Appendix for Chapter 5: Cases for the Sensual Thread of Experience In order to deduce user experience (UX) factors and design features for vividness and interactivity, eight products and services with various combination of both high and low vividness and high and low interactivity have been studied (Table 1). These eight cases are currently or used to be the dominant designs in their own domains. These cases provide real experiences to people while possessing clear characteristics in terms of vividness and interactivity. [Table 1] Eight cases used in the case study for the sensual thread of the experience. interacitivity HIGH interactivity LOW vividness vividness HIGH LOW Golf-Zone Su Norebang Nintendo WII Gorilla Radio UHDTV Klive ebook BGM The case studies for the eight examples were conducted through roughly twophases of research. The first phase dealt with collecting a wide range of primary records about relevant product or service. The internet, news articles, and market reports were the main sources of the information. Three years before and after the point of success was the target time span for gathering information about each product and service. The adequacy of each case was determined from this preliminarily gathered information. The second phase of the investigation was to interview main users of each product and service about their overall experiences of using them. The interviews were conducted according to the pre-planned guidelines. The goal of the interviews was to earn insights about detailed illustration of the experiences in using a product or a service and design factors that directly affected such experiences. 1. GOLFZON VISION A product case of high vividness and high interactivity (http://www.golfzon.com/) Golfzon's golf simulator "Vision," which was released in 2012, uses two highspeed cameras installed on the ceiling to sense ball movements as shown in Figure 1. In 2013, Golfzon's Vision generated revenues between USD 50 m to USD 60 m. Golfzon's profit increased by 16.5% compared to the year before to USD 80 m, and its revenue increased by 20.3% to USD 350 m. The Vision possesses an estimated 90% of the market share in the screen golf market, and its share has been expanding by 20% annually. Golfzon's accumulated sales are around 22,000 units. In the first quarter of 2014 alone its sales were over 5,000 units. Golfzon possesses over 100 patents and has applied for 265 on top of that. Consistent R&D has helped Golfzon maintain its position as the leader of the screen golf market and its products as dominant designs in that market. The Golfzon Vision utilizes cutting edge technology to enhance the feeling of being in an actual golfing experience through an accurate projection of ball movement and the installation of rough mats and bunker mats as shown in Figure 2. The Vision sensor, developed through three years of R&D, measures precise trajectory, impact, and ball movement through its two high-speed cameras that detect and analyze the shots in a diverse way such as if they draw or fade. In addition, its fairway, rough, and green bunker mats provide users with a realistic sense of the course. Swinging on the mats reduces artificiality and maintains the integrity of the swing itself. Twenty Korean KLPGA and KPGA golfers including So-yeon Ryu, Dae-hyun Kim, and Dong-hwan Lee participated in the development tests in order to enhance accuracy and reality of the golfing experience of the Vision. Another characteristic of the Vision is its tee information data that provides a more rich and accurate analysis of playing golf in the Vision. Users can also log onto golfzon.com to find detailed analyses based on usage of the driver, irons, woods, or putter. Practice mode offers information such as ball speed, head speed, back spin, side spin, angles, carry, driver head impact, and club face angle for each club. Realistic graphics and accurate sensor technology are evolving together towards a greater sense of reality. In the screen golf, users conduct natural interactions with the system by physically hitting a ball onto a screen, and the screen shows where the ball lands. The Vision especially utilizes its detailed sensor technology and precise data (number of strokes, average driving distance, greatest distance, driving accuracy and par saves) to provide users with smoother interactions with the system compared to other golf simulators. During the practice mode, users can check their swing motions right away, and performance feedback is offered through sound effects such as “AWWW” for a miss and claps for a good shot. In this way, the user experience of the Vision is heightened through interaction with the service. Furthermore, the development of sensing technology enables users to feel high vividness by checking the direction and speed of a shot on the screen, and the floor tilts based on the field's slope. The system even vividly expresses tree graphics. Therefore, Golfzon Vision is a product that possesses both high vividness and interactivity. [Figure 1] Diverse interactions offered through Golfzon Vision's technology (Courtesy of Golfzon, used with permission) [Figure 2] Golfzon's three different mats; fairway, rough and bunker mats (Courtesy of Golfzon, used with permission) 2. Su Norebang A service case of high vividness and high interactivity (http://www.skysu.com) Korean karaoke services (known as norebang in Korean) started off in 1991 in enclosed spaces that were not in the best of conditions for entertainment. However, after many changes in order to enhance service quality, norebangs have set their place as a service space where anybody can come to sing comfortably. In 1996, the norebang