09.09.2014 Views

Co-experience: Understanding user experiences in social interaction

Co-experience: Understanding user experiences in social interaction

Co-experience: Understanding user experiences in social interaction

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

sight, a field enquiry could have given more reliable <strong>in</strong>formation on how the children<br />

used the devices, but we did not have the methodology for observ<strong>in</strong>g feel<strong>in</strong>gs<br />

<strong>in</strong> the field. Field methods devel oped for <strong>user</strong> research, such as contextual<br />

<strong>in</strong>quiry [5], or those presented by Hackos and Redish [6] or Wixon and Ramey<br />

[7], do not provide specific techniques to understand the <strong>user</strong>’s feel<strong>in</strong>gs or attitudes,<br />

as their approach is more about understand<strong>in</strong>g a <strong>user</strong>’s tasks at work.<br />

Another methodological problem was that, on the basis of our previous <strong>user</strong><br />

studies with children, we were aware that children might adopt other group<br />

members’ op<strong>in</strong>ions <strong>in</strong> focus grolips. Indeed, we did detect sometimes that those<br />

who had different op<strong>in</strong>ions did not say them aloud. However, it also worked the<br />

other way round, because sometimes, if a <strong>user</strong> tried to tell exaggerated truths<br />

<strong>in</strong> order to impress us, they were corrected by their friends <strong>in</strong> the group.<br />

The reason why we took the risk of miss<strong>in</strong>g someth<strong>in</strong>g <strong>in</strong> the focus groups<br />

was that we did not know the right terms and questions to talk about fun with<br />

children. We believed that <strong>in</strong> focus groups children would use their own language<br />

when among other, familiar children. If given more time, we could have<br />

tried to apply an <strong>in</strong>formal method called “co-discovery exploration” [8] for iterative<br />

design of consumer products. In “co-discovery exploration”, the <strong>user</strong>s are<br />

asked to come <strong>in</strong> pairs to a laboratory. The method concentrates on cognitive<br />

and emotional aspects of the first impression, and <strong>in</strong>itial use of a product. We<br />

wanted the <strong>user</strong>s to explore the devices for at least some days <strong>in</strong> their own environment,<br />

but the idea of <strong>user</strong>s explor<strong>in</strong>g the devices <strong>in</strong> pairs after the trial could<br />

be worth try<strong>in</strong>g, if field <strong>in</strong>quiry methods do not provide better alternatives.<br />

As well as test<strong>in</strong>g exist<strong>in</strong>g technologies, some of the empathic methods<br />

developed by designers dur<strong>in</strong>g the design process to take <strong>in</strong>to account <strong>user</strong>s’<br />

needs, feel<strong>in</strong>gs and emotions could have been worth try<strong>in</strong>g as we tried to<br />

explore what “fun” meant to our target group. However, the emphatic design<br />

techniques used <strong>in</strong> design companies vary. There are some publications about<br />

those techniques [9,10], but their descriptions are often too general to be applied<br />

<strong>in</strong> practice, and their suc cessful implementation would also need years<br />

of accumulated <strong>experience</strong>.<br />

Gaver et al. [11] have described a promis<strong>in</strong>g technique of emphatic design,<br />

called “cultural probes”. To their target group they sent packages called probes,<br />

conta<strong>in</strong><strong>in</strong>g disposable cameras, postcards, maps, etc. with questions on specific<br />

<strong>experience</strong>s. The focus of their study was not on fun but the technique<br />

would be <strong>in</strong>terest<strong>in</strong>g to try when explor<strong>in</strong>g <strong>user</strong>s’ <strong>experience</strong>s of it. However,<br />

the technique needs pilot<strong>in</strong>g <strong>in</strong> order to f<strong>in</strong>d the right language to ask about<br />

fun and a good way to communicate the gathered data to all parties <strong>in</strong> the design<br />

project.<br />

ARTICLE 1 111

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!