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Research Article
Conception of Smartness: A Design Research on User
Experience of Smart Artifacts
Gizem Çelebi and F. Pınar Özemir
Industrial Design PhD Programme, Istanbul Technical University Graduate School, Istanbul 34367, Türkiye
Correspondence should be addressed to Gizem Çelebi; celebigiz@itu.edu.tr
Received 3 January 2024; Revised 23 August 2024; Accepted 30 August 2024
Academic Editor: Tze Wei Liew
Copyright © 2024 Gizem Çelebi and F. Pınar Özemir. This is an open access article distributed under the Creative Commons
Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work
is properly cited.
The domestication of smart artifacts has transformed our homes into hybrid environments of physical and digital worlds. It also
has been changing our mindsets, behaviors, meaning attributions to, expectations from, frustrations about, and interactions with
smart artifacts. By extension, the smartness definition is reconstructed by users who are the subject of smart artifact experiences.
The current study is aimed at uncovering the user experience of smart artifacts with a focus on cognitive and emotional aspects to
better understand what users expect when an artifact is identified as “smart.”Therefore, an online research study is conducted to
gain insight into the user experience of smart artifacts from content-rich reviews on e-commerce websites. Robot vacuum cleaners,
smartwatches, and smart speakers were chosen as exemplary smart artifacts of the study. Because they offer different types of
interaction with distinct aspects, our findings indicate that smartness is associated with trust in expertise, emotional
engagement, exaggerated evaluation, and intriguing existence concepts about Emotional UX. In Cognitive UX, smartness
relates to reducing mental workload, gratifying experience, perceived phenotype, reciprocal acquaintance, trust-building
experience, tailored situatedness, shaping sociality, physical competency, and dual enhancement concepts. These findings
demonstrate the potential of conceptualization in the early stages of smart artifact design processes.
1. Introduction
Our lives are gradually becoming network-connected
through smart artifacts and systems that vanish into the
background [1], from vacuum cleaners to cars and whole
home or city systems. Smart artifacts inherently present
complex systems of relations between humans, products,
humans and products, and products and environments that
did not exist before, “one made up of many elements that
interact in a nonsimple way”[2]. Smart artifacts are hybrid
products that exist at the intersection of our physical envi-
ronment [3], and cyberspace consists of bits and bytes [4].
Current technological developments with the impact of
communication and information technologies on design
and production processes lead to the redefinition of almost
every relation. These relations involve unpredictable expec-
tations, preferences, or realities about users—things they
do not know that they do not know yet: “unknown
unknowns”[5], things that we cannot predict until we have
experience with that smart artifact for a while. We mediate
the intangible world through tangible smart artifacts, but
when user experience (UX) is discussed, the intangible UX
is most often addressed [6]. Therefore, investigating the
intangible and tangible worlds of this hybrid system will
enable us to more comprehensively reveal the multilayered
relationality with users.
The experience of a smart ecosystem can be categorized
under cognitive, emotional, and ergonomic UX [7–9]. Cog-
nitive UX mostly focuses on users’perceptions regarding
the aesthetics of a system [7–10]. Emotional UX includes
all emotional reactions such as the pleasure of use, posses-
sion of an artifact, intimate connections with artifacts, and
personal value representation over an artifact [7, 8, 10–12].
Lastly, Ergonomic UX deals with usability, affordances, and
effectiveness from a utilitarian perspective [7–9]. The study
focuses on the Cognitive and Emotional UX of smart arti-
facts and how perceived UX affects the perceived smartness
concept. Cognitive UX and Emotional UX can reveal
Wiley
Human Behavior and Emerging Technologies
Volume 2024, Article ID 4425734, 19 pages
https://doi.org/10.1155/2024/4425734
referential aspects of an experience that encompass the
meaning of an experience [13] and users’perceptions about
selected smart artifact groups, which can be associated with
both the perceived UX and the perceived smartness concept.
There were results related to function-oriented situations
(i.e., task achievement) as the subject of Ergonomic UX,
pointing out the usability aspects of the anatomy of any
experience that most users are generally concerned about.
However, the scope of the study focuses on revealing Cogni-
tive UX and Emotional UX-related concepts.
The proposed study differs from human–computer
interaction (HCI) studies in terms of its design-oriented per-
spective and the methodology used. The social and psycho-
logical dimensions of the smartness concept are discussed.
As a result, in this study, smart “products”will be mentioned
as smart artifacts. Because nonhuman agents are not
approached merely as products that are “things that are
grown, produced, or created, usually for sale”or merely as
objects that are “things that can be seen and touched but
are not alive”[14, 15]. These are approached as artifacts that
are taken into account with social, cultural, and psychologi-
cal contexts; “objects that are made by a person, especially
something of historical or cultural interest”[16]. And when
the term artifact is used, both products, services, and systems
that are made by a person are included.
The focus is on perceived UX and perceived smartness
because the complex relationality between these agents has
many levels that are both use-base and meaning-base.
Accordingly, research on perceived UX about perceived
smartness can show how the UX offerings of designed smart
artifacts are perceived and how this perception affects the
overall perception of smartness. The research is aimed at
obtaining conception categories related to UX and the
smartness phenomenon that reveals how users perceive
and give meanings to smart artifacts. These conceptions
can be used in future design studies of smart technology
integration to design balanced, optimal relations between
these agents.
2. Background
2.1. Smartness Concept in Literature. The smartness of an
artifact is defined by many scholars in the context of differ-
ent scales of research. There are juxtapositions and enhance-
ments of definitions based on the previous studies. Based on
the existing literature, a definition of a smartness map is
created as a synthesis to capture the overall approach to
the smartness concept by scholars that is presented in
Tables S1, S2, and S3. The literature review is conducted
by using the keyword terms of smart products, smart
artifacts, smart objects, and smart devices.
A smart artifact comprises Internet of Things (IoT) inte-
gration, providing lifecycle support and hardware character-
istics that support smart artifacts’performative and
definitive characteristics which are the scope of this study
in terms of what a smart artifact is. The technical character-
istics of smart artifacts are out of scope in this study. Because
the individuals as the end-users are the primary subject of
the smart artifact experience that builds and reconstructs
the definition of the smartness concept in each experience
they have.
In terms of “performative”characteristics, smart artifacts
consist of personalization, connectivity, improved function-
ality, improved interaction, and collecting, processing, and
providing data capabilities. They offer personalization based
on consumer needs, wants, and effects that allow the users to
choose and combine modalities [17–21]. They have network
capability via Wi-Fi connection to at least one network to
other agents on the internet that provides “connectivity in
multiple forms: one-to-one connection, one-to-many,
many-to-many”and P2P connection to “efficiently commu-
nicate with other products, services, and users [17, 19,
22–29]. By being “directly or indirectly digitally augmented
and connected”to the processing environment and to the
events of the real world through real-time mapping systems,
they have access rights to objects, ambient resources, and
devices to act jointly and exchange personal information
[17, 18, 27, 30–32]. Their improved capabilities expose mul-
tiple, new, and complex functions, whether provided by the
physical embodiment of communication functionality or
by manufacturers of third-party providers, that provide
use-value, perceptual qualities, better functionality, or ser-
vices that produce useful results through activities that make
them hyperfunctional or multifunctional [18, 30, 31, 33–39].
They extend what users can do with the technology by offer-
ing higher usage behavior, enriching themselves with digital
functionality, and “connecting to external services and
exploiting other objects’capabilities”[27, 40–42].
Smart artifacts are reactive by creating a medium for
“two-way communication between themselves, each other,
and people,”and they continuously interplay and “start
new acquaintances, exchange information, and connect
and collaborate toward a common goal with external ser-
vices”[23, 35, 42–46]. They provide improved optimal
P2U interaction with new usage behaviors, seamless UX,
multimodal natural interfaces, natural product-to-human
interaction, and novel human-technology interaction
methods [17, 18, 40, 41, 47–50]. They offer human-like
interaction that is intuitive to use, create an “optimal rela-
tionship between users and themselves,”“assist in gaining
knowledge about themselves or taking action,”and adapt
to the actors of the interaction that results in increased
relationship-based service and personalized values. They
communicate with the environment effectively to create an
“optimal relationship between users and themselves”[19,
31, 34–36, 38, 45, 49, 51–54]. They collect, provide, and pro-
cess information by sensing, logging, and interpreting infor-
mation generated within themselves and around the
neighboring external world in which they are situated [28,
29, 36, 55–58]. They can process real-time information and
collect and broadcast related context information, their
users, and functionality automatically and transparently by
“computing situational context from sensor data”[31, 44,
45, 50, 52, 59]. They are traceable and can sense, gather, pro-
cess, interpret, transmit, learn, actuate, retain, or restore
information, whether its designers specify it or not. They
can “externalize the knowledge of what it consists of, what
its parts are, and their interrelationship”and “exchange
2 Human Behavior and Emerging Technologies
information about themselves with other digital artifacts or
applications”[30, 36, 39, 49, 60, 61]. The proactivity, adap-
tivity, awareness, autonomy, anticipation, flexibility, and
self-explanatory characteristics are grouped under the defin-
itive category of the definition of the smartness map. Smart
artifacts can proactively cooperate and “make provisions of
instant user control”by “sensing and using input and output
capabilities of the environment”[17, 19, 22, 27, 29, 35, 40,
44, 47, 50, 58, 62–64]. They are adaptable to different situa-
tions and to users by having adaptive algorithms, can recog-
nize “situational and community contexts,”and can use data
to adapt product behavior in time based on user needs,
desires, responses, and tasks [17, 19, 22, 23, 27–29, 36, 47,
62]. They adapt their structure from “minor adaptations to
major changeovers”and have environmental agility “while
preserving their organization [25, 44, 65–68]. They are con-
text-, location-, business-, situation-, real-world, culture-,
self-, and user-aware artifacts [17, 19, 22, 23, 26, 29, 31, 36,
47, 50, 62]. They are aware of their characteristics, product
history, functionalities, user, environment, and situations
and can use the information available to “infer contextual
information related to usage”[31, 38, 40, 52]. They can
“think for themselves”to self-control operations with auton-
omous system decisions and interactions with the users, and
they can “take actions on behalf of users”without human
intervention [17, 25, 26, 28, 32, 33, 35, 40, 44, 50, 58, 59,
68, 69]. They can make smarter choices based on different
contexts relevant to their destiny and “act in the world by
adapting their structure”by “applying automated capabilities
and other physical, informational, technical, and intellectual
resources”[29, 39, 49, 65]. They are capable of anticipating
users’plans and intentions for suggestions proactively and
capture the user context, expertise patterns, activities, and
preferences by “automatically identifying, distilling, and
reusing important patterns of product use”[17, 19, 27,
29, 36, 47]. They are flexible to provide instant physical
and social use conditions to provide “fitness for purpose”
[28, 34, 40]. Lastly, smart artifacts are defined as “self-
explanatory”and have semantic self-description [17, 36].
