Hostname: page-component-586b7cd67f-t7czq Total loading time: 0 Render date: 2024-11-25T19:11:27.894Z Has data issue: false hasContentIssue false

USING PLEASURABILITY TO COMPARE WRISTWATCHES AND IOT SMARTWATCHES: PROVIDING NOVEL INSIGHTS INTO UX DESIGN

Published online by Cambridge University Press:  19 June 2023

Zidong Lin*
Affiliation:
Royal College of Art, London, UK;
Saeema Ahmed-Kristensen
Affiliation:
INDEX, Department of Science, Innovation, Technology, Entrepreneurship, University of Exeter, London, UK
Ashley Hall
Affiliation:
Royal College of Art, London, UK;
Bjorn Sommer
Affiliation:
Royal College of Art, London, UK;
*
Lin, Zidong, Royal College of Art, United Kingdom, [email protected]

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.

The emergence of the Internet of Things (IoT) has brought more challenges for designers to fully understand networked objects and develop pleasurable user experiences (UXs). Due to the radical change of products when they are connected, traditional experience design theories may not be applicable in this new context. Based on two well-established UX design theories, this paper presents a survey study that investigated the pleasurability of IoT devices by comparing a representative IoT device (i.e., the smartwatch) and its conventional form (i.e., the wristwatch). An online questionnaire was deployed to gather feedback from parallel wristwatch and smartwatch users. Their experiences using both types of watches were quantitatively and qualitatively compared by data analysis. The results highlighted the differences in UXs between smartwatches and wristwatches in three types of pleasure and five psychological needs. The study revealed design opportunities to improve the pleasurability of smartwatches and provides novel design insights informing the development of pleasurable UXs for future IoT devices.

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2023. Published by Cambridge University Press

