Abstract
Although the growing market of wearable devices primarily consists of smartwatches, fitness bands, and connected gadgets, its long tail includes a variety of diverse technologies based on novel types of input and interaction paradigms, such as gaze, brain signals, and gestures. As the offer of innovative wearable devices will increase, users will be presented with more sophisticated alternatives: among the several factors that influence product adoption, perceived user experience has a significant role. In this paper, we focus on human factors dynamics involved in the pre- and post-adoption phase, that is, before and after customers buy or use products. Specifically, objective of our research is to evaluate aspects that influence the perceived value of particularly innovative products and lead to purchasing them. To this end, we present the results of a pilot study that compared performance expectancy, effort expectancy, social influence, and facilitating conditions, in the pre- and post-adoption stages of three types of wearable technology, i.e., brain-computer interface, gesture controllers, and eye-tracking systems.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Antin, A., Atwal, R., Nguyen, T.: Forecast: Wearable Electronic Devices, Worldwide, 2018. Gartner (2018). https://www.gartner.com/doc/3891988/forecast-wearable-electronic-devices-worldwide
Venkatesh, V., Zhang, X.: Unified theory of acceptance and use of technology: US vs. China. J. Glob. Inf. Technol. Manag. 13(1), 5–27 (2010)
Hassenzahl, M.: The thing and I: understanding the relationship between user and product. In: Funology 2, pp. 301–313. Springer, Cham (2018)
Schifferstein, H.N., Fenko, A., Desmet, P.M., Labbe, D., Martin, N.: Influence of package design on the dynamics of multisensory and emotional food experience. Food Qual. Preference 27(1), 18–25 (2013)
Nenonen, S., Rasila, H., Junnonen, J.M., Kärnä, S.: Customer Journey–a method to investigate user experience. In: Proceedings of the Euro FM Conference Manchester, pp. 54–63 (2008)
Karapanos, E., Zimmerman, J., Forlizzi, J., Martens, J.B.: User experience over time: an initial framework. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 729–738. ACM (2009)
Fenko, A., Schifferstein, H.N., Hekkert, P.: Shifts in sensory dominance between various stages of user–product interactions. Appl. Ergon. 41(1), 34–40 (2010)
Hamilton, R.W., Thompson, D.V.: Is there a substitute for direct experience? Comparing consumers’ preferences after direct and indirect product experiences. J. Consumer Res. 34(4), 546–555 (2007)
Zhu, F., Zhang, X.: Impact of online consumer reviews on sales: The moderating role of product and consumer characteristics. J. Market. 74(2), 133–148 (2010)
Füller, J., Matzler, K.: Virtual product experience and customer participation—A chance for customer-centred, really new products. Technovation 27(6–7), 378–387 (2007)
Papagiannidis, S., See-To, E., Bourlakis, M.: Virtual test-driving: the impact of simulated products on purchase intention. J. Retail. Consum. Serv. 21(5), 877–887 (2014)
Rawat, S., Vats, S., Kumar, P.: Evaluating and exploring the MYO ARMBAND. In: 2016 International Conference System Modeling & Advancement in Research Trends (SMART), pp. 115–120. IEEE (2016)
Caporusso, N., Biasi, L., Cinquepalmi, G., Trotta, G.F., Brunetti, A., Bevilacqua, V.: A wearable device supporting multiple touch-and gesture-based languages for the deaf-blind. In: International Conference on Applied Human Factors and Ergonomics, pp. 32–41. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-60639-2_4
Caporusso, N., Biasi, L., Cinquepalmi, G., Bevilacqua, V.: An immersive environment for experiential training and remote control in hazardous industrial tasks. In: International Conference on Applied Human Factors and Ergonomics, pp. 88–97. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-94619-1_9
Sałabun, W.: Processing and spectral analysis of the raw EEG signal from the MindWave. Prz. Elektrotechniczny 90(2), 169–174 (2014)
Cincotti, F., Kauhanen, L., Aloise, F., Palomäki, T., Caporusso, N., Jylänki, P., Mattia, D., Babiloni, F., Vanacker, G., Nuttin, M., Marciani, M.G.: Vibrotactile feedback for brain-computer interface operation. Comput. Intell. Neurosci. (2007). https://doi.org/10.1155/2007/48937
Kassner, M., Patera, W., Bulling, A.: Pupil: an open source platform for pervasive eye tracking and mobile gaze-based interaction. In: Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct Publication, pp. 1151–1160. ACM (2014)
Caporusso, N., Ding, M., Clarke, M., Carlson, G., Bevilacqua, V., Trotta, G.F.: Analysis of the relationship between content and interaction in the usability design of 360° videos. In: International Conference on Applied Human Factors and Ergonomics, pp. 593–602. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-94947-5_60
Carlson, G., Caporusso, N.: A physically immersive platform for training emergency responders and law enforcement officers. In: International Conference on Applied Human Factors and Ergonomics, pp. 108–116. Springer, Cham (2018). https://doi.org/10.1007/978-3-319-93882-0_11
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this paper
Cite this paper
Caporusso, N. et al. (2020). Comparative User Experience Analysis of Pervasive Wearable Technology. In: Ahram, T. (eds) Advances in Human Factors in Wearable Technologies and Game Design. AHFE 2019. Advances in Intelligent Systems and Computing, vol 973. Springer, Cham. https://doi.org/10.1007/978-3-030-20476-1_1
Download citation
DOI: https://doi.org/10.1007/978-3-030-20476-1_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-20475-4
Online ISBN: 978-3-030-20476-1
eBook Packages: EngineeringEngineering (R0)