2.2. Change in Form-Function Duality. The use of an artifact
was explained by its form, as in the phrase “form follows
function”in the past. Paper cutting is done with the collab-
oration of scissors and hands; the movement that enables
cutting originates from the hand, and the scissors are like
an extension of the user’s body. However, smart artifacts
are now embedded with invisible IoT technologies in the
form of microchips, sensors, software/digital logic, and dis-
tributed networking capabilities [27, 34]. That leads them
to be black boxes with a weak correlation between form
and function. Newly integrated technological artifacts such
as “smart screens”perform the most collaborative interac-
tions with various screens [70]. This standardization of
interaction modes leads to a lack of full bodily understand-
ing of smart artifacts. As a result, the incompleteness of
newly integrated smart artifacts leads to proposed usage sce-
narios being illustrative dictations. The technology may
impose possible limitations on modes of interaction, may
be too vague for the user to understand and interact prop-
erly, or may present interactions that are strikingly similar
to each other in different contexts. In some cases, some
smart artifacts have even begun to perform activities far
removed from traditional modes of use, leading to further
confusion and complexity, such as smart refrigerators that
allow internet surfing or becoming a tool for socialization.
These transformations also caused usage to become more
mysterious day by day. We cannot even guess anymore.
The indifference to interaction modes may indicate that
our design approach may be shallow and needs more
in-depth study. Smart UX, by definition, creates complex
situations.
2.3. Relationality Between Smart Artifacts and Users. The
interaction modes of smart artifacts can be described as a
language that functions between the artifact and users,
playing a role in shaping and transforming the user as a
subject. Smart artifacts differ from conventional artifacts
due to the dominant intangible interaction modes enabled
by “ubiquitous computing”that vanish into the background
of our everyday lives [1]. Tangible interactions are promi-
nent in the direct use of artifacts. But if a user only inter-
acts with an artifact in tangible ways, we no longer define
that interaction as smart. IoT technology pervades every
interaction and relation, coexists, transforms, and likens
them to itself. And it also affected the already existing arti-
facts’behaviors. Artifacts have become multi in any sense:
multifunctional, offering multimodal natural interfaces,
and multiple methods of interaction [17, 40, 71]. However,
the relationship between users and artifacts broke off. Now,
the user’s role is mostly limited to giving commands on a
touch screen and waiting for the task to be done for them
by a smart artifact. We call the individual a user, but the
actual task is done by smart artifacts that are context-aware,
adaptive, proactive, flexible, and autonomous. They can
behave logically based on the processing of collected data,
but there are inherent limitations to this due to their pro-
gramming. They generate solutions to situations, but their
actions are not conscious. These characteristics give smart
artifacts the ability to generate user- and situation-specific
solutions, but by focusing on perceived smartness, the ques-
tion arises of what makes an artifact be identified as smart
by the individuals.
Focusing on relationships with users, Streitz et al. [72]
categorized smart artifacts into two types: system-oriented
smart artifacts can make decisions based on previously col-
lected data; in this case, the artifact is proactive without con-
sulting interested users [72]. However, in some cases, this
may be disturbing for users. People-oriented smart artifacts
empower users to make them smarter in their decision-
making and taking-action processes [72]. In this case, smart
artifacts still collect data but inform users to determine the
following actions. By providing information about what is
happening at that moment, in that situation, and in context,
this process results in users making smarter decisions. It can
be said that in the context of focus distribution in smart arti-
facts, the emphasis is still on the system-oriented approach.
There are ways to involve users in the process, but in most
cases, the steps of the activities are handled through
3Human Behavior and Emerging Technologies
machine-to-machine interaction. We are still informed
through other smart artifacts like our smartphones.
Norman claims that standardization in use provides
advancement in usability [70] and introduced the “activity-
centered design”approach to standardize the designed arti-
fact that can be used by “almost anyone in the world”[73].
We can overcome the problem initiated by individualities
by developing an in-depth understanding of the activities
defined as “a coordinated, integrated set of tasks”to be
performed by artifacts and their users [73]. But we redis-
cover the world through our experiences; each observation
depends on the position of the observer and the particular
situation; therefore, there cannot be an absolute standard-
ized observer [74]. We can say that knowledge that is even
slightly related to UX cannot be absolute and should be
considered a research subject. The affordances [3] of smart
technology not only allow us to standardize activities and
interaction modes but also allow users to customize these
interactions. A common language is required to interact
with smart artifacts, but internationally accepted standards
are cumbersome for users tasked with learning those stan-
dards [70]. Complexity is inevitable in the smart artifact
UX, but confusion is a problem caused by poorly designed
interaction modes and form-function association. Therefore,
smart artifacts need to be understood and approached as
people-oriented artifacts.
Automation can be successful with tedious tasks, but
complex tasks require people’s involvement. Complexity is
overcome once people understand the process for once
[70]. So, in any situation, if the smart artifact can explain
itself clearly, the complexity of the activity will no longer
be a problem. Interaction technology has changed and must
adapt to the user. Because technology changes rapidly, peo-
ple and culture change slowly [70]. It is easier to adapt tech-
nology to people because technology was created for people
by people.
2.4. Perceived and Proposed Worlds: Proposed, Expected, and
Real Experiences. Merleau-Ponty states that words have at
least two different meanings, and things do not allow them-
selves to be named by a single word [74]. Wittgenstein also
states that to define the game concept, affinities between dif-
ferent games can be characterized [75]. This can reveal a
“complicated network of similarities overlapping and criss-
crossing”from small to major as if they were “family resem-
blances”[75]. It can also reveal the limits of the smartness
concept, which we approach by focusing on interaction
modes and perceived UX without specifying a fixed mean-
ing. Because the fixation ultimately leads to frustration by
any of the agents involved in both design and use processes,
resulting in proposed, expected, and real experiences. In a
sense, this approach also applies to interaction modes. We
expect users to act on proposed experiences, but systems
inevitably become understood and used as they are designed
[76, 77] by people for people, and they become appropriate
in use [78]. Users are an integrated part of the system [78],
but the initiative is no longer entirely on the user’s side.
Smart artifacts and users are defined as equal partners in
dialogue; so, appropriation of the technology is essential
for mastery [78]. Therefore, if the technology becomes
incomprehensible and the differences between the proposed,
expected, and real experience increase, it will lead to
frustration.
The proposed usage depends on the designers’decision
during the design process and can be defined as a promise
made by the designer. Expected usage relates to user percep-
tions of the interested artifact. When users first encounter
the artifact, they have an understanding of the artifact, its
usage, and its interaction modes. If the qualities of an entity
are perceived as separate indicators of that entity, each of
the qualities reaffirms the unified entity [74]. However, we
cannot understand the overlap between these qualities and
their bounding with each other to become a unified entity
as a whole [74]. The qualities of entities are related to our
senses, and the only definition of these qualities can be a
human definition. Because the embodied object addressed
by the external object with the quality is defined by us
[74]. Therefore, explicit and implicit characteristics will
not be separated, and both will have an impact on our per-
ception, experience, and interaction with smart artifacts.
Additionally, tools define the activities [73]. As a result,
when a user has experience with smart artifacts, the real
experience may differ from both the proposed and expected
experience. The perceived smartness of an artifact depends
on UX, and this could be just seeing the artifact, having
hands-on experience, or just a virtual interaction through
different modes. Understanding the users’perception of
these modes of interaction will lead to the understanding
of smart artifacts.
Perceived UX can be explained concerning the affor-
dances offered by artifacts. All affordances exist regardless
of any agent’s awareness [79]. Users may have no idea about
what smart artifacts have to offer, but smart artifacts still
offer this action. Interacting with a smart artifact may con-
sist of a variety of affordances that go unnoticed by users.
In new adoption cases, users will discover this over time.
Therefore, it can be said that perceived UX requires the user
to be aware of the affordances. It may also be related to the
form-function association, the extent to which the smart
artifact expresses its affordances through its form and modes
of interaction. Relationally, perceived smartness can be
understood over user perceptions through both material,
sensory, and experiential characteristics. It is also about
users’meaning attributions. The ways users construct mean-
ing about smart artifacts also have an impact on perceived
UX and perceived smartness.
