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The relation between time, effort and excitement in digital gifting. Martijn ten Brinke Technische Universiteit Eindhoven Eindhoven, Netherlands 1241106 [email protected] Bas Heuvelmans Technische Universiteit Eindhoven Eindhoven, Netherlands 1265245 [email protected] Lies Fliervoet Technische Universiteit Eindhoven Eindhoven, Netherlands 1258389 [email protected] Mathias Verheijden Technische Universiteit Eindhoven Eindhoven, Netherlands 123406 [email protected] Tyana Hendriksma Technische Universiteit Eindhoven Eindhoven, Netherlands 0959147 [email protected] ABSTRACT This paper discusses the influence of the effort that needs to be put in opening a gift and the positive emotions perceived by the receiver. This concept is applied to a physical representation of a digital gift named ‘Dono’. This leads to the following question: Does increasing the effort needed to receive a digital gift, by using a physical representation, positively influence the emotion of the receiver? Participants were introduced to the concept and then tried to catch the gift. Afterwards data was collected about the emotion that the participants perceived during this experience and when receiving a digital gift in a, for them, regular situation. This data was later on analysed, and the main conclusion is that participants did experience a positive difference in emotion compared to a, for them, regular setting. Key words Digital gifting; level of excitement; time and effort. INTRODUCTION Bits and bytes flow through the Internet. Together they form something that pops up on your computer and there you go: your “birthday present” that took someone about 1 minute of effort. This is the image that is usually attached to digital gifting. The use of digital gifting is increasing significantly and not about to stop. Digital gifting grew 20 percent, from $5 billion in 2013 to $6 billion in 2014, and is continuing to grow today (Badole, Kamble, Sawakar, & Chinhorkar, 2017). Even though some say digital gift cards will never replace their physical counterparts (Kasavana, 2013), often the digital gifting experience does not live up to the physical gifting experience (Kwon, Koleva, Schnädelbach, & Benford, 2017). As stated by multiple studies, these are not the only problems related to digital gifting. Results (Naquin, Kurtzberg, & Lewin, 2016) indicate that participants were equally satisfied to receive either a digital or a physical gift certificate; however, they redeemed them in unequal amounts. The present research explores the reaction to unexpected opportunities as a function of how the communications are received - either via email or as a hard- copy. People who received a physical gift card were more likely to redeem their gifts and were more likely to spend a greater amount of the total gift card than those who received a digital one. Another issue with digital gifting is that they are not considered gifts but rather last-minute throw-aways. Since digital gifts are not carried in a physical body like a card, the receiver might have a tendency to forget about the gift, or not consider it a gift (Kwon, Koleva, Schnädelbach, & Benford, 2017). Previous research in Computer Supported Collaborative Work (CSCW) and related fields have addressed (digital) gifting, however, there is little research on physical interaction within digital gifting. Cheal (Taute & Sierra, 2015) wrote that gifts help create and maintain social relationships in a number of ways: providing material support for recipients, creating normative obligations between individuals and groups, symbolizing the nature of the relationship and the social identities of donor and recipient, as well as communicating personal feelings and beliefs. It is found that these emotional values and overall excitement strongly decrease with digital gifting (Kwon, Koleva, Schnädelbach, & Benford, 2017). This last issue mentioned regarding digital gifting is covered far less than other, more practical, issues around digital gifting. It is even less elaborately mentioned in what relation this emotional difference between physical and digital gifting exists. Therefore this study will be focussed towards A quantitative research through design study

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Page 1: The relation between time, effort and excitement in ... · becomes easier to catch over time. The time ‘Dono’ was lit up was the same in all intervals, and becoming longer overtime

The relation between time, effort and excitement in digital gifting.

