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10 1108 - Ijrdm 03 2020 0091
10 1108 - Ijrdm 03 2020 0091
https://www.emerald.com/insight/0959-0552.htm
Abstract
Purpose – This study examines consumers’ evaluations of product consumption values, purchase intentions
and willingness to pay for fashion products designed using generative adversarial network (GAN), an artificial
intelligence technology. This research investigates differences between consumers’ evaluations of a GAN-
generated product and a non-GAN-generated product and tests whether disclosing the use of GAN technology
affects consumers’ evaluations.
Design/methodology/approach – Sample products were developed as experimental stimuli using
cycleGAN. Data were collected from 163 members of Generation Y. Participants were assigned to one of the
three experimental conditions (i.e. non-GAN-generated images, GAN-generated images with disclosure and
GAN-generated images without disclosure). Regression analysis and ANOVA were used to test the hypotheses.
Findings – Functional, social and epistemic consumption values positively affect willingness to pay in the
GAN-generated products. Relative to non-GAN-generated products, willingness to pay is significantly higher
for GAN-generated products. Moreover, evaluations of functional value, emotional value and willingness to
pay are highest when GAN technology is used, but not disclosed.
Originality/value – This study evaluates the utility of GANs from consumers’ perspective based on the
perceived value of GAN-generated product designs. Findings have practical implications for firms that are
considering using GANs to develop products for the retail fashion market.
Keywords Artificial intelligence (AI), Generative adversarial networks (GANs), Consumption value theory,
AI aversion, Fashion consumer behaviour
Paper type Research paper
1. Introduction
Artificial intelligence (AI) has become one of the biggest disrupters in the consumer market
(Hackl and Wolfe, 2017); it has been extensively adapted to various services and products
without consumers even recognizing it (Krogue et al., 2017). Increasingly, firms are showing
interest in using generative AI to produce creative outputs traditionally considered unique to
humans. Defined as “programs, algorithms, systems and machines that demonstrate
intelligence” (Shankar, 2018, p. vi), AI is a form of self-learning technology (Davenport and
Ronanki, 2018). In particular, generative adversarial networks (GANs), a highly
representative form of generative AI technology used to model data distributions
(Goodfellow et al., 2014), have been shown to successfully perform creative tasks
previously considered exclusive to humans (Wu et al., 2017). International Journal of Retail &
Distribution Management
Vol. 49 No. 1, 2021
pp. 61-80
This work was supported by the Ministry of Education of the Republic of Korea and the National © Emerald Publishing Limited
0959-0552
Research Foundation of Korea (NRF-2017S1A3A2066740). DOI 10.1108/IJRDM-03-2020-0091
IJRDM With the advent of GANs, the scope of AI is expanding and yielding creative results.
49,1 However, little is known about the practical impacts of generative AI, and theorization is
lacking. In retail fashion, where products are designed to satisfy consumers’ aesthetic and
hedonic needs (Ozdamar Ertekin and Atik, 2015) and where speed and novelty are important,
GAN promises to be a cost-effective way to generate new product designs. By investigating
consumers’ responses to fashion products designed using GAN technology, this study
contributes to the literatures on AI, GANs and consumer behaviour and offers practical
62 implications for firms that may consider using GANs and other forms of AI to design
products.
Currently, several GANs are being used in the fashion industry: TextureGAN various
colours or patterns to be applied to basic sketch images (Xian et al., 2018); multi-label AC-GA
generates images of fashion products based on characteristics input as text (Banerjee et al.,
2018) and CAGAN enables users to generate upper body and garment images (Jetchev and
Bergmann, 2017). Previous studies on generative AI and GANs have focused on technical
aspects; empirical studies investigating consumer perceptions of GAN-generated product
designs are lacking. Existing research about AI focuses predominantly on technical aspects;
few researchers have investigated the practical application of AI. This study aims to fill this
research gap by evaluating generative AI as a potential viable technology in the retail fashion
context and to examine the effects of GAN technology on consumer purchase decision-
making. Findings from previous studies show that members of Generation Y tend to be tech-
savvy (Smith, 2017; Lee et al., 2020) and fashion-sensitive, with knowledge of fashion trends
(Bakewell and Mitchell, 2003; Valaei and Nikhashemi, 2017). Evidence shows that increased
knowledge about product characteristics, novelty and differentiation positively affects
consumers’ buying behaviour (Tanner and W€olfing Kast, 2003); therefore, increased
knowledge about GAN-generated fashion products may influence the perceptions and
purchase intentions of tech-savvy members of Generation Y.
