What makes you feel attached to smartwatches? The stimulus–organism–response (S–O–R) perspectives

Emerald - Tập 32 Số 2 - Trang 319-343 - 2019
Woo-Chul Cho1, Kyung Young Lee2, Sung‐Byung Yang3
1Graduate School of Management Information Systems, Ajou University, Suwon, The Republic of Korea
2Rowe School of Business, Dalhousie University, Halifax, Canada
3School of Management, Kyung Hee University, Seoul, The Republic of Korea

Tóm tắt

PurposeThe purpose of this paper is to answer the question of whether smartwatches will survive and gain their own niche within the consumer electronics market. Based on the stimulus–organism–response (S–O–R) framework, this study identifies and validates the impacts of both technological and fashion-related factors (interactivity, autonomy, visual aesthetics and self-expression) on product attachment towards smartwatches through user satisfaction and pleasure derived from their smartwatches.Design/methodology/approachThe authors collected the survey data via online surveys from 198 respondents and tested measurement and structural models with the partial least square technique.FindingsThe authors found that both technological characteristics (interactivity and autonomy) and fashion-related characteristics (visual aesthetics and self-expression) have an impact on product attachment through pleasure.Research limitations/implicationsSeveral other important characteristics of traditional wrist-watches such as durability or workmanship are not considered in this study, but should be included in future studies. The three-item measure of autonomy may be insufficient for more sophisticated wearable devices in the future. In future studies, the impact of product attachment on users’ continued usage should be examined.Practical implicationsThis study provides important practical implications for smartwatch makers interested in product development, as users were found to consider fashion-related characteristics to be as important as technological characteristics.Originality/valueThis study is the first study that considers both aesthetic and technological factors for IT acceptance in the context of wearable devices. Also, instead of traditional IT acceptance measures such as continued use, this study investigates users’ product attachment, which is more relevant to the case of wearable devices.

Từ khóa


Tài liệu tham khảo

1982, Validation of an SOR model for situation, enduring, and response components of involvement, Journal of Marketing Research, 19, 505, 10.1177/002224378201900411

1991, Assessing construct validity in organizational research, Administrative Science Quarterly, 36, 421, 10.2307/2393203

2001, Understanding information systems continuance: an expectation-confirmation model, MIS Quarterly, 25, 351, 10.2307/3250921

2003, Individual differences in the centrality of visual product aesthetics: concept and measurement, Journal of Consumer Research, 29, 551, 10.1086/346250

2017, Giving form to a hedonic haptics player, 903

1997, Ecodesign: A Promising Approach to Sustainable Production and Consumption

2009, Some socio-technical aspects of intelligent buildings and pervasive computing research, Intelligent Buildings International, 1, 56, 10.3763/inbi.2009.0006

2010, Fashion consumer profiles in the Portuguese market: involvement, innovativeness, self-expression and impulsiveness as segmentation criteria, International Journal of Consumer Studies, 34, 638, 10.1111/j.1470-6431.2010.00891.x

2001, Consumer self-monitoring, materialism and involvement in fashion clothing, Australasian Marketing Journal, 9, 46, 10.1016/S1441-3582(01)70166-8

2003, Consumer satisfaction index: new practice and findings, European Journal of Marketing, 37, 872

2008, Integrating the Kano model into a robust design approach to enhance customer satisfaction with product design, International Journal of Production Economics, 114, 667, 10.1016/j.ijpe.2008.02.015

Chin, W.W. (1998), “The partial least squares approach to structural equation modeling”, in Marcoulides, G.A. (Ed.), Modern Methods for Business Research, Lawrence Erlbaum Associates, Mahwah, NJ, pp. 295-336.

2008, Delight by design: the role of hedonic versus utilitarian benefits, Journal of Marketing, 72, 48, 10.1509/JMKG.72.3.048

2016, Wearable technologies: the role of usefulness and visibility in smartwatch adoption, Computers in Human Behavior, 65, 276, 10.1016/j.chb.2016.07.047

2015, No longer wearing: Investigating the abandonment of personal health-tracking technologies on craigslist, 647

1989, Perceived usefulness, perceived ease of use, and user acceptance of information technology, MIS Quarterly, 13, 319, 10.2307/249008

2006, The role of pleasure in web site success, Information & Management, 43, 434, 10.1016/j.im.2005.10.005

Desmet, P.M. and Hekkert, P. (2002), “The basis of product emotions”, in Green, W.S. and Jordan, P.W. (Eds), Pleasure with Products: Beyond Usability, Taylor and Francis, London, pp. 60-68.