Martijn ten Brinke

Technische Universiteit

Eindhoven

Eindhoven, Netherlands

1241106

[email protected]

Bas Heuvelmans

Technische Universiteit

Eindhoven

Eindhoven, Netherlands

1265245

[email protected]

Lies Fliervoet

Technische Universiteit

Eindhoven

Eindhoven, Netherlands

1258389

[email protected]

Mathias Verheijden

Technische Universiteit

Eindhoven

Eindhoven, Netherlands

123406

[email protected]

Tyana Hendriksma

Technische Universiteit

Eindhoven

Eindhoven, Netherlands

0959147

[email protected]

ABSTRACT

This paper discusses the influence of the effort that needs to

be put in opening a gift and the positive emotions perceived

by the receiver. This concept is applied to a physical

representation of a digital gift named ‘Dono’. This leads to

the following question: Does increasing the effort needed to

receive a digital gift, by using a physical representation,

positively influence the emotion of the receiver? Participants

were introduced to the concept and then tried to catch the

gift. Afterwards data was collected about the emotion that

the participants perceived during this experience and when

receiving a digital gift in a, for them, regular situation. This

data was later on analysed, and the main conclusion is that

participants did experience a positive difference in

emotion compared to a, for them, regular setting.

Key words Digital gifting; level of excitement; time and effort.

INTRODUCTION

Bits and bytes flow through the Internet. Together they form

something that pops up on your computer and there you go:

your “birthday present” that took someone about 1 minute of

effort. This is the image that is usually attached to digital

gifting.

The use of digital gifting is increasing significantly and not

about to stop. Digital gifting grew 20 percent, from $5 billion

in 2013 to $6 billion in 2014, and is continuing to grow today

(Badole, Kamble, Sawakar, & Chinhorkar, 2017). Even

though some say digital gift cards will never replace their

physical counterparts (Kasavana, 2013), often the digital

gifting experience does not live up to the physical gifting

experience (Kwon, Koleva, Schnädelbach, & Benford,

2017). As stated by multiple studies, these are not the only

problems related to digital gifting.

Results (Naquin, Kurtzberg, & Lewin, 2016) indicate that

participants were equally satisfied to receive either a digital

or a physical gift certificate; however, they redeemed them

in unequal amounts. The present research explores the

reaction to unexpected opportunities as a function of how the

communications are received - either via email or as a hard-

copy. People who received a physical gift card were more

likely to redeem their gifts and were more likely to spend a

greater amount of the total gift card than those who received

a digital one.

Another issue with digital gifting is that they are not

considered gifts but rather last-minute throw-aways. Since

digital gifts are not carried in a physical body like a card, the

receiver might have a tendency to forget about the gift, or not

consider it a gift (Kwon, Koleva, Schnädelbach, & Benford,

2017).

Previous research in Computer Supported Collaborative

Work (CSCW) and related fields have addressed (digital)

gifting, however, there is little research on physical

interaction within digital gifting. Cheal (Taute & Sierra,

2015) wrote that gifts help create and maintain social

relationships in a number of ways: providing material

support for recipients, creating normative obligations

between individuals and groups, symbolizing the nature of

the relationship and the social identities of donor and

recipient, as well as communicating personal feelings and

beliefs. It is found that these emotional values and overall

excitement strongly decrease with digital gifting (Kwon,

Koleva, Schnädelbach, & Benford, 2017).

This last issue mentioned regarding digital gifting is covered

far less than other, more practical, issues around digital

gifting. It is even less elaborately mentioned in what relation

this emotional difference between physical and digital

gifting exists. Therefore this study will be focussed towards

A quantitative research through design study

Page 2: The relation between time, effort and excitement in ... · becomes easier to catch over time. The time ‘Dono’ was lit up was the same in all intervals, and becoming longer overtime

the level of perceived positive emotion throughout the

digital gifting experience compared to physical gifting. This

leads to the following research question: Does increasing the

effort needed to receive a digital gift, by using a physical

representation, positively influence the emotion of the

receiver? The hypothesis accompanying this questions is,

that when increasing the time and effort the excitement,

which is considered a positive emotion, of the receiver will

increase.

The purpose of this study is to research the relationship

between the effort it takes to receive a digital gift and the

experienced level of excitement related to that gift. The

independent variable of effort will be defined as the time it

takes to receive the gift, starting from the moment of

becoming aware of the gift. This is the variable that will be

altered throughout the research. The dependent variable of

excitement will be defined as the experienced level of

excitement of the receiver of the gift, measured on a 7-Point

Likert Scale (Dawes, 2008). This is the variable that will be

measured throughout the research.