This study has three aims: (1) to empirically examine how the consumption values
associated with retail products developed using GAN-synthesized images affect consumers’
purchase intentions and willingness to pay; (2) to compare consumers’ evaluations of GAN-
generated versus non-GAN-generated products to identify differences between purchase
intentions and willingness to pay and (3) to verify whether disclosing the use of AI affects
consumers’ evaluations. We expect that the results of this study will enable firms in the
fashion industry that adopt GAN technology to predict consumer behaviour, especially with
regard to apparel with printed images.
2. Literature review
2.1 Prior research on fashion design using GANs
GANs (Goodfellow et al., 2014) constitute a class of methods by which data distributions are
modelled. The generator imitates the distribution of learning data, and the discriminator
estimates the likelihood of the sample emerging from the actual data (Zhang et al., 2019). A
GAN learns from the min-max game between the generator and the discriminator. Because
this type of unsupervised learning can be applied to images, GANs are attracting significant
attention from deep learning scholars (Hong et al., 2019) and the retail fashion industry.
Several researchers have developed GANs to design fashion products: shoeGAN utilises
GoogleNet-based, fully connected neural network classifiers to extract vector values of
images which become inputs for shoe designs (Deverall et al., 2017); FashionGAN enables
specific fabric colours and patterns to be applied to a single sketch as an input value, thereby
overcoming the complexities involved in creating 3D virtual clothing (Cui et al., 2018) and
attribute manipulation GAN solves problems involving many attributes by introducing class
activation maps to the generator (Ak et al., 2019). Other researchers have developed GANs
that transform clothing designs based on images of a fashion model, including: a GAN that Generative
outputs altered images based on text entered by a designer (Zhu et al., 2017a); an end to end adversarial
Swapnet to create a 3D image by superimposing posture, form and clothes from different
images and adding warping and texturing modules to the vanillaGAN (Raj et al., 2018) and a
network
category-supervised GAN that classifies clothing in images using YOLO and then uses technology
CatGAN to produce a tiled image (Zhang et al., 2018). Despite recent significant advances of
both theory and application, evaluating and comparing GANs remains a daunting task (Borji,
2019). Therefore, direct applications in industry must be implemented with caution. Another 63
concern is the stabilization of learning. Although GANs have enabled some stable learning to
be carried out (Radford et al., 2015), neural network structures must be improved if GANs are
to be effectively utilized in more diverse fields (Cai et al., 2020). Also, most studies have
focused on technical aspects, whereas this study focuses on consumers’ responses to GAN-
designed products. The emergence and acceptance of new technologies and the consequent
impacts on consumer satisfaction have important implications in the retail industry (Altıntaş
et al., 2020).
Although rigorous scholarly investigation and theorisation is nascent, some scholars have
attempted to create a theoretical framework for the adoption of AI technology (Belanche et al.,
2019; Kowalczuk, 2018), whereas others have compared technology acceptance theories in the
context of AI-based intelligent products and investigated factors influencing acceptance
(Sohn and Kwon, 2020). Few have empirically investigated the effectiveness of AI technology
and consumer awareness of its use. In the fashion context, Chuang et al. (2018) verified that
Chatbot e-service agent marketing efforts can be more efficient than traditional approaches.