2.5. Previous Studies. There are studies in the literature that
investigated the smartness concept but with different focus
areas, contexts, or exemplary artifacts. Seymour [80] investi-
gated how the users perceive devices as “smart”by con-
ducting surveys and interviews to explore the relationship
between perceived smartness and ethical concerns about
smart home devices. Rijsdijk and Hultink [51] conducted a
study to measure consumer responses about smart products
and found that the product smartness dimensions affect the
innovation attributes of compatibility, observability, com-
plexity, perceived risk, and relative advantage. Building upon
4 Human Behavior and Emerging Technologies
that, Lee and Shin [81] conducted a study on consumers’
perceptions of the smartness characteristics of smartphones
to understand the impact of product smartness on consumer
satisfaction. Their study is based on Rijsdijk and Hultink’s
[51] five smartness dimensions of ability to cooperate,
adaptability, autonomy, multifunctionality, and reactivity
and how these dimensions can influence perceived product
smartness that can lead to customer satisfaction [81]. They
used questionnaire and survey methods to gather data and
applied structural equation modeling [81]. The customers’
attitude toward the use of smart products is the focus of their
study to understand the “perception transfer from perceived
product smartness to product satisfaction”[81]. Makkonen,
Salo, and Pirkkalainen [82] studied perceived intelligence in
physical robots, software robots, and chatbots in a work con-
text to investigate the effects of intelligence dimensions on
overall perceived intelligence. Lee [83] studied to develop a
scale to measure the smartness of a product free of product
category to study the reasons for the smart product prefer-
ences of consumers [83]. Rhiu et al. [84] conducted a study
to analyze the UX of smartphones in terms of product
smartness by using tweets from Twitter as data. Rokonuzza-
man et al. [44] conducted a study to understand the under-
lying characteristics of smart objects that make consumers
perceive them as smart by building on the Rijsdijk and Hul-
tink [71] and Rijsdijk and Hultink’s [51] conceptualizations.
They used scale development and structural equation
modeling combined with questionnaires and asked the par-
ticipants to provide their definitions, motivations, and attri-
butes that make an artifact smart.
Some studies applied a similar approach as ours to the
perception of different concepts. N. Kashive, Powale, and
K. Kashive [85] researched the perceptions of the users
regarding artificial intelligence’s role in e-learning experi-
ences and their effects on the perceived ease of use, perceived
effectiveness, and perceived usefulness to understand the
overall satisfaction with e-learning. Babic, Orehovacki, and
Etinger [86] conducted a study to investigate the level of per-
ceived experience of students and perceived performance of
intelligent personal assistants in an educational context by
using the measuring attributes for perceived UX as aes-
thetics, usefulness, playfulness, attitude toward use, satisfac-
tion, pleasure, loyalty, and reputation.
2.6. The Relation Between Perceived UX and Perceived
Smartness. The smartness concept in academia is poly-
phonic; there is no consensus on the definition criteria of
smart artifacts. There are juxtapositions in the definitions,
or the same characteristic is identified by a relatively differ-
ent concept by different scholars, as shown in the smartness
definition map in Tables S1, S2, and S3. These categories
constitute the overall perception of the smartness of an
artifact, and the level of performance in each dimension
affects the perception of smartness [82]. However, although
the smartness of an artifact has a strong connection with
the customer experience and corporate performance
improvements [81], there is a lack of smartness definition
agreed upon in academia from the user’s perspective; they
are mostly overly technological-oriented [83].
UX is the consequence of “a person’s perceptions and
responses from the use and/or anticipated use of a product,
system, or service”[87]. It is a comprehensive field that
covers physical and psychological behaviors and reactions
before, during, and after product use [88] and comprises
perceptions in interaction that include “effectiveness, effi-
ciency, emotional satisfaction,”and the quality of the rela-
tionship between the user and the artifact or service [9].
Understanding the UX is fundamental to understanding
the interaction between technology and humans [89]. The
users are the subjects that lead the technology definition,
functions, and scope [90]. UX, by its nature, is identified
completely by the users who have no requisite to understand
how an artifact or service works [9]. As the individuals are
the end-users of the smart artifacts, the definition of smart-
ness can be dependent on the users’perception of these
smart artifacts. Different people can attribute different
meanings to the smartness concept [91]. The characteristics
of the technology, user, and context-specific perceptions
affect the perception and adoption of smart services [92].
A shift in perspective to focus on the practice of HCI can
uncover human capabilities, motivations, and values [93].
We approach the matter of subject from a user-oriented per-
spective focused on the experience, especially on the cogni-
tive and emotional side of the experience, because the users
are the ones who know the artifacts [94], and the user’s sub-
jective experience with an artifact and perception of interac-
tion create emotions and meanings [95].
The overall user judgment related to UX concerns their
perception of distinct quality aspects [96]. For example, Rijs-
dijk and Hultink [51] state that a product is identified as
smart if it is autonomous. Autonomy is a smartness charac-
teristic of a smart artifact. However, individuals are reluctant
to leave the entire decision-making authority to artifacts
[97]. Their preferences about the level of smartness may also
involve some level of human control, although the theoreti-
cal perspective says the opposite [97, 98]. So, when we
approach the concept of smartness, the perception of indi-
viduals can differ from the definitions made by scholars
and technological-oriented characteristic definitions.
As researchers, we approach the smartness of artifacts
from an objective point of view. We state that whether an
artifact has integrated IoT technology, anticipation, or
awareness, it can still be identified as “dumb”by the users.
The smartness of an artifact is not just dependent on the def-
initions made by scholars, developers, or designers. The
individuals as the end-users of these designed and produced
artifacts who have one-to-one interaction daily have a voice;
their individual experiences are taken into consideration
overall and can define which artifact can be defined as smart
or not. The previous studies show us there is a relation
between the perception of users about the UX that comprises
their opinions about the definitive and performative aspects
of smart artifacts and the perceived smartness concept. In
previous studies, researchers approached this topic in differ-
ent focus areas.
Secondly, when we talk about user perception, the smart-
ness of a smart artifact can be individual-specific and depends
on the overall UX of the user, their needs, expectations,
5Human Behavior and Emerging Technologies
frustrations, concerns, emotions, and meaning attributions.
UX is the outcome of the combination of the user’sinternal
state, which is influenced by the design artifact’s and the con-
text characteristics of the current situation [99]. It is worth
investigating how the smart artifacts are identified as smart
by the individuals. Hence, we used the smartness definition
map as a base to evaluate 15 different smart artifacts to select
the most suitable exemplary smart artifacts for the case study.
Third, most people construct an understanding of a new
technology by usage [9]. Their mental models about the
smart artifacts formed in the use process include assess-
ments of the benefits, operation styles, and risks they foresee
[9]. Based on the previous studies, we think perceived UX
influences the perceived smartness concept. Perceived UX
covers all expectations, needs, emotions, and mental models
of the users in the occurring experience, and this can con-
tribute to revealing the understanding of the individuals
about the smartness concept. Our study differs from earlier
mentioned studies by the main focus on the Cognitive and
Emotional UX perspective that affects the perceived smart-
ness concept. Cognitive UX is about the user’s perception
and evaluation of the use of smart artifacts [100], and Emo-
tional UX is about the emotional change or responses stim-
ulated in the use process of smart artifacts. Also, we did not
focus on a specific smart artifact, such as a smartphone or
smartwatch, individually. We have diversified our exemplary
smart artifacts of the study to see the different interaction
modes to cover more of a comprehensive understanding of
the UX on the smartness concept. Consequently, the com-
ments made on e-commerce websites about the selected
smart artifacts are the users’comments who had experience
with those smart artifacts; their comments are mostly about
their UX, whether it is positive or negative. Because personal
narratives support explaining behaviors and the use of tech-
nology [9]. Observing, gathering data, and analyzing user
behavior can enhance the experiences designed by making
the designers match their designs to the ways the users experi-
ence [9]. Our approach is to derive this vast amount of
individual-specific UX comments as input to derive a more
extensive understanding of what can be defined as smart from
the users’perspective. The data is unrefined, in vast amounts,
and expressed freely by the users without any influence, which
could be more effective in acquiring more natural UX opin-
ions [84]. These comments can infer individuals’opinions at
an individual level [101] about their UX, as well as their overall
perception of the smart artifacts. We have eliminated the user
comments on these e-commerce websites that are not related
to UX or the smartness concept. This study approaches the
subject from a people-focused perspective; the smart artifacts
solely exist to support individuals in goals and activities to
meet their needs [102]. They achieve this purpose through
their interactions with individuals that can be both tangible
and intangible, constructing the overall UX of the service pro-
vided and the artifact itself.
3. Materials and Methods
The study is aimed at exploring how the multilayered UX of
smart artifacts affects users’understanding of the smartness
concept, with a focus on Emotional and Cognitive UX. The
selection of exemplary smart artifacts is based on a smart-
ness characteristics map to analyze 15 different smart arti-
facts (air conditioner, air purifier, coffee machine, cooktop,
dishwasher, dryer, lighting, refrigerator, robot cleaner, smart
scale, smart sleep light, smart TV, smartwatch, smart
speaker, and washer) and evaluate them in terms of their
smartness characteristics. Three smart artifacts are chosen
as the focus: Apart from the tangible and intangible interac-
tion modes, robot vacuum cleaners, smartwatches, and
smart speakers are selected. To obtain an overview of user
insights about the UX of smart artifacts, an online research
study was structured to analyze user comments. The com-
ments derived are analyzed via three levels of thematic anal-
ysis to achieve the conceptualization of the interrelation
between perceived UX and perceived smartness concept.
