Co-experience: Understanding user experiences in social interaction
Co-experience: Understanding user experiences in social interaction
Co-experience: Understanding user experiences in social interaction
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mote storytell<strong>in</strong>g. [3] Narration and storytell<strong>in</strong>g imply <strong>social</strong> dimensions <strong>in</strong> <strong>experience</strong>.<br />
Mean<strong>in</strong>gs are communicated through storytell<strong>in</strong>g, which suggests that<br />
mean<strong>in</strong>gful <strong>experience</strong>s might be found <strong>in</strong> the k<strong>in</strong>ds of stories that people tell<br />
of objects. Although the object is part of the story, and obviously related to<br />
the teller, these stories <strong>in</strong>volve other people as well. Our dearest objects often<br />
symbolise people and relationships. [1] However, much of our <strong>in</strong>teraction<br />
happens without conscious attention, and cannot directly be accessed through<br />
verbal accounts or stories.<br />
Draw<strong>in</strong>g the exact l<strong>in</strong>e between <strong>in</strong>dividual and <strong>social</strong> <strong>experience</strong>s is not easy.<br />
Problem solv<strong>in</strong>g has often been looked at from the <strong>in</strong>dividual’s po<strong>in</strong>t of view,<br />
but learn<strong>in</strong>g and problem solv<strong>in</strong>g can happen collaboratively as well. As co-experienc<strong>in</strong>g<br />
can be asynchronous, it can be difficult to tell whether someth<strong>in</strong>g<br />
is an <strong>in</strong>dividual <strong>experience</strong> or whether it is a part of an asynchronous process.<br />
Human <strong>Co</strong>mputer Interaction (HCI) has been criticised for its cognition and <strong>in</strong>dividual<br />
oriented view on <strong>user</strong>s and technology. <strong>Co</strong>mputer Supported <strong>Co</strong>llaborative<br />
Work (CSCW) takes collaboration as its <strong>user</strong>. Still, even CSCW systems<br />
sometimes fail because of overlook<strong>in</strong>g th<strong>in</strong>gs such as the importance of <strong>social</strong><br />
<strong>in</strong>teraction <strong>in</strong> accomplish<strong>in</strong>g apparently <strong>in</strong>dividual co-present work or tacit<br />
knowledge <strong>in</strong> paper-based manual systems. [8]<br />
6. CONCLUSIONS<br />
130 4 PRESENTING THE ARTICLES<br />
It can be seen that the division between <strong>in</strong>dividual and <strong>social</strong> <strong>experience</strong>s is<br />
not a simple one. The concept of <strong>user</strong> <strong>experience</strong> must grow to <strong>in</strong>clude also<br />
the co-<strong>experience</strong> dimensions of product use <strong>in</strong> <strong>social</strong> <strong>in</strong>teraction. While consumer<br />
oriented, such holistic approaches have their applications <strong>in</strong> productive<br />
contexts as well.<br />
To some extent, the “adoption of products” has been seen as someth<strong>in</strong>g mysterious<br />
and beyond the control of the designer, which may or may not happen.<br />
The emergence of co-<strong>experience</strong> <strong>in</strong> <strong>social</strong> <strong>in</strong>teraction must play some part <strong>in</strong><br />
this adoption process. <strong>Co</strong>-<strong>experience</strong> is a process where participants together<br />
contribute to the shared <strong>experience</strong> <strong>in</strong> a reciprocal fashion, creat<strong>in</strong>g <strong>in</strong>terpretations<br />
and mean<strong>in</strong>gs from their life context and allow<strong>in</strong>g themes and <strong>social</strong><br />
practices to evolve.<br />
In research <strong>in</strong>to <strong>user</strong> <strong>experience</strong>, the <strong>social</strong> elements of <strong>experience</strong> have often<br />
been neglected <strong>in</strong> favour of <strong>in</strong>dividualistic approaches. <strong>Co</strong>-<strong>experience</strong> is<br />
driven by <strong>social</strong> needs of communication and ma<strong>in</strong>ta<strong>in</strong><strong>in</strong>g relationships as well<br />
as creativity <strong>in</strong> collaboration. To support co-<strong>experience</strong>, these aspects should<br />
be addressed <strong>in</strong> <strong>user</strong> studies and design.