Footsteps on the floor as guides
“Therefore, we wanted to test whether it was possible to improve sales of animal welfare products by increasing their availability and visibility,” says Weingarten. The researchers used two digital supermarkets in the form of 3D simulations with graphics based on modern video games for this purpose. The customers saw the shelves from a first-person perspective and were able to pick up and examine the products from all sides, place them in their shopping cart and finally purchase them at the end. “However, the purchasing decision was only hypothetical,” explains Prof. Monika Hartmann, Head of the Department of Agricultural and Food Market Research at the University of Bonn. “The participants were not expected to actually pay for their shopping and no real products were delivered to them afterwards.”
The researchers divided the test subjects into two groups. One group were asked to go shopping in a conventional supermarket, while the other group visited a supermarket containing various nudging elements. For example, markings on the floor shaped like footprints guided customers to a special “animal welfare shelf.” “Consumers in this group were able to find meat, milk and eggs produced with high animal welfare standards in one central location on an additional shelf,” says Weingarten. Large banners placed in various different locations also made the customers aware of this additional shelf. The implementations were a huge success: The nudging group selected animal welfare products almost twice as frequently as the control group on average.