3.1. Selected Exemplary Smart Artifacts. In the selection of
the exemplary smart artifacts, the researchers conducted
research on existing literature in HCI and design studies that
present a smartness definition. Derived definitions are ana-
lyzed by a small-scale thematic analysis and are divided into
definitive categories to structure a smartness characteristics
definition map. Based on the existing literature, the overall
characteristics of smart artifacts are grouped under 3 catego-
ries: technical, performative, and definitive which can be seen
in Tables S1, S2, and S3 in the Supporting Information in
detail. These characteristics of the smartness concept are
used to analyze 15 different smart artifacts to select the
most suitable exemplary smart artifacts for the case study.
Promotional texts or manuals of 15 smart artifacts are
derived from websites. After that, the researchers started
to underline the keywords or sentences that can be related
to smartness definition characteristics and subdefinitions.
Then, if the derived keywords and sentences meet the
criteria, they are placed under sub-definitions in an Excel
sheet, as seen in Figure 1.
The number of subdefinitions that are met by keywords
or sentences is counted as one to arrive at a total number of
smartness levels in a sense. In Figure 2, robot vacuum
cleaner evaluation is presented.
This evaluation is made for all the smartness definition
characteristics for 15 smart artifacts. With the cumulative
collection of the data shown in all the graphics, the smart-
ness levels according to the ratio of whether each smart arti-
fact meets the smartness characteristics are visualized in
Figure 3, so that all the smart artifacts’levels can be seen
concerning each other. As a result, the selected exemplary
smart artifacts are a robot vacuum cleaner, smartwatch,
and smart speaker.
This study uses divergent exemplary smart artifacts that
provide different interaction modes and participation types
to the individuals to see the different dimensions of the
smartness concept concerning UX.
3.1.1. Robot Vacuum Cleaners. Robot vacuum cleaners have
a complex ecosystem that includes both tangible and intan-
gible world entities. They have a home network and Blue-
tooth connection to connect to the internet and mobile
6 Human Behavior and Emerging Technologies
applications to offer control or observe data about the prog-
ress, errors, and any information about their lifecycle. They
also offer connections to mobile applications, so smart-
phones with touch and display screens can be identified as
a tangible extension of them. They have built-in hardware
interface buttons and display screens that allow users to
control or view data about their process. They have charg-
ing docks that they autonomously plugin. The software
interfaces on the display screen of robot vacuum cleaners
can be at the intersection of both worlds; it is tangible, but
it provides intangible data to observe. The robot vacuum
cleaner does sweeping, mopping, and cleaning activities on
its own. Therefore, the bodily existence of users is in ques-
tion. It has ubiquitous computing characteristics by the abil-
ity to analyze the context that it is located in and has
intangible interaction with users through its graphical user
Personalization
(consumer needs
and aects)
Modalities can
be chosen and
combined
Exchange of
personal
information
Act jointly /
complement
each other
Integration
with
processing
environment
Connection at
least to one
network
Access right to
objects,
ambient
resources, and
devices
Eciently
communicate
with other
products, users,
services
Connect the
statutes, events,
“constellation” of
the real world
111111101111
…aynı zamanda
akıllı saatinizinin
bildirim ve alarm
gibi pek çok
fonksiyonunda da
pratik bir şekilde
düzenlemeler
yapabilirsiniz.
/EN/
…you can also
make practical
adjustments to
many functions of
your smartwatch,
such as
notications and
alarms.
Bluetooth
/EN/
Bluetooth
iOS veya
Android
işletim sistemli
akıllı
telefonunuza
yükleyeceğiniz
VFit+ mobil
uygulamasıyla
…
/EN/
With the VFit+
mobile
application that
you can
download to
your iOS or
Android
smartphone…
…biyolojik
değişimlerinizi
takip etmenize
olanak tanıyan
VFit+
uygulaması
/EN/
…VFit+ app
that allows you
to track your
biological
changes
Adım ve mesafe
ölçümü
Uyku takibi
Menstrual döngü
takibi
Kalp atışı ölçümü
/EN/
Step and distance
measurement
Sleep tracking
Menstrual cycle
tracking
Heart rate
measurement
Değiştirilebilir
kordon
/EN/
Changeable strap
…akıllı
cihazlar
arasında
entegrasyon
sağlayarak…
/EN/
…by providing
integration
between smart
devices…
…akıllı
cihazlar
arasında
entegrasyon
sağlayarak…
/EN/
…by providing
integration
between smart
devices…
Uyku takibi
Menstural
döngü takibi
Kalp atışı
ölçümü
/EN/
Sleep tracking
Menstrual cycle
tracking
Heart rate
measurement
…aynı
zamanda
akıllı
saatinizinin
bildirim ve
alarm gibi
pek çok
fonksiyonund
a da pratik bir
şekilde
düzenlemeler
yapabilirsiniz
.
/EN/
…you can
also make
practical
adjustments
to many
functions of
your smart
watch, such
as
notications
and alarms.
-
Vestel Akıllı
Saat Mavi
(Vestel Smart
Watch Blue)
Bluetooth,
adımsayar, aktivite
takibi,
hareketsizlik
uyarısı, kalori
ölçümü, kalp atış
hızı ölçümü
(sensörler)
/EN/
Bluetooth,
pedometer, activity
tracking, inactivity
alert, calorie
measurement, heart
rate measurement
(sensors)
Vestel V-t
için uygulama
marketleri
/EN/
Application
markets for
Vestel V-t
Şarj süresi,
bellek, uzun pil
ömrü
/EN/
Charging time,
memory, long
battery life
Spor modları
Müzik
kontrolü
Kronometre
Nefes
egzersizi
/EN/
Sports modes
Music control
Stopwatch
Breathing
exercise
Connectivity
Hardware
Personalization
Case example
taken IoT integration Lifecycle
support
Figure 1: Analysis of the smartness level smart artifacts.
IoT integration
Lifecycle support
Hardware
Personalization
Connectivity
Improved functionality
Improved interaction
Pro-activity
Collect/process/provide data
Adaptivity
Awareness
Autonomy
Anticipation
Flexible
Robot cleaner
Self-explanatory
Figure 2: An example from the evaluation of the smartness level: robot vacuum cleaners.
7Human Behavior and Emerging Technologies
interface (GUI) through its mobile application and, in some
versions, via its remote controller. Robot vacuum cleaners
redefine the role of users and the subject–object relation in
sweeping activity by taking over the sweeping activity with
their presence. They are effective in creating a medium to
research the effects of the loss of whole-bodily understanding
of smart artifacts and the lack of bodily activities of users on
the perceived UX and the overall perceived smartness concept.
3.1.2. Smartwatches. Smartwatches act like an extension of
our body. They exist as tangible artifacts and have tangible
world entities, but they mostly offer data through intangible
world entities. They have a home network and Bluetooth
connection to connect to the internet and mobile applica-
tions on smartphones to offer control and observe data
about the progress, errors, or any information about their
lifecycle. They also give information about our health, move-
ments, or notifications about our social circle from various
other mobile applications. They offer connection to mobile
applications, so smartphones with touch and display screens
can be identified as tangible extensions of smartwatches.
They feature built-in hardware side buttons and touch and
display screens to allow users to control or view data about
their progress. They have charging docks that we plug into
our laptops with a USB-C connection. Software interfaces
on the display screen of smartwatches offer intangible data
to observe. Smartwatches have new meanings and impor-
tance in our postpandemic lives. Users stuck at home needed
to make time for physical activities to protect their health at
home. So, the perception of smartwatches has changed. As a
wearable artifact, smartwatches act as the embodiment of
our bodies. They do not take over our physical activities
but encourage us to do physical activity.
3.1.3. Smart Speakers. Smart speakers feature AI voice con-
trol. They have a home network and Bluetooth connection
to connect to the internet and mobile applications to offer con-
trol and observe data regarding previous interactions, errors,
or their lifecycle. They exist as tangible artifacts and have tan-
gible world entities, but they mostly offer interaction through
the auditory sensory mode. Voice-recognition and voice-
activated software generate outputs based on home network
connections via Bluetooth connections to smartphones. They
also offer connectivity to mobile applications; therefore,
smartphones with touch and display screens can be identified
as tangible extensions of smart speakers. They have built-in
hardware interface buttons for connecting to smartphones
or changing the volume, have built-in microphones to detect
our commands, and have built-in light rings to indicate when
they are actively listening or responding. They also have
charging cables/docks and need to be constantly plugged in
to function. In these times, when our homes also become
our remote offices, smart speakers serve as personal assistants
that help us in both personal and work lives. In a way, they
act like extensions of our mind and body.
3.2. Online Research Study Methodology. In order to better
understand what users expect when an artifact is identified
as “smart,”an online research study is conducted. The
online research study is carried out with content-rich
reviews on e-commerce websites with a focus on the UX of
smart artifacts’cognitive and emotional aspects. Robot
Smart TV
Air conditioner
Air purier
Washer
Dryer
Robot cleaner
Refrigerator
Cooktop
Coee machine
Dishwasher
Smart watch
Smart scale
Smart sleep light
Lighting
Smart speaker
Frequency of met smartness sub-denitions
Analysed smart artifacts
75
70
65
60
55
50
45
40
35
30
25
20
15
10
5
Figure 3: The evaluation of the smartness level of 15 smart artifacts.