2011, From game design elements to gamefulness: defining gamification, 9

1985, Judgments of verbal versus pictorial presentations of a product with functional and aesthetic features, Advances in Consumer Research, 12, 268

2017, Understanding usage of Internet of Things (IOT) systems in China: cognitive experience and affect experience as moderator, Information Technology & People, 30, 117, 10.1108/ITP-11-2015-0272

2013, Watch clever, IEEE Engineering & Technology, 8, 30, 10.1049/et.2013.1200

1981, Evaluating structural equation models with unobservable variables and measurement error, Journal of Marketing Research, 18, 39, 10.1177/002224378101800104

2014, Persuasive technology in the real world: a study of long-term use of activity sensing devices for fitness, 487

2007, An extrinsic and intrinsic motivation-based model for measuring consumer shopping oriented web site success, Journal of Electronic Commerce in Organizations, 5, 18, 10.4018/jeco.2007100102

1996, Role of 5-HT in stress, anxiety, and depression, Pharmacology Biochemistry and Behavior, 54, 129, 10.1016/0091-3057(95)02135-3

Guenveur, L. (2017), “Nearly 16% of US consumers now own wearables”, available at: www.kantarworldpanel.com/global/News/Nearly-16-of-US-Consumers-and-9-in-EU4-Now-Own-Wearables (accessed 15 May 2017).

Harvey, C. (2016), “10 hot technology trends for 2016”, available at: www.networkcomputing.com/storage/10-hot-technology-trends-2016/520323524 (accessed 1 March 2017).

Hassenzahl, M. (2003), “The thing and I: understanding the relationship between user and product”, in Blythe, M.A., Overbeeke, K., Monk, A.F. and Wright, P.C. (Eds), Funology: From Usability to Enjoyment, Kluwer Academic Publishers, Dordrecht, pp. 31-42.

Heeter, C. (1989), “Implications of new interactive technologies for conceptualizing communication”, in Salvaggio, J.L. and Bryant, J. (Eds), Media Use in The Information Age, Routledge, Hillsdale, NJ, pp. 217-235.

2006, Design aesthetics: principles of pleasure in design, Psychology Science, 48, 157

2017, The effect of consumer innovativeness on perceived value and continuance intention to use smartwatch, Computers in Human Behavior, 67, 264, 10.1016/j.chb.2016.11.001

2002, Stimulus-organism-response reconsidered: an evolutionary step in modeling (consumer) behavior, Journal of Consumer Psychology, 12, 51, 10.1207/S15327663JCP1201_05

2001, Consumers and brands: a study of the impact of self-image congruence on brand preference and satisfaction, Marketing Intelligence & Planning, 19, 482, 10.1108/02634500110408286

2009, Perceived quality, emotions, and behavioral intentions: application of an extended Mehrabian–Russell model to restaurants, Journal of Business Research, 62, 451, 10.1016/j.jbusres.2008.01.038

2008, Being hedonic and becoming prudent, Advances in Consumer Research, 35, 957

1998, Human factors for pleasure in product use, Applied Ergonomics, 29, 25, 10.1016/S0003-6870(97)00022-7

2016, Consumer valuation of the wearables: the case of smartwatches, Computers in Human Behavior, 63, 899, 10.1016/j.chb.2016.06.040

2017, Fostering user engagement: Improving sense of identity through cosmetic customization in wearable trackers, 11

2016, Understanding users’ continuance intention toward smartphone augmented reality applications, Information Development, 32, 161, 10.1177/0266666914535119

2016, Round or square? How screen shape affects utilitarian and hedonic motivations for smartwatch adoption, Cyberpsychology, Behavior, and Social Networking, 19, 733, 10.1089/cyber.2016.0136

2015, An acceptance model for smart watches: implications for the adoption of future wearable technology, Internet Research, 25, 527, 10.1108/IntR-05-2014-0126

2010, Smart objects as building blocks for the internet of things, IEEE Internet Computing, 14, 44, 10.1109/MIC.2009.143

2015, Sensemaking in the personal health space, Information Technology & People, 28, 790, 10.1108/ITP-09-2014-0214

2004, Assessing dimensions of perceived visual aesthetics of web sites, International Journal of Human-Computer Studies, 60, 269, 10.1016/j.ijhcs.2003.09.002

2015, Why we use and abandon smart devices, 635

2007, Assimilation of enterprise systems: the effect of institutional pressures and the mediating role of top management, MIS Quarterly, 31, 59, 10.2307/25148781

2004, Creating a satisfying internet shopping experience via atmospheric variables, International Journal of Consumer Studies, 28, 268, 10.1111/j.1470-6431.2004.00368.x

2002, Measures of perceived interactivity: an exploration of the role of direction of communication, user control, and time in shaping perceptions of interactivity, Journal of Advertising, 31, 29, 10.1080/00913367.2002.10673674

Matte, D. (2015), “Will smartwatches be a hit?”, available at: www.wsj.com/articles/will-smartwatches-be-a-hit-1431108404 (accessed 16 March 2016).

