## 1 Introduction
### User Experience  
User experience has been studied by different disciplines and thus various user-experience definitions have been made in the literature. The most referred-to user-experience definition was made by the International Organization for Standardization (ISO) as a \"person's perceptions and responses that result from the use or anticipated use of a product, system or service.\" User experience includes users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviors, and accomplishments that occur before, during and after interacting with a product. User, design (product, system, service) and context of use are the three main factors of user experience [2; 39; 40; 41]. Through an in-depth review of the literature in user experience, the framework displayed in Figure 2 was developed to guide this study. This framework demonstrates a pragmatic and hedonic analysis of the change in user experience over time depending on the context of use of wearable technology products. In this study, we approach the user experience of wearable technology products in the sports/fitness context since we determined the highest number of commercially available wearable technology products clustered in this category through an in-depth analysis of the market. Figure 3 displays the categorization of the commercially available wearable technology products used in the sport/fitness field on the market, based on our comprehensive market analysis. The identified wearable technology products are categorized according to their position worn on the body and accessory and textile-based structures. The analysis yielded an accessory-based chest band and a textile-based smart T-shirt that offer the same functionality while worn on the same part of the body. Thus, this study employed these two products to comparatively explore the user experience. Figure 2: User-experience framework of the study. Another important factor affecting the user experience is time. User experience changes and evolves over time. We need information about long-term user experience, as it is not very reliable to evaluate an immediate user experience to predict real-life user experience or evaluate the success of a product. Many studies have been conducted and models have been developed examining long-term user experience [42; 43; 44; 45; 46; 47; 48]. [PERSON] et al. [49] emphasized a longitudinal approach when developing a model for user experience, and distinguished between micro- (one hour use), meso- (a few weeks of use) and macro- (years of use) perspectives on the role of time in user experience. Similarly, [PERSON] et al. [50] defined four types of user experience over time; expected user experience (before use), immediate user experience (during use), episodic user experience (after use), and cumulative user experience (multiple-use cases over time). In this study, the user experiences of two different wearable products with the same function, a chest band and a smart T-shirt are explored from the perspective of user expectations before use and experiences during and after use. [PERSON] [51] suggested the pragmatic and hedonic quality model evaluating user experience. Pragmatic qualities are the features that enable the product's relevant functionality (i.e., utility) and ways to use this functionality (i.e., usability). Hedonic quality, on the other hand, refers to the features that enable the user to obtain positive emotional results related to the psychological state of the user. Based on the pragmatic and hedonic model, we determined three pragmatic (wearability, usability, and usefulness) and three hedonic (visual aesthetic, social experience, and emotions) categories for wearable technologies as seen in Figure 2. Pragmatic qualities describe the instrumental attributes such as thermal comfort, fit, ease of use, performance, and understandability while hedonic attributes express the subjective attributes, such as perceived aesthetics, social experience and emotions.