8 Human Behavior and Emerging Technologies
vacuum cleaners, smartwatches, and smart speakers were cho-
sen as exemplary smart artifacts of the study. Comments are
derived from Türkiye’s Top 4 e-commerce websites: Trendyol
[103–105], Hepsiburada [106–108], N11 [109, 110], and Ama-
zon [111–113], retrospectively, from 29 April 2023 to 1 Janu-
ary 2022. A huge number of codes have emerged about
Ergonomic UX. Users commenting on e-commerce websites
were concerned about the usability, affordances, and effective-
ness of the purchased smart artifacts. However, since the focus
of the current research is on Cognitive and Emotional UX,
Ergonomic UX outcomes are excluded. The number of com-
ments obtained from e-commerce websites for each smart
artifact can be seen in Table 1.
A total of 6509 online comments were analyzed. The
researchers conducted three levels of the thematic analysis
process to generate conceptualizations from comments to
subthemes, subthemes to parent themes, and parent themes
to concepts in a bottom-to-top approach. Gathered online
comments are collected in separate Word documents and
anonymized by assigning a number to each comment. Doc-
uments are divided into 12 categories determined by “Smart
Artifact Type”and “Source Website.”But since there were
no comments about smart speakers on n11.com, the overall
category number in Atlas.ti was 11 in the final. Word docu-
ments created during the analysis process are transferred
separately to the Atlas.ti online qualitative research tool.
Atlas.ti is an online qualitative research tool that allows
researchers to organize, code, group, and create massive data
networks easily and systematically. It is a tool that facilitates
the coding process by allowing color-coding and labeling of
selected quotations by the researcher manually. Currently,
Atlas.ti provides AI-generated categorization for the coding
process, but the researcher used this tool in the past manu-
ally. The software is used only for making the coding process
easier with its feature to reuse the manually created codes in
the ongoing process repetitively. The software also provides
an analysis mode that allows the researchers to view every
code created manually by the researchers. The codes also
contain all the related comments that are tagged with these
codes, so if the researchers want to check because of which
comments this code was created, they can view it easily.
These codes can also be grabbed and dropped easily to an
empty canvas, and from one code to another, the researchers
can make the connections manually. At Atlas.ti, researchers
went through all gathered comments to have a sense of
familiarity to detect resemblances in between comments to
further create groupings under codes. The Atlas.ti software
allows the researchers to create color code labels from
scratch and reselect them in the ongoing process again.
Accordingly, after getting familiar with the data, the
researchers started to create color-coded labels in a generic
way for Cognitive UX- and Emotional UX-related sentences
and bites of comments to generate subthemes and parent
themes. The researchers wanted to make sure that these
codes were not too abstract but rather subthemes that iden-
tified specific comments. Following the coding process,
researchers used these color-coded subthemes to create net-
work diagrams and data visualizations that represented the
relations of codes between and within subthemes. In this
process, the researchers check the codes and related com-
ments iteratively to create the relations between subthemes
appropriately. In order not to lose control of network dia-
grams created with large amounts of data, network diagrams
are differentiated by “Smart Artifact Name+Tangible/Intan-
gible Interaction Mode.”In the process of creating network
diagrams, the codes are colored green, red, and blue accord-
ing to whether they are smart or not. The color green is asso-
ciated with being smart, the color blue with neutral, and the
color red with not being smart.
The analysis process required three levels of thematic
analysis. The thematic analysis method is iterative and needs
the researcher’s familiarity with data to assign them to cate-
gories of description and conceptions in a proper way. The
researchers took their time to become familiar with the data
before categorizing them. All three rounds of thematic anal-
ysis processes can be identified as a bottom-to-top approach
to achieve an overall understanding of Cognitive UX and
Emotional UX in relation to the perceived smartness con-
cept. In the first thematic analysis, comments are categorized
under subthemes that indicate situation-specific categories.
These subthemes are then analyzed, and the themes that
shaped the categorization of topics under Emotional UX
and Cognitive UX are brought together. Finally, a third-
level thematic analysis is conducted on the themes of Emo-
tional UX and Cognitive UX to relate them to the parent
themes that reveal the general overview of the smartness
concept. The third level of thematic analysis led to concepts
related to Emotional UX and Cognitive UX, which point to
concepts that can be considered in the early stages of smart
artifact design processes.
4. Results and Discussion
The analysis process required three levels of thematic analy-
sis. In the first thematic analysis, comments are categorized
under subthemes that indicate situation-specific categories.
These subthemes are then analyzed, and the themes that
shaped the categorization of topics under Emotional UX
and Cognitive UX are brought together. Finally, a third-
level thematic analysis is conducted on the themes of Emo-
tional UX and Cognitive UX to relate them to the parent
themes that reveal the general overview of the smartness
Table 1: Number and comments derived from e-commerce websites for each smart artifact.
Smart artifact Amazon Trendyol Hepsiburada n11 Total
Robot vacuum cleaner 4 2767 1114 28 3913
Smartwatch 57 1953 518 32 2560
Smart speaker 5 8 23 0 36
9Human Behavior and Emerging Technologies
concept. The third level of thematic analysis led to concepts
related to Emotional UX and Cognitive UX, which point to
concepts that can be considered in the early stages of smart
artifact design processes. A more detailed and comprehen-
sive analysis of these parent themes is presented in the next
section. Quotations are coded and presented in the format of
“Initials of smart artifacts+Comment number”(e.g., the 29th
comment on the robot vacuum cleaner is shown as RVC29).
4.1. Findings About Emotional UX. Smartness concepts
related to Emotional UX emerged as emotional engagement,
exaggerated evaluation, intriguing existence, and trust in
expertise. The generated concepts and the parent themes
they emerged from can be seen in Table 2.
The relation between subthemes and parent themes of
Emotional UX can be seen in Tables S4, S5, and S6 in the
Supporting Information in detail.
4.1.1. Emotional Engagement. Smart artifacts that can per-
form physical tasks, unlike other smart home technologies,
ease the user’s workload and make users self-dependent.
The dependency caused the users to form an emotional
engagement with smart artifacts. Some users see them as
indispensable companions of fellow travelers. Users tend to
individualize smart artifacts and interact with them as if they
were humans. As a result of individualization, some users
define smart artifacts as “my best friend,”“family member,”
or “my daughter-in-law.”Some users said they talk to robot
vacuum cleaners, defining them as “talkative”or “at odds
with them.”RVC602 said, “I command it to sweep the whole
house, but it draws a new map that is different from the cur-
rent map. We are at odds; we can’t get along.”Consequently,
it can be said that the UX creates an indispensable depen-
dence on smart artifacts and offers human-like interaction
that structures emotional engagement in users. Even if there
are challenges in the experience, emotional engagement with
the smart artifacts ensures continued use and satisfaction
with the overall UX. Autonomous mobility has led users to
humanize smart artifacts. As a result, emotionally connected
users tend to name smart artifacts. Looking at the examples,
robot vacuum cleaners are named Alfonzo, Dobby, Hatice,
Katya, R2D2, Sebastian, Safiye, Yeter, and so on. Two naming
trends emerged: First, users tended to give names similar to
the names of charladies in real life or fictional cinema (e.g.,
Sebastian, Safiye, and Yeter). Second, robotic features led users
to give names from science fiction movies (e.g., R2D2).
Although comments about satisfaction lead to very
general subthemes (e.g., not meeting expectations or satis-
fied experience), the number of comments is quite large.
Essentially, the UX of any smart artifact is expected to
be satisfactory at all stages, from purchase to maintenance.
Additionally, since the GUI is the main interaction medium,
satisfaction with the GUI and notifications emerged as
essential expectations from smart artifacts. Satisfaction from
the GUI and notifications creates an emotional bond in
users that creates loyalty.
4.1.2. Exaggerated Evaluation. Users tend to idealize smart
artifacts and experiences. Some users have idealized robot
vacuum cleaners, describing them as superheroes or prince
charming. RVC683 said, “Prince charming, a lifesaver prod-
uct. One of the most satisfying products I’ve ever pur-
chased.”Here, reducing the workload of users has a great
impact on idealization.
From a broader perspective, the desirability of a smart
artifact is related to consumer trends and price ranges. Pur-
chasing a robot vacuum cleaner has become a trend during
the pandemic period in Türkiye. It was considered a desir-
able artifact to own. Its price range, which again is not
affordable for everyone but at the same time not too expen-
sive, positioned it as a valuable, desirable, and carefully used
artifact. RVC1167 said, “It has become the product that I
love and value most in my home. Why haven’t I taken it
for years; truly a savior.”Depending on the integration of
this “new technology”into daily life, the evaluation of smart
artifacts is exaggerated. Users perceive the experience as
superior to conventional artifacts. On the other hand, the
meanings attributed to being a smart artifact owner in soci-
ety also affect the evaluation positively.
4.1.3. Intriguing Existence. Smart artifacts are perceived as
smart if they provide intriguing, evocatory, entertaining,
and inspiratory experiences. Even the feeling of untrust cre-
ated by the possibility of interruptions in tasks creates a
desire to observe. Therefore, offering evocatory experience
should be considered both positively and negatively. It is also
considered important to provide a fun experience. Robot
vacuum cleaners are described as cheerful because of their
mobility. Users desire to observe them in action. The sense
of entertainment in the smart speaker experience can be
attributed to the unconventional UX. There are smartphones
or smart home technologies that receive and react to voice
commands. But AI-based humanoid responses, such as
making jokes to users or responding in a whisper when the
user speaks quietly, make the smart speaker’s experience
Table 2: Parent themes about Emotional UX findings.
