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Behaviour & Information Technology

ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/tbit20

The way you listen to music: effect of swiping


direction and album arts on adoption of music
streaming application

Md Rifayat Islam Rushan

To cite this article: Md Rifayat Islam Rushan (2020): The way you listen to music: effect of swiping
direction and album arts on adoption of music streaming application, Behaviour & Information
Technology, DOI: 10.1080/0144929X.2020.1787515

To link to this article: https://doi.org/10.1080/0144929X.2020.1787515

Published online: 07 Jul 2020.

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BEHAVIOUR & INFORMATION TECHNOLOGY
https://doi.org/10.1080/0144929X.2020.1787515

The way you listen to music: effect of swiping direction and album arts on
adoption of music streaming application
Md Rifayat Islam Rushan
Massey Business School, Massey University, Auckland, New Zealand

ABSTRACT ARTICLE HISTORY


Digital music is a multi-billion-dollar industry, and online streaming is the significant contributor to Received 12 November 2019
this revenue pie. Major streaming service providers, e.g. Spotify, Apple music, Deezer etc. are Accepted 19 June 2020
operating with the almost same number of songs and price propositions. With all these options
KEYWORDS
available, which one is better to choose when there is no price differentiation? This study Music streaming; user
investigates how to bring differentiation that will increase the likelihood of adoption of music experience; product design;
streaming applications through delivering user-centric experiential design to consumers with application usability;
two features, swiping direction and album arts. Specifically, this research examines whether adoption
swiping direction affects adoption and also investigates the combination of album arts and
swiping direction that is fluent to process and increase the likelihood of adoption. We built our
hypotheses upon the theory of processing fluency and formulated the proposition that atypical
design is fluent comparing to typical design for adoption. Two online experimental studies and a
field study were adopted. Across all the three studies, the results revealed support for atypical
design that increases the likelihood of adoption of music streaming applications. Our findings
have implications for streaming providers to differentiate their products through atypical
experiential design elements that increase both usability and adoption.

1. Introduction
years and is expected to get another 20% hike by 2018.
The music industry is consisted of different streams (e.g. Music streaming revenue is projected to be double by
recorded, live etc.) and sales-revenue coming out from 2020 from now and is expected to be a U.S.$100 billion
these streams have made it a multibillion-dollar industry. industry by 2030 (Nicolua 2017). Globally 176 million
With the evolution of technology, there is a significant customers are using paid streaming services, of which
change the way customers consume music (Papies and 76% are streaming music through mobile phones (IFPI
van Heerde 2017) and music discovery options are con- 2018). Consumers listen to music through different med-
veniently corroborated through intelligent user inter- iums not limited to mobile, computer, sound system,
faces across web platforms and streaming services MP3 player, iPod etc. Our preference to listen to music
(Knees, Schedl, and Goto 2019). Now, customers have has changed with the evolving of the internet hence tech-
access to millions of songs in online and through mobile nology, and now we can engage in experiencing seamless
applications such as Spotify, which provides 35 million music anywhere. According to a report by Nielsen
songs catalogue in their streaming application (What is (2017), music listeners use averagely 3.4 devices weekly
Spotify 2017). Music streaming (free as well paid) to engage with music. Increasing rate of smartphone
appeals to new customers more, who then convert to a penetration drives the adoption of digital mobile music
streaming user and contribute towards digital revenue streaming and service providers have insights of consu-
(Wlömert and Papies 2016). Digital Music revenue mer behaviour to deliver a personalised experience
reported a 19.1% increase to the U.S.$ 9.4 billion, driven (Chung, Rust, and Wedel 2009). Consumers experience
significantly (60.4%) by streaming revenue (IFPI 2018). a synchronised recommendation generated from the
According to Mclntyre (2018), streaming music has elev- past listening habits followed by considering situational
ated U.S. music market to reach a double-digit overall factors such as mood and emotion (Irrgang, Steffens,
growth of 16.5% (U.S.$ 8.72 billion) in two consecutive and Egermann 2020). So, consumers get a complete sol-
years in a row, which has not happened for last 15 ution for listening to music through mobile devices with

CONTACT Md Rifayat Islam Rushan rifayat@outlook.co.nz Massey Business School, Massey University, Private Bag 102904, North Shore, Auckland 0745,
New Zealand
© 2020 Informa UK Limited, trading as Taylor & Francis Group
2 M. R. I. RUSHAN

internet connectivity and the music industry has adopted application. Although the user design experience aspect
these new formats (e.g. streaming, online radio stream- under customer experience management is a widely
ing etc.) to deliver music experiences. researched topic, a specific study of user design experi-
Spotify, Gaana, Beats, Slacker radio, Soundcloud, ence for streaming applications is highly overlooked.
Apple music, Pandora, Amazon music, Tidal, Deezer, In music streaming application, the user experience
Google play music etc. are some of the prominent can only be enhanced through available features for con-
music streaming applications in all across the globe. sumers, which are essential, easy to use and generate aes-
All the applications can be accessible in most of the thetic feelings indeed. This study will explore two specific
countries along with some local applications developed user experiential aspects (swiping direction and album
for local markets by telecom operators. Interestingly, arts) for the adoption of music streaming application
most of the applications advertise almost the same while not minimising the importance of other user
music library of songs. For example, Spotify has more experience dimensions (e.g. colour, personal playlist,
than 30 million songs, Google play music has over 40 navigation pane, social medic etc.). Swiping is a common
million songs, and Apple music has around 45 million experiential feature for any mobile application or website
songs (Pendlebury and Blanco 2018). So, out of many while browsing. We use our fingers while swiping
options, which one to choose and which one is better? throughout the touch screen of the mobile devices. Swip-
The music industry is an extremely competitive market, ing feature can be used for various input purposes in
differentiation is the biggest challenge and customers will music streaming applications such as writing the text,
choose the streaming application provider that can scrolling the screen from top to bottom direction and
differentiate their product from the others since the also from left to right direction, controlling the volume
scope for only price differentiation tends to zero (Chan- function, brightness or colour management of the screen,
dran 2015). In today’s marketplace, product design is an skip songs and so on. In this study, we refer to the swip-
established and accepted point of product differentiation ing direction action that enables users to scroll the screen
(Homburg, Schwemmle, and Kuehnl 2015). Customers from top to bottom direction and from bottom to top
will not adopt a music streaming application, which direction along with swiping from left to right direction
fails to provide the seamless user experience. But very lit- and from right to left direction. We also define scrolling
tle is known about how to design the music streaming the screen from top to bottom direction as the funda-
application to deliver enhanced user experience. Thus, mental feature of swiping and conversely, scrolling
practitioners and researchers are left with the question from bottom to top direction as the ‘vice versa’ direction
that how to provide a better user experience for a while swiping throughout the screen. Similarly, swiping
music streaming app. from left to right direction as the fundamental feature
User-oriented design brings a collaborative approach of swiping and scrolling from left to right as the ‘vice
in product development process, which ultimately versa’ direction. Furthermore, scrolling, swiping and
shapes a better user experience (Veryzer and Borja de browsing the touch screen of the mobile devices portrays
Mozota 2005). Music streaming applications commonly analogous meaning. Generally, swiping can be done in
have different styles of presentations or designs, which top-down and vice versa direction. Swiping from left to
include different background colours, layouts (e.g. one right direction is a new experience dimension incorpor-
/several album arts), swiping option from top to bottom ated in very few music streaming applications (e.g.
or left to right, features like personal playlists, social Gaana, Deezer etc.). Album art is the visual art present-
media sharing etc. Previous research examined the var- ing on the mobile screen. Most of the applications have
ious perspective of product designs and its relative adopted a single album presenting at a time to users
importance on product development. For example, (e.g. Spotify), and few applications present multiple
Bloch (1995) articulated that the form of a product deter- album arts (e.g. Gaana) at a time to users. The present
mines customers psychological and behavioural study aims to examine the effect of swiping direction fea-
responses. Product design often acts as a source of com- ture on adoption of music streaming application and the
petitive edge (Kotler 2003). Visual design is an integral moderating role of album arts in this relationship.
part of product design, and visual aesthetics influence Prior research demonstrates the significance of pro-
the evaluation of a product (Bloch, Brunel, and Arnold duct design (Bloch 1995) to create differentiation and
2003). Despite the importance of product design associ- drive business performance. Consumers have various
ated with the user experience for a multibillion music options to choose from a wide range of music streaming
industry such as streaming, no other single academic applications provided service independently and also
research has addressed the issue regarding customers delivered through local telecom providers. Due to the
perceived design experience for music streaming intense competition, customers will select and continue
BEHAVIOUR & INFORMATION TECHNOLOGY 3