had become an established part of the Korean social culture with up to 35,000 norebang services offered across the country. After 1996, a number of luxury norebang franchises created a paradigm in order to become the dominant design of the industry. Luxury norebangs provide a bright and refreshing image that allows friends and family to seek out and enjoy the atmosphere and service. Their spaces are not only for singing but also for other activities related to singing, such as drinking and dining. In addition, they also provide instrumental accompaniment devices and mobile norebang applications. Su norebang started in 1999 with an aim to shed negative images on the conventional karaoke by providing distinctive service. Every branch of Su norebang is located on the ground floor for easy access and its themes are comforting and friendly, relating to European cafés or hotel lounges, to encourage the customers to visit again. Su norebangs offer unlimited beverages and waiting rooms so that the customers will enjoy the visit more, from when they enter until they leave. Most of their singing rooms have different themes with various musical instruments and mixing devices. One example of themes is a room for those who enjoy singing by him/herself. A mixing device, a standing mic, and headphones are available in the room, allowing recording and editing activities on top of the singing. As such, Su norebang offers various types of services under the overarching service concept of “Norebang.” This is an outstanding characteristic of Su norebang in terms of customer experience. After 2007, many luxury norebang franchises other than the original Su have surfaced such as Rakhyu and Everysing, thus confirming the Su norebang as the dominant design. Su norebang has kept improving the vividness of singing in diverse ways as shown in Figure 3. It conducts regular inspections and upgrades its sound system, and provides high quality of sounds that was originally used to record the songs by the professional singers. Additionally, Su norebang has made diverse attempts for deeper customer engagement such as matching the background video with lyrics of each song, providing a stage equipped with surround-speakers, and lightings and video displays. So as a result, the customer views Su norebang rather as a provider of multiple services than a simple norebang (karaoke). Along with the vividness, the service of Su norebang is highly interactive. While the interactivity of conventional norebangs is limited to pressing the code of a song with a remote control and singing, Su norebang enhances the interactivity through presenting applications of its wide variety of activities. Taking the motives from real performance stages or recording studios by arranging a standing mic and lightings accordingly also maximizes the interactivity of Su norebang as shown in Figure 4 below. [Figure 3]. Maximizing vividness through surround sound system, lightings, stages, and video plays of real performances. (Courtesy of Su Norabang, used with permission) [Figure 4]. Providing high interactivity with musical instruments and devices. (Courtesy of Su Norabang, used with permission) 3. UHD TV A product case of high vividness and low interactivity (http://www.samsung.com/sec/consumer/tv-video/tv/) A television (TV) has a close relationship with the broadcasting industry. 3D TVs and Smart TVs were introduced in 2010 alongside the popularity of the movie ‘Avatar.' However, neither the 3D TVs nor the Smart TVs became successful products. This was because the TV, by itself, cannot lead a dramatic change to the broadcasting and content industry, both industries however can affect the sales of TVs. Today, high definition TVs (HDTVs) make up the major portion of TVs sold worldwide in wholesale. That is because HD content is the ruling type of content produced for TVs, not vice versa. Therefore, understanding TV should be accompanied by the understandings of contents and home appliances. In recent years, both the broadcasting industry and the consumer electronics industry have been actively preparing for a post HD era, and UHD is the main focus of the efforts. UHD TV refers to both the TV itself and Ultra High Definition Video (UHDV) also known as Super Hi-Vision (SHV). NHK Technology Research Institute first introduced a UHD TV in May 2002. The main difference between the HDTV and UHD TV lies in the resolution. According to the standard recommendations published by ITU-R1 in August 2012, UHD TV has a resolution of 3,840 X 2,160 (4K) or of 7,680 X 4,320 (8K), with a frame rate of 120, 60, 59.94 (60 /1.001), 50, 30, 29.97 (30 / 1.001), 25, 24, and 23.976 (24 / 1.001). The recommendation for color representation is to assign 10bit or 12bit at each of the existing channels. This allows more colorful expression than an 8-bit digital TV as well as more detailed image representation through four times higher resolution than Full HD. On 8 January 2013, the French telecommunications satellite operator Eutelsat initiated a channel service dedicated to 4K UHD using satellite. Japan's NHK transmitted the Brazilian World Cup broadcast in UHD with satellite (CS) in 2014. This was two years earlier than originally planned, in line with the strategic movement by Japanese companies that attempted to recapture the market lead in the TV market by actively promoting UHD broadcasting for TVs. In particular, UHD diffusion strategies by the Japanese based companies include securing the lead in the content and broadcasting equipment market in addition to the TV market. Korean companies are also expected to start cable broadcasting of UHD content in 2015, satellite in 2016, and terrestrial