Similarly, Liang et al. (2020) investigated consumers’ attitudes and purchase intentions
towards an AI-based virtual-style consultant service; despite positive effects in terms of
perceived usefulness and perceived ease of use, consumers perceived a performance risk with
regard to AI-based services. Although researchers have investigated consumers’ reactions to
AI, none have examined consumers’ acceptance of GANs in product design contexts.
2.3 AI technology
Although many consumers are unaware of it, AI technology permeates many services and
products (Krogue et al., 2017) and is changing the retail landscape (Grewal and Roggeveen,
2020). Tussyadiah and Miller (2019) examined consumer awareness of AI, classifying
consumers into three groups: laggards, aficionados and realists. Most consumers are realists
who believe that AI technology has both benefits and risks. For consumers who perceive
AI-based products and services to have high utility compared to other products, the use of
AI technology can be an effective strategy to change buying behaviour (Chopra, 2019).
Because rapid advances in AI-related technologies will enable new consumer experiences,
they will also affect the consumption values. This technology will revolutionize consumer
experiences in many industries, particularly retailing. As AI-based systems are used to
manage more marketing and production planning tasks, the optimization of machine Generative
intelligence will be the next step in the digital transformation of industry practices (Vial, adversarial
2019). Recently, AI technology has been applied in the retail fashion industry to improve
consumption experiences (Saponaro et al., 2018). Therefore, the following hypotheses are
network
proposed to identify the effect of AI technology (non-GAN, GAN with disclosure and GAN technology
without disclosure):
H3. There are differences among the three groups in functional value. 65
H4. There are differences among the three groups in emotional value.
H5. There are differences among the three groups in social value.
H6. There are differences among the three groups in epistemic value.
3. Methods
3.1 Stimuli
The experimental stimuli were GAN-generated and non-GAN-generated images of tops (i.e.
long-sleeved t-shirts). Design elements appeared on the front of the tops, which is most
suitable for expressing complexity and novelty (Seifert and Chattaraman, 2017), factors
which influence consumers’ aesthetic reactions. This study focused on novelty, which can
directly affect purchase intentions (Ha and Tam, 2015; McQuiston, 1989; Sung et al., 2019).
Novel product variations and corresponding images were created using cycleGAN, the
most successful generative AI algorithm in its category (Chu et al., 2017). The algorithm
learns from unpaired training data to convert images of domain A into images of domain B
(Zhu et al., 2017b). Images from the artistic works of van Gogh, Monet, Jeong-seon and Ukiyoe
were collected from the official GitHub of the cycleGAN developer (https://people.eecs.
berkeley.edu/∼taesung_park/CycleGAN/datasets/) and Google Arts and Culture. Image data
that could affect the learning process were converted to the same resolution and pre-
processed to remove all marginal images before cycleGAN learned the dataset (van Gogh:
58,500 iterations; Monet: 185,500 iterations; Jeong-seon: 59,200 iterations; Ukiyoe: 113,700
iterations). Results were limited to four because too many alternatives would result in
information overload, which could increase perceived choice complexity for participants
(Iyengar and Lepper, 2000; Lurie, 2004) (Table 1).
important customer group in the retail fashion industry (Bakewell and Mitchell, 2003; Valaei
and Nikhashemi, 2017). Participants were selected based on quota sampling method. To
represent Generation Y, characteristics of potential participants, including age (20–39),
gender and job (student, office worker and others), were considered prior to selection.
Participants (men: N 5 84, 51.5%; women: N 5 79, 48.5%; mean age: 29.2 years, SD 5 5.7)
were assigned to one of the three experimental conditions – i.e. 1) non-GAN-generated images,
2) GAN-generated images with disclosure and 3) GAN-generated images without disclosure)
in three different locations (see Table 2). Those groups were categorized into non-GAN and
GAN groups.
Figure 1.
Diagram of
consumption value
Emotional Epistemic theory (Sheth
et al., 1991)
Value Value
Group 1 2 3
68
Plate 2.
