## 3 Results and Discussion
### Diary-Interview and Semi-Structured Interview Results: Wearable Technology User Experience
This shows the importance of examining the user experience over a period of time as displayed in this study. When usefulness was examined, it was seen that user motivation (Uf1) decreased, and performance (Uf2) increased over time (during use > after use; f Uf1 = 24 > 19, f Uf2 = 7 > 11). With the excitement of using a new product, it is normal for the motivation to be high at the beginning and during-use phase and to decline over time as excitement diminishes. Users having positive thoughts about their performance also showed that wearable technology products that track activity were beneficial, especially for athletes and those who exercise regularly. When we examined hedonic experiences categorically, in the visual aesthetic experiences, the number of negative experiences of users about the size/form (V1) of the products had increased from 5 to 17, over time. The frequency of experiences about color (V2) and looking good (V3) had declined over time both positively and negatively (during use > after use; f V2 = 32 > 12, f V3 = 12 > 3). According to this result, it could be concluded that users got used to the color and aesthetic appearance over time, but the negative experiences increased due to the relationship between the size/form of the products and wearability and fit issues. Finally, when the social experiences and emotion categories were examined, only positive emotional experiences increased over time. While the frequency value of the positive emotional experiences of the users was 6 during use, it increased to 12 after use. The positive emotions of the users showed that they were satisfied with the use of the wearable technology products. In the post-use interviews, many users stated that they especially wanted to use the smart T-shirt later. Since the emotional state is constantly changing over time and emotions have a subjective nature, it is more difficult for users to convey hedonic experiences than pragmatic experiences [66]. Accordingly, in our study, pragmatic experiences such as wearability, usability, and usefulness, especially conveyed by users, were more than the hedonic experiences such as visual aesthetics, social experiences, and emotions. [PERSON] et al. [67] emphasizes the active relationship between the physical form of wearable technologies and the human form. Similarly, in our study, the users especially shared their positive and negative experiences the most in terms of the wearability. This shows us how important wearability is for the design of wearable technologies. The positive experiences of users on motivation also drew attention. In order for the motivation to be high, a product should be easy to use; a product with low usability may decrease motivation [68]. Parallel to this, the high motivation of users in our study can be explained by the fact that positive experiences on usability were more than the negative ones. Finally, in the evaluation of positive and negative experiences, users had both positive and negative experiences about the aesthetic appearance of the products. This shows us that users give importance to product visuality as much as usability and wearability. Despite the fact that the visual aesthetic value was the lowest in the survey study in which we measured the user expectations, the evaluations of the users during the use of the product and after the use process showed that the aesthetic value of the products was important in terms of design. The temporal aspect of user experience is an important research topic, but has been neglected [69]. This study shows the changes in the user experiences during and after use of two wearable technology products. While the positive experiences of the users decreased over time, their negative experiences did not change much. Positive user experiences that have drastically declined over time were usability (connection), visual aesthetics and usefulness (motivation).