RELATED WORK

When looking at the research done on digital gifting, a lot

can be determined. Multiple research, for example, discusses

the increasing popularity of gift cards. This research is

helpful because from that, it can be seen, what causes gift

cards to be so popular. Research has shown that gift cards are

very popular due to the fact that they are more memorable

than regular cash money (Kasavana, 2013). In order to make

a special digital gifting experience, which is what this

research is about, it is aimed at making digital gifting more

memorable as well. The advantage of the research about gift

cards is that a lot is being compared to physical money. The

positive differences in gift cards in relation to physical

money can be helpful to implement in our research. A

disadvantage, on the other hand, is that a lot of the times, it

is difficult to relate this difference directly to digital gifting

which is what we want discuss in our research.

Other research about digital gifting is about the rise of it, why

it is rising, and what it is exactly (Kwon, Koleva,

Schnädelbach, & Benford, 2017). A lot of this research gives

clear information about the positive aspects of digital gifting,

for example, the practical uses for consumers as well as

companies. This information is very helpful because it

allows us to bring these elements forward in our product as

well. A disadvantage of this type of research is the fact that

it does not talk about digital gifting compared to physical

gifting/physical gift cards. Which is information that can be

helpful in order to implement a physical representation into

a digital gift in the right way.

Research by School of Computer Science at the University

of Nottingham has written a paper called: “It’s not yet a

gift”: Understanding Digital Gifting (Kwon, Koleva,

Schnädelbach, & Benford, 2017). This research has

concluded that digital gifting is actually lacking from what a

physical gift has: It has shown that there is a weaker

engagement between the gift giver and receiver and defining

a digital gift as “not yet a gift”. This is a research paper that

is quite the opposite of the pro-physical and-digital gift card

research papers. This has to do with the fact that it states all

the problems of digital gifting when comparing to physical

gifting. An advantage of this is that it can be seen what is

lacking when looking at digital gifting, like a collocated

exchange, and learn from that with our research. A

disadvantage of this type of research is that it often does not

go into detail about the different types of digital gifting and

the origin of it, which could be helpful.

DESCRIPTION OF DESIGN

We developed a concept named Dono, which integrates the

creation of excitement in digital gifting. This is achieved by

creating a sense of curiosity. The curiosity is achieved by

requiring the user to “catch” the gift. The gift is catchable

while the device is lit up, which will become easier over time.

When the gift is “caught” a screen on Dono shows what kind

of gift has been received by virtually unboxing the present.

The design that is created has a cylinder-like shape of

approximately ten centimeters long with a diameter of five

centimeters. The shape will have a small screen at the top of

the cylinder that will display the kind of gift and video

connection when the gift has been “caught” as described. On

the side of the screen, circular digital LED strip will be

placed that will show animations and add aesthetic appeal to

the product. The bottom of the cylinder will have a firm base

with rubber grips in order for the cylinder to stay fixed and

to make sure it won’t slide.

Figure 1: DONO design

The product will be made completely out of wood with a

hollow inside to make the design light enough to be easily

lifted by people of all ages. The electronics needed for the

LED strip and the screen will be able to fit into the inside of

the product as well because of the hollow structure. The

design of the ‘Dono’ is very simple and unobtrusive to

minimise any side effect, e.g. biased answers, the design may

have on the participant’s perception of the product. The main

goal of the Dono within this research is just to show the

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participant when they can catch the gift and indicate the time

frame in which the present is catchable.

METHODS

In order to investigate how the effort needed to receive a

digital gift affects the receivers excitement, an experimental

comparison of young adults excitement/enjoyment was

designed by manipulating the amount of effort needed. To

eliminate the order effect, each participant will only

experience one level of effort (Creswell, 2014). Three

different time intervals were chosen in which the ‘Dono’

would lit up. These intervals represent three different amount

of effort. In interval 1 the ‘Dono’ lit up after 30, 25, 20, 15,

10, 5 and 0 seconds. In interval 2 the ‘Dono’ lit up after 50,

40, 30, 20, 10 and 5 second. In interval 3 the ‘Dono’ lit up

after 20, 16, 12, 8, 4 and 2 second. In all intervals the ‘Dono’

becomes easier to catch over time. The time ‘Dono’ was lit

up was the same in all intervals, and becoming longer

overtime. in this case 0.5, 0.75, 1, 1.5, 2, 5 and 4 seconds. Between-subjects design will be used since the study

compares different groups with different conditions

(Greenwald, 1976). Between-subjects design minimizes the

learning and transfer across conditions since the participants

are never exposed to several levels of the same independent

variable. The dependent variable in the study is the receiver’s

level of excitement measured directly after completing the

task.

