more likely they are to contribute valuable insight to this study.
The second part of the survey investigates users and their insights concerning their
intention in buying products and the four outlined user experience criteria. From each of these
categories, the prompts each received a response between 1 and 5 on the defined Likert scale,
which is shown in Appendix 1. In each section of the survey, denoted is the number of the
prompt at hand, as well as the amount of responses for 1, 2, 3, 4 and 5 on the Likert Scale. The
following graphs display responses to each survey question, with answers given on the Likert
Scale.
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1 3.127 1.171
2 3.091 1.206
3 3.255 1.205
1 4.382 0.757
2 4.091 1.059
3 3.946 0.970
4 4.000 0.981
1 3.927 1.068
2 3.927 1.078
3 4.146 1.066
4 4.146 1.041
5 4.309 1.171
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Table 2: Continued
1 4.673 0.747
2 4.218 0.896
3 4.291 0.875
4 3.764 1.261
1 3.818 1.001
2 3.891 0.975
3 3.800 0.951
4 3.582 1.243
5 3.346 1.220
The above information displays the survey results to answer the question concerning the
user experience and how it affects the user interface and design of e-commerce applications in
the fashion industry. The five graphs above show where the five variables that are to be
compared in the study were derived from. Each of these prompts was given an average response
A. Correlation of Variables
The results obtained in this study lead to the conclusion that there is a statistically
significant correlation when it comes to Hypothesis 2 and Hypothesis 4. This means that these
hypotheses have been proven to be accurate. This is shown through a breakdown of the survey
results. When the survey was completed, this data was analyzed using Multiple Regression (MR)
in the context of the original research question. There were two regressions performed on the
five variables. The variable user intention in buying products (INT) is being tested with the four
dependent variables, usefulness (USF), ease of use (EOU), findability (FND), and desirability
(DES). First, it is important to see the correlation between all of the variables being tested. From
the correlation matrix shown below in Table 2, it is clear that there are various factors that have a
dependence on each other due to their high correlation coefficients. For instance, since
desirability and usefulness have a high correlation coefficient, it is obvious that one depends
upon the other in the minds of the user. While we do not know yet which one affects the other,
there is clearly a correlation of variables present. Other variable pairs which are correlated
according to Table 2 include user intention and desirability, user intention and findability, and
Table 3: Continued
To determine whether the proposed hypotheses can be proven or disproven, testing must
be conducted. This was done in the form of various regressions. From the regressions performed,
hypothesis testing is conducted using various pieces of data. Data points kept in mind under each
test include the dependency the hypothesis is testing, sample mean, significance, standard
deviation, standard error, and T-statistics. All of these factors, which show the estimation of the
parameters of the model, are pertinent in determining the validity of the hypothesis. The p-value
is used to determine the statistical significance of the dependency scenario at hand, and the
T-statistics are used to decide whether to accept or reject the null hypotheses. This can all be seen
Statistical significance: ***p < 0.01 (t > 2.57), **p < 0.05 (t > 1.96), *p < 0.1 (t > 1.64)
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There is one hypothesis (H2) that can be deemed statistically significant on a 90 percent
confidence interval. Hypothesis H2 has a significance level of 0.060, which is less than
0.1. Keeping in mind the T-Statistic of 1.923, this means that the null hypothesis here can
be accepted. Through this hypothesis, it was found that if users desire a specific
application, then they are more likely to intend to use it to purchase a product.
There is one Hypothesis (H4) that can be deemed statistically significant on a 99 percent
0.000357, is less than the p-value of 0.01. Keeping in mind the T-Statistic of 4.358, this
means that the null hypothesis here can be accepted. Through this hypothesis, it was
found that the variable of usability is significant when coupled with desirability. This
shows that when users see an application is usable, they are then likely to desire this
application.
There are two hypotheses (H1 and H3) that cannot be deemed statistically significant. In
Hypothesis H1, there is a significance level of 0.610, and in Hypothesis H3, there is a
significance level of 0.174. In both of these instances, these values are both greater than
VII. Conclusion
E-commerce is the method by which a majority of products are purchased due to its
convenience. Thinking about e-commerce, considerations must be made due to the evolving
technologies that surround this concept. Many consumers have smartphones, so now, mobile
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applications have become the primary means by which consumers interact with e-commerce.
With this, research in the user experience and its impact on the user interface and design of a
With that in mind, the study conducted here surveyed people who use mobile e-commerce
applications and gauged their insights concerning five variables: user intention in buying
products, usability, ease of use, desirability, and findability. Two regressions were performed
using the five variables outlined above. The first, which was a multiple regression, compared
ease of use, findability, and desirability to the user intention to purchase a product. The second
regression performed compared usability to desirability. After performing these analyses, it can
be concluded that Hypotheses 2 and 4 are statistically significant, therefore they can be
confirmed based on the samples we collected. Hypothesis 2 outlines that the more the users think
a mobile application is useful, the more the users will find the application to be desirable.
Hypothesis 4 outlines that the more the users think that an app is desirable, the more likely the
users would intend to buy products using these apps, which are in the mobile e-commerce
fashion space.
There were various limitations encountered in this study. One includes the fact that there
was a limited data set. With only 55 completed survey responses, the analysis was not as
significant as once hoped. So, to expand upon this study, more participants must be recruited to
complete the survey, in order to obtain more data. This would provide better statistical insight
into these variables. With this superior insight, regression studies, as well as other relevant
statistical analyses can be performed to find more insights concerning the data. Also, future work
in this study can include making modifications to the variables of the user experience that were
tested already in the survey, as well as adding new ones including accessibility, credibility, and
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value. Additionally, increasing the parameters at which the data is tested for, including testing
variables of the user experience with controls including gender and age could provide new
insight into this study. Also, taking this question and moving it into a different niche industry
under the umbrella of e-commerce, which includes food delivery apps, property rental apps,
ridesharing apps, and entertainment streaming service apps, has the potential to shed a new light
on the user experience, user interface and design when it comes to e-commerce.
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VIII. References
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[8] P. B. Lowry, D. W. Wilson, and W. L. Haig, “A Picture is Worth a Thousand Words: Source
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[Online]. Available:
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https://www.interaction-design.org/literature/article/the-7-factors-that-influence-user-experience.
[17] C. Richard, "Great Ecommerce UX = More Sales + Happy Customers (2020)", The
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IX. Appendix
1 Disagree
2 Somewhat Disagree
3 Neutral
4 Somewhat Agree
5 Agree
Appendix 2: Statement Given to Survey Subjects Before User Intention in Buying Clothing and
For the purposes of this survey, you are an e-commerce customer, meaning that you are
shopping using the internet. You may be browsing or purchasing fashion merchandise,
depending on certain factors. Fashion merchandise is considered clothing (shirts, pants, skirts,
dresses, socks etc.) and accessories (hats, purses, belts, shoes etc.). You are using your cell
phone or mobile device (Apple, Android etc.). On your device, you shop on e-commerce
platforms using mobile apps, which you have previously downloaded on your device.
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Question Prompt