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Co-experience: Understanding user experiences in social interaction

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The challenges are to develop new technologies as well as support and <strong>in</strong>tegrate<br />

the older technology platforms. The necessary communication may<br />

take place over a range of communication channels, and the study of only one<br />

channel is not sufficient; people may respond to a short message with a phone<br />

call, to an email with a photograph, and cont<strong>in</strong>ue their <strong>in</strong>ternet chat session<br />

with a gossip over coffee.<br />

ARTICLE 3 129<br />

4.3 CREATION – INTERPRETATION<br />

Creativity and <strong>in</strong>terpretation <strong>in</strong> co-<strong>experience</strong> relate to the ways <strong>in</strong> which the<br />

participants make th<strong>in</strong>gs and <strong>experience</strong>s relevant and mean<strong>in</strong>gful for each<br />

other. Information and communication tools are be<strong>in</strong>g <strong>in</strong>troduced with the capacity<br />

to capture and send data wirelessly. For example, a picture, sound and<br />

text can replicate conventions of post cards, but new formats were sought as<br />

well. Creativity applies here both to usage and content. Creative use f<strong>in</strong>ds new<br />

possibilities for exist<strong>in</strong>g functionality. Creativity can also be the production of<br />

new content. Interpretation is then required <strong>in</strong> the <strong>in</strong>teraction process. In the<br />

MMS study, the richness of the message content was much <strong>in</strong>creased with the<br />

<strong>in</strong>clusion of sound and image, but not only because they provided a richer, multisensory<br />

description of reality, but because the elements together provided<br />

more possibilities for <strong>in</strong>terpretation: emotion, mood and humour. Messages<br />

were created <strong>in</strong> response to previous themes visually, aurally and textually.<br />

Creat<strong>in</strong>g “performances” of our selves with new media allows more freedom <strong>in</strong><br />

creativity and experimentation than real life. Technologies that were developed<br />

for “serious” communication turn out to have greater potential <strong>in</strong> sociable communication.<br />

In fact, <strong>in</strong> many cases there is no po<strong>in</strong>t <strong>in</strong> dist<strong>in</strong>guish<strong>in</strong>g tools from<br />

toys [16]. Study<strong>in</strong>g <strong>in</strong>novative uses and solutions that <strong>user</strong>s have created is now<br />

an accepted and essential part of new technology development.<br />

5. CONNECTING CO-EXPERIENCE<br />

Dewey [2] analysed <strong>experience</strong> and stated that the <strong>experience</strong> created by two<br />

people <strong>in</strong>teract<strong>in</strong>g is closer to art and drama than to sociology and psychology.<br />

In other words, it <strong>in</strong>volves creativity and <strong>in</strong>teraction.<br />

Forlizzi and Ford presented a review and a model of <strong>user</strong> <strong>experience</strong> made<br />

relevant for <strong>in</strong>teraction designers, <strong>in</strong> which they addressed the ways to talk<br />

about <strong>experience</strong> as well as the chang<strong>in</strong>g nature of the k<strong>in</strong>ds of <strong>experience</strong>s<br />

people have. Experience flows between the states of subconscious, cognitive,<br />

narrative and storytell<strong>in</strong>g, while learn<strong>in</strong>g and events like unexpected situations<br />

promote these changes. When <strong>experience</strong>s become mean<strong>in</strong>gful, they pro-

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