## 1 Introduction  
The use of wearable technologies, along with the diversity of wearable products, continues to grow. Wearable technology products have so far found applications in monitoring and facilitating health, fitness and leisure activities, gaming, art, medicine, education, security, fashion, and entertainment and AR, VR, XK [1; 2; 3]. The research in wearable technology across many disciplines has led to many different definitions for wearable technologies. For example, [PERSON] and [PERSON] [4] (p. 123) define wearable technologies as \"technology that is worn on the body. In theory, this could include any technology including the fibers and fabrics that are used in most clothing, but in practice it generally refers to electronic technology.\" [PERSON] and [PERSON] [5] define wearable technologies as devices with sensors, screen, processor, memory, and software with algorithms for filtering, interpreting, organizing and storing collected raw data, that can connect to the Internet, and present the data to the user in real time or as a retrospective report. In other studies, wearable technologies are defined as devices that can monitor the physical activities (steps, calories, etc.) [6; 7], physiological data (heart rate, body temperature, etc.) [8; 9; 10], clinical data [11; 12; 13], gesture detection [14; 15], emotion recognition [16] of the user 24/7, collect and store, transmit this data while helping users perform many other useful micro-tasks such as checking incoming text messages and displaying urgent information [17; 18; 19]. Based on these definitions, we can briefly define wearable technologies as products that collect and process physiological data obtained from the user, and report this processed data back to the user via notification or through a network connection to another device or other actuators such as sound, light or vibration. Wearable technology products can be positioned in many different parts of the body based on their functions and use contexts [20] in different forms such as portable personal accessories (e.g., glasses, contact lenses, watches), mobile devices (e.g., pocket step trackers), smart clothing and textiles and direct skin applications such as tattoos [21; 22]. Thus, the level of integration between the body and the wearable technology product can range from technology carried on or suspended from the body as accessories, smart textiles and clothing to patchable and implantable products [23; 24; 25; 26] (Figure 1). The distinction between consumer wearables and medical wearables is increasingly blurred, so accessory and textile-based wearables have been widely adopted by users and the future is moving towards implantable and patchable wearable technologies [27]. In this study, the focus is on accessory-based and textile-based wearable technology products as they are accessible and commercialized for the end consumer. Even though many of these wearable technology products offer similar data, the way they are integrated to the body create significant differences in the design and development of these products. Differences in body sizes and shapes, mobility needs as well as the locations of sensing components on the body, donning and doffing, and care requirements lead to differences in user experience. This study explores accessory-based and textile-based wearable products comparatively with the goal to inform differences in user experiences due to their level of integration with the human body. Forecasts predict rapid and strong growth as the wearables market is still far from reaching saturation. The increasing popularity of connected devices and the Internet of Things (IoT) and the rapid growth of the technologically literate population globally are projected to drive demand for wearable technology [28; 29]. The rapid increase in the number of wearable technology users has also presented an interesting product adoption dilemma. Research showed that within six months of owning a fitness wearable technology product, approximately 30% of users stop using them [30].