PARTICIPANTS The target population exists of 18 to 25-year-old young

adults. The choice was made for this particular age group

since it is thought that they will be the most open to the

addition of new types of technology in their life. It is

assumed that they don’t need an introduction to technology

like older or younger age groups because they grew up in a

world which is continually being filled with technology

(Statistiek, 2018). In the Netherlands, there are roughly 1.7

million people who fit this age category. 20 participants will

be recruited as the sample. These will be people aged

between 18 and 25, experienced with digital gifting and gift

cards. The participants will be sampled randomly, within our

inclusion criteria, and the population will not be stratified.

The participants do not know about the purpose of the

experiment beforehand. STUDY PROTOCOL The population is sampled following the inclusion criteria.

The sample consists of young adults 18-25, with experience

in digital gifting or with gift cards. The participants will be

randomly assigned to groups. There will be six groups of three people. In each group three

different intervals will be tested. So there will be a total of

18 results. Controlling for the same setting. The participants

will shortly be introduced to the main setup of the research.

The purpose of the Dono will be briefly explained to avoid

any confusion for the participant. In addition to this the

participant will be asked to complete a 7-point Likert scale

(Dawes, 2008) about their experience with digital gifting

and/or gift cards. The participant sits behind a desk and is asked to work on a

medium level sudoku (task 1). ‘Dono’ is set in the same room

two metres away on the same desk. The participant is also

asked to catch a gift: picking up ‘dono’ when the light is on

(task 2). The experiment ends when they complete task 2. The study will take place in a space in Laplace, which is a

building at the Technical University of Eindhoven. There

will be a table and a chair. The table and chair will be

arranged in such a fashion that the Dono will be set across

the table, with a distance of roughly two metres. Next to the

Dono there will be a laptop but this is only used for a power

source.

Figure 2: Study setup

Pretest Session Protocol Posttest - Questionnaire to

collect

demographic

information and

the consent form

- Introduction - Questionnaire

about previous

experience with

digital gifting - Brief

explanation of

the task - Tasks [observation]

- Questionnaire

about

experience with

the task - interview

Table 1: Study Protocol

Two researchers will guide the study. One of these

researchers will observe, take notes on visible emotions and

keep track of time. The second researcher will make the

participants feel at ease, give an introduction to the

experiment and conduct the pre- and posttest survey. The materials used for this experiment are the ‘Dono’, a

stopwatch, a laptop, printed out sudokus, printed out survey

questions, printed out consent forms, pen and paper. This can

all be found in Appendix 5.

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A complete test run with 3 participants will be conducted as

a pilot. During this pilot experiment, there will be checked

whether the participants off all groups, with different

conditions, can complete the task of catching the gift. How

much time the entire experiment takes. Whether all the

participants understand the tasks, if all the data can be

gathered and whether the set-up is complete. Any problems

that come up while conducting the pilot are noted and dealt

with before the start of the study. An examples of a change

that was made in the setup was adapting the introduction to

make it understandable for the participant.

MEASUREMENTS

A Pre Questionnaire will be conducted, to collect

demographic information and experience level in digital

gifting. After each session, the participants are given a post-

questionnaire, one-time cross-sectional, based on a modified

version of two subscales measuring positive emotions,

happiness and desire, of the Discrete Emotions

Questionnaire (DEQ) (Harmon-Jones, Bastian, & Harmon-

Jones, The Discrete Emotions Questionnaire: A New Tool

for Measuring State Self-Reported Emotions, 2016), to

provide a numeric description of emotions. The DEQ is

proven to be more sensitive than PANAS at detecting self-

reported emotions to discrete events (Harmon-Jones,

Bastian, & Harmon-Jones, 2016). The rating scale used is

based on the 7-point Likert scale (Dawes, 2008). The time it takes each participant to complete the second task

of ‘catching the gift’ will be measured as well. Additionally,

there will be taken observational notes.

DATA ANALYSIS AND RESULTS

In total 18 participants, 10 male and 8 female, were recruited

to conduct this test individually. The age of these participants

was between 18 and 23 years old. All participants were

studying at the TU/e and were located in LaPlace. Of all

participants, one did not study Industrial Design, the rest did.