to use the best application that provides exceptional user way by the customers to listen to music in a streaming
experience. So the sole aim of this research study is to application while taking into consideration swiping
investigate: direction and album arts presenting in the screen of
How can product differentiation be done for music mobile applications. Fourth, we also contribute on
streaming application through product design features extending the literature of processing fluency (e.g. Land-
(Swiping Direction vs. Album Arts)? wehr, Labroo, and Herrmann 2011; Landwehr, Wentzel,
The specific research questions are the following: and Herrmann 2013) by demonstrating the typical
design and atypical design effect on consumers adoption
RQ1: Is there an effect of swiping direction on customers
adoption of music streaming applications? of music streaming applications, therefore, addressing
the questions of music streaming industry. Apart from
RQ2: Is there an effect of album arts on customers adop- the key theoretical contributions, our research also pro-
tion of music streaming applications? vides managerial relevance by demonstrating the impor-
RQ3: Which combination of swiping direction vs. album tance of design for mobile streaming applications along
arts is preferred to adopt the music streaming with the experience consumers preferred to adopt the
application? applications. Specifically, marketers can differentiate
In addressing these questions, we develop a conceptual their product by incorporating significant findings
framework and hypotheses. To empirically test the frame- from this study not only to deliver unique experience
work and hypotheses, we conduct two experimental but also to increase the number of consumers who will
studies and one field study. In study 1, we first test whether continue to use the music application thereby increase
swiping direction has an effect on consumers adoption of the long-term profitability for the companies.
music streaming application. Then we examine preferred
combination of swiping direction and albums arts present-
ing to consumers in the mobile screen by examining the 2. Literature review
interaction between swiping direction and album arts. In
2.1. Product design
study 2, we replicate the study settings of study 1 for a
different sample. In study 3, we conduct a field study Product design builds the differentiation for the business
with real-life data to assess the change impact of experien- firms and helps to position distinctively in the mind of
tial design elements for a music streaming application. the customers. Marketing literature highlights product
This research study makes important theoretical and design as a source of competitive advantage (Landwehr,
managerial contributions. First, we provide insights Wentzel, and Herrmann 2013; Homburg, Schwemmle,
into product design of mobile applications. Product and Kuehnl 2015) and product design is considered as
design focused on various design elements and aesthetics a crucial marketing variable (Creusen, Veryzer, and
feelings (e.g. Bloch 1995; Cox and Cox 2002; Homburg, Schoormans 2010). Particularly, product design plays a
Schwemmle, and Kuehnl 2015). We contribute to this lit- pivotal role respective to new product development
erature by highlighting the experiential impact of swip- (NPD). Perceived newness in a product design acts as
ing direction and visual aesthetic feelings of album arts a selling point for product differentiation (Talke, Müller,
on consumers adoption of mobile streaming appli- and Wieringa 2017). The success of new products in a
cations. Second, we contribute to the literature of mobile greater extent determined by the quality of the product
application usability (e.g. Hoehle and Venkatesh 2015; design (Mowen, Fang, and Scott 2010) and newness of
Lee and Price 2016; Newman, Wachter, and White the product design drives sales growth (Talke, Müller,
2018). Usability research focuses on how user-friendly and Wieringa 2017) over the whole product lifecycle
an object is from the users perspective. We contribute (Rubera 2014). In the stream of product design research,
here by showing the preferred experience and design aesthetic design, design crowdsourcing and product
combination that increases the usability for music innovation are relevant for our research study.
streaming applications through swiping direction and Marketing scholars have emphasised on products aes-
album arts. Third, we contribute to the music marketing thetic appeal dimension under product design in particu-
literature (e.g. Papies, Eggers, and Wlömert 2011; Papies lar and which also received attention from the
and van Heerde 2017; Datta, Knox, and Bronnenberg practitioners. In marketing research, when and why cus-
2017). Music marketing literature has exhibited more tomers get induced by the aesthetic design is a rich arena
on macro music phenomenon like piracy, unbundling, with significant contributions (Cox and Cox 2002; Land-
recorded music vs. concert etc. Our contribution is wehr, Wentzel, and Herrmann 2013). Consumers evalu-
more from micro perspective to examine the preferred ate not only the functional value of a product but also
4 M. R. I. RUSHAN

take into consideration the experiential value such as and Fixson 2013; Liedtka 2015). A problem-solving
product aesthetics (Creusen, Gemser, and Candi 2018). approach for users through delivering innovative sol-
The appearance of a product along with perceived beauty utions is the ultimate key to achieve competitive advan-
is referred to as the aesthetic dimension of product tages and build a strong position by delivering distinctive
design (Homburg, Schwemmle, and Kuehnl 2015). products and services.
Firms always seek for the ideal aesthetic design for Produce design literature streams suggest that aes-
their product lines (Orth and Malkewitz 2008; Liu et thetic design and innovation of the product have a sig-
al. 2017). Acceptance of customers for new design highly nificant association with success and differentiation of
depends on the exposure level. Consumers preference for the product. Moreover, participation of customers in
complex visual designs increases with the level of idea generation and pre-experiencing the protytype of
repeated exposures (Cox and Cox 2002). Landwehr, actual product enhance the acceptance of the product.
Wentzel, and Herrmann (2013) examined car design These articulations apply in our research context of
with typical and atypical settings and found that consu- music streaming application as well since we investigate
mers like atypical design when the exposure level is high. with consumers participation that what combination of
Designing products with the participation of custo- album arts and swiping direction experientially and visu-
mers increasingly receives priority and this process has ally are fluent to process to increase the likelihood of
adopted by many firms, which is also defined as design adoption.
crowdsourcing. To source innovative designs, firms
seek for various external sources in the ideation phase
2.2. Website interactivity and functionality
of new product development (Allen, Chandrasekaran,
and Basuroy 2018). Chang and Taylor (2016) articulated Research on websites is another stream of literature close
that in ideation and launching phase, the participation of to our area of investigation, focuses on interactivity and
customers for new product development increases the functionality dimensions that affect consumers behav-
performance of the product inclusion of financial per- iour in digital world. Effects of interfaces (computer,
formance. For instance, a Japanese consumer brand mobile etc.) on human responses is a recent stream of
name Muji reported that sales of a product built by research, so there is a lack of research findings. With
designers are five times lower than the same product the advancement of data analytics, marketers can track
designed by the customer’s idea (Chang and Taylor the consumers browsing and navigation patterns to
2016). The common design proposed by the consumers examine the site performance and utilise these insights
ultimately increase the perception that the company is on re-engineering the site design and customisation
capable of building innovative designs (Schreier, Fuchs, (Bucklin and Sismeiro 2003) that analogously enhance
and Dahl 2012). Firms involve customers to take their websites interactivity and functionality. Under the
feedbacks through co-developing or building the product stream of website research, site interactivity and func-
from the scratch with customers own idea (Cui and Wu tionality is proximately pertinent to the interest of our
2016). research study.
Innovation and human-centred approach are the core Interactivity is a key feature and unique compared to
value for product design. Satisfying customer needs and other mediums. Websites are considered as an interac-
wants is the utmost priority in the design thinking pro- tive communication channel, a tool for shopping and
cess. A comprehensive understanding accelerates inno- customer relationship management hence both technol-
vation process to meet what people wants along with ogy experts and marketing practitioners focus on build-
their liking and disliking about making, marketing and ing interactive websites (Song and Zinkhan 2008). This
packaging of a particular product (Brown 2008). When interactive aspect is analogous for mobile applications
a company builds innovative solutions, then it is necess- like music streaming as marketers also put priority to
ary to understand the factors that can affect the adoption provide interactive experience while navigating through-
of the innovative solution (Hauser, Tellis, and Griffin out the applications. The interactive consumption
2006). So, innovation is indispensable element for pro- experience in websites generates cognitive and pleasure
duct design to get succeeded. Design innovation starts arousal emotion, which induces customer’s visit duration
with need finding followed by brainstorming and proto- on the website (Steenkamp and Geyskens 2006).
typing. Consideration of wide-ranging insights derived Increased visit duration drive adoption through repeated
from the customers who will actually use the product visit and consumption in the website. Additionally, web-
and experiments with users by presenting prototypes to site design portrays signal about the firm’s abilities by
select the best output – the entire process or cycle is per- delivering quality product experience that enhances
formed by the developers tagging users in phases (Seidel credibility in the eyes of customers (Schlosser, White,
BEHAVIOUR & INFORMATION TECHNOLOGY 5

