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

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

ecipients until someone says “halt”. The phones are returned to the owners,<br />

who hold them to their forehead for others to see the displayed recipient. Bets<br />

of beverages are then placed, which the player can then w<strong>in</strong> by press<strong>in</strong>g the<br />

send button – the more <strong>in</strong>appropriate the recipient, the higher the bet.<br />

The first reaction to this example is that no company would want their products<br />

to be used for such questionable enterta<strong>in</strong>ment. However, the situation reveals<br />

<strong>in</strong>terest<strong>in</strong>g facts: mobile phones are part of leisure. Phones conta<strong>in</strong> games,<br />

but they typically are for one player, and require full attention. The games also<br />

do not utilise the functions of the phone: mak<strong>in</strong>g calls and send<strong>in</strong>g messages.<br />

It is unlikely that a person <strong>in</strong>vented this alone, but it is easy to see how a<br />

group of friends might have come up with the idea on a Friday night. The game<br />

provides <strong>experience</strong>s that many young men seek: tak<strong>in</strong>g a challenge [1] <strong>in</strong> front<br />

of others, develop<strong>in</strong>g sense of tak<strong>in</strong>g decisions and be<strong>in</strong>g responsible for the<br />

consequences – <strong>experience</strong>s that could be supported also <strong>in</strong> a more <strong>social</strong>ly<br />

responsible game.<br />

ARTICLE 2 115<br />

THE VIRTUAL THEATRE GROUP<br />

Two young girls have the hobby of writ<strong>in</strong>g little plays dur<strong>in</strong>g recess at school.<br />

In the even<strong>in</strong>gs, they go to a virtual chat environment [10] on the Internet where<br />

they have set up a room with chairs and a stage. Each with their script, they act<br />

out their plays with their avatars. Sometimes they <strong>in</strong>vite their friends to appear<br />

as avatars <strong>in</strong> the audience.<br />

The virtual environment is designed as a chat room for teenagers: <strong>user</strong>s log<br />

<strong>in</strong> with an avatar and move <strong>in</strong> the axonometric space, typ<strong>in</strong>g what they want to<br />

say. The same functions provide an outlet for the dramatic expression needs<br />

of the girls: the avatars can change appearance and the private rooms have<br />

virtual furniture. The environment supports the participation of many people<br />

remotely. Virtual performances are easier to organise than a real drama group,<br />

and provide more freedom for the characters – more imag<strong>in</strong>ation and less reality,<br />

<strong>in</strong> fact, the perfect setup for young girls’ imag<strong>in</strong>ative play.<br />

WHAT DEFINES CO-EXPERIENCE?<br />

CO-EXPERIENCE IS SOCIAL<br />

<strong>Co</strong>-<strong>experience</strong> relies on communication. A study of how professional designers<br />

construct th<strong>in</strong>gs collectively [4] describes the collaborative design process<br />

as be<strong>in</strong>g a dialog, <strong>in</strong> which proposals are created, and then evaluated, rejected<br />

or accepted and new ones created <strong>in</strong> response. The designers of co-<strong>experience</strong><br />

respond similarly to the situation presented by others, and through their <strong>in</strong>ter-

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

Saved successfully!

Ooh no, something went wrong!