The test was in English and all the participant were skilled

enough to partake in this test. All participants had some

experience with receiving gift cards. For the two subscales, happiness and desire, of the Discrete

Emotions Questionnaire questionnaire, “Not at all” is coded

as one and “An extreme amount” is coded as seven (Harmon-

Jones, Bastian, & Harmon-Jones, The Discrete Emotions

Questionnaire: A New Tool for Measuring State Self-

Reported Emotions, 2016). Descriptive statistics by the different intervals are shown in

table 1. Individual averages were used since the responses

are independent.

Table 2: Descriptive statistics for the three intervals

The data is normally distributed, which allows for

calculations. The relationship between the different intervals

and the participant's responses on the two subscales of the

DEQ questionnaire was analysed using a MANOVA test.

There were no significant differences found between the

different interval groups. Both for perceived desire (p =

.795), and for perceived happiness (p = .571). The output

table for these results can be found in appendix 6. The relationship between the presence of ‘Dono’ and the

perceived happiness and desire was analyzed for each

interval using T-tests. The output tables can be found in

appendix 6. In interval 1 there was a significant effect for the

presence of ‘Dono’ t(10) = 2.8, p = .018, with perceived

desire receiving higher scores with the presence of ‘Dono’

compared to a more regular gifting experience which means

without the presence of ‘Dono’. Similarly, in interval 2 there

was found a significant effect for the presence of ‘Dono’

t(10) = 4.3, p = .002 and in interval 3 this effect was t(10) =

4.3, p = .002.

Figure 3: Perceived desire for the three intervals

compared to the regular situation

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There was no significant effect found in any of the intervals

for the presence of ‘Dono’ on perceived happiness. (p >.05)

Figure 4: Perceived happiness for the three intervals

compared to the regular situation

Moreover, it is important to note that the results may have

been influenced by the participant's previous experiences

with digital gifting.

DISCUSSION The Dono will be bought by the consumer. This is how the

Dono will reach the majority of the society that is interested

in elevating their digital gifting experience. As stated in the

related work section, receivers see digital gifts as impersonal

and as a rather quick solution. From this study it can be seen

that the level of excitement increases for the receiver when

receiving a digital gift after having to perform more effort.

This study therefore has grander societal purpose since this

could help others to improve the digital gifting experience of

the receiver. There are several limitations to the study. The first concerns

the chosen time interval. Three intervals were chosen to

conduct a test with, the choice was made based on own

interpretation of ‘long’, ‘medium’ and ‘short’. A difference

between the level of desire and happiness between the

concept and the normal situation is found, this means that the

chosen intervals do lie within an acceptable time/effort ratio

for the participants. However, if this interval is big or small

compared to the covering interval, is unknown. Also, the

placing of this chosen interval compared to the covering

interval is unknown.

Figure 5: Visualization of the location of the chosen

interval compared to the covering interval

A second limitation is the way participants were recruited. A

legit way would make a list of all people who would fit our

target group. The next step would be to select every tenth

person to conduct the test with. This to eliminate a

convenience sample, in which respondents are chosen based

on their convenience and availability (Crewswell, 2014).

Besides that, the small sample size of 18 participants leads to

a larger margin of uncertainty. Which would mean that this

data would generalize a bigger user group. However, the

participants who did conduct the test are real users with real

opinions. The extent to which these users are representative

for a wider target group is still questionable, but they do

provide insights into their experience. Yet, it is simply

outside the scope of the course to conduct a study which has

the quality to be representative of a whole population.

Besides the fact that the study has limitations, there were also

some mistakes made during the study. The first one concerns

the setting. When involving a user three categories are

important: the setting, user involvement and the level of

control (Wiley, 2015). Of the three settings, controlled,

natural and any setting, the choice is made to go for a natural

setting. This because the primary goal of a natural setting is

to identify opportunities for new technology, establish the

requirements for a new design and facilitate the introduction

of technology or inform deployment of existing technology

in new context. This setting is typically used when testing

social processes (Wiley, 2015). Since the study was

conducted at the University and the product would be a

product which people use when they are at home, a minimum

reconstruction of a living room is created. To imitate a

natural setting for the participants. However, this

reconstruction is not interpreted the same for all participants,

due to the fact that everyone has their own placing of

furniture.

The second mistake is there was an interaction between the

participant and the researcher who was leading the interview.