broadcasting in 2018. The broadcast equipment vendors accelerate the race to pre-occupy the 4K broadcast equipment market. For example, major vendors of broadcasting equipment showcased UHD ready equipment such as UHD cameras at the international broadcasting equipment exhibition, NAB2013, heralding a 1 The ITU-R Recommendations constitute a set of international technical standards developed by the Radiocommunication Sector (formerly CCIR) of the ITU. ITU (International Telecommunication Union) is the United Nations specialized agency for information and communication technologies – ICTs. generational change in broadcast equipment. The competition between TV manufacturing companies for prior occupation of the market is becoming fierce. TV manufacturers have been making a pitch for achieving the early market dominance by introducing an expanded line-up of UHD TVs. From 2011 the UHD TV market has risen in value by approximately 50 times to USD 85 m in Q1 2013. That rise demonstrates the fast rise of UHD TVs to the leading product of ultra-definition TVs2. The increased resolutions of the UHD TV support strong vividness to viewers. When portraying the human skin in the video, UHD even depicts pores and soft hair on the skin while HD barely does. The viewer even feels threedimensional effect from not just the higher screen resolution, but also the improved color reproduction as shown in Figure 5. The modalities of inputs from watching TV are relatively limited with only visual and auditory stimuli, compared to other media. However, a TV provides outstandingly rich visual information. As human rely heavily on the vision3, the enhancement of visual information strengthens the images in our view as shown in Figure 6. Through such, UHD TV can be said to be highly vivid in terms of the experience that it produces. On the contrary to its high vividness, UHD TV scores low in terms of interactivity. Many consumer electronics companies installed smart functions to the UHD TVs to continue with the interactivity standard set by the Smart TVs. Consequently, UHD TV also has the same functions with the Smart TV thus holds greater potential of interactivity compared to traditional TV. However, having greater potential does not necessarily mean actual use of the interactive functions. 2 2013 Trend report by National IT Industry Promotion Agency (NIPA) 3 Dalsgaard, P. & Dindler, C. 2014, “Between Theory and Practice: Bridging Concepts in HCI Research”. In Proceedings of CHI 2014, ACM, New York According to the report by Korea Information Society Development Institute published in February 2013, Korean viewers of Smart TVs spent 99.6% of their time using them watching them or listening to the radio on them rather than using the functionalities of the smart TV or downloading Smart TV applications. This use pattern is rather globally prevalent and not specific to Korea where the world's largest and second-largest TV manufacturers are located. In short, people tend to buy the latest Smart TV but not necessarily to use its functions. Smart TV has been revolutionized technically from the traditional TV known as "the idiot box," but the users have not yet caught up with the revolution. Traditional consumer electronics companies had been trying to redefine the concept of TV, but have failed to do so - the core function of a TV has remained after all those efforts. Overall, a UHD TV did not succeed in interacting with its users even with all the functionalities for novel interactions. Therefore, the UHD TV is low in interactivity whereas its vividness is high. [Figure 5] The expression of a same image upon different resolutions; higher resolution displays more details of the image. Source: http://www.kbench.com [Figure 6] Video test of UHD TV; Red and white pellets are clearly distinguishable. 4. Klive A service case of high vividness and low interactivity (www.klive.co.kr) A hologram has been widely used in various concerts as an important element. Leading entertainment companies in Korea often use holograms in designing several stages in the performances of their artists, and sometimes plan an entire concert program using only holograms. Today we have been accustomed to seeing holograms of singers who have passed away or are even alive. In recent years, we have seen Korean entertainment companies accelerating their investments in hologram related content. Many of their showcases include holograms and they even built a hologram-only theater in collaboration with companies specializing in building holograms. For instance, YG Entertainment, KT, and the Korean Ministry of Science are jointly operating "Klive," a specialized hologram performance theatre. Klive regularly hosts the performance of PSY, BigBang, and 2NE1, who are globally famous Korean artists. Klive is a representative project of cultural technologies converging content of Korean Wave and hologram technology. It offers novel experiences of watching hologram concerts to its visitors using diverse audio-visual devices. As shown in Figure 7, the audience can feel a sense of reality from the hologram video projected to a screen of which total area is 1,652 square meters and height is equivalent to a two stories building. Watching the vibrant video is possible with a 270-degree panorama screen built for media facade with dynamic wall installed inside. In addition, a 14.2-channel surround sound system makes the experience of the audience even more real. In addition to this audio-visual system, the combination of special effects, such as a laser illuminator and fog effects, amplifies the authenticity and richness of the experience. Various factors that comprise the Klive concerts cover multiple