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Co-experience: Understanding user experiences in social interaction

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joyed the challenge of break<strong>in</strong>g the eldest sister’s <strong>user</strong> password. At home they<br />

sent anonymous teas<strong>in</strong>g messages to each other via the <strong>in</strong>frared l<strong>in</strong>k. The size<br />

and bulk<strong>in</strong>ess of the <strong>in</strong>2its were not seen as a problem when used at home, but<br />

the children thought the mach<strong>in</strong>e was too big to be fun to carry around.<br />

In the focus group, we found that the older sibl<strong>in</strong>gs tended to control the<br />

conversation and do most of the talk<strong>in</strong>g. In order to get everyone’s op<strong>in</strong>ion, the<br />

younger ones were encouraged by ask<strong>in</strong>g them <strong>in</strong>dividual questions.<br />

3.2 GAME BOY CAMERA STUDY<br />

The study us<strong>in</strong>g the Game Boy Camera <strong>in</strong>dicated that <strong>user</strong>s should be able to<br />

edit digital images before send<strong>in</strong>g them over the wireless network to others.<br />

All the children who participated <strong>in</strong> the Game Boy Camera study liked edit<strong>in</strong>g<br />

the pictures with silly stamps, such as add<strong>in</strong>g ugly monster or beautiful pr<strong>in</strong>cess<br />

eyes.<br />

Moreover, the boys enjoyed the activity of tak<strong>in</strong>g pictures, preferably together,<br />

by spy<strong>in</strong>g on people, play-act<strong>in</strong>g stories and stag<strong>in</strong>g silly pictures. They<br />

also spent a lot of time together explor<strong>in</strong>g the product for new features and<br />

possibilities. They showed the Cameras to their friends and gave away most of<br />

the pr<strong>in</strong>ted pictures they took. The girls preferred to take pictures of family,<br />

friends and pets, and they traded pictures with each other. The best pictures<br />

were pr<strong>in</strong>ted out and kept as treasures, stuck to a notebook or pencil case.<br />

4. DISCUSSION<br />

110 4 PRESENTING THE ARTICLES<br />

Although it is not possible to generalise about the f<strong>in</strong>d<strong>in</strong>gs of the two explorative<br />

<strong>user</strong> studies, it would appear that experienc<strong>in</strong>g fun <strong>in</strong> product use would<br />

relate to human <strong>in</strong>teraction as well. We hope that this paper works as an <strong>in</strong>spiration<br />

for designers to explore more fully the <strong>social</strong> aspects of fun <strong>in</strong> their<br />

creations.<br />

The paper describes activities that the children <strong>experience</strong>d as fun, such as<br />

spy<strong>in</strong>g, gossip<strong>in</strong>g, and tak<strong>in</strong>g pictures together. Personal technologies could<br />

support playful aspects of work as well. For example, experienc<strong>in</strong>g work as a<br />

game and goof<strong>in</strong>g around <strong>in</strong> the workplace [4] could be some them to explore<br />

further.<br />

We also hope that our methodological problems <strong>in</strong> study<strong>in</strong>g <strong>user</strong> <strong>experience</strong><br />

of fun will encourage researchers and designers to study and develop valid<br />

techniques for observ<strong>in</strong>g and test<strong>in</strong>g feel<strong>in</strong>gs of fun <strong>in</strong> product use.<br />

Due to the tight schedule of the project and other parallel tasks, we did not<br />

th<strong>in</strong>k to observe the children <strong>in</strong> their own environment dur<strong>in</strong>g the trials. In h<strong>in</strong>d-

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