This interaction arose because there was unclarity about the

questionnaire. Since there were four words describing

happiness and four describing desirabilities, people had

trouble answering these questions because some participants

thought it was weird that four of the eight questions were the

same. From this, a question and therefore an interaction

arose. This interaction could have influenced the

participant’s answer which might have lead to a different

outcome of the questionnaire compared to no interaction.

Besides the interaction during filling in the questionnaire,

interaction arose also during the task which the participants

had to execute. Questions like “Was that the cue?” or

remarks from the researcher, who lead the interview, like

“Did you see that?” when the ring lit up might have

influenced the participant’s behavior and therefore the

outcome of the study. However, reflecting on the chosen

environment ‘natural setting’, an interaction between people

cannot be avoided. Since some kind of interaction cannot be

avoided, it should have been established what could be said

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and what couldn’t. An example is that before the participant

will fill out the questionnaire, it is said that no questions can

be asked and that he/she has to fill in the questionnaire after

own interpretation. Another could be that if the person did

not see the LED ring light up for the first time, it is allowed

to mention this. However, all this interaction should be noted

and evaluated to see if it could have led to other answers. The

last mistake in the study setup, which influenced the data

analysis of the study, is that the time of some tests were not

recorded. This data would have been used to undermine

choices to maybe excluded data from the analysis. The data

was not collected out of miscommunication between the

team members.

CONCLUSION

This study looks into the impact of the amount of effort

needed to receive a digital gift, on the emotions experienced

by the receiver. Although there were no significant

differences found between the different intervals, there was

found a significant effect in perceived desire compared to the

regular gift card experience, meaning an increase in effort

does have a positive effect on the perceived emotion of the

receiver. We found an interval which will most likely lie

within a bigger interval, but the placing of this interval is not

yet known. More research is required to be able to elaborate

on this and to be able to use this knowledge to enrich the

digital gifting experience. In conclusion this study

contributes knowledge on the implementation of physical

interaction within the domain of digital gifting.

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=1-27,101-105,121-123,131&D4=l&HD=110621-

1139&HDR=T,G3,G1&STB=G2

[15] Taute, H. A., & Sierra, J. J. (2015). An

Examination of Emotional Information

Management in Gift Giving and Receipt.

Psychology&Marketing, 203-218.

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APPENDIX 1. Appendix Introduction

Qualitative (Screen): This paper starts with giving context

about the topic after that it gives a few examples/studies

regarding the topic. Next, the importance of the research is

stated (As topic becomes more important because reason,

research has to be conducted to find the best way of

implementation). Their solution is explained and why this is

the solution within the topic. Lastly a quick explanation of

the results are drawn and a soft conclusion is given.

Quantitative (Tangibles): This paper starts with giving

context about the topic. After that, previously conducted

research is mentioned, and shortly described, and the niche

is determined. Then, it is explained why this particular

research is necessary and why it will be useful. Lastly a quick

overview of the upcoming paper is given regarding

participants, test setup and the goal(s). This scopes the

research.

Combined Methods (Communication): This paper starts

with giving context about the topic, next it gives a short

overview of what has already been investigated. This paper

also describes the malfunctioning of certain, similar

products. Based on this, the importance of the research is

defined. Next, the new device is being explained and how it

works. It also scopes the research to a user. A quick comparison between these three different types of

papers results to the following. All three papers had remotely

the same structure for the introduction: First the context in which the topic is placed is being

described. Next it is being investigated what research has

already been done and what its shortcomings are. The niche

and scope of the paper is being described based on this

previous research. Lastly, some papers mention already a bit

of the setup of the tests which will follow in the paper

whereas others do not. By giving the reader more insight in

what kind of method is being used, it informs the reader what

type of research has been done (qualitative, quantitative or

mixed methods).

2. Appendix Related Work

Qualitative (Screen): First, examples are given of how

certain similar elements of the new product are already

introduced in the current society. This is undermined with

research and other studies regarding these similar products.

This frames the niche the researchers want to work in. Next,

new sections are created in which certain aspects of the

design/research question are highlighted and revised with

some extra studies.

Quantitative (Tangibles): First it is explained what

different facets of the research there are and what their

advantages/disadvantages are. Next, the niche is being

established and different variables from the research are

being highlighted with new studies.

