Highlights
Developers and manufacturers of wearables should make their devices more relevant, more reliable and easier to use.
129 interviews to find requirements and validate first prototype of the game.
Results are positive from a formal technology acceptance point of view showing relevance and usefulness.
Game can in fact be an obstruction. Moreover, the artefact should not be patronizing and age differences can also pose problems, hence the title not to make the serious game too serious.
Habit should be studied as a potential dependent variable for intention to use.
Although the sales of wearables are increasing in the last few years, it is still unknown how wearables are actually adopted and being used in everyday life by consumers. In this study, we try to identify the adoption and diffusion patterns of wearables by performing a sentiment analysis on 97 semi-structured interviews with wearables owners / users focused on relevance and requirements of and resources and resistance related to wearables. Based on this analysis we conclude that developers and manufacturers of wearables should make their devices more relevant, more reliable and easier to use. They should also address privacy issues and foster habit (using it all and every day) in order to speed up the adoption and diffusion of wearables. The theoretical contribution of this paper is that habit should be studied as a potential dependent variable for intention to use.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.