1995, Detection of aberrant item score patterns: a review of recent developments, Applied Measurement in Education, 8, 261, 10.1207/s15324818ame0803_5

2006, I, me, and mine—how products become consumers’ extended selves, Journal of Consumer Behaviour, 5, 550, 10.1002/cb.202

Mobilenations.com (2016), “About mobilenations”, available at: http://mobilenations.com (accessed 1 February 2017).

Moore, S. (2016), “Gartner survey shows wearable devices need to be more useful”, available at: www.gartner.com/newsroom/id/3537117 (accessed 19 February 2017).

2006, Product attachment and product lifetime: the role of personality congruity and fashion, European Advances in Consumer Research, 7, 460

2008, Product attachment and satisfaction: the effects of pleasure and memories, European Advances in Consumer Research, 8, 325

2013, Personalisable in-vehicle systems, technology acceptance and product attachment, International Journal of Human Factors and Ergonomics, 2, 262, 10.1504/IJHFE.2013.059373

1978, Psychometric Theory

1980, A cognitive model of the antecedents and consequences of satisfaction decisions, Journal of Marketing Research, 17, 460, 10.1177/002224378001700405

1993, Cognitive, affective, and attribute bases of the satisfaction response, Journal of Consumer Research, 20, 418, 10.1086/209358

1999, Whence consumer loyalty?, Journal of Marketing, 34, 33

1999, Is your Web site socially savvy?, Harvard Business Review, 77, 20

2016, Understanding the emergence of wearable devices as next-generation tools for health communication, Information Technology & People, 29, 717, 10.1108/ITP-04-2015-0096

2002, The role of consumption emotions in the satisfaction response, Journal of Consumer Psychology, 12, 243, 10.1207/S15327663JCP1203_06

1986, Self-reports in organizational research: Problems and prospects, Journal of Management, 12, 531, 10.1177/014920638601200408

2000, A system-architecture viewpoint on smart networked devices, Microelectronic Engineering, 54, 193

2017, Drawing inspiration from world of warcraft: gamification design elements for behavior change technologies, Interacting with Computers, 29, 648, 10.1093/iwc/iwx001

2015, Affordances for self-tracking wearable devices, 141

2016, Personal informatics for everyday life: how users without prior self-tracking experience engage with personal data, International Journal of Human-Computer Studies, 94, 1, 10.1016/j.ijhcs.2016.05.006

1994, Valuing things: the public and private meanings of possessions, Journal of Consumer Research, 21, 504, 10.1086/209414

2009, How today’s consumers perceive tomorrow’s smart products, Journal of Product Innovation Management, 26, 24, 10.1111/j.1540-5885.2009.00332.x

Riley, D. (2015), “The demographic divide”, available at: www.prweb.com/releases/2015/01/prweb12425744.htm (accessed 25 February 2017).

2008, Consumer-product attachment: measurement and design implications, International Journal of Design, 2, 1

2005, Do satisfied customers buy more? Examining moderating influences in a retailing context, Journal of Marketing, 69, 26, 10.1509/jmkg.2005.69.4.26

2013, Smart TV: are they really smart in interacting with people? Understanding the interactivity of Korean Smart TV, Behaviour & Information Technology, 32, 156, 10.1080/0144929X.2011.603360

1997, Assessing the predictive validity of two methods of measuring self-image congruence, Journal of the Academy of Marketing Science, 25, 229, 10.1177/0092070397253004

2000, The effects of extrinsic product cues on consumers’ perceptions of quality, sacrifice, and value, Journal of the Academy of Marketing Science, 28, 278, 10.1177/0092070300282008

2016, Modelling facebook usage among university students in Thailand: the role of emotional attachment in an extended technology acceptance model, Interactive Learning Environments, 24, 745, 10.1080/10494820.2014.917110

2014, The impact of content type and availability on ebook reader adoption, Journal of Computer Information Systems, 54, 42, 10.1080/08874417.2014.11645721

2009, Exploring the emotional, aesthetic, and ergonomic facets of innovative product on fashion technology acceptance model, Behaviour & Information Technology, 28, 311, 10.1080/01449290701763454

2005, Influencing product lifetime through product design, Business Strategy and the Environment, 14, 286, 10.1002/bse.491

2003, User acceptance of information technology: Toward a unified view, MIS Quarterly, 27, 425, 10.2307/30036540

2005, The mediating role of perceived interactivity in the effect of actual interactivity on attitude toward the website, Journal of Interactive Advertising, 5, 29, 10.1080/15252019.2005.10722099

2010, The role of interactivity in e-tailing: Creating value and increasing satisfaction, Journal of Retailing and Consumer Services, 17, 89, 10.1016/j.jretconser.2009.10.003