Generated concepts Parent themes
Emotional engagement
Individualization
Dependence
Humanized interaction
Emotional connection
Satisfaction
Exaggerated evaluation Idealization
Desirability
Intriguing existence
Evocatory
Entertaining
Inspiratory
Trust in expertise
Productivity
Deliberateness
Deficiency
Learning capability
Careless
10 Human Behavior and Emerging Technologies
entertaining. Finally, regarding AI-based, humanoid, fast,
and conversational responses, smart speakers motivate users
to communicate with them. Therefore, approaching the UX
design of a smart artifact in a fun, intriguing way that offers
unexpected, entertaining, motivating, and inspiratory inter-
action modes can positively impact the overall smartness
perception.
4.1.4. Trust in Expertise. It is expected that smart artifacts
will fulfill the given tasks devotedly and uninterruptedly,
improve themselves over time, and give trust in their exper-
tise to ensure that there is no decrease in performance. The
productivity of robot vacuum cleaners can be observed from
the enhancement of the home. Users tend to describe them
as if they describe people as hardworking, tired, working like
a soldier, or bored in the process. RVC589 said, “It keeps
giving errors during the mapping process. …returns to its
charging dock, even though it has power. I think it’s bored.”
Deliberateness and being careful and attentive in the
process emerge as factors that positively affect the UX. Being
careless in the process also points to the importance of smart
artifacts’deliberateness. Users who were disappointed with
the work described smart artifacts with humanized adjec-
tives such as maverick, works its head, and confused.
RVC995 said, “…It never sweeps corners, most of the time
it works on its head.”In some cases, the disappointment
caused by a smart artifact not doing its job properly leads
users to describe them as having human deficiencies such
as blindness, absent-mindedness, or dementia. RVC833 said,
“There isn’t much of a problem except that it forgets the
map all the time, ours turned out to be a little absent-
minded.”
Finally, one of the main points expected and distinguish-
ing smart artifacts from conventional artifacts is their AI-
based learning capabilities. Learning capability is associated
with the expectation that smart artifacts will learn over time
and improve their work based on what they learn. Even
though trust in expertise is mainly related to the usability
of smart artifacts, the results of the UX create emotions that
lead the users to define smart artifacts as smart or not.
Therefore, the learning capability of smart artifacts and
effective communication to convey information about their
processes are essential to make users feel trustful in the
expertise of smart artifacts.
4.2. Findings About Cognitive UX. Smartness concepts
related to Cognitive UX emerged as dual enhancement,
reducing mental workload, gratifying experience, perceived
phenotype, physical competency, reciprocal acquaintance,
shaping sociality, trust-building experience, and tailored
situatedness. The generated concepts and the parent themes
they emerged from can be seen in Table 3.
The relation between subthemes and parent themes of
Cognitive UX can be seen in Tables S7, S8, and S9 in the
Supporting Information in detail.
4.2.1. Dual Enhancement. As a result of the integration of
smartphones, the place smartphones occupy in users’lives
is obvious. Smart artifacts that reduce the need for smart-
phones by providing notifications or automated task com-
pletion are defined as liberating those free users from
smartphone addiction.
On the other hand, smart artifacts that do the tasks for
users and offer remote control or access to information are
seen as an extension of the user’s body as if they were pros-
theses. RVC520 said, “It is hand and feet to me; it sweeps all
over the house.”Users feel like they have done the task
Table 3: Parent themes about Cognitive UX findings.
Generated concepts Parent themes
Dual enhancement
Liberating
Automation
Learning capability
Prosthesis
Reducing mental workload Psychological support
Gratifying experience
Dependence
Smartness
Satisfaction
Productivity
Superiority
Labor-saving
Relieve
Sustainability
Hygiene
Perceived phenotype
Appeal
Brand identity
Desirability
Physical competency
Durability
Technological
Deficiency
Affordability
Reciprocal acquaintance
Novice-friendly
Age-friendly
Compelling
Comprehensibility
Demanding workload
Ease of installation
Shaping sociality
Humanization
Entertaining
Animated
Pet-friendly
Child-friendly
Trust-building experience
Privacy
Trust
Security
Tailored situatedness
Customization
Dimensions
Context-dependency
11Human Behavior and Emerging Technologies
themselves, even though the actual task is done by smart
artifacts. When considering smart artifact UX, the concept
of disappearing computers should be taken into account.
Finally, continuous learning capability through updates
allows the UX to be evaluated positively since updates pro-
vide dual enhancement in both the lifecycle of the smart arti-
fact and the user’s experience. The UX should be taken into
consideration to enhance both the users’experience and the
smart artifacts’processes. If it liberates the users from the
physical and mental workload and provides constant feed-
back about the work process, the users are satisfied with
the UX and define smart artifacts as smart.
4.2.2. Reducing Mental Workload. The automated working
capability of smart artifacts enables users to relieve the bur-
den of daily household chores and thus provides psycholog-
ical support to users. RVC970 said, “… The robot takes the
burden of the places to be swept from you, both physically
and mentally.”Instant measurement and feedback of users’
health data in wearable technologies provide psychological
support by making users feel that they are paying attention
to their health. The presence of smart artifacts on users’bod-
ies and constant notifications motivate users to take good
action regarding their health. SW440 said, “I never take it
off,it’s always on... Calculating and evaluating my sleep
helps me psychologically.”Considering that society attri-
butes meaning to smartwatch owners as being someone
who cares about their health, the increasing self-confidence
of smartwatch users is a newly emerging trend.
Smart artifacts that reduce users’workload by perform-
ing physical jobs make users feel good and create an emo-
tional connection with users. RVC526 said, “May God not
separate it from us, I have officially established an emotional
connection with a device.”Therefore, taking over the activi-
ties from users also reduces the mental workload of users.
These taken-over activities can be both physical and mental
work; users feel the presence of a helper, assistant, or mentor
by their side. Reducing mental workload leads to relief from
duties and motivation for future activities and provides psy-
chological support.
4.2.3. Gratifying Experience. The usability of smart artifacts
comes to the fore and affects the UX at the most fundamen-
tal level. Productivity and usability are about Ergonomic UX,
but they also impact Cognitive UX. Dissatisfied users
described robot vacuum cleaners as simple carpet sweepers,
while others described them as monsters that offer a
higher-than-expected experience. For example, RVC459
said, “It puts your daily mess out of sight. In short, it’sa
complete carpet sweeper.”Also, the quality of the artifact
and the functions it offers are related to the level of satisfac-
tion with the UX, as SS3 said, “This device is a real beast/
monster when it comes to music.”
In some cases, the expected satisfaction level was
exceeded. For a smart artifact to create satisfaction and be
evaluated positively in terms of UX, it has emerged that it
must provide a UX that creates a sense of superiority over
other similar smart artifacts, other brands, or models. Here,
when there is a way to do a task beyond what the user can
do, the level of satisfaction also increases.
Dependence on smart artifacts has been formed due to
their productivity which is seen as the user’s right hand.
According to users who stated that they could no longer
do without it, smart artifacts that create self-dependence
are considered smart. SW28 said, “Honestly, I didn’tknow
I needed a watch until I had it.”
Satisfaction with UX is associated with labor-saving pro-
cesses that ease the user’s workload, save time, and make life
easier. It results in users feeling relief because users expect
convenience and want comfort and convenience in every
use case of any smart artifact. SS7 said, “It is a quality prod-
uct that will be extremely convenient for anyone who has no
problems with English.”Additionally, being energy-saver
and sustainable positively affects the UX of smart artifacts.
Hygiene also needs to be considered in relevant use cases
of smart artifacts. Overall, the smartness level of a smart arti-
fact has an impact on Cognitive UX. SW473 said, “An 8-
year-old boy didn’t like it, a digital clock with no features;
it’s a shame for the money spent.”Accordingly, it can be said
that a gratifying UX will ensure users define the UX and
smart artifact as smart.
4.2.4. Perceived Phenotype. Appeal, originality, brand iden-
tity, and desirability of the smart artifacts are associated with
the perceived phenotype that affects the Cognitive UX and
perceived smartness level. The stylish appearance is per-
ceived positively, and brand identity is associated with the
artifact owned. Being visually similar to another brand prod-
uct led to meaning attribution transfer; the brand identity of
the “better”artifact transferred to the more affordable brand
artifact owned. SW498 said, “Everyone who sees it thinks it’s
an Apple Watch.”
Desirability is associated with meeting user expectations.
Some smart artifacts are perceived as a well-deserved
expense due to their price range. In some cases, users defined
exemplified smart artifacts as showpieces that offer mediocre
functional options and are not worth buying. RVC2207 said,
“It just collects dust, that’s all. It’s not worth that much
money. It can only be used for daily carpet sweeping pur-
poses. The reason why it is so praised is nothing but people’s
vanity.”The general perception of smartwatches in society
and the identity of the smartwatch owner have led users to
the desire to own a smartwatch. The fact that it is a desired
product may also be related to the fact that smartwatches are
frequently given as gifts. Therefore, the aesthetics of both
hardware and software components will influence the overall
perceived smartness and satisfaction with the smart artifact
UX. The phenotype of smart artifacts must be considered
at a broader level, encompassing brand identity, that is, ref-
erences to aesthetic appeal and the smart artifact itself.