and Lloyd 2006). In recent times, consumers have performance, response time etc.) (Hoehle and Venkatesh
touchscreen experiences (example: iPad, smartphone 2015). Usability is conceptualised by scholars from var-
etc.) to browse the same website. Consumers touching ious perspectives. Baek and Yoo (2018) defined usability
experience towards an object increase the psychological as perceived ease of use for an object that portrays
ownership and proximity of eyes distance from an object efficiency, effectiveness and satisfaction from a user
in mobile screen induces consumers effective response point of view to achieve goals in a particular context. Per-
(Shen, Zhang, and Krishna 2016). Similar design and ceived ease of use refers to user-friendliness to use a tech-
interactive experience dimension of websites also apply nological product (e.g. mobile applications) without any
in our research context of mobile music streaming extra effort from the user’s end (Newman, Wachter, and
application. White 2018). Additionally, usability induces consumers
Functionality is a common characteristic that in the engagement towards a particular product because users
same way indispensable for website and mobiles. Web feel connected while interacting with the product. For
functionality refers to easy to use interface, navigation, example, if a mobile application is user-friendly then
artistic design and presentation of information (Liao naturally consumers will get engaged and interacted
and Shi 2017). Layout and navigation of websites, the throughout the application. Consumers review lack of
most used criteria considered by the consumers to assess friendliness as a negative app experience (Hoehle and
websites service quality (Zeithaml, Parasuraman, and Venkatesh 2015). The app should be more user-friendly
Malhotra 2002). Interface design affects the consumer’s than other technological mediums as consumers expect a
choice they make in a website while browsing. Consu- better vivid response in comparison to websites (New-
mers behaviours are dynamic as they response towards man, Wachter, and White 2018). A wide range of litera-
different web pages presented to them and flawless func- ture has examined Mobile app usability from a holistic
tionality of the sites have made this dynamic behaviour perspective. Hoehle and Venkatesh (2015) articulated
(Bucklin and Sismeiro 2003). Functionality also affects mobile app usability as a quality attribute, which is
consumers website visit duration, purchase conversion based on users, objectives and context. Criteria or meth-
rates and indeed drive long-term sales (Danaher, Mullar- odology for usability evaluation is the specific relevant
key, and Essegaier 2006). Screen colour choice by the stream under usability for our research context.
designers for interfaces has a substantial impact on con- Field of human–computer interaction (HCI) has ela-
sumers perceptions. Colours that provide the experience borated various methods for evaluating user experience
of relaxed feelings induce consumers perception about and usability. The most common method is the Nielsen’s
greater perceived quickness in websites browsing, heuristics to assess the usability of an interface against
which consequently influence site evaluation and inten- ten baseline criteria of usability: feedback, metaphor,
tion of recommending to others (Gorn et al. 2004). navigation, consistency, prevention, memory, efficiency,
So, website literature is associated with a great extent design, recovery and help (Lee and Price 2016). Another
with mobile applications since our key constructs: swip- broad framework consider not only interaction and use
ing direction provides an interactive experience and aes- experience with the system but also takes into consider-
thetic album arts presentation in the screen enhances the ation situational characteristics (e.g. privacy, trust etc.)
functionality. However, prior research mostly examined developed (Knijnenburg et al. 2012) to judge the usability
the interactivity and functionality from websites perspec- of interface design. Developing an interface to satisfy
tive. Herein, this study examines interactive experience consumers sensory and functional needs is considered
(touchscreen swiping direction) and functionally (aes- as a prerequisite to manage customer experience and
thetic album arts presentation in the screen) from the know the customers better than the competitors (Mas-
music streaming application perspective. sey, Khatri, and Montoya-Weiss 2007). Aesthetic designs
of the interface and usability of the interface are associ-
ated with complexly and interchangeably compensate
2.3. Application usability
each other depending on the context (Goyal et al.
The term usability is used for any human-made objects 2018). Consumers not only consider design and func-
and how easily people can use that object to fulfil their tionality but also judge how enjoyable the overall experi-
needs. Research on usability has received particular ence is while navigating throughout the site or app. Van
attention in the field of information systems (IS) and der Heijden (2003) showed that enjoyment hence felt
human–computer interaction (HCI). The concept and involvement of consumers has a significant impact on
application of usability is identified as a critical success evaluation and attitude towards the site in addition to
factor for mobile marketing and this usability aspect design appeals and utilities. Entertainment context like
studied mainly from the technical perspective (e.g. websites or mobile applications increases consumers
6 M. R. I. RUSHAN

hedonic experience that reflects in their pleasure- A great deal of previous research into music has
oriented consumption (Hsu and Lin 2016). So the inter- focused on music information retrieval (i.e. Lamere
face that evokes a pleasurable experience indeed a pivotal 2008; Sturm 2014; Byrd and Simonsen 2015) which
consideration for the marketers to fulfil customer needs portrayed how algorithms are used to produce rec-
along with differentiating from other players in the ommendation for listeners after accumulating laborious
marketplace. data compilations along with an aim to extract music
Application usability stream suggests navigation and characteristics from audio (Lange and Frieler 2018).
design as key dimensions evaluate to what extent the Music Information Retrieval (MIR) is a rapidly growing
app is user-friendly for consumers. In the light of app interdisciplinary research area that encompasses com-
usability findings, this research study will examine how puter science and information retrieval, musicology
these dimensions apply in real life context to derive the and music theory, audio and digital signal processing,
preferred interface for music streaming applications. cognitive science, library science, publishing, and law
(Futrelle and Downie 2003). MIR has prioritised several
research areas such as representation: the way of pre-
2.4. Research on music
senting music materials in digital form (Naveda and
Marketing scholars explored various streams of music Leman 2010; Rossetti and Manzolli 2019), indexing:
and its application in consumers psychological and database association with music materials to ease the
actual behaviour context. Sensory marketing (Krishna process of retrieving (Kelly 2010; Shen et al. 2019),
2012) reveals how our five senses (smell, taste, hearing, compression: efficient audio encoding with com-
sight and touch) are used by the marketers to attract cus- pression technologies (Cilibrasi, Vitányi, and Wolf
tomers towards their product through delivering a sen- 2004; Louboutin and Meredith 2016), user interface
sory experience. This arena extends the horizon about design: easy interface to search and find musical
how consumers engage with the world can be induced materials from a collection (Wilkie, Holland, and Mul-
by the marketers. Consumers cognition and behaviours holland 2010; Xambó et al. 2017), metadata: descriptive
are represented by sensory information (Hagtvedt and and contextual information managed through a MIR
Brasel 2016). Many scholars contributed through differ- system (Mandel and Ellis 2008; Long, Bonjack, and Kal-
ent dimensions (e.g. pitch, intensity etc.) study under wara 2019), intellectual property rights: ownership and
music stream. Zhu and Meyers-Levy (2005) showed distribution of music materials through content provi-
that how different meaning of sound within the music ders (Thibeault 2012; Zhang 2018), musical analysis:
evoke hedonic value or pleasurable feelings. Acoustic organisation of various musical compositions and
pitch affects significantly consumers believe about a pro- need fulfilments of musicologists through MIR
duct physical appearance and size (Lowe and Haws (Brown and Smaragdis 2004; Bhalke, Rao, and Bormane
2017). Consumers perception and decision making are 2016). Our current research is analogous with the user
also affected by the frequency of music (Sunaga 2018). interface design but extensive since we combine both
In retail settings, several studies are conducted about design (album arts presentation in the interface) and
how music can be set with the ambience to deliver a plea- touching (swiping direction) experience for music
sant customer experience. Consumers do impulse buy- streaming applications.
ing, express positivity and feel satisfied in a retail This research context is more pertinent with the
context when scent and music are congruent in their music research associated with the product (e.g. bund-
combined arousal in the environment (Mattila and ling, streaming etc.) and industry phenomenon (e.g. for-
Wirtz 2001). Consumers food selection also varies with mats of listening music, piracy impact etc.). Despite the
the volume of music in restaurants. In a recent study, industry that generates substantial revenue margin and
Biswas, Lund, and Szocs (2019) examined that consu- engages a significant number of customers in daily
mers go for healthy food choice when the volume of music consumption, research in this stream is scant.
music is low and unhealthy food choice is driven by An overview of the literature from the product and
the high volume of music. Music discovery was a chal- industry perspective is exhibited in Table 1.
lenge at the earlier stage of the introduction of digital Music literature stream reveals that no prior study
technology and in a recent study, Knees, Schedl, and focused on product differentiation in particular for
Goto (2019) pinpointed three distinct phases of music music streaming applications with design elements.
listening culture and evolution of corresponding intelli- This study addresses how product differentiation can
gent interfaces followed by how current structures be brought with the combination of swiping direction
accumulating data to recommend users the right music and album arts presenting to customers in their music
at the right time. streaming applications.
BEHAVIOUR & INFORMATION TECHNOLOGY 7

Table 1. Literature review on music research (product and industry perspective).


