Abstract
The arrival of Internet of Things (IoT) overcomes limitations of time and space by providing ubiquitous accessibility of its products. Design and HCI research are challenged by an increasingly complex network of diverse types of interaction. To design pleasurable user experiences (UXs), new models need to be developed for emerging IoT products as previous models for conventional products might not be applicable anymore. From a human-centred perspective, this project investigates how the pleasurable UXs will change after a product develops into an IoT product. The project aims at understanding the attributes of IoT products that might contribute to understand the future relationship between users and IoT objects. The project applies UX theories by Jordan (a hierarchy of consumer needs, 2003) and Hassenzahl (top-ten psychological needs, 2010) as theoretical guidelines. These theories classified the contribution of human factors to design pleasurable products and agreed that the enjoyments from the psychological level are at the top of UX. The project uses two online questionnaires to collect data on 1) the UX of Smartwatches and 2) conventional Wristwatches (digital and analogue), in order to reflect on the influence of IoT products on the pleasurable UXs. The results show that the UXs of IoT Watches and conventional watches were not significantly different in terms of the four kinds of pleasure as proposed by Jordan; however, IoT products and conventional products did appear to influence some items in top-ten psychological needs differently.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Weiser, M.: The computer for the 21st century. Sci. Am. 265, 94–104 (1991). https://doi.org/10.1038/scientificamerican0991-94
Satyanarayanan, M.: Pervasive computing: vision and challenges. IEEE Pers. Commun. 8, 10–17 (2001). https://doi.org/10.1109/98.943998
International Telecommunication Union: The Internet of Things - Executive Summary. 28 (2005).
Sterling, B.: Shaping Things. MIT Press, Cambridge. (2005)
Redström, J., Wiltse, H.: Changing things: the future of objects in a digital world (2018)
Rowland, C., Goodman, E., Charlier, M., Light, A., Lui, A.: Designing connected products. O’Reilly Media, Inc., Newton (2015)
Marenko, B., van Allen, P.: Animistic design: how to reimagine digital interaction between the human and the nonhuman. Digit. Creat. 27, 52–70 (2016). https://doi.org/10.1080/14626268.2016.1145127
Pschetz, L., Tallyn, E., Gianni, R., Speed, C.: Bitbarista: exploring perceptions of data transactions in the internet of Things. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 2964–2975. Association for Computing Machinery, New York (2017). https://doi.org/10.1145/3025453.3025878
Tallyn, E., Fried, H., Gianni, R., Isard, A., Speed, C.: The Ethnobot: gathering ethnographies in the age of IoT. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. pp. 1–13. Association for Computing Machinery, New York (2018)
Jordan, P.W.: Designing Pleasurable Products: An Introduction to the New Human Factors. Taylor & Francis e-Library (2003)
Norman, D.A.: Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books, New York (2005)
Desmet, P.M.A., Hekkert, P.: Framework of product experience (2007)
McCarthy, J., Wright, P.: Technology as experience. Interactions 11, 42–43 (2004). https://doi.org/10.1145/1015530.1015549
Hassenzahl, M.: Experience design: technology for all the right reasons. Synth. Lect. Hum.-Centered Inf. 3, 1–95 (2010). https://doi.org/10.2200/s00261ed1v01y201003hci008
Maslow, A.H.: A theory of human motivation. Psychol. Rev. 50, 370–396 (1943). https://doi.org/10.1037/h0054346
Tiger, L.: The Pursuit of Pleasure. Transaction Publishers, Piscataway (2000)
Sheldon, K.M., Elliot, A.J., Kim, Y., Kasser, T.: What is satisfying about satisfying events? Testing 10 candidate psychological needs. J. Pers. Soc. Psychol. 80, 325–339 (2001). https://doi.org/10.1037/0022-3514.80.2.325
“smartwatch”: Collins English Dictionary – Complete and Unabridged, 12th Edition 2014 (2014). https://www.thefreedictionary.com/smartwatch
“wristwatch”: Collins English Dictionary – Complete and Unabridged, 12th Edition 2014 (2014). https://www.thefreedictionary.com/wristwatch
Bryman, A.: Social Research Methods. Oxford University Press, Oxford (2012)
Collins, H.: Creative research: the theory and practice of research for the creative industries. AVA Academia; Distributed in the USA & Canada by Ingram Publisher Services, Lausanne: La. Vergne, Tenn. (2010)
Milton, A.: Research Methods for Product Design. Laurence King Pub., London (2013)
Tullis, T., Albert, B.: Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics, 2nd edn. Elsevier Inc. (2013). https://doi.org/10.1016/C2011-0-00016-9
Osgood, C.E.: The Measurement of Meaning. University of Illinois Press, Urbana (1957)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Lin, Z., Sommer, B., 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., Jonathan, D. (eds) Interactivity and Game Creation. ArtsIT 2020. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 367. Springer, Cham. https://doi.org/10.1007/978-3-030-73426-8_24
Download citation
DOI: https://doi.org/10.1007/978-3-030-73426-8_24
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-73425-1
Online ISBN: 978-3-030-73426-8
eBook Packages: Computer ScienceComputer Science (R0)