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Co-experience: Understanding user experiences in social interaction

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ARTICLE 4 133<br />

ARTICLE<br />

4<br />

CO-EXPERI-<br />

ENCE – USER<br />

EXPERIENCE<br />

AS INTERACTION †<br />

Battarbee, Katja & Kosk<strong>in</strong>en, Ilpo<br />

ABSTRACT<br />

User <strong>experience</strong> is becom<strong>in</strong>g a key term <strong>in</strong> world of design<strong>in</strong>g <strong>in</strong>teractive products.<br />

The term itself lacks proper theoretical def<strong>in</strong>ition and is used <strong>in</strong> many different,<br />

even contradict<strong>in</strong>g ways. This paper reviews various exist<strong>in</strong>g approaches<br />

to understand<strong>in</strong>g <strong>user</strong> <strong>experience</strong> and describes three ma<strong>in</strong> approaches and<br />

their differences. A miss<strong>in</strong>g perspective is po<strong>in</strong>ted out <strong>in</strong> all three, because their<br />

focus is only on the <strong>in</strong>dividual hav<strong>in</strong>g the <strong>experience</strong> and neglects the k<strong>in</strong>ds of<br />

<strong>experience</strong>s that are created together with others. To address this, a new elaboration<br />

called co-<strong>experience</strong> is presented. It builds on an exist<strong>in</strong>g approach but<br />

borrows from symbolic <strong>in</strong>teractionism to create a more <strong>in</strong>clusive <strong>in</strong>teractionist<br />

framework for th<strong>in</strong>k<strong>in</strong>g about <strong>user</strong> <strong>experience</strong>s. Data from a study on mobile<br />

multimedia messag<strong>in</strong>g is used to illustrate and discuss the framework.<br />

† Repr<strong>in</strong>ted with permission (forthcom<strong>in</strong>g).<br />

<strong>Co</strong>Design Journal, Vol. 1, No. 1. London; Taylor & Francis.<br />

http://www.tandf.co.uk/journals

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