Author(s) Journal Research focus Findings
Moe and Fader (2001) JMR Sales pattern of hedonic products (music discs) A recommend model to analyse the sales pattern for hedonic
products
Bhattacharjee et al. MSa P2P (peer to peer) digital music sharing impact on Albums of superstars and female artists survive in the music top
(2007) albums survival in the music top chart chart, and P2P sharing hurt much low-ranked albums in
compare to top-ranked albums
Sinha and Mandel JM Factors that drive consumers’ willingness to pirate Positive incentives reduce the tendency to pirate. Negative
(2008) digital music track incentives increase piracy tendency, and for some consumers,
negativity acts as an obstacle
Elberse (2010) JM Effect of unbundling on music sales and bundle Revenue for mixed bundles decreases when music is consumed
characteristics that drive this effect digitally, and this is opposite for bundles with the similar appeal
in digital channels
Sinha, Machado, and JM DRM (Digital Rights Management) protected songs vs. DRM-free environment increases consumers’ willingness to pay
Sellman (2010) DRM-free songs hence both consumers and producers get benefitted
Kubacki and Croft EJM Artist’s understanding, engagement and response Musicians can engage with markets through various methods
(2011) towards music marketing which are influenced by their desired and artistic identities
Papies, Eggers, and JAMS Developing business models for providers to offer free Advertising based model can attract customers who never used to
Wlömert (2011) download for digital contents by earning from with commercial downloading platforms by delivering free, ad-
advertising based services
Danaher et al. (2014) MSa Cross price elasticities between digital song and album Tiered pricing along with reduced album pricing increases
sales revenue and subscription
Papies and van Heerde JM Role of piracy, unbundling and artists characteristics on Cross-format effect between recorded music and live concerts
(2017) cross-format elasticities between recorded music and persist and moderated by the advancement of technologies and
live concerts characteristics of artists
Datta, Knox, and MS Effects of consumers adoption of music streaming in Adoption of streaming increases new music discovery
Bronnenberg (2017) their listening behaviour
JM = Journal of Marketing, JMR = Journal of Marketing Research, JAMS = Journal of Academy of Marketing Science, MS = Marketing Science, EJM = European
Journal of Marketing, MSa=Management Science. This list contains only A* journals publications according to ABDC ranking (Australian Business Deans Council
2019).

3. Conceptual framework and hypotheses the core design and delivering an innovation has a sub-
development stantial impact not only on product design but also on
consumers adoption (Ma, Gill, and Jiang 2015). The
3.1. Definition of the key constructs
way that firms present information to consumers is con-
3.1.1. Adoption vergence with the success of the product in the market-
Adoption is a process by which customers are famil- place (Müller-Stewens et al. 2017).
iarised with a product and consequently become a regu- In this research context, swiping in the top-down
lar user of that product. Marketers always have the direction along with presenting once album arts is the
priority to understand consumers adoption process of core design and upon which marketers build top-down
new products, specifically digital products and for with the left-right swiping direction along with present-
which markets have spent considerable time and effort. ing multiple album arts in the mobile screen. We exam-
Marketers focus not only on developing usable and use- ine these different experiential designs effect on
ful products but also building a long-term product that consumers adoption of music streaming applications.
customers will use. Analysing the factors that influence
consumers adoption is crucial understanding for
business firms and various product characteristics such 3.1.2. Swiping direction
as features, the newness of the product, compatibility Swiping direction is also marked as scrolling and navi-
etc. are important factors that affect adoption (Meyer, gating direction while we use touchscreen mobiles and
Zhao, and Han 2008; Ma, Gill, and Jiang 2015). regular websites on our computer. The exact analogous
Product innovation has an emerged effect on consu- definition for swiping direction is not elaborated in mar-
mers adoption. The extent to which a consumer adopts keting literature; instead, we find applicability of naviga-
an innovation comparing to others in the same consu- tion direction in designing smartphones applications
mer class defined as new product adoption behaviour within the literature of human–computer interaction
(Im, Bayus, and Mason 2003). Product innovation posi- (HCI). According to Neil (2014), swiping is a gesture
tively affects the adoption of new products and increase that assists in navigating quickly within the mobile
the competitive advantage (Herzenstein, Posavac, and screen, swiping horizontally reveal another page or
Brakus 2007). Product design is an integral part of pro- email as designed in Android and iOS operating systems
duct innovation. While adding a new design for a pro- of smartphones. Swiping vertically hence top-down (vice
duct, managers can build the innovation based upon versa) is by default and primary navigation pattern,
8 M. R. I. RUSHAN

swiping horizontally hence left-right (vice versa) is the Consumers choice during the decision-making pro-
secondary navigation pattern (Neil 2014). cess irrespective of the environment (retail or online)
Consumer perceives psychological ownership of a pro- primarily depends on visual impressions (Jia, Shiv,
duct while touching and experiencing the product which and Rao 2014). In our research context, we examine
shape the consumer’s evaluation and decision towards how many album arts are preferred by the consumers
the product (Brasel and Gips 2014). Prior research exhib- to visually present in the music streaming application.
ited that touching an object positively influences consu- More visuals facilitate information processing and
mer’s perceived ownership that induces the feeling of observing more pictures from a consumer point of
having something without owning thereby perceived view to induce positive decision making (Lurie and
ownership is referred to as psychological ownership Mason 2007). Jia, Shiv, and Rao (2014) exhibited in
which is distinct from legal ownership (Peck and Shu an experimental study that presenting more visuals
2009). Even while consumers imagine of touching an increase detailed focus and decrease holistic perceptual
object increases the perceived ownership which is analo- focus in visual information processing. Conversely,
gous to actually touching an object (Peck, Barger, and prior research also articulates that presenting more
Webb 2013). Consumers feel more controlled while visuals can backfire and counterproductive since
touching a device which has association with consumer’s more information processing fosters ambiguation fol-
extended self this enhance the feeling of perceived owner- lowed by perceived as less creative and attractive to
ship (Hein, O’Donohoe, and Ryan 2011). Perceived own- consumers (Patrick and Hagtvedt 2011). So our
ership derived from touching an object positively induces research investigates to solve this dilemma whether to
consumer’s valuation of the product or service and sub- present single album art or multiple albums arts to
sequent behavioural outcomes such as purchase intention, consumers while they experience and intend to adopt
adoption and loyalty (Peck and Shu 2009). Moreover, in music streaming applications. Furthermore, many
an online context, touching the device such as tablets or entertainment applications (e.g. Netflix, Hoichoi etc.)
smartphones generate more positive evaluations in com- adopt culture tailored visual strategy in various
pare to traditional laptops or computers (Brasel and countries to portray local culture and design the app
Gips 2014). Therefore, we argue that touching experience accordingly. In the present study, we consider a global
while browsing top-down direction (vice versa) and left- context of the music applications (e.g. Spotify, Deezer,
right (vice versa) is crucial while designing the experience Wimp etc.) who follow a global standard to design their
for the consumers which subsequently drives consumer’s applications therefore consumers experience the same
adoption of music streaming services. app (single album art or multiple album arts) irrespec-
tive of the geographical boundaries.