Examples of stimuli
Participants visited a website and uploaded one of several images to design a fashion product
(see Plate 2a). Those in the first group viewed a top design based on the uploaded non-GAN-
generated image and evaluated it. Those in the second and third groups viewed top designs
based on GAN-generated images; those in the second group were not told that the designs
were generated using AI; this information was disclosed to the third group. Based on the
uploaded image, the cycleGAN algorithm generated four different top designs in the style of
each of the four artists (see Plate 2b for an example). Participants in these groups were asked
to compare these designs to the design based on the original image. In the case of the GAN-
generated images without disclosure group, most participants asked whether they could
actually purchase the generated stimuli (Table 3).
3.3 Measures
To measure consumption values and purchase intentions, participants used seven-point
Likert scales ranging from 1 (strongly disagree) to 7 (strongly agree) to respond to 19
validated items: three items measured functional value (Sweeney and Soutar, 2001), four
H2a H2a
0.086 0.379***
Emotional H2b Emotional H2b
Value 0.182 Willingness -0.236* Willingness
Value
H2c to Pay H2c to Pay
0.217 0.019
R² = 0.195 R² = 0.177
H2d H2d
0.091 0.239**
Epistemic Epistemic
Value Value
69
adversarial
Generative
Figure 2.
Results of
hypothesis tests
IJRDM Functional Social Emotional Epistemic Purchase
49,1 Construct value value value value intentions
items measured social value (Shang et al., 2012), five items measured emotional value
(Sweeney and Soutar, 2001), four items measured epistemic value (Biswas and Roy, 2015;
Dholakia, 2001) and three items measured purchase intentions (Lu et al., 2010). For
willingness to pay, participants specified the prices they would pay for the products.
The measurement model was tested for construct and discriminant validities and
composite reliability (CR). Convergent validity was assessed by examining factor loadings
for each item and CR (e.g. all CR factor loadings greater than 0.87, exceeding the threshold of
0.50, Bagozzi and Yi, 1988), by falling each indicator into each expected latent construct
(Anderson and Gerbing, 1988). In addition, Cronbach’s α was calculated to verify the internal
consistency of extracted items to be used as factors. As shown in Table 3, measurement items
met all three conditions for convergent validity (Fornell and Larcker, 1981). Moreover, the
results of AVE in Table 4 (above 0.05, Bagozzi and Yi, 1988) show that each square root of
AVE exceeds the correlation values of other variables (Fornell and Larcker, 1981). For the
discriminant validity, the heterotrait-monotrait (HTMT) and Fornell-Larker criteria were
used using SmartPLS 3 software. All values of HTMT for constructs were lower than 0.85
(HTMT between 0.234 and 0.670), which is the cut-off value (Henseler et al., 2015). Therefore,
the constructs have discriminant validity. A common method bias test was conducted. The
results of inner VIF tests show that VIF values are less than 3.3 (VIF between 1.256 and 1.938),
indicating no multicollinearity (Kock, 2015).
4. Results
4.1 Hypothesis testing
PLS-SEM was employed to predict key targeted constructs (H1 and H2) for the theoretical
path model test using a component-based approach (Hair et al., 2011). We provide the
significance of the path coefficients, R2, f2 and SRMR for the overall model evaluation. To test
path analysis (H1a–d and H2a–d), the effect of consumption value on consumer behaviour
was tested in each group with a bootstrapped sample of 5,000 cases using SmartPLS 3. The f2
values exceed 0.02, which is acceptable (Cohen, 1992; Henseler et al., 2009) and SRMR 5 0.051,
indicating acceptable fit (conservative cut-off: 0.08; Hair et al., 2017).
The sample size was acceptable for estimated path coefficients. When PLS-SEM is
conducted, (1) “10 times the largest number of formative indicators [should be] used to
measure a single construct” and (2) “10 times the largest number of structural paths [should
be] directed at a particular construct in the structural model” (Hair et al., 2017, p. 24).
