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Co-experience: Understanding user experiences in social interaction

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KEYWORDS<br />

User <strong>experience</strong>, <strong>in</strong>teraction design, co-<strong>experience</strong><br />

INTRODUCTION<br />

114 4 PRESENTING THE ARTICLES<br />

Usability has been critiqued for not address<strong>in</strong>g the emotional side of product<br />

use strongly enough. It aims more at the removal of obstacles than at provid<strong>in</strong>g<br />

engag<strong>in</strong>g and fun <strong>experience</strong>s [7]. The l<strong>in</strong>ger<strong>in</strong>g mental image is of a <strong>user</strong><br />

sitt<strong>in</strong>g <strong>in</strong> front of a term<strong>in</strong>al, accomplish<strong>in</strong>g tasks as efficiently as possible. As<br />

Dourish [2] po<strong>in</strong>ts out, <strong>in</strong> general both computer science and cognitive science<br />

imply that thought is separate from action, despite the recent <strong>in</strong>terest <strong>in</strong> the<br />

situational perspective [9] as well as <strong>social</strong> comput<strong>in</strong>g [2].<br />

Models and frameworks on <strong>user</strong> <strong>experience</strong> have been emerg<strong>in</strong>g <strong>in</strong> the last ten<br />

years. The models focus on understand<strong>in</strong>g the <strong>in</strong>dividual’s <strong>experience</strong>, what elements<br />

affect and constitute it and how it may be expressed [3], a necessary start<strong>in</strong>g<br />

po<strong>in</strong>t. These models emphasise that designers cannot design the subjective<br />

<strong>experience</strong>, only the context may be designed [5, 3]. Although some professionals<br />

claim to design and deliver <strong>experience</strong>s, they agree with these limitations.<br />

There is, however a vast number of people who can and <strong>in</strong> fact do design<br />

<strong>experience</strong>s on a daily basis. These people are the <strong>user</strong>s themselves, who together<br />

with others create <strong>experience</strong>s together, collectively. They are creat<strong>in</strong>g<br />

co-<strong>experience</strong> with designed artefacts.<br />

The reason why co-<strong>experience</strong> is a relevant issue <strong>in</strong> the field of Human–<strong>Co</strong>mputer<br />

Interaction (HCI) is the development of personal communication technologies<br />

and digital media <strong>in</strong> affordable consumer products that allow ord<strong>in</strong>ary<br />

people to take over these technologies for their own purposes. Even when describ<strong>in</strong>g<br />

pleasure with products, explicit mentions of multiple <strong>user</strong>s are miss<strong>in</strong>g<br />

[6]. People enjoy the company of each other more than their products. It<br />

rema<strong>in</strong>s vital to design attractive, functional and usable products, but it is even<br />

more important to provide the opportunity for the <strong>user</strong>s to create the relevant<br />

<strong>experience</strong>s together with their family and friends near and far.<br />

STORIES OF CO-EXPERIENCE<br />

To illustrate <strong>user</strong> <strong>experience</strong>, I present two examples of stories I have heard.<br />

Both are examples of re-appropriat<strong>in</strong>g technology for <strong>social</strong> use.<br />

MOBILE POKER<br />

A group of players sits <strong>in</strong> a bar. Each types a rude text message <strong>in</strong>to their phone.<br />

Before send<strong>in</strong>g, they swap phones and start bl<strong>in</strong>dly scroll<strong>in</strong>g through the list of

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