3.1.3. Album arts


3.2. Conceptual framework
Albums arts are the visual arts presenting to customers in
the mobile screens of music streaming or any other Figure 1 depicts the conceptual framework for our study,
entertainment-based applications. Album arts are the which connects the swiping direction to the likelihood of
album covers that publish through CD/DVD. With the adoption of music streaming application. We also con-
advancement of technology and change in music con- sider that the number of album arts has a moderating
sumption, digital albums arts are exhibited in the web- effect on the relationship between the swiping direction
sites (e.g. YouTube generates album arts while and the likelihood of adoption of music streaming
uploading a video along with customisation options) application.
and mobile applications. Upon clicking on the album
arts hence over the visual arts, consumers go for experi-
3.3. Hypotheses development
encing (e.g. listening, watching etc.) the content. Visual
arts have the power to influence consumer perceptions Most frequent and useful gestures used in mobile appli-
and evaluation of the products (Hagtvedt and Brasel cation interfaces are top to down swipe, down to top
2016). Visual arts presentation is the stimulation process swipe, left to right swipe and right to left swipe (Feng
for portraying creativity, imagination, luxury and pres- et al. 2012). Different interfaces generate perceptual
tige (Hagtvedt and Patrick 2008). Visual arts are exten- experiences and influence consumer behaviours-
sively used in advertising to aware customers about the decisions (Shen, Zhang, and Krishna 2016). In psychol-
products and brands. Visual art is a part of aesthetic pro- ogy, especially the embodied cognition (Barsalou 2008)
duct design that conveys product information and addresses that our mind and body are intimately inter-
impressions (Dahl, Chattopadhyay, and Gorn 1999). related. According to Barsalou (2008), the theory of
BEHAVIOUR & INFORMATION TECHNOLOGY 9

Number of Album Arts


(Single vs. Multiple)

H2 (+)

Swiping Direction Likelihood of Adoption of


(Top-down Only vs. Top- Music Streaming Application
Down with Left-Right) H1 (+)

Figure 1. Conceptual framework.

grounded cognition states that to produce cognitive Album arts (visual arts) enable listeners to look into
activities, our bodily states, mental simulations and the albums and songs information before playing a
actions are used. Embodied cognition aspect helps pro- song to experience. In a mobile screen, some streaming
duct developers to communicate perceptual features applications are designed with one album art (e.g. Spot-
through making subtle element changes in product ify), and others (e.g. Deezer, Apple Music) are designed
design that influence consumer behaviours (Kreuzbauer with multiple arts (two/three/four/six/nine). So, through
and Malter 2005). We argue that only top-down swiping swiping top-down or left-right direction users can select
induces customers perceptual cognition towards an album arts to listen to songs and these are the parts of
object more positively than top-down with left-right product design of streaming applications. Processing
swiping. Tom et al. (1991) examined head movements fluency influences customers judgements for preferences
and illustrated nodding up–down head movements concerning the information processed with ease or
arouse positive thoughts with increased preference for difficulty (Cho and Schwarz 2006). Brakus, Schmitt,
a neutral object, whereas shaking side to side (left-right and Zhang (2014) state that customers response spon-
and vice versa) head movements stimulate negative taneously and with minimum effort while attending an
thoughts with a declined preference for a neutral object. experiential attribute such as car’s colours-shapes. Var-
Our proposition is also aligned with these findings. ious types of product images hence album arts in our
While swiping top-down direction only in mobile, our study context can play a pivotal role to affect consumer’s
head and eyes both even move towards the top-down fluency therefore product’s evaluation (Maier and Dost
and vice versa direction. On the other hand, our head 2018). Number of images presented to consumers is a
and eyes both move left-right direction while swiping crucial phenomenon, which can increase complexity
left-right. According to the theory of fluency, consumers and lowering fluency. Landwehr, Labroo, and Herrmann
respond positively towards stimuli that is easy to process (2011) examined car designs with processing fluency
and perceived more fluent by the consumers (Reber, aspect and found an interesting insight that complex
Schwarz, and Winkielman 2004). Flunecy is defined as car designs are more fluent to process and evoke positive
ease or difficulty with with users process new and exter- reactions associated with car sales. In another study,
nal information (Schwarz 2004). Fluency is dependent Landwehr, Wentzel, and Herrmann (2013) articulate
on the subject experiences such as browsing throughout that when exposure level is high then customers better
the screen in this study context, which exhibits how like atypical car designs than the typical design with
fluently consumers can scroll in various directions and low exposure. Following these insights in this study con-
not dependent on objective experiences such as proces- text, we argue that presenting one album art in the top-
sing time (Kostyk, Leonhardt, and Niculescu 2019). down direction (vice versa) is a typical product design
Inspiring by this theory of fluency assumption, we and presenting multiple album arts in top-down with
argue that swiping top-down and vice versa direction is the left-right direction (vice versa) is an atypical design
more fluent to process by the consumers comparing to for music streaming applications. We also argue that
swiping top-down with left-right direction and vice an atypical design, presenting multiple album arts in
versa. top-down with left-right direction will process more
fluently by the consumers. Exposure will be high as
H1: Swiping top-down direction has a stronger positive
effect on the likelihood of adoption of music streaming well since consumers will have to process more infor-
applications than swiping top-down with left-right mation while looking into multiple albums information
direction along with processing from both top to down and left
to right direction.
10 M. R. I. RUSHAN

H2: Presenting multiple album arts in top-down with So, our developed android application is not in use for
left-right direction increases the likelihood of customers participants who are using other mobile operating sys-
mobile streaming applications adoption rate more than tems. Mobile responsive webpages were developed for
presenting one album art in the only top-down direction
four conditions that congruent with mobile applications
so that analogous screens participants can experience
4. Empirical examinations and findings while browsing the mobile application.
Mobile responsive webpages were developed by
4.1. Study 1: online experiment
taking into consideration only this study relevance and
4.1.1. Study goal at the same time controlling other options available in
Study 1 examines the causal relationship between swip- applications. For example, the background colour was
ing direction on adoption of music streaming application the same, and outlook of the screens presented similarly
followed by investigating the interaction between swip- (e.g. four icons below the top bar of the screen, a blue top
ing direction and album arts. We have adopted exper- bar branding as ‘Entertainment’ etc.). Moreover, no
imental study since experimental study articulates the other options were given to browse the mobile webpage
causality of the relationship. In an online experiment, except browsing and presenting albums in accordance to
we reach a diverse pool of participant without any geo- study objective of our research study.
graphical boundaries. Moreover, online experiments We developed the survey through online survey man-
assist in reducing the effect of potential confounding fac- agement tool Qualtrics. We recruited participants
tors(e.g. interviewer effect) thus increases internal val- through Amazon Mechanical Turk (Mturk) to partici-
idity of the findings. To facilitate the causal inference, pate in this online experiment in return for a nominal
we manipulate both swiping direction and album arts payment. Mturk developed by Amazon has received
to measure the change or impact on the adoption of wide acceptance by the academic researchers to conduct
music streaming application. research and expose the opportunity to recruit diverse
participants from the U.S. and other countries. Good-
4.1.2. Study design and sample man and Paolacci (2017) exhibited that 27% empirical
Study 1 used a 2 (swiping direction: top-down only vs. works of five volumes in the Journal of Consumer
top-down with left-right) × 2 (album arts: single vs. mul- Research empirically conducted using Mturk and adopt-
tiple) between-subjects design. Swiping direction, both ing Mturk is increasing in top marketing academic jour-
top-down only and top-down with left-right were nals. To be congruent in our study context, the Mturk
manipulated by creating mobile responsive webpages invitation specified participants must have a smartphone
where browsing or swiping was possible in top-direction as a condition to participate in this online experiment.
only to manipulate the top-down only condition and The initial sample from Mturk consisted of 250 partici-
browsing or swiping was possible in top-down direction pants. We excluded 38 participants because either they
with left-right to manipulate top-down with the left-right failed to pass in the instructional manipulation check
condition. Album arts, both single and multiple album (IMC) question or they did not complete the survey. We
arts were manipulated by creating mobile responsive put an instructional manipulation check question: please
webpages where single album art was presented in the rate ‘agree’ if you read this question. Instructional manipu-
screen for single album art condition, and multiple lation check is common in the cross-sectional survey to
album arts are presenting for multiple album arts ensure accountability for the responsible behaviour of the
condition. participants (Oppenheimer, Meyvis, and Davidenko
Mobile responsive webpages (see Figure 2) were 2009). In general, 16% to 18% of participants fail in IMC
developed by a professional IT (information technology) checks (Emrich and Verhoef 2015). 15.2% of participants
development and management firm. A detailed RS were failed in this research study to pass the IMC. The
(requirement specification) was provided to the IT firm final sample consisted of 212 respondents
to develop an application and four separate mobile (35.8% female; Modage = 20 − 29).
responsive webpages. Our research context is the music
streaming application which is mostly used in mobile 4.1.3. Procedure and measures
devices. A mobile app (Android version) was also devel- Participants were randomly assigned to one of four con-
oped incorporating all four conditions. But the mobile ditions as a part of 2 (swiping direction: top-down only
application was not used for our study as a downloadable vs. top-down with left-right) × 2 (album arts: single vs.
link of the mobile application is difficult to distribute. multiple) between-subjects design. Each participant
Moreover, the usability of applications are mobile oper- was given a link of the mobile responsive webpage to
ating system dependent (e.g. android, windows, iOS etc.). browse and experience the page of music streaming
BEHAVIOUR & INFORMATION TECHNOLOGY 11

