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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150 4 PRESENTING THE ARTICLES<br />
dist<strong>in</strong>ctions and mean<strong>in</strong>gs, carry on conversations, share stories, and do th<strong>in</strong>gs<br />
together. By understand<strong>in</strong>g these <strong>in</strong>teractions, opportunities for co-<strong>experience</strong><br />
can be designed <strong>in</strong>to the <strong>in</strong>teractions of products and services.<br />
To put this <strong>in</strong>to design terms: <strong>user</strong> <strong>experience</strong>s can only be understood <strong>in</strong><br />
context. New technologies are adopted <strong>in</strong> <strong>social</strong> <strong>in</strong>teractions, where the norms<br />
for behavior (and product use) are gradually developed and accepted. These<br />
rules are never absolute or complete. For example, <strong>in</strong>stead of merely respond<strong>in</strong>g<br />
to a suggestion, people may turn their response <strong>in</strong>to a mock tease. There<br />
is therefore little po<strong>in</strong>t <strong>in</strong> creat<strong>in</strong>g an <strong>in</strong>terface with a selection of the possible<br />
ways to reply to a message. Such an approach assumes that people are not creative,<br />
but act <strong>in</strong> terms of rules.<br />
This takes us towards two possible extensions of the concept of co-<strong>experience</strong>.<br />
The first concerns the way <strong>in</strong> which technology guides action: people<br />
are creative. Sanders (2002, 2003) presents a view of what creativity means<br />
to everyday people. First, it is do<strong>in</strong>g th<strong>in</strong>gs with a product and be<strong>in</strong>g efficient<br />
with it. Second, it is about adapt<strong>in</strong>g, mak<strong>in</strong>g the product one’s own. Third, it<br />
may be about mak<strong>in</strong>g someth<strong>in</strong>g with one’s own hands, and f<strong>in</strong>ally, it can be<br />
an expression of one’s creativity, with possibly far-reach<strong>in</strong>g <strong>in</strong>novations. The<br />
<strong>in</strong>terest levels and levels of emotional engagement range from <strong>in</strong>significant to<br />
passionate. Also, creativity is enabled and constra<strong>in</strong>ed by technological possibilities.<br />
For example, MMS technology allows recipients to <strong>in</strong>clude the people<br />
and th<strong>in</strong>gs <strong>in</strong> their surround<strong>in</strong>gs more easily <strong>in</strong> their remote <strong>in</strong>teractions.<br />
However, it does not make complex forms of storytell<strong>in</strong>g possible, or shar<strong>in</strong>g<br />
the <strong>experience</strong> of fragrances. It “affords” mutual enterta<strong>in</strong>ment rather than precise<br />
communication. For such communication, a phone call provides a better<br />
<strong>in</strong>strument (see also Mäkelä et al. 2000, for recent discussion on affordance,<br />
see Hutchby 2001, Arm<strong>in</strong>en and Raudaskoski 2003). MMS fits <strong>in</strong>to a wireless<br />
technological framework <strong>in</strong> which people seamlessly switch from medium to<br />
medium to do different tasks.<br />
The second po<strong>in</strong>t is methodological. Our Mobile Multimedia study relied on<br />
<strong>in</strong>formation from messages <strong>in</strong> a log, and thus missed phone calls, pla<strong>in</strong> text<br />
messages, and face to face <strong>in</strong>teractions. There are many similar technical challenges<br />
<strong>in</strong> study<strong>in</strong>g co-<strong>experience</strong>. A suitable technique for analyz<strong>in</strong>g co-<strong>experience</strong><br />
requires not just log data, but also observations and <strong>in</strong>terviews, as well<br />
as visual documentation. Also, comparisons between technologies need to be<br />
conducted to understand co-<strong>experience</strong> <strong>in</strong> relation to technology. In our <strong>experience</strong>,<br />
however, it is possible to study co-<strong>experience</strong> at various phases of the<br />
design process. Sometimes new products that are already on the market have<br />
qualities that make them suitable for field test<strong>in</strong>g (Mäkelä and Battarbee 1999,