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Co-experience: Understanding user experiences in social interaction

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102 4 PRESENTING THE ARTICLES<br />

cial theme was emotions. The paper uses two “technology legends” or stories of<br />

creative <strong>social</strong> uses of a communication product. It describes the co-<strong>experience</strong><br />

as be<strong>in</strong>g <strong>social</strong>, fun, multi-modal and creative <strong>in</strong> an everyday k<strong>in</strong>d of way. The<br />

paper’s aim is to show that these aspects may not be addressed well enough<br />

<strong>in</strong> the HCI literature and outl<strong>in</strong>es the work ahead: a framework to expla<strong>in</strong> the<br />

concept, case studies and further attention on methods and processes.<br />

ARTICLE 3, “Def<strong>in</strong><strong>in</strong>g <strong>Co</strong>-<strong>experience</strong>” (Battarbee 2003b) takes the challenge<br />

from the previous paper and attempts to def<strong>in</strong>e co-<strong>experience</strong> for the design<br />

audience. The paper takes the design for <strong>user</strong> <strong>experience</strong> po<strong>in</strong>t of view and illustrates<br />

it by products and <strong>experience</strong>s “com<strong>in</strong>g to life” when people do th<strong>in</strong>gs<br />

together. The central aspect of the communication as the key element <strong>in</strong> co<strong>experience</strong><br />

becomes evident as the data used here (as well as <strong>in</strong> many other<br />

subsequent papers) comes from a multimedia messag<strong>in</strong>g pilot, where the communication<br />

can be studied as it happened <strong>in</strong> one medium between groups of<br />

friends. The presentation at the conference demonstrated not only what was <strong>in</strong><br />

the messages, but extrapolated what must have happened between them, partially<br />

reconstruct<strong>in</strong>g the necessary steps between them and thus show<strong>in</strong>g how<br />

the <strong>experience</strong> is shaped <strong>in</strong> the course of the messag<strong>in</strong>g turns.<br />

Articles 2 and 3 both describe co-<strong>experience</strong> but <strong>in</strong> different ways. At the time<br />

of the writ<strong>in</strong>g the idea of co-<strong>experience</strong> was clear <strong>in</strong> the sense that it was about<br />

people <strong>in</strong>teract<strong>in</strong>g and products be<strong>in</strong>g <strong>in</strong>volved. Different audiences (human<br />

computer <strong>in</strong>teraction people vs designers and <strong>in</strong>teraction designers) require a<br />

different amount of background work. The po<strong>in</strong>t of article 2 was to po<strong>in</strong>t out that<br />

shared <strong>experience</strong>s were not addressed <strong>in</strong> product design. The po<strong>in</strong>t of article<br />

3 (Battarbee 2003b) was to seek to describe what was particular about shared<br />

<strong>experience</strong>s and shar<strong>in</strong>g <strong>experience</strong>s. Three ma<strong>in</strong> dimensions were presented:<br />

explorative – organised, synchronous – asynchronous and creation – <strong>in</strong>terpretation.<br />

The matter of be<strong>in</strong>g explorative or organised is perhaps poorly phrased,<br />

but it refers to the degree of established forms of activities. These, <strong>in</strong> h<strong>in</strong>dsight,<br />

are what can be seen as resources for <strong>in</strong>teraction: if people know what is expected<br />

of them, they can comply with it or deviate from it. When new products<br />

or technologies are brought <strong>in</strong>, these k<strong>in</strong>ds of expectations have not become<br />

established, and it is <strong>in</strong> fact a process that cont<strong>in</strong>ues to be upheld or changed.<br />

The synchronicity of communication is ma<strong>in</strong>ly a technological standpo<strong>in</strong>t, although<br />

<strong>in</strong> practice face-to-face <strong>in</strong>teractions also often leave topics and return to<br />

them later <strong>in</strong>temittently (see e.g. newsroom conversations <strong>in</strong> Heath & Luff 2000).<br />

The creation vs <strong>in</strong>terpretation dimension ma<strong>in</strong>ly addresses the role of people as<br />

consumers of content or creators of content. To some degree these are particularly<br />

illustrated by the case of mobile multimedia messag<strong>in</strong>g. <strong>Co</strong>mpared to article

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