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Co-experience: Understanding user experiences in social interaction

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CATEGORIES AND SUBJECT DESCRIPTORS: A.0 [General]: <strong>Co</strong>nference Proceed<strong>in</strong>gs<br />

GENERAL TERMS: Design, Human Factors, Theory<br />

KEYWORDS: User Experience, <strong>Co</strong>-Experience, Interaction design<br />

1. INTRODUCTION<br />

120 4 PRESENTING THE ARTICLES<br />

In the recent years there has been an <strong>in</strong>creas<strong>in</strong>g <strong>in</strong>terest <strong>in</strong> understand<strong>in</strong>g how<br />

to design and deliver <strong>user</strong> <strong>experience</strong>s to consumers. Experience is seen now<br />

as the next new bus<strong>in</strong>ess <strong>in</strong> addition to sell<strong>in</strong>g products and services [18]. In<br />

the field of design the word “<strong>experience</strong>” is used to mean many th<strong>in</strong>gs, such<br />

as products, retail spaces and onl<strong>in</strong>e content. In fact, it can be anyth<strong>in</strong>g and<br />

everyth<strong>in</strong>g.<br />

The understand<strong>in</strong>g, however, rema<strong>in</strong>s that <strong>experience</strong>s are private and subjective<br />

[18, 3] and what rema<strong>in</strong> to be designed are the “contexts for <strong>experience</strong>”<br />

[3, 9, 20]. This means that design supports the possibility for hav<strong>in</strong>g certa<strong>in</strong><br />

<strong>experience</strong>s while it is accepted that due to uncontrollable factors, the <strong>experience</strong>s<br />

may also be different. Models describ<strong>in</strong>g <strong>user</strong> <strong>experience</strong> thus have focused<br />

on describ<strong>in</strong>g <strong>experience</strong> [3] as well as def<strong>in</strong><strong>in</strong>g the elements that contribute<br />

to <strong>experience</strong> [13].<br />

The advances <strong>in</strong> consumer products and available technologies are br<strong>in</strong>g<strong>in</strong>g<br />

<strong>in</strong> new possibilities for product related <strong>experience</strong>s – an <strong>in</strong>terest<strong>in</strong>g example<br />

is the digital camera, which has been available for some years already. How is<br />

it used? Most of the time it gets no attention at all. Then a group of friends get<br />

together – suddenly the camera is po<strong>in</strong>t<strong>in</strong>g and click<strong>in</strong>g, be<strong>in</strong>g passed from<br />

hand to hand. Grouped closely over the display, the friends are comment<strong>in</strong>g on<br />

the expressions, pos<strong>in</strong>g for pictures, delet<strong>in</strong>g, approv<strong>in</strong>g and smil<strong>in</strong>g. It seems<br />

that some <strong>experience</strong>s only come to life when they can be shared. How do current<br />

models of <strong>user</strong> <strong>experience</strong> account for this?<br />

This question arose from the results of the Maypole study [5]. The study focused<br />

on support<strong>in</strong>g <strong>social</strong> <strong>in</strong>teraction with new technologies. In the process of<br />

research and design, exist<strong>in</strong>g products with relevant features were field tested<br />

with target <strong>user</strong>s. A field evaluation of the new GameBoy Camera was used to<br />

understand what k<strong>in</strong>ds of <strong>experience</strong>s a personal product that can capture and<br />

share images might support. <strong>Co</strong>llaborative use was important: teas<strong>in</strong>g, edit<strong>in</strong>g<br />

funny images, stag<strong>in</strong>g pictures and creat<strong>in</strong>g stories – all th<strong>in</strong>gs done together<br />

– were the most enjoyable features [12]. The f<strong>in</strong>al prototypes of wireless image<br />

communicators were field tested with two families <strong>in</strong> F<strong>in</strong>land and <strong>in</strong> Austria [14].

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