Single Multiple

Top-Down Only

Top-Down with
Left-Right

Figure 2. Study 1 stimuli.

application. While experiencing the page of music medium of listening music and active music listening
streaming application, participants were asked to indi- hours. Consumers lifestyle factors have an impact on
cate on a seven-point scale (1=strongly disagree; their attitude toward online behaviour and usage (Wu
7=strongly agree) their continued intention to use 2003). We used one item measures for all the control
music streaming application. The 6-item scale with variables.
reliability (/ = 0.75) as adapted from Bhattacherjee
(2001) and modified to fit the domain of music stream- 4.1.4. Manipulation checks
ing application. We used its mean score for our analysis. To check the manipulation of swiping direction, partici-
We controlled for demographic variables: gender, age pants were asked to indicate the experience of visual pro-
group, income level, education and ethnicity. Extensive cessing fluency, a three-item 7-point scale (e.g. ‘it was
research exhibited that demographic variables have a sig- easy for me to experience and visually process the page
nificant effect on consumers behaviours (Pol 1991; Kor- of music streaming application’: 1=strongly disagree;
gaonkar and Wolin 1999). Additionally, to minimise the 7=strongly agree) with reliability, / = .90 adapted
cultural effect on adoption, we controlled all the demo- from Landwehr, Labroo, and Herrmann (2011) and
graphic variables in analysis. Furthermore, we also con- modified to fit the domain of music streaming appli-
trolled for music lifestyle factors: music preferences, cation. As expected, participants perceived top-down
12 M. R. I. RUSHAN

only condition (MTop-Down Only = 5.72, SD = 0.97) is moderated the effect of swiping direction on continued
significantly higher to visually process than top-down intention to use hence the adoption of music streaming
with left-right condition (MTop-Down with Left-Right = application.
5.05, SD = 1.17;F(1, 210) = 20.78, p , .001). We conducted planned comparisons to better under-
To check the manipulation of album arts after experi- stand the interaction effects across all conditions and to
encing the page of music streaming application, we asked test our hypothesis 2. Planned contrasts revealed no sig-
participants to indicate the perceived complexity (e.g. nificant difference for continued intention to use music
‘this assortments of the album arts of the music stream- streaming application between presenting multiple
ing application is too complex to consider’: 1=strongly album arts in top-down direction only
disagree; 7=strongly agree), a three-item 7-point scale (M = 5.21,SD = 0.18) and presenting multiple album
with reliability, / = .89 adapted from Kahn and Wan- arts in top-down with the left-right direction
sink (2004) modified to fit the domain of music stream- (M = 5.18, SD = 0.19;F(3, 208) = 0.00, p = 0.99).
ing application. As expected, the results revealed that We did not find any significant difference for continued
participants indicated higher perceived complexity in intention to use music streaming application between
the multiple album arts condition presenting single album art in top-down with left-right
(MMultiple = 5.54, SD = 1.01) comparing than single direction (M = 5.12,SD = 0.18) and presenting mul-
album art condition (MSingle = 5.09,SD = tiple album arts in top-down with the left-right direction
1.09; F(1, 210) = 9.68, p , .010). Hence, the manipu- (M = 5.18,SD = 0.19); F(3, 208) = 0.40, p = 0.48).
lation of both swiping direction and album arts were Planned contrasts revealed that participants indicated a
successful. significantly higher continued intention to use of music
streaming application while presenting single album art
in top-down with left-right direction
4.1.5. Results
(M = 5.12,SD = 0.18) comparing to presenting single
We estimated a 2 (swiping direction: top-down only vs.
album art in top-down direction only
top-down with left-right) × 2 (album arts: single vs. mul-
(M = 4.40, SD = 0.19;F(3, 208) = 6.14, p = 0.01).
tiple) full-factorial ANOVA with continued intention to
use as the dependent variable. We found a significant
main effect for album arts
Table 2. Means for continued intention to use across treatment
(F(1, 199) = 5.10,p = 0.03). The effect of swiping
conditions (Study 1).
direction was marginally significant
Single Multiple
(F(1, 199) = 3.44, p = 0.07). Table 2 and Figure 3 album art album arts
represents the mean scores of all the scenario conditions. M SE M SE
Most importantly, the results revealed a significant inter- Swiping direction top-down only 4.40 .19 5.21 .18
action effect between album arts and swiping direction Swiping direction top-down with left-right 5.12 .18 5.18 .19

(F(1, 199) = 3.94, p = 0.05). Therefore, album arts

6
Continued Intention to Use

4
Top-Down Only Top-Down with Left-Right

Swiping Direction
Single Multiple

Figure 3. Means for continued intention to use (Study 1).


BEHAVIOUR & INFORMATION TECHNOLOGY 13

More importantly, we found a significantly higher con- 5.2. Procedure and measures
tinued intention to use of music streaming application
Participants received an invitation link to participate in a
while presenting multiple album arts in top-down with
survey. Participants were randomly assigned to one of
the left-right direction (M = 5.18, SD = 0.19) than pre-
four conditions as a part of 2 (swiping direction: top-
senting single album art in top-down direction only
down only vs. top-down with left-right) × 2 (album
(M = 4.40,SD = 0.19; F(3, 208) = 9.48, p = 0.00).
arts: single vs. multiple) between-subjects design. Partici-
Hence, our hypothesis H2 received empirical support.
pants were given a link of a mobile responsive webpage
to browse and experience the page of music streaming
application. While experiencing the page of music
5. Discussion streaming application, participants were asked to indi-
cate on a seven-point scale (1=strongly disagree;
The findings of study 1 provide support for the inter-
7=strongly agree) their continued intention to use
action effect between album arts and swiping direction.
music streaming application. We used the same control
Precisely, we find evidence for our theorising that atypi-
variables (age, gender, income, education, ethnicity,
cal design hence presenting multiple album arts in top-
music preferences, medium of listening music and active
down with left-right direction is more fluent and increase
music listening hours.) for study 2.
the likelihood of continued intention to use therefore the
adoption of music streaming application in comparison
to experience typical design hence presenting single 5.2.1. Manipulation checks
album art in only top-down direction. We did not find To check the manipulation of swiping direction, partici-
any significant effect (received a marginal effect) of swip- pants were asked to indicate the experience of visual pro-
ing direction on continued intention to use the music cessing fluency on a three-item 7-point scale. As
streaming application. intended, participants perceived top-down only con-
dition (MTop-Down Only = 4.49, SD = 1.45) is signifi-
cantly higher to visually process compare to top-down
5.1. Study 2: online experiment with left-right condition (MTop-Down with Left-Right =
3.91, SD = 1.23; F(1, 100) = 4.79, p , .05). to assess
5.1.1. Study goal the manipulation of album arts, respondents stated on
Study 2 also examines the causal relationship between a three-item 7-point scale regarding the perceived com-
swiping direction on the adoption of music streaming plexity from their experience of browsing the page of
application and investigates the interaction between music streaming application. As expected, participants
swiping direction and album arts. The purpose of the indicated higher perceived complexity in the mutiple
study 2 is to validate the findings of study 1 by repeating album arts condition (MMultiple = 5.98, SD = 0.86)
the same procedure but with a different sample. The comparing than single album art condition
sample difference adds to the external validity of the (MSingle = 5.17, SD = 0.13; F(1, 100) =
research and helps to assess the generalisability of 12.96, p , .001). Therefore, the manipulation of both
findings across the studies. swiping direction and album arts were successful.

