## 3 Results and Discussion
### Diary-Interview and Semi-Structured Interview Results: Wearable Technology User Experience
(\"Sinceit is in direct contact with the skin, other people do not see it. This is a disadvantage\"). Users had more interaction with their friends and social experience (S1) because the T-shirt was more visible. In terms of emotions, it was seen that the T-shirt had more positive experiences than the chest band. It can be concluded that users had more positive feelings for the T-shirt, that the T-shirt was more liked by users and would be used longer than the chest band (\"I felt happier, more active, better, more secure while wearing the T-shirt compared to the chest band\") (Positive S1 f cb = 9, f T = 19; Positive E1 f cb = 4, f T = 14). The comparison of the pragmatic and hedonic experiences of the users, depending on the form and movements of the body, is of great importance in terms of the design of wearable technology products. It was determined that the smart T-shirt had a lot of positive experiences against the chest band in terms of fit, mobility, thermal comfort, positive emotions, and social experiences. In terms of negative experiences, there were wearability problems such as the chest band's tactile comfort, and lack of sensory adaptation. Although comparisons were made on products designed for the chest area in our study, this situation may differ for other parts of the body. As [PERSON] & [PERSON] [24] said, when wearable technologies are foreseen to be implanted in our body in the future, it is normal for wearable technologies to be integrated into clothing today. In this study, we concluded that wearable technologies integrated into textiles and clothing created a more positive user experience instead of wearing them directly on our body as an accessory. Figure 5: Comparison of positive and negative experiences between the accessory-based wearable chest band and textile-based wearable T-Shirt. [PERSON] et al. [65] stated that the degree of perception regarding positive and negative user experiences is critical throughout the product life cycle from use to disposal and repurchase. For this reason, it is important to investigate what the positive and negative experiences of wearable technology products are and how they change over time. When we examined the user experience as a process in wearable technology products, it was observed that there were more positive experiences than negative experiences during the use phase as represented by Figure 6 (abbreviations are shown in Table 2). As a result of the high number of positive experiences, it could be said that the expectations of the users were met throughout the usage period, and they were satisfied with the use of the product (during use total positive experiences = 150, during use total negative experiences = 107). If we consider the pragmatic experiences categorically, while the negative experiences were noticeable in the wearability category during use, it could be seen that they increased even more after use. While the negative experience frequency value during use for the wearability category of the participants was 49, this value became 61 after use. In particular, negative experiences about sensory adoption (W6) and mobility (W4) increased at the end of the use process. This could mean that the product discomfort restricted the movements of the user during exercise. In terms of usability experiences, it was determined that negative experiences decreased at the end of the use phase. It is noteworthy is that users' connection (Ub2) and data exchange (Ub5) experiences decreased over time both negatively and  
Figure 6: Positive and negative experiences during use and after use. positively (during use > after use; f Ub2 = 20 > 6, f Ub5 = 12 > 2). Users followed a certain order and process to connect wearable technology products to their smart phone. Especially, after users had solved the connection problem and learned how to use the product, data exchange and connection disappeared from the users' attention. This time, the accuracy (Ub6) of the data gained importance.