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Co-experience: Understanding user experiences in social interaction

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INTRODUCTION<br />

Usability experts know that while usability is important, it is not enough on<br />

its own to guarantee a product’s success with customers. While help<strong>in</strong>g people<br />

take advantage of the functionality, usability also needs to pave the road<br />

for pleasure. Usability techniques can be used to improve a given solution but<br />

they do not reveal if another k<strong>in</strong>d of solution might deliver better and more<br />

enjoyable <strong>experience</strong>s.<br />

<strong>Co</strong>nsequently, design has begun to apply hedonistic psychology (Jordan<br />

2000, Hassenzahl 2003) and to design for <strong>user</strong> <strong>experience</strong>. For example, Jordan<br />

takes a hedonistic perspective by propos<strong>in</strong>g that pleasure with products is the<br />

sum of sociopleasure, ideopleasure, physiopleasure and psychopleasure. He<br />

def<strong>in</strong>es pleasure with products as “the emotional, hedonic and practical benefits<br />

associated with products” (Jordan 2000: 12). Hassenzahl (2003) shows that<br />

satisfaction, a part of usability, is the sum of pragmatic and hedonic quality.<br />

However, as Desmet (2002) notes, the problem with focus<strong>in</strong>g on pleasure is that<br />

it ignores the unpleasant emotional <strong>experience</strong>s related to product use. Perhaps<br />

to overcome this deficiency, <strong>user</strong> <strong>experience</strong> has become the new buzzword <strong>in</strong><br />

design (for example, see Kuniavsky 2003, Shedroff 2001, Garrett 2003). User<br />

<strong>experience</strong> is subjective and holistic. It has both utilitarian and emotional aspects,<br />

which change over time (Rhea 1992).<br />

In this paper, we deal with what we see as a major problem <strong>in</strong> the <strong>user</strong> <strong>experience</strong><br />

literature, which is its implicit <strong>in</strong>dividualistic bias. We refer to the mostly<br />

miss<strong>in</strong>g <strong>social</strong> quality of <strong>experience</strong> with the term “co-<strong>experience</strong>”, and propose<br />

an <strong>in</strong>teractionist perspective for study<strong>in</strong>g co-<strong>experience</strong>. We show that with this<br />

concept, we are able to pay attention to th<strong>in</strong>gs that are not addressed by exist<strong>in</strong>g<br />

theories of <strong>user</strong> <strong>experience</strong>. We illustrate this perspective by show<strong>in</strong>g how people<br />

communicate emotions with each other with mobile multimedia technology.<br />

THREE APPROACHES TO USER EXPERIENCE<br />

134 4 PRESENTING THE ARTICLES<br />

Currently there are three ma<strong>in</strong> approaches to apply<strong>in</strong>g and <strong>in</strong>terpret<strong>in</strong>g <strong>user</strong> <strong>experience</strong><br />

<strong>in</strong> design. These are the measur<strong>in</strong>g approach, the empathic approach,<br />

and the pragmatist approach. The role of emotional <strong>experience</strong>s is important<br />

<strong>in</strong> all three, although, as they stem from different discipl<strong>in</strong>es, they treat emotions<br />

differently.<br />

The measur<strong>in</strong>g approach is ma<strong>in</strong>ly used <strong>in</strong> development and test<strong>in</strong>g. It builds<br />

on the notion that <strong>experience</strong>s can be measured via emotional reactions. Thus,<br />

the approach is narrow – the def<strong>in</strong>ition only <strong>in</strong>cludes those aspects of <strong>user</strong> <strong>experience</strong><br />

that can be measured and by measur<strong>in</strong>g understood and improved. There

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