5.1.2. Study design and sample 5.2.2. Results


We conducted another online study with a different We conducted a 2 (swiping direction: top-down only vs.
sample using a 2 (swiping direction: top-down only vs. top-down with left-right) × 2 (album arts: single vs. mul-
top-down with left-right) × 2 (album arts: single vs. mul- tiple) full-factorial ANOVA with continued intention to
tiple) between-subjects design. We used the same stimuli use as the dependent variable. Study 2 findings revealed
as applied in study 1 to keep the objective of repeating no significant main effect for either album arts
the same procedure across both studies. (F(1, 89) = 2.15, p = 0.15) or swiping direction
We collected data for study 2 using snowball sampling (F(1, 89) = 2.41, p = 0.12). We found a significant
via Facebook. The initial sample consisted of 131 interaction effect between album arts and swiping direc-
participants. We excluded 29 participants as they failed tion (F(1, 89) = 3.87, p = 0.05). So, album arts mar-
to pass the IMC so that 22.14% of participants failed to ginally moderated the effect of swiping direction on
pass the instructional manipulation check. The final continued intention to use hence the adoption of
sample for study 2 consisted of 102 respondents music streaming application. Table 3 and Figure 4 rep-
(32.4% female; Modage = 20 − 29). resents the mean scores of all the scenario conditions.
14 M. R. I. RUSHAN

To get a better impression of the interaction effect, we (M = 4.43, SD = 0.30) than presenting single album
conducted planned contrasts. Planned contrasts revealed art in top-down direction only
no significant difference for continued intention to use (M = 3.48, SD = 0.31;F(3, 98) = 8.22, p = 0.01).
music streaming application between presenting mul-
tiple album arts in top-down direction only
5.2.3. Discussion
(M = 4.54, SD = 0.33) and presenting multiple
The findings of study 2 also provide support for the
album arts in top-down with the left-right direction
interaction effect between album arts and swiping direc-
(M = 4.43, SD = 0.30; F(3, 98) = 0.04, p = 0.84).
tion. We did not find any evidence in support of H1, and
We did not find any significant difference for continued
thereby there is no significant effect of swiping direction
intention to use music streaming application between
on continued intention to use hence adoption of music
presenting single album art in top-down with left-right
streaming application. Additionally, we did not find
direction (M = 4.56, SD = 0.26) d presenting multiple
any evidence for the effect of album arts on adoption
album arts in top-down with the left-right direction
of music streaming application. We found support in
(M = 4.43, SD = 0.30); F(3, 98) = 0.00, p = 1.00)
favour of H2 that atypical design hence presenting mul-
Planned contrasts revealed that participants indicated a
tiple album arts in top-down with left-right direction is
significantly higher continued intention to use of music
fluent to increase the likelihood of continued intention
streaming application while presenting single album art
to use hence the adoption of music streaming application
in top-down with left-right direction
in comparison to experience typical design, presenting
(M = 4.56,SD = 0.26) comparing to presenting single
single album art in an only top-down direction.
album art in top-down direction only
Hence, study 2 validates the findings from study 1 by
(M = 3.48, SD = 0.31(3, 98) = 8.60, p = 0.00).
repeating the same procedure, and we consistently found
Most importantly, in support of H2, we found a signifi-
the interaction effect between album arts and swiping
cantly higher continued intention to use of music
direction across both studies with two different samples
streaming application while presenting multiple album
that add to the external validity of the research.
arts in top-down with the left-right direction

Table 3. Means for continued intention to use across treatment 5.3. Study 3: field study
conditions (Study 2).
5.3.1. Study goal
Single Multiple
album art album arts Study 3 examines the impact of version change from a
M SE M SE typical design to an atypical design on music streaming
Swiping direction top-down only 3.48 .31 4.54 .33 application’s KPI (Key Performance Indicators): total
Swiping direction top-down with left-right 4.56 .26 4.43 .30 subscribers count, number of paid subscribers and
streaming usage (minute). Particularly, study 3 aims to

5
Continued Intention to Use

3
Top-Down Only Top-Down with Left-Right

Swiping Direction
Single Multiple

Figure 4. Means for continued intention to use (Study 2).


BEHAVIOUR & INFORMATION TECHNOLOGY 15

validate our second proposition with actual streaming months (August 2017–October 2017) representing after
application data that presenting multiple album arts in version period. After sorting the data, three key par-
top-down with left-right direction (atypical design) ameters: total subscribers count, number of paid subscri-
increases likelihood of customers mobile streaming bers and streaming usage were considered for our study
applications adoption rate more than presenting one purpose. Total subscribers count is representing total
album art in only top-down direction (typical design). number of customers (including both paid and free sub-
scriber in the music streaming application) who are
5.3.2. Research setting and data collection using the service. Number of paid subscribers is the accu-
We collected data from a Norwegian company who is pro- mulated subscribers who are paying money to use the
viding music streaming solution through a local partner in music streaming application and subscribed in a paid
Bangladesh. We received data for two periods (before vs. package. Streaming usage is the total second of music
after) of major version change. Before the major version streamed or listened by the customers in the app. We
change, single album art was presenting, and consumers converted all the raw data in thousands and also the
could browse only top-down direction which was in line streaming usage data from second to minute state.
with our argument of typical design. After the major ver-
sion change, multiple album arts were introduced and
presented in the mobile screen, browsing was extended
as well in top-down with left-right direction which was 5.3.3. Results
atypical design as we built the proposition in our study. We examined the effect of change in design and experi-
This study provided initial hints that what we found in ence happened through version upgradation on the
previous two experiments could be found in the real life given three parameters: total subscribers count, number
as well. It is important to mention the limitation that of paid subscribers and streaming usage.
with data in hand, it was not possible to isolate the
effects of other marketing activities such as promotions, Total subscribers count. One-way ANOVA revealed a
public relations etc. after the version change. Figure 5 signifincant difference between before version change
depicts the music streaming application screen of both and after version change. Results indicated a higher
before and after version change where the company chan- number of total subscribers count after the version
ged both design and experience. change (M = 866.83, SD = 40.88) comparing to
The data consisted of 3 months (May 2017–July 2017) before the version change
representing before version change period and another 3 (M = 690.36, SD = 37.96,F(1, 4) = 30.03, p , .01).

Before Version Change After Version Change

Figure 5. Music streaming application screen of before and after version change.
16 M. R. I. RUSHAN