4.2.5. Physical Competency. Durability, technology, and
affordability, which are generally related to ergonomics, are
related to the physical competency of smart artifacts, which
affects the Cognitive UX and their level of smartness. The
durability of hardware components and the deficiency of
intangible elements such as software positively affect the
12 Human Behavior and Emerging Technologies
perception of smartness. IoT technology, automation, and
remote control are newly adopted technological elements
that users have become familiar with in their lives in recent
years. Accordingly, the smart artifact experience is associ-
ated with a perception of innovation that has not yet become
obsolete. And finally, affordability is perceived as a positive
feature of the UX. The physical competency of hardware
and software components is related to usability, but it also
affects the perceived UX and smartness. Because these are
the means of interacting with smart artifacts.
4.2.6. Reciprocal Acquaintance. Comprehensibility needs to
be evaluated in two ways. The first is related to the user get-
ting used to the usage process that s/he is not used to. If it is
adifficult process for users to get used to, it may even lead to
the abandonment of smart artifacts. Secondly, the language
the smart artifact uses in its notifications and whether it
understands the given commands correctly. “The watch
types messages by dictation almost flawlessly, although it
makes a lot of typos,”said SW8. Inaccurate or incomprehen-
sible notifications create a feeling of incomprehension and
negatively affect the UX. RVC590 said, “There is a light noti-
fication on any button, but there is no sign that it is con-
nected. I still can’tfigure it out as the language is foreign;
I’m trying.”Since the smart speaker works via voice com-
mands, it must correctly perceive what the user says, give
appropriate reactions, and provide clarity in feedback. This
also relates to the use of foreign languages. SS21 said, “There
is only one flaw, and that is not the product, but the lack of
Google’s Turkish voice patch.”As in every stage of use, ease
of installation is expected from smart artifacts. The longer or
more complex the process, the more negatively users rate the
overall UX. No part of the UX should be overwhelming for
users. The fact that a smart artifact requires intense effort
from its user creates a negative perception.
Related to all these, the smartness of the artifacts is
related to smart artifacts being novice and age-friendly. It
is important for beginners and the elderly to feel comfortable
from the beginning during the usage process. For novices
and the elderly to adopt smart artifacts into their lives, both
tangible and intangible interactions need to be welcoming. “I
think it would be a good start to get involved in wearable
technology,”said SW15. RVC2440 said, “We are very
pleased. It is a savior for my parents because they are old
people, and we are working.”The complexity of tangible
and intangible interactions is perceived as not smart. As a
result, the UX of smart artifacts can be considered from nov-
ice and age-friendly perspectives. The smart artifact must
learn and become familiar with its context and its user while
also providing the user to be acquainted with itself easily.
4.2.7. Shaping Sociality. Shaping the sociality between users
with smart artifacts is attributed to ‘smart’artifacts. Users
have tended to humanize smart artifacts due to their smooth
and unconventional ways of interacting and their mobility
features. Smart speaker users describe the artifact as a good
assistant with its human-like voice and sentence structures.
SS4 said, “When I try to search for something in Turkish
(song, etc.), we don’t get along very well.”The mobility of
smart artifacts is perceived as entertaining but unpredictable
in some cases. It also enables users to perceive mobile smart
artifacts as pets; animation can be handled in different ways
to provide an enjoyable UX. RVC635 said, “My mother
named it Pakize. It wanders around like a cat.”It should also
be taken into account that the unpredictability of an ani-
mated smart artifact should not cause discomfort to users,
pets, and children. “My grandson is scared, so I use it (robot
vacuum cleaner) when he leaves,”said RVC916. As a result,
to provide a child-friendly UX, the UX of every smart arti-
fact must be evaluated from the child’s perspective. Smart
artifacts are agents responsible for shaping sociality with
their users; therefore, this issue should be approached com-
prehensively. Different agents share the same environment
with them (elders, novices, children, and even pets), and
their expectations should also be taken into account when
considering the smart artifact UX.
4.2.8. Tailored Situatedness. Tailored situatedness emerged
in customization, context-dependency, and hardware
dimensions. Adjustable tangible and intangible aspects of
smart artifacts have a positive effect on UX and smartness
levels. RVC746 said, “…I can separate the rooms. If you
want, you can have the whole house or by choosing a specific
room.”Suitability to users and specific contexts is perceived
as smart. An optimum UX can be provided by taking into
account different contexts and situation scenarios, such as
summer use and winter use, for families with or without
children or for specific user profiles. RVC1637 said, “I use
it efficiently in the summer; it cannot vacuum the thicker
carpets that I use in winter.”Situatedness can be related to
context, user profiles, and environment; therefore, different
use scenarios can be discussed to provide tailored situated-
ness in multiple ways.
4.2.9. Trust-Building Experience. Smart artifacts that have
integrated cameras and microphones or require unnecessary
amounts of personal information raise privacy concerns. In
case of any negligence or mistake regarding privacy, users
tend to immediately give up the use of smart artifacts.
RVC1009 states, “None of this information (required during
installation) is required for it to operate or be controlled. If
someone’s goal was to spy on you, that would be ideal with
their camera.”Within the scope of both tangible and intan-
gible interactions, smart products need to convince users
that they are careful about privacy and take reassuring mea-
sures. SW13 said, “The password feature is activated when
you take it offyour wrist. Some protection, no activation
without a password.”
Additionally, smart artifacts with instant shadowing and
security precautions features are seen as smart in emergen-
cies. After the recent earthquake disaster in Türkiye, users
turned to owning smartwatches for safety reasons in case
of emergencies because of GPS location detection. SW24
said, “I bought it for communication purposes after the last
earthquake disaster.”And, SW422 said, “…I can track my
daughter instantly.”Finally, smart artifacts should make
users trust themselves that the task will be completed.
RVC602 said, “…I don’t trust to run it when I’m not at
13
Human Behavior and Emerging Technologies
home.”Consequently, smart artifacts that provide privacy
precautions, the feeling of protection from spying, or even
emergencies make the users feel trustful. It should be consid-
ered that if there is hesitation about privacy, users will aban-
don the use of the smart artifacts and perceive the UX
negatively.
5. Conclusion
This online research study is conducted as a part of research
for the ongoing PhD study at Istanbul Technical University
Graduate School Department of Industrial Design. To com-
pare the results of our study with similar studies, previous
studies that are conducted with a broader approach or are
not specifically focused on one exemplary smart artifact such
as smartphones [82] or physical robots [83] are selected.
Rokonuzzaman et al. [44] created a Smartness of a Thing
(SoT) scale based on Rijsdijk and Hultink’s conceptualiza-
tions and used this scale to measure consumer perception
of product smartness. Their study is based on a qualitative
study by critical incident technique (CIT) with a structured
questionnaire which is combined with open-ended ques-
tions. Followingly, they conducted a reliability analysis with
“Cronbach’s alpha and composite reliability”[44]. And their
outcomes are structured as theoretical implications and
managerial implications. Our focus is on enhancing the ini-
tial phases of the design processes of the smart artifacts.
Their scale consists of 10 different dimensions: “ability to
cooperate, autonomy, environmental agility, learning, nov-
elty, personality, real-time information processing, two-way
communication, upgradable, and visual appeal”[44]. When
we examine these dimensions, ability to cooperate, auton-
omy, environmental agility, learning, novelty, real-time
information processing, and upgradable dimensions defini-
tions can be categorized as performative/functional dimen-
sions of smartness that are related to usability, efficiency,
and ergonomics. Personality, two-way communication, and
visual appeal dimensions can be related to Cognitive UX
and Emotional UX. However, there is no comprehensive
research dedicated to these topics.
Lee [84] studied to develop a scale to measure the smart-
ness of a product free of product category to study the rea-
sons for the smart product preferences of consumers; the
study is based on an in-depth discussion through a literature
review and “scale-development process that consists of item
generation, item reduction, scale validation, reliability, and
validity test”[84]. Their findings comprise “eight factors of
multifunctionality, human-like touch, ability to cooperate,
autonomy, situatedness, network connectivity, integrity,
and learning capability”[84]. Apart from the human-like
touch factor, the rest of the factors that emerged again can
be categorized as performative/functional factors. Human-
like touch can be related to Emotional UX as it comprises
the definitions of smart artifacts working like a human,
being thoughtful, having a human-like touch, or personality
like a human [84]. However, our study excludes the Ergo-
nomic UX-related concepts from the start which consist of
performative and functionality-related subthemes and par-
ent themes and differs from their studies [44, 84] by a qual-
itative approach that is solely focused on Cognitive UX and
Emotional UX to understand what is expected by the users
when an artifact is identified as smart, apart from technolog-
ical enhancements. The reliability of this study is provided
by the anonymity of the large number of user comments
derived from multiple e-commerce websites. These com-
ments were made by a huge number of anonymous users,
and even though they were made in different timeframes,
there are affinities between them that lead to clustering
under generalizable concepts. It can also be said that these
outcomes are not a final result, but the methodology shows
a way of generating conceptualizations about smart artifacts
as an approach that can be used in the initial phases of the
design process of smart artifacts.