H1a–d and H2a–d predict relationships between independent variables (a: functional
value; b: social value; c: emotional value; d: epistemic value) and dependent variables (H1:
purchase intentions; H2: willingness to pay). Path analysis (e.g. path between functional value
and purchase intentions) was conducted to investigate the relationships between constructs. Generative
The path analysis (e.g. functional value and purchase intentions) reveals differences in the adversarial
effects of consumption values on consumer responses, thereby revealing the effects of AI
technology. Values for willingness to pay were log transformed to improve the model fit
network
(Bateman et al., 2006; Nepal et al., 2018). technology
Detailed results are presented in Figure 2 and Table 5. Significant paths are reported as
follows: Although consumption values do not have significant effects on purchase intentions
in the GAN group, results for the non-GAN group show that social (β 5 0.476, p < 0.01, 71
f2 5 0.541) and epistemic (β 5 0.584, p < 0.001, f2 5 1.712) values significantly affect purchase
intentions, explaining 82% of the variance (R2 5 0.820). Thus, H1b and H1d are supported,
but H1a (functional value) and H1c (emotional value) are not supported. Results for the GAN
group show that functional (β 5 0.379, p < 0.001, f2 5 1.719), social (β 5 0.236, p < 0.05,
f2 5 0.062) and epistemic (β 5 0.239, p < 0.01, f2 5 0.066) values significantly affect
willingness to pay, explaining 17.7% of the variance (R2 5 0.177), but the effect of emotional
value is not significant. Thus, H2a, H2b and H2d are supported, but H2c (emotional value) is
not supported. Overall, the results show that consumption values affect purchase intentions
when GAN is not used, but affect willingness to pay when GAN is used.
Moreover, PLS-multiple group analysis (PLS-MGA) was conducted using a bootstrapped
sample of 5,000 cases to identify which path is stronger between the two groups. Among
paths, the path between epistemic value and purchase intentions is significantly stronger for
the non-GAN group than for the GAN group. The path coefficient difference is 0.520
(p 5 0.003). This means that the relationship between epistemic value and purchase
intentions is stronger in the non-GAN group.
4.2 Comparison between groups in different experimental conditions
In testing H3 through H8, a one-way ANOVA test and post hoc comparisons were performed
using Tukey’s HSD test to identify the effects of AI technology among three groups (non-
GAN, GAN with disclosure and GAN without disclosure). The aim was to investigate
differences among the three groups with regard to perceived consumption values and
consumer responses.
Results in Table 6 show that functional value, emotional value and willingness to pay are
significantly higher in the GAN non-disclosure group (M 5 4.87, SD 5 0.74; M 5 5.39,
SD 5 0.88; M 5 $23.66, SD 5 $7.53) than in the non-GAN (M 5 4.30, SD 5 1.14; M 5 4.84;
SD 5 0.87; M 5 $18.29, SD 5 $11.71) and GAN disclosure (M 5 4.46, SD 5 0.72; M 5 4.93,
SD 5 0.83; M 5 $20.15, SD 5 $10.04) groups. Overall, willingness to pay ranged from $5 to
$55, with an average of $21.07 (SD 5 $10.49). Participants tended to perceive the stimuli with
GAN-modified images as more novel than the stimuli with the original images when they
were unaware that generative AI technology had been used. Therefore, H3, H4, H5 and H8 are
supported. However, H6 (epistemic value) and H7 (purchase intentions) are not supported
because responses in all three groups hover around 4.5 (epistemic value: M 5 4.4–4.6,
SD 5 1.1–1.3; purchase intentions: M 5 4.4–4.6, SD 5 1.3). In addition, social value in the
GAN disclosure group is higher than in the GAN non-disclosure group, perhaps because
state-of-the-art technology is viewed as socially desirable among members of Generation Y.