Number of paid subscribers. One-way ANOVA showed a have a significant effect on adoption of music streaming
higher number of paid subscribers count who are using application. We also observe a significant interaction
the music streaming application after the version change effect between swiping direction and album arts. More-
(M = 796.45, SD = 40.95) than before the version over, we find that presenting multiple album arts in
change top-down with left-right direction increases the likeli-
(M = 658.25, SD = 28.08; F(1, 4) = 23.25 , .01). hood of adoption of music streaming application than
presenting single album arts in top-down direction
Streaming usage. One-way (ANOVA) indicated a higher only, which supports our proposition. In study 2, we fol-
number of streaming minutes were streamed by the lowed the same study settings and procedure applied in
subscribers after the version change study 1 but with a different sample. We did not find any
(M = 86673.67,SD = 12990.58) an before the version effect of swiping direction or album art on adoption of
change (M = 54820.33, SD = 2386.79; F(1, 4) = music streaming application. We find a significant inter-
17.45, p , .05). action effect between album arts and swiping direction
followed by the evidence to support our proposition of
5.3.4. Discussion presenting multiple album arts in top-down with left-
The findings of study 3 provide support for the increased right direction increases the likelihood of adoption of
adoption after the design and experience change for the music streaming application than presenting single
consumers. In all the three scenarios, after the version album arts in top-down direction only. In study 3, we
change significantly increased number of subscribers find that after introducing an atypical design, more con-
are using the streaming service, paying for the appli- sumers are using the application and their usage
cation to use and listening to music. So study 3 further increased significantly in comparison to the typical
validates the findings of previous two online experimen- design they had before. So this study provides strong
tal studies that an atypical design hence presenting mul- support for our second proposition.
tiple album arts in top-down with left-right direction is Overall, we did not find enough evidence to support
fluent to increase the likelihood of continued intention our proposition 1 that swiping direction has an effect
to use of music streaming application in comparison to on adoption of music streaming application. Addition-
experience a typical design thereby presenting single ally, we did not find support for the effect of album
album art in only top-down direction. Importantly, arts on adoption. For interaction effect, study 2 findings
study 3 also provides the confirmation of the generalisa- complement the study 1 findings. Additionally, study 3
bility of the findings from the previous two studies. findings also complement the findings we have from
two experimental studies. We find an interaction effect
between swiping direction and album arts across both
6. General discussion
experimental studies and support for these findings
The main purpose of our research study is to investigate from study 3. Most importantly, in favour of our prop-
how product differentiation can be achieved with aes- osition two and in line with our theoretical arguments
thetic design and user experience in particular through of typical vs. atypical design, we find enough evidence
two fundamental features, swiping direction and album to imply that presenting multiple album arts in top-
arts. We examined whether an atypical design works bet- down with left-right direction (atypical design) increases
ter compared to a typical design for adoption of music the likelihood of adoption of music streaming appli-
streaming applications. Our first proposition was swip- cation than presenting single album arts in top-down
ing direction has an effect on the likelihood of adoption direction only (typical design).
for music streaming application, and album arts moder-
ate this relationship. Specifically, we examined which
6.1. Theoretical contributions
combination of swiping direction and album arts are
preferred by the consumers to adopt music streaming Our study importantly makes several theoretical contri-
application, and our assumption was presenting multiple butions to extant literature. The major contribution is
album arts in top-down with left-right direction that we extend previous literature streams to address
increases the likelihood of adoption of music streaming the questions in the music streaming industry. First, we
application than presenting single album arts in top- contribute to the literature of product design (e.g.
down direction only. Bloch 1995; Cox and Cox 2002; Homburg, Schwemmle,
In study 1, we find a marginal effect of swiping direc- and Kuehnl 2015) by examing the effect of two dimen-
tion on continued intention to use hence adoption of sions: swiping direction and album arts on adoption of
music streaming application. Additionally, album arts music streaming application. Our results support the
BEHAVIOUR & INFORMATION TECHNOLOGY 17

notion that consumers value not only the functional differentiate their products. First, marketers focus is
attributues but also experiential attributes (e.g. aesthetic always to differentiate their products comparing to the
design). Additionally, involving customers in the design competitors in the marketplace. As we discussed before,
ideation phase exposes the opportunity to take feedbacks product differentiation through delivering seamless
for designing the innovative products (Laursen and experience is one of the key aspect through which
Salter 2006). So, our findings from the experimental music streaming providers can position differently. Our
study also support this phenomenon to create innovative findings suggest for presenting multiple album arts in
designs for music streaming application by taking into the applications along with the flexibility to browse all
considerations consumers input during the design the album arts and information in both top-down and
process. left-right direction. So incorporating these options will
Second, we contribute to the extant literature of app expose a new aesthetic experience for the consumers. A
usability (e.g. Hoehle and Venkatesh 2015; Lee and change from typical settings will portray a newness and
Price 2016) with our focus that which combination of vivid experience for customers followed by the increase
album arts and swiping direction increase the likelihood in the perception that the providers are innovative.
of adoption of music streaming application. Specifically, Second, marketers can apply the research findings both
we focus on the combination of presenting multiple for existing and upcoming music streaming applications.
album arts in top-down with left-right direction At the time of new product development, marketers can
increases the likelihood of adoption of music streaming apply our findings of presenting multiple album arts
application for which our results indicate higher contin- with the flexibility of both directions. The technology
ued intention to use than presenting single album arts in designers may focus on these findings while designing
top-down direction only. Therefore, this combination of the products. If the product to be launched in a local set-
swiping direction and album arts increase the usability of ting only (e.g. country specific), then marketers can take
music streaming application. feedbacks from consumers that how many album arts to
Third, in addition, to contribute to product design be presented. Existing applications can bring changes
and app usability, our findings have contributions for through version change of the application.
music associated research (e.g. Papies, Eggers, and Wlö- Third, marketers can bundle different genre and
mert 2011; Papies and van Heerde 2017) by examining artist-specific album arts to present in the music stream-
experiential design attributes effect on music streaming ing application. In a typical setting, there is no option for
application. Specifically, our findings suggest that imple- bundle presentation as consumers experience one album
menting of atypical design increase the likelihood of art at a time. So, through our findings of presenting mul-
adoption of music streaming application and we are tiple album arts expose the opportunity to present genre
first to test this implication for any music-related tech- and artist-specific branding in music streaming appli-
nology product. cations. Moreover, marketers can build a page with
Finally, our findings further validate the theorisation genre or artist-specific albums and use push marketing
on processing fluency (e.g. Landwehr, Labroo, and Herr- to promote through BTL and social media.
mann 2011; Landwehr, Wentzel, and Herrmann 2013) Finally, our research findings are not only limited to
and extend the thoery by addressing the questions in apply in music streaming application but also can be
muisc streaming industry. We find support in line with applied for other entertainment applications such as
existing literature that atypical design is more fluent to video streaming, games, online shopping and other
increase aesthetic liking comparing to typical design. entertainment based mobile responsive portals-web-
We show atypical design increases the likelihood of pages (e.g. e-book). There is no much difference between
adoption more than typical design by investigating the all these applications and music streaming application.
presentation of multiple album arts in top-down with Overall, all these applications can portray a new experi-
the left-right direction (atypical design) vs. presentation ence to consumers upon implementing our insights.
of single album arts in top-down direction only (typical
design).
6.3. Limitations and further research
The present research focused on two experiential design
6.2. Practical implications
dimensions (swiping direction and album arts) to assess
Our findings have several implications for product devel- the adoption of music streaming application. This study
opment managers of music streaming providers. The did not consider some other experiential issue under
major implication from our findings is that streaming design such background colour, whether to have a top
solution providers should adopt atypical design to banner in the mobile screen, banner size, action button
18 M. R. I. RUSHAN

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22 M. R. I. RUSHAN

Appendix Table A1. Continued.


Study 1 Study 2
Table A1. Descriptive Statistics of Study 1 and Study 2. Characteristics Estimate (%) Frequency (%)
Study 1 Study 2 $30,000 to $50,000 63 29.7 19 18.6
Characteristics Estimate (%) Frequency (%) More than $50,000 48 22.6 25 24.5
Gender Frequency of Listening Music
Male 136 64.2 69 67.6 Daily 171 80.7 87 85.3
Female 76 35.2 33 32.4 Weekly 16 7.50 6 5.9
Age (years) Fortnightly 5 2.40 1 1.0
11–19 4 1.90 1 1.0 Monthly 20 90.4 8 7.8
20–29 132 62.3 70 68.6 Weekly Active Music Listening
30–39 55 25.9 28 27.5 Hours
40–49 9 4.20 0 0 0–5 67 31.6 36 35.3
50 and older 12 5.70 3 2.9 6–10 67 31.6 33 32.4
Education 11–15 43 20.3 26 25.5
High School/College 35 16.5 10 9.8 More than 15 35 16.5 7 6.9
Polytechnic 7 3.3 6 5.9 Preference (Genre)
Bachelor’s Degree 117 55.2 56 54.9 Alternative Music 66 31.1 21 20.6
Master’s Degree 52 24.5 29 28.4 Blues 19 9.0 8 7.8
PhD Degree 1 .50 1 1.0 Classical Music 15 7.10 24 23.5
Ethnicity Jazz 48 22.6 12 11.8
European 19 9.0 6 5.9 Pop 48 22.6 32 31.4
American 108 50.9 19 18.6 Others 16 7.5 5 4.9
Australian 3 1.40 1 1.0 Medium of Listening Music
Indian 74 34.9 25 24.5 Mobile 154 72.6 80 78.4
Chinese 3 1.40 12 11.8 Computer/Laptop 2 .90 10 9.8
New Zealand 1 .50 1 1.0 Tab 36 17.0 4 3.9
Others 4 1.90 38 37.3 Television 11 5.20 5 4.9
Income Level iPod/MP3 Player 7 3.30 3 2.9
Less than $10,000 39 18.4 24 23.5 Others 2 .90 0 0
$10,000 to $29,999 62 29.2 34 33.3

(Continued)

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