When we focus on the findings of the current study,
apart from utilitarian ways of performing a task, Emotional
UX and Cognitive UX should be considered in the early
smart artifact design processes. As the findings about Emo-
tional UX point out, emotional engagement, exaggerated
evaluation, intriguing existence, and trust in expertise con-
cepts could be guidelines to create engaging UXs and user
flows in both tangible and intangible interactions. Data
obtained through UX research focusing on different inter-
action modes was used to analyze the overall perceived
smartness concept. Emotional engagement creates depen-
dence on smart artifacts as if they are a part of the user’s
life and provide continued use and satisfaction from the
UX. As a result, user perceptions about the UX of the
related smart artifacts could be exaggerated by users at a
satisfactory level. The UX should be dealt with more
intriguingly, so it would offer a more entertaining, inspira-
tory, and evocatory experience compared to conventional
artifacts in daily life.
On the other hand, users want to trust smart artifacts
that will perform what they promise. So, error-handling
use cases could be handled smartly to show the users that
even if something goes wrong, smart artifacts would act
upon it intentionally. Focusing on the perceived smartness
concept, it can be said that the user’s emotional reactions
to smart artifacts have an impact on how smart they perceive
the experienced smart artifact. Users of smart artifacts that
create positive feelings and emotional engagement tend to
describe these smart artifacts as smart in their overall
smartness assessment. If the experienced smart artifact per-
forms its task efficiently or handles errors successfully, it
creates satisfaction in users which leads them to perceive
the smart artifact as smart enough to achieve the predefined
goal or task.
When we think of Cognitive UX, dual enhancement,
reducing mental workload, gratifying experience, perceived
phenotype, physical competency, reciprocal acquaintance,
shaping sociality, tailored situatedness, and trust-building
experience could be considered. Smart artifact UX could
both enhance the daily lives of the users and their ways of
performing at the same time. With this newly integrated
technology, users expect to have less to think about or be
concerned about. Accordingly, the capabilities of smart
technologies should be considered while designing the
smart experience of smart artifacts to reduce the mental
14 Human Behavior and Emerging Technologies
workload of users. The findings show that the users expect
improvement in their way of living and also improvement
in smart artifacts because of continuous autonomous learn-
ing in the ways of doing tasks. So, this expectation leads to
the requirement of a gratifying experience. This concept
includes satisfaction both in utilitarian and cognitive ways:
ergonomic and functional satisfaction that is based on
saving time, making lives easier, or reducing the user’s
workload. Cognitively, the UX could offer something unex-
pected to the users that leads to a gratifying experience, or
it could make the user feel superior to have that smart arti-
fact and perceive the smart artifact as superior to similar
other smart artifacts. The perceived phenotype that com-
prises appeal, brand identity originality, and desirability
of the smart artifact comes out as an effective concept that
influences the perceived smartness level of smart artifacts.
Users are influenced by the visual appeal of smart artifacts;
the meaning attributions of brand identities are transferred
to the actual smart artifacts. The general perception about
the specific smart artifact and the owner of a smart artifact
in society also affect the perception of the smartness level
of any smart artifact. This perception is also correlated
with brand identity and the aesthetic appeal of certain
brand artifacts. Physical competency of the tangible and
intangible components of any smart artifact influences
the UX they provide. So, the UX of any smart artifact that
is evaluated whether positively or negatively results in
affecting the perceived smartness level of the related smart
artifact. In terms of the reciprocal acquaintance concept,
the smartness of artifacts is related to smart artifacts being
novice, age-friendly, and continuous learning processes of
the smart artifact. It is expected that the UX will be easily
understood by novice users or the elderly, and the smart
artifacts improve themselves and provide a better experi-
ence in the process of time. Being able to guide users
and having self-learning capabilities are the distinct charac-
teristics of smart artifacts that differentiate them from con-
ventional artifacts. Smart artifacts that can create an
environment to interact in unconventional ways create a
different social medium for users to experience. These
new ways of interacting with artifacts influence the users
to humanize the smart artifacts, to bond emotionally with
them, and to have fun with a smart artifact even if its main
goal is not entertainment. The tailored situatedness con-
cept is related to the expectation of customization and
the self-learning capability of smart artifacts. The smart-
ness level of an artifact is perceived as higher as the level
of control in customization of the performance increases
or if the smart artifact can adapt to the situations in differ-
ent contexts of use.
Additionally, with its hardware components, such as
built-in cameras and microphones, the smart artifacts can
ensure the privacy of the users would not be violated, mak-
ing the users feel trustful. This trust-building experience
affects the overall perceived smartness positively. Lastly, in
case of emergencies, the users want to be connected to the
digital world constantly. However, this constant connection
should be dependent on users’requests. So, allowing being
connected all the time but not violating this capability is per-
ceived as a smart experience. If we focus on the perceived
smartness concept concerning Cognitive UX, it can be said
that the users define smart artifacts as smart if they offer
more than successful task completion or usability-related
achievements. The users tend to expect an improvement in
their lives while also expecting enhancement in smart arti-
fact’s capabilities over time. Regarding tangible interactions,
the users expect the smart artifact to be a durable but aes-
thetically appealing artifact that transfers the meaning attri-
butions of a “smart artifact owner”in society to themselves.
Giving trust in expertise, customizing its behavior accord-
ing to users’behavior patterns, and offering simple, under-
standable communication in both tangible and intangible
interactions make the users tend to identify the smart arti-
facts as smart.
Overall, data obtained from trendyol.com, hepsiburada.-
com, n11.com, and ama-zon.com were filtered with a focus
on Cognitive and Emotional UX. The revealed concepts pre-
sented impact the overall UX of smart artifacts. These con-
cepts show that smart artifacts offer more specialized
functions and UX than conventional artifacts. Perceived
smartness can be addressed through these concepts provided
by the smart artifacts’UX. Rethinking about Emotional UX,
the smartness of a smart artifact is associated with trust in
expertise, emotional engagement, exaggerated evaluation,
and intriguing existence concepts. Regarding Cognitive
UX, the smartness of a smart artifact is associated with a
gratifying experience, reducing mental workload, perceived
phenotype, reciprocal acquaintance, trust-building experi-
ence, tailored situatedness, shaping sociality, physical com-
petency, and dual enhancement concepts. These emerging
concepts can be considered early in smart artifact design
processes.
Although it was an opportunity to observe trends in
user comments with a wide range of different comments,
most of these comments were very similar to each other
or pointed to the same subthemes. The comments were very
divergent, and many different codes are emerging regarding
Emotional UX and Cognitive UX. However, most of these
codes can be identified abstractly to identify specific issues
or to give us substantial insight into the user’s perspective
(e.g., meet expectations, fairly well, and useless). Second,
most of the emerging subthemes were related to Ergonomic
UX. Users commenting on e-commerce websites were gen-
erally concerned about usability, affordances, and effective-
ness of purchased smart artifacts (e.g., about robot
vacuum cleaners “failure in connection to the internet,”
“broken down too quickly,”or “difficult care process”).
But Ergonomic UX is out of the scope of the current study,
so Ergonomic UX codes are excluded from the analysis.
To preserve the integrity and readability of the article,
only the prominent comments used to establish sub-
themes, parent themes, and concepts are given as quotes.
The entire data set consisting of comments is not pre-
sented within the scope of the article. In future work,
our goal is to design case study research to gather insights
from users who have experienced all three exemplary
smart artifacts over a longer period. We aimed to analyze
how different interaction modes affect Emotional UX and
15Human Behavior and Emerging Technologies
Cognitive UX outcomes and their effect on the overall per-
ceived smartness concept. Our conceptualization focused
on Cognitive and Emotional UX that is related to the per-
ceived smartness concept can benefit designers to use it as
a tool while designing smart artifacts or apply the method-
ology to their initial research process in the early phases of
the design process.
Data Availability Statement
The dataset is collected from the comments made on tren-
dyol.com, hepsiburada.com, n11.com, and amazon.com.tr
between 29 April 2023 and 1 January 2022. The search bars
of the websites are used for smart artifacts bytyping “akıllısaat
(smartwatch in Turkish),”“akıllıhoparlör (smart speaker in
Turkish),”and “robot süpürge (robot vacuum cleaner in
Turkish)”keywords. The researchers then filtered the search
results by the “top-rated”option and selected the smart arti-
fact with the most comments. Open-source links to the
comments are listed in the references (see [104–113]). Data
used to support the findings of this study are available from
the corresponding author upon request if needed.
Conflicts of Interest
The authors declare no conflicts of interest.
Funding
This research received no specific grant from any funding
agency in the public, commercial, or not-for-profit sectors.
Supporting Information
Additional supporting information can be found online in the
Supporting Information section. (Supporting Information)
Table S1 shows the smartness characteristics definition map
structured by the researchers, technical characteristics. Table
S2 shows the smartness characteristics definition map struc-
tured by the researchers, performative characteristics. Table
S3 shows the smartness characteristics definition map struc-
tured by the researchers, definitive characteristics. Table S4
shows the parent themes that emerge under the umbrella of
Emotional UX related to robot vacuum cleaners and the sub-
themes that lead to these parent themes. Table S5 shows the
parent themes that emerge under the umbrella of Emotional
UX related to smartwatches and the subthemes that lead to
these parent themes. Table S6 shows the parent themes that
emerge under the umbrella of Emotional UX related to smart
speakers and the subthemes that lead to these parent themes.
Table S7 shows the parent themes that emerge under the
umbrella of Cognitive UX related to robot vacuum cleaners
and the subthemes that lead to these parent themes. Table
S8 shows the parent themes that emerge under the umbrella
of Cognitive UX related to smartwatches and the subthemes
that lead to these parent themes. Table S9 shows the parent
themes that emerge under the umbrella of Cognitive UX
related to smart speakers and the subthemes that lead to these
parent themes.
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