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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are several alternative orientations with<strong>in</strong> the approach. The first builds on the idea<br />
that people <strong>experience</strong> th<strong>in</strong>gs as reactions <strong>in</strong> their bodies. People’s bodies react<br />
to situations chemically and electrically, and <strong>experience</strong> this reaction <strong>in</strong> terms of<br />
emotions. As these reactions are often fleet<strong>in</strong>g and not easy to verbalize, tools<br />
for monitor<strong>in</strong>g those reactions, such as facial expressions or changes <strong>in</strong> galvanic<br />
sk<strong>in</strong> response, can be recorded to understand when and where people get frustrated<br />
(Picard 1997). A second orientation is based on subjective reports (see e.g.<br />
Jordan 2000). For <strong>in</strong>stance, Desmet (2002) has developed a test<strong>in</strong>g tool to elicit<br />
emotional responses to products such as cars. His tool, PrEmo, uses animated<br />
cartoon characters to describe 14 different emotional responses. By select<strong>in</strong>g all<br />
that apply, the <strong>user</strong> creates an emotional profile. Universal evaluation criteria<br />
for <strong>user</strong> <strong>experience</strong> do not exist, though some have been proposed for <strong>in</strong>teraction<br />
design (Alben 1996). Rather, the “soft and emotional <strong>experience</strong>s” need to<br />
be translated <strong>in</strong>to “<strong>experience</strong> goals” relevant to each project, and <strong>in</strong>cluded <strong>in</strong><br />
the test<strong>in</strong>g of products and prototypes (Teague & Whitney 2002).<br />
The empathic approach also claims that <strong>experience</strong> is emotional <strong>in</strong> nature,<br />
but that the k<strong>in</strong>ds of <strong>experience</strong>s that products should elicit should be connected<br />
to the needs, dreams and motivations of <strong>in</strong>dividuals (Dandavate et al.<br />
1996, Black 1998). Design<strong>in</strong>g for <strong>user</strong> <strong>experience</strong> beg<strong>in</strong>s with creat<strong>in</strong>g a rich,<br />
empathic understand<strong>in</strong>g of the <strong>user</strong>s’ desired <strong>experience</strong>s and only then design<strong>in</strong>g<br />
concepts and products to support them. The term “design empathy” has<br />
been around s<strong>in</strong>ce the late 1990’s to describe the role of the designer/researcher<br />
(Leonard & Rayport 1997, Segal & Fulton Suri 1997, Kosk<strong>in</strong>en et al. 2003). Design<br />
empathy makes use not only of the emotions of the <strong>user</strong>s, but also those<br />
of the designers. In order to become not merely <strong>in</strong>formed but also <strong>in</strong>spired,<br />
designers must both observe and feel for the <strong>user</strong>s (Mäkelä & Fulton Suri 2001,<br />
Kanka<strong>in</strong>en 2002). The methods used <strong>in</strong> the empathic approaches aim to provide<br />
an understand<strong>in</strong>g of the <strong>user</strong>s’ <strong>experience</strong>s with qualitative methods, but they<br />
also assist <strong>user</strong>s <strong>in</strong> construct<strong>in</strong>g for designers descriptions of their <strong>experience</strong>s,<br />
dreams, expectations and life context to the designers (Dandavate et al. 1996).<br />
Typically these methods comb<strong>in</strong>e visual and textual data, self-documentation,<br />
and projective tasks, of which several are used <strong>in</strong> parallel. This approach aims<br />
to <strong>in</strong>spire designers rather than produce testable hypotheses through measurement<br />
and conceptual elaboration.<br />
The pragmatist approach borrows much of its perspective from pragmatist<br />
philosophy (cf. Dewey 1934). Recently, Forlizzi and Ford (2000) presented a<br />
model of <strong>user</strong> <strong>experience</strong> <strong>in</strong> <strong>in</strong>teraction. This model is theoretical <strong>in</strong> nature,<br />
and shows that <strong>experience</strong>s are momentary constructions that grow from the<br />
<strong>in</strong>teraction between people and their environment. In their term<strong>in</strong>ology, experi-<br />
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