modalities of stimuli including those of visual, auditory, and tactile. The audience can simultaneously have a multi-modal experience from carefully designed devices intertwining visual, auditory, and tangible stimuli. Through this, Klive secures its position in providing a service with high vividness. Though Klive is successful at providing a highly vivid experience, it scores low on the interactivity of the experience. The audience at a Klive concert can only enjoy the performance as a passive bystander. Interactive experiences, that Klive provides, are only available at the Photo Box (a place to take a picture of audience) or the Giant Wall (a Large Touch-screen to zoom in and out of the photos of artists before or after the performance) installed outside the Klive Theater. No interaction such as receiving feedbacks by manipulating devices during the concert is provided to the audience. Given the context of massive watching inside the theatre, high interactivity could have caused confusions in the feedback to the audience, and hindered the total immersion into performances. To this end, the interactivity of the Klive experience is rather low. [Figure 7] KLIVE http://fun.mbn.co.kr/fun/view.html?aid=1621221 (Courtesy of KLIVE, used with permission) [Figure 8] KLIVE http://fun.mbn.co.kr/fun/view.html?aid=1621221 (Courtesy of KLIVE, used with permission) 5. Nintendo Wii A product case of low vividness and high interactivity (www.nintendo.co.kr/Wii/main.php) Nintendo Wii was first released before Christmas 2006. Since then, more than 100 million units have been sold worldwide as of 2013. Thanks to this phenomenal success of Wii, Nintendo became the second most valuable company on the Japanese stock market after Toyota Motor Corporation. Despite the severe global economic recession in the 2008, the popularity of Wii continued to achieve record sales (http://www.itworld.co.kr/news/53328). Sales to age groups that have not been associated with video games consoles, like women and older people, rose rapidly from when the Wii was introduced and brought the concept of "family game console'. Nintendo Wii consists of the console, a remote controller, a Nunchuk that is a secondary remote control and a sensor bar. Instead of complicated keypads and a mouse common for popular game controllers at that time, Nintendo Wii adopted the traditional remote controlling interface as that of a TV. Users can operate the Wii system intuitively through the acts of swinging, twisting, and hitting using the controller. The Nunchuk, the secondary controller, works as intuitively as the main controller. The sensor bar is usually placed under or on the TV monitor, and identifies the location and motion of the remote controllers used to play the Wii. One of the major reasons why the Wii has been so popular is that video games designed for the Wii encourage physical exercise and movement when playing them. For example, tennis and fishing games force users to imitate the movement of hitting a tennis ball and casting a rod in the hope of catching a fish, by snatching the remote control. In terms of the vividness, the Wii does not earn a high score. Though it covers a multi-modal input of visual, auditory, and tactile stimuli at the same time, the intensity of the experience from such inputs are rather weak. The technical specifications, such as the CPU and the GPU performance, video resolution, and storage capacity of the Wii, are much lower than those of its rivals, such as Sony's Playstation and Microsoft's Xbox 360. In line with that, the Wii does not offer any eye-opening features like 3D or light source effects for a vivid experience. The hardware only suffices the minimum requirements to run games. Not only that, the characters in the Wii games often seem very simplified and shoddy in comparison to the realistic characters of other video game consoles. They give an impression that the Wii games are for children, not for adults, despite not being intended for children. However, the childish- looking simplified games could be far more interesting and fun than previously expected. So what could the reason be that the Wii is so popular among this broad customer basis despite its low vividness? That is mainly due to the interactivity of the experience of playing the Wii. Every motion by the users can be detected, captured, and reflected naturally to the game characters by the Wii motion-sensing controllers. The Wii controllers embed motion sensors in order to quickly detect the changes in angles or positions of the main controller by the users' behavior. The detection speed is surprisingly fast, enough for users to feel it as instant. Additionally, since there is no limit or guidelines for users' motion, the degree of freedom is also large. Above all, the reflected motions and their influence to the virtual game world are directly mapped with the player's behavior in the real world context, unlike traditional games using a keyboard and a mouse to control characters. In fact, players will feel the same muscular pain and out of breathe after playing the Wii version of tennis or fishing, as playing a real tennis or fishing. Furthermore, special controllers customized for certain games can improve the mapping between real space and game space. The controllers that imitate a driving handle or a tennis racket are such examples. The vibration that the controllers transmit to the user at the moment of serving or returning a ball when playing tennis is another example of enhancing the action mapping. In sum, the Wii offers a highly interactive experience considering the fast reaction speed, wide action ranges, and direct mapping of behavior. 