Combined Methods (Communication): First, examples are

given of how certain similar elements of the new product are

already introduced in the current society. This is undermined

with research and other studies regarding these similar

products. This frames the niche the researchers want to work

in. In this paper also other, commercial products are being

analysed. This to make the niche stronger. At the end of this

section the design is being scoped towards the user which is

done through research. A quick comparison between these three different types of

papers results to the following: The global approach of the three papers is the same,

however, some papers give a different completion than

others. All three papers start with highlighting different

aspects of their design. This is undermined with literature

studies and other research that has been conducted. This

extra research creates an even stronger framework for the

niche of the research that is to be conducted. Some papers

also analyze other, commercial products and highlights the

main advantages and disadvantages.

3. Appendix (Description of design +) Methods

Qualitative (Screen): All aspects of the design are

highlighted and elaborated clearly. As well on why a certain

choice is being made, as why a certain material is chosen

(due to characteristics on a physics based level). Besides that,

the way the prototype is being assembled is also explained to

give the reader a whole insight in how the research has been

conducted. The paper goes within two directions, broad and

deep. It explores on different weaving methods as well on

different densities, on colour and patterns. This is typically

for a qualitative study, to gain knowledge by exploring with

the prototype. Both parties (fashion designers and wearers) within this topic

are being included. It is mentioned what type of data is

gathered and how, but no specific about what type of

questions. It is noticeable that the opinion of the user is key

within the methods since the researchers keep asking

questions to the participants why the make certain choice or

why they give certain answers. Participants are being asked

to compare the prototype to existing, similar products.

Quantitative (Tangibles): The design choice is being

explained and described. Certain elements which could

influence the outcome of the research are being highlighted

and explained how to overcome. It is being explained what

part of the setup will be the same and where the setups differ

from each other. There is overlap between the different

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prototypes, this makes the research rather deep than broad.

Each prototype is clearly explained in quantitative means and

the results and adjustments made based on the pilot test are

quickly mentioned. The elements that were being measured

and the method how are being mentioned. These methods

point in the direction of quantitative data due to the chosen

variables (like time, demographic information, level of

experience, etc.). The setting of the study is being described

and the number of participant and the information they were

provided with. Lastly the procedure of the test is being

described mentioning the duration and the types of tests.

Combined Methods (Communication): When defining the

design a combination is used of going broad as well as going

deep. Several variables are being used and for each variable,

two contrasting options are given. Since only two contrasting

options are given, and no range in between, can this be

interpreted as a combined methods approach. Remaining

elements of the design are being mentioned and the choices

are being explained. Why did the team make certain choices.

Lastly a final list of device specifications is given including

preferences for the user. Finally, a list of components for the

technical prototype is given including specifications of these

certain components. A pilot test was conducted and the setup

of this test is being explained. For the final test, the goal and

the hypothesis are stated. Next, it is explained that the test

will consist of two different task. As the paper continues, the

different tasks are being explained. The explanation includes

specifics about the test setup e.g. time and tasks. In the test

setups one can see that qualitative as well as quantitative data

can be obtained. Lastly, specifics on the participants are

being mentioned. Who were these participants, did they work

in pairs or alone, what was the testing environment, how did

they react when first interacting with the product. When comparing the three papers, the difference in research

approach becomes more clear in this part of the paper. While

coming to a final design, the qualitative research method

takes a broad approach and elaborates on a lot of different

aspect of the design. For the quantitative research method

only a few elements of the design are being changed and

these differences are being analyzed. Lastly, the combined

methods paper combines the previously described

approaches, but only takes the baseline of the two. In other

words, it broadens up a bit but not too much which makes

that the research tries to gain knowledge which is deep and

broad at the same time. The methods that are being used are also typical for the

chosen research method. Different types of data can be

obtained by conducting different types of tests, each paper

chooses it test setup according to the data that is wanted. This

is also being explained in the paper, what the data is for.

4. Appendix Data analysis + Results

Qualitative (Screen): The amount of participants is stated

including some demographic information. A global

overview is given of differences and similarities. Then, some

meaningful insights are highlighted and undermined with an

example or statements of the participants. Next, certain key

points of the design are isolated and analyzed based on the

participants sayings. Likes and dislikes about these key

points are being mentioned. Quoting statements of

participants is appears common. When analyzing the

retrieved data, the researchers point out various aspects of

the design and analyze these by mentioning quotes from the

participants. In each section soft conclusions are being drawn. The

conclusions are soft because of the small number of

participants and it is an interpretation of the answers of the

participants by the researchers.