5. Discussion
5.1 Main findings
This experimental study identified the influence of each dimension of consumption value
theory on willingness to pay and purchase intentions for retail fashion products designed
using AI-based cycleGAN. First, the results show that functional, social and epistemic
consumption values affect willingness to pay when GAN technology is used. This finding
may be due to the fact that GAN enabled individuals to apply their preferred images to the
designs. Customised designs have high hedonic value, which influences behavioural
intentions (i.e. willingness to pay more) (Feather, 2001). Moreover, consumers’ positive
assessment of GAN-generated fashion designs can be explained by the hedonic-motivation
system adoption model in terms of perceived ease of use and perceived usefulness, as well as
joy and curiosity, which can affect buying behaviour (Lowry et al., 2012; Watson et al., 2018).
The results for functional value for the groups exposed to the GAN-generated images show
that product designs met their functional needs (To et al., 2007). Previous results show that
the epistemic value of differentiating product characteristics affects consumer buying
behaviour (Biswas and Roy, 2015; Yoo et al., 2013). Interestingly, social and epistemic
consumption values affect purchase intentions when GAN technology is not used. In the
same line with this result, for the additional path strength comparison between GAN and non-
GAN groups, the relationship between epistemic consumption and purchase intention is
stronger in non-GAN group than GAN group. This finding may be due to the fact that
participants initially chose their preferred images before applying GAN technology. Generative
This finding is in line with the previous study indicating that personal preference affects adversarial
purchase behaviour (Aghazadeh et al., 2014).
Second, participants perceived stimuli with GAN-modified images as more novel than
network
original images when they were unaware that generative AI technology had been used. The technology
finding that a design’s consumption value via AI technology may lie in its ability to convey an
individual’s unique personality has important implications for buying behaviour in the retail
fashion context (Haines-Gadd et al., 2018; Noble et al., 2009). This indicates that creating new 73
designs using AI-based GAN results in higher perceived product value. Regarding
behavioural intentions, when consumers consider a product’s quality and novelty to be
high, behavioural intentions (willingness to pay and purchase intentions) may increase
(Atuahene-Gima and Li, 2004; Park and Lee, 2012). This result may also be explained by the
co-creation value generated by participants’ active involvement in the experiment. Uploading
a chosen image and then seeing the new, transformed image provides a sense of collaboration
with the product provider. Collaborating with customers on product innovation endeavours
leads to positive feelings and behaviours (Alcantara et al., 2005; Rathore et al., 2016). Thus,
using generative AI technology such as GANs may generate co-creation value for customers,
which enhances their engagement and encourages purchasing behaviour, whether they are
aware of the technology’s usage or not.
To investigate how awareness of the use of generative AI impacts consumers’ perceptions
of product value, the experimental group was divided based on disclosure status.
Interestingly, results for functional and emotional values are higher for the non-disclosure
group, reflecting conflicting perspectives on generative AI. This may be an example of
algorithm aversion or aversion to using AI in product design. Because the diffusion of AI is
transitioning from the current innovators stage to the early adopters stage (Brant and Austin,
2017), consumers who have not experienced the utility of generative AI may distrust it.
Moreover, results for functional and emotional value are higher in the non-disclosure group,
reflecting the substantial utility of generative AI. The cycleGAN algorithm does not produce
completely unique outputs, but transforms existing images into specific styles with specific
features. Consumers in the GAN-generated groups may have assumed the final designs had
been created by an expert. Disclosing the use of AI may have violated participants’
expectations, thereby decreasing their purchase intentions compared to the non-disclosure
group. Expectation confirmation theory (Lin et al., 2005) explains that a direct relationship
exists between the extent to which a product or service meets expectations and satisfaction,
which in turn affects buying behaviour.
Finally, social value is higher when the use of AI is disclosed, indicating that consumers
may change their perceptions of AI over time and that AI is socially desirable among
members of Generation Y. In addition, purchase intentions for GAN-generated products were
similar for the disclosure and non-disclosure groups, which makes sense because the
products were co-created and purchase intentions are highly tied to individual taste. Overall,
the results suggest that using GAN technology may create significant advantages by
expanding the scope and scale of the product design process and increasing perceived
consumption value.
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Corresponding author
Ohbyung Kwon can be contacted at: obkwon@khu.ac.kr
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