6. Internet Radio Application A service case of low vividness and high interactivity (http://gorealra.sbs.co.kr) In July 2014, news broke out that Apple was acquiring 'Swell', an internet radio company, for USD 30 m. AllThingsD.com reported that the valuation of Swell was estimated at USD 7.2 m in July 2013, a year earlier. The amount of acquisition is hardly comparable to that of traditional broadcasting companies, but what was note-worthy is the fact that the investment came from DFJ, investment capital in Silicon Valley, Google Venture, and Interwest Partners before Apple acquired it. This indicates that internet radio industry has a bright future from the experts’ viewpoint. Traditional media is said to have weakened along with the advent of internet and new media. A white paper on the broadcasting and video industries, published in 2013, summarized that the sales of the Korean broadcasting market lost more than 500 million USD in comparison to the sales of the previous year. This reduction in sales was more prominent in radio broadcasting than in ground-wave broadcasting. In an attempt to revitalize the sale, radio broadcasting has taken initiatives of diversifying its content, launching smartphone applications, and starting digital radio broadcasting. Internet radio is believed to be the most effective solution to meet new market demands, and that companies promote the interactive element of that communication, i.e. between the listeners and the radio hosts. Korean ground-wave broadcasting companies have also been releasing their own radio players since 2006 with good acclaim from users. Other broadcasting companies such as cable operators followed the trend and introduced similar kinds of services and players. In addition, the radio broadcasting stations, in order to further strengthen their market positions, started releasing podcasts, another type of internet service. Internet radio refers to radio content broadcasted on the internet. After RealNetworks succeeded with real time internet radio broadcasting in 1995, similar services are now offered through computers, mp3 players, and mobile phones. At the early stage of its development, internet radio only supported real time broadcasting and replaying that content. As the technology for the internet develops, internet radio has evolved into removing the gap between the listeners and the programs. Swell, the internet radio service company mentioned earlier, uses a system that selectively broadcasts radio programs based on the listeners' preferences, thereby optimizing the content. Other internet radio players enable the functions for interactive communications between the radio hosts and the listeners, allowing them to instantly exchange opinions and request content to be played or submitted to the program. This has transformed the radio into an open place for communication. For example, SBS, the domestic broadcasting company in Korea, developed a radio player that supports real time broadcasting and viewing, instant participation by the audience to either a radio or a TV program, and transmitting videos for "visible" radio. In addition, that player also has various functionalities such as a message function, playlists, an AOD/VOD function, games, events function, Movie/Animations, a fortune telling function and a news feed. (please refer to Figure 9) The player is even provided in two different formats, as a Windows gadget and as a mobile application, so the content is available on a variety of platforms. In terms of the vividness, the quality of internet radio is not that impressive. Nowadays, radio broadcasting's digital sound has obviously better quality and extra functionalities than that of the past, but is still limited to the original characteristics of traditional radio broadcasting content. The quality of the audio and the images in video broadcasting is more vivid than that of internet video. We normally listen to radio in the midst of investing our focal attention to something else because the radio solely relies on auditory stimuli. Radio content consists of shorter programs on several topics, the programs being different every time, unless they are replayed. In terms of the volume of information, radio cannot compete with the TV as TV provides much richer visual stimuli. So radio broadcasting is more geared towards the care-free listening environment. Especially considering that real time broadcasting emphasizes more on configuring a consistent broadcasting infrastructure and thus lowering the quality of sound to ensure that and giving up the video entirely during broadcasting. Hence, the vividness of radio is inherently lower than that of a TV. Internet radio service has been very popular for traditional radio audience. Increased interactivity of the service is the main reason. Since the adjustment of the content itself is very limited, the internet radio stations chose to enhance the interactivity of the service with the extra services. The functions enabling active and synchronous participations from listeners are the keys to the high interactivity of the internet radio. "Visible" radio, providing video of the radio host as well as the sound, reveals the real time scenes from inside the host's booth, attracting listeners to feel more comfortable and less reluctant in participating in the program. Instant replying and chatting features work as a communication channel, letting listeners' opinions be heard and reflected directly into the radio program. The host can alter his or hers original playlist for example upon the request of a listener, or diverge the topic of their content by receiving opinions from listeners. These interactions were smoothly