Quantitative (Tangibles): A quick overview on what type

of type data was being collected. The data is being analyzed

the same way as the test was conducted, so first an

introduction of the participant based on the demographic

information of the first interview. Although this is a

quantitative paper, qualitative data is being gathered and thus

there are two different paragraphs within this section. Quantitative: Analyzing methods are being mentioned for

different facets of the research and statistical conclusions are

drawn based on statistics. Qualitative: Analyzing different qualitative facets of the

research on a soft statistical level and stating observations. Each type of product is being evaluated, in a quantitative

manner, and a comparison between these three products is

being made. The previously stated hypothesis is being tested

and the level of significance is being computed. From these

results a conclusion is drawn per section and per aspect.

Combined Methods (Communication): Qualitative

elements (e.g. empathy and turn-taking) of the test are being

observed and summarized but also transformed into

quantitative results. Of these elements graphs and soft

statistic are given from which soft conclusion are being

drawn. When comparing the three papers it is seen that both types of

data (qualitative and quantitative) are questionable when

analyzing them. Qualitative data tends to make more use of

what people say, which becomes less reliable due to the own

interpretation of the researchers. Whereas quantitative data

needs a significance test in order to accept or reject an

hypothesis.

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5. Appendix materials used for experiment

Consent form

Research With this research we are trying to gain insight in the way

how users will be interacting with our device. You will be

asked to perform some tasks related to our device. After that

you will be asked some questions about the experience. Permission I hereby indicate that I voluntarily participate in this research

on interaction techniques, which is executed by

___________________________ . The research consists of

executing a finite amount of interactions according to

instructions given by the researcher and displayed on the

screen. I understand that I am not responsible for any damage

or defects that might occur. I understand that the risks I take

during this research are no additions to risks I take every day.

I understand that for research purposes movement data is

recorded during the study. I hereby give permission to use

this data to evaluate the study. I also give permission to be recorded on a photograph or

video. I understand that this media is use by the researchers

to revisit the study at hand. I give permission that media in

which I am unrecognisable could be used in publications and

presentations to be visible for a limited audience. I

understand that my answers on the questions will be

documented and used in the reports. I understand that the

data will be anonymized, after which it will not be possible

to trace back to my participation. I understand that my name

will never be named in reports of this research. Participation I understand that participation is voluntarily. With any

question I do not want to answer I have the right not to

answer. I can refrain from participation at any moment.

Abstinence from my participation in this study has no effect

on the relationship with the researchers. I have been given

the opportunity to ask any questions I have regarding the

study before participation. Contact If you have any questions during or after the study feel free

to contact the researchers at any time given. The first contact

is___________________________ , reachable at

___________________________. I have read and understood the above:

Signature

___________________________________________ Date______/_______/______ Name ___________________________________________

Agreement by researcher Signature

___________________________________________ Date______/_______/______

Questionnaire Thank you for agreeing to take part in this experiment.

Today we will be gaining your thoughts and opinions for

research purposes. This experiment should only take 10-15

minutes.

Name:

Age:

Experience with (receiving) gift cards: Yes

/ No

(optional) E-mail:

(optional) Notes:

The Discrete Emotions Questionnaire (1)

Please indicate your response using the scale provided.

While receiving the gift card, to what extent did you

experience these emotions?

1. Wanting

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

2. Satisfaction

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

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3. Craving

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

4. Happy

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

5. Longing

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

6. Enjoyment

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

7. Desire

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

8. Liking

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

The Discrete Emotions Questionnaire (2)

Please indicate your response using the scale provided.

While receiving the gift card, to what extent did you

experience these emotions?

9. Wanting

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

10. Satisfaction

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

11. Craving

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

12. Happy

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

13. Longing

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

14. Enjoyment

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

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15. Desire

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

16. Liking

1

N

ot

at

all

2

Slight

ly

3

Somew

hat

4

Moderat

ely

5

Qui

te a

bit

6

Ver

y

muc

h

7

An

extre

me

amou

nt

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Sudoku

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6. Appendix tables

(SPSS) Manova output table

(SPSS) T-test output table Desire

(SPSS) T-test output table Happiness