References

Apple Inc. (2022), “Apple Watch Series 8”, Apple (United Kingdom), available at: https://www.apple.com/uk/apple-watch-series-8/ (accessed 21 November 2022).Google Scholar
Ashton, K. (2009), “That ‘internet of things’ thing”, RFID Journal, Vol. 22 No. 7, pp. 97114.Google Scholar
Cecchinato, M.E., Cox, A.L. and Bird, J. (2015), “Smartwatches: the Good, the Bad and the Ugly?”, Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, pp. 21332138, https://dx.doi.org/10.1145/2702613.2732837.CrossRefGoogle Scholar
Cila, N., Smit, I., Giaccardi, E. and Kröse, B. (2017), “Products as Agents: Metaphors for Designing the Products of the IoT Age”, Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, pp. 448459, https://dx.doi.org/10.1145/3025453.3025797.CrossRefGoogle Scholar
Desmet, P. (2012), “Faces of Product Pleasure: 25 Positive Emotions in Human-Product Interactions”, International Journal of Design; Vol 6, No 2 (2012).Google Scholar
Desmet, P.M.A. and Pohlmeyer, A.E. (2013), “Positive design: An introduction to design for subjective well-being”, International Journal of Design, 7 (3), 2013, Chinese Institute of Design.Google Scholar
Frijda, N.H. (2009), “On the Nature and Function of Pleasure”, Pleasures of the Brain, Oxford University Press USA - OSO, New York, UNITED STATES, pp. 99112.CrossRefGoogle Scholar
Hassenzahl, M. (2010), “Experience Design: Technology for All the Right Reasons”, Synthesis Lectures on Human-Centered Informatics, Morgan & Claypool Publishers LLC, Vol. 3 No. 1, https://dx.doi.org/10.2200/s00261ed1v01y201003hci008.CrossRefGoogle Scholar
Hassenzahl, M., Wiklund-Engblom, A., Bengs, A., Hägglund, S. and Diefenbach, S. (2015), “Experience-Oriented and Product-Oriented Evaluation: Psychological Need Fulfillment, Positive Affect, and Product Perception”, Int. J. Hum. Comput. Interact., https://dx.doi.org/10.1080/10447318.2015.1064664.CrossRefGoogle Scholar
Huntington, S.P. (1998), The Clash of Civilizations and the Remaking of World Order, Touchstone, London.Google Scholar
Jordan, P.W. (2002), Designing Pleasurable Products: An Introduction to the New Human Factors, 1st edition., Routledge, Boca Raton London New York Singapore.Google Scholar
Koreshoff, T.L., Robertson, T. and Leong, T.W. (2013), “Internet of things: a review of literature and products”, Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration, Association for Computing Machinery, New York, NY, USA, pp. 335344, https://dx.doi.org/10.1145/2541016.2541048.CrossRefGoogle Scholar
Kuniavsky, M. (2010), Smart Things Ubiquitous Computing User Experience Design, 1st edition., Morgan Kaufmann Publisher, Amsterdam; Boston.Google Scholar
Lazar, A., Koehler, C., Tanenbaum, J. and Nguyen, D.H. (2015), “Why we use and abandon smart devices”, UbiComp 2015 - Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing, Association for Computing Machinery, Inc, New York, New York, USA, pp. 635646, https://dx.doi.org/10.1145/2750858.2804288.Google Scholar
Lidwell, W., Holden, K. and Butler, J. (2003), Universal Principles of Design, Rockport Publishers, Gloucester, Mass.Google Scholar
Lin, Z., Hall, A. and Sommer, B. (2022), “Designing experiences for IoT products: A case study testing existing UX frameworks”, DRS2022: Bilbao, Design Research Society, Bilbao, Spain, https://dx.doi.org/10.21606/drs.2022.593.CrossRefGoogle Scholar
Lin, Z., Sommer, B. and Ahmed-Kristensen, S. (2021), “IoT Product Pleasurability - Investigating the Pleasurable User Experiences Between Conventional Products and IoT Products Through Watches”, in Brooks, A., Brooks, E.I. and Jonathan, D. (Eds.), Interactivity and Game Creation, Springer International Publishing, Cham, pp. 394408, https://dx.doi.org/10.1007/978-3-030-73426-8_24.CrossRefGoogle Scholar
Lyons, K. (2015a), “Using Digital Watch Practices to Inform Smartwatch Design”, Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, pp. 21992204, https://dx.doi.org/10.1145/2702613.2732719.Google Scholar
Lyons, K. (2015b), “What can a dumb watch teach a smartwatch? informing the design of smartwatches”, Proceedings of the 2015 ACM International Symposium on Wearable Computers, Association for Computing Machinery, New York, NY, USA, pp. 310, https://dx.doi.org/10.1145/2802083.2802084.Google Scholar
Marenko, B. and van Allen, P. (2016), “Animistic design: how to reimagine digital interaction between the human and the nonhuman”, Digital Creativity, Vol. 27 No. 1, pp. 5270, https://dx.doi.org/10.1080/14626268.2016.1145127.CrossRefGoogle Scholar
Martin, T.L. (2002), “Time and time again: parallels in the development of the watch and the wearable computer”, Proceedings. Sixth International Symposium on Wearable Computers, presented at the Proceedings. Sixth International Symposium on Wearable Computers, pp. 511, https://dx.doi.org/10.1109/ISWC.2002.1167212.CrossRefGoogle Scholar
Osgood, C.E. (1957), The Measurement of Meaning, edited by Suci, G.J. and Tannenbaum, P.H., University of Illinois Press, Urbana.Google Scholar
Mata, Perez, Ahmed-Kristensen, M., Brockhoff, S., and Yanagisawa, P.B., H. (2017), “Investigating the influence of product perception and geometric features”, Research in Engineering Design, Springer London, Vol. 28 No. 3, pp. 357379, https://dx.doi.org/10.1007/s00163-016-0244-1.CrossRefGoogle Scholar
Pschetz, L., Tallyn, E., Gianni, R. and Speed, C. (2017), “Bitbarista: Exploring Perceptions of Data Transactions in the Internet of Things”, Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, pp. 29642975, https://dx.doi.org/10.1145/3025453.3025878.Google Scholar
Rebaudengo, S., Aprile, W. and Hekkert, P. (2019), “Addicted Products: A Scenario of Future Interactions Where Products Are Addicted to Being Used”, Zenodo, 24 March, https://dx.doi.org/10.5281/zenodo.2604816.Google Scholar
Sheldon, K.M., Elliot, A.J., Kim, Y. and Kasser, T. (2001), “What is satisfying about satisfying events? Testing 10 candidate psychological needs”, Journal of Personality and Social Psychology, American Psychological Association Inc., Vol. 80 No. 2, pp. 325339, https://dx.doi.org/10.1037/0022-3514.80.2.325.CrossRefGoogle ScholarPubMed
Sterling, B. (2005), Shaping Things, MIT Press, Cambridge, MA, USA.Google Scholar
Swan, M. (2012), “Sensor Mania! The Internet of Things, Wearable Computing, Objective Metrics, and the Quantified Self 2.0”, Journal of Sensor and Actuator Networks, Multidisciplinary Digital Publishing Institute, Vol. 1 No. 3, pp. 217253, https://dx.doi.org/10.3390/jsan1030217.CrossRefGoogle Scholar
Tiger, L. (2000), The Pursuit of Pleasure, 1st edition., Transaction Publishers, New Brunswick.Google Scholar
Tullis, T. and Albert, B. (2013), Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics: Second Edition, Elsevier Inc.Google Scholar
Väänänen-Vainio-Mattila, K., Olsson, T. and Häkkilä, J. (2015), “Towards Deeper Understanding of User Experience with Ubiquitous Computing Systems: Systematic Literature Review and Design Framework”, in Abascal, J., Barbosa, S., Fetter, M., Gross, T., Palanque, P. and Winckler, M. (Eds.), Human-Computer Interaction – INTERACT 2015, Springer International Publishing, Cham, pp. 384401, https://dx.doi.org/10.1007/978-3-319-22698-9_26.CrossRefGoogle Scholar
Weiser, M., Gold, R. and Brown, J.S. (1999), “The origins of ubiquitous computing research at PARC in the late 1980s”, IBM Systems Journal, presented at the IBM Systems Journal, Vol. 38 No. 4, pp. 693696, https://dx.doi.org/10.1147/sj.384.0693.CrossRefGoogle Scholar
Yang, X., Aurisicchio, M. and Baxter, W. (2019), “Understanding Affective Experiences with Conversational Agents”, Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, pp. 112, https://dx.doi.org/10.1145/3290605.3300772.Google Scholar