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Co-experience: Understanding user experiences in social interaction

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CATEGORIES AND SUBJECT DESCRIPTORS: A.0 Introductory and Survey<br />

GENERAL TERMS: Design, Human Factors<br />

KEYWORDS: Experience, <strong>user</strong>-product <strong>in</strong>teraction, ethnographic methods, <strong>in</strong>teraction<br />

design, design theory.<br />

INTRODUCTION<br />

156 4 PRESENTING THE ARTICLES<br />

<strong>Understand<strong>in</strong>g</strong> <strong>experience</strong> is a critical issue for a variety of professions, especially<br />

design. Design has had a fairly long history of attempt<strong>in</strong>g to support<br />

specific <strong>experience</strong>s when <strong>in</strong>teract<strong>in</strong>g with products. The grow<strong>in</strong>g popularity of<br />

ethnographic methods applied to design <strong>in</strong> both academic and bus<strong>in</strong>ess practice<br />

has allowed today’s designers to mediate their implicit knowledge with<br />

that of the people they are design<strong