comingled with the characteristics of radio broadcasting, changing the landscape of internet radio service into a more meaningful medium. The encounter of the internet and the radio produced a novel platform for highly interactive bidirectional communication. [Figure 9] The image of SBS Gorilla Player (Courtesy of SBS, used with permission) 7. Background music A service case of low vividness and low interactivity Most people have spent some time at a café, burying oneself on a comfortable couch, having a cup of hot coffee while softe background music is playing. During that moment, the café will no longer be a place to merely drink coffee but to relax in the mood and ambiance provided. Background music is commonly heard in various places during our daily life, ranging from grocery mart to small stores and to hotels. Nowadays, a background music is considered an important element that business need to consider, to create the proper atmosphere that relates to the company's image for example. Large department stores often outsource the project of deciding what music shall be played in them because of the critical role it plays. Traditionally, background music refers to the music that is played in certain commercial areas. Commercial service areas play background music in order to create an appropriate vibe for their visitors and employees. For example, Restaurants and other establishments play up-speed music to encourage its customers to eat faster so they can have more turnover of guests. Background music exists of course in all sorts of media, for example in movies, soap operas, or on websites, but the background music discussed here is limited to that used as atmospheric tools. Background music is not for attentive listeners but for creating atmosphere and mood that are desirable for the behavior or service provided at designated places, for example, hotels, restaurants, or shopping marts. Since background music should not distract the customers' attention from their primary tasks, it is usually played at low volume. In this case, the vividness of experience is deliberately lowered to serve the fundamental purpose of background music. Even though background music might be used differently according to the place, time, and purpose in order to induce certain actions from people, it usually has little interactivity with its target users. Since its intended use is implicit and more inducing, its interactivity is usually low. 8. ebook A product case of low vividness and low interactivity (digital.kyobobook.co.kr) "Books are the legacies that a great genius leaves to mankind, which is passed as presents from one generation to unborn offspring of next generation." As Thomas Edison said, reading is like having a trip to the past to understand oneself in the present. As mankind writes new stories the volume of mankind's legacy increases. Due to the massive volume of written material, one is not able to own all of it in physical form. This is where the necessity of the ebook device comes in. An ebook refers to the digital format of a traditional paper-based book that is viewed on an electronic device. In its early adoption, most of the e-books are simply converted directly from existing paper-based books to a digital format. Now ebooks are designed especially for the ebook devices and are different of a different setup than the paper-based books. Roberto Busa was one of the first people to make an ebook device in 1949. Since then, the ebook device has developed much. Amazon acquired Mobipoket in 2005 and subsequently released the Kindle in 2007. From then the Kindle has become a standard in the market for ebook devices. In 2010, Amazon reported that sales of contents for ebook had surpassed the sales of paperback copies. The growth of the ebook market was further established when Apple released its ebook service called iBooks in 2012, which is only compatible with certain devices. The ebook has achieved a solid position with its notable portability and aesthetic appearance alongside the diffusion of smartphones and tablets. Today the ebooks can be viewed across diverse devices such as computers, smartphones, or tablets, as opposed to be only viewable on ebook devices in its early days. Thanks to the availability of diverse devices, the number of ebook readers jumped from 23% in 2013 to 28% in 2014. An e-book is expected to take a dominant position given the physical and social contexts around it. Physically, it is more convenient to have 100 books in a single device supporting ebook contents than to have 100 physical hard copies of the books. Furthermore, the fact that one can buy the content for the ebooks without physically visiting a bookstore can be irresistibly appealing feature to most people nowadays. As mentioned earlier, it is natural to view private content on laptops, smart phones, and/or tablets. Furthermore, the devices customized for reading ebooks are equipped with a specially designed screen that reduces the eye-fatigue from reading. The devices have small to no range of interactivity and vividness in order to enhance the immersive aspect of reading. The content of the ebooks is mostly text-based but sometimes complemented with illustrations. Considering that the text appears only in black or white, it is a pretty boring stimuli for the human vision. Despite providing extra functions like underlining, bookmarking, searching, and looking up words in the dictionary, it has relatively low interactivity compared to other devices à la mode. The devices are specifically designed to provide its users with low interactivity and vividness so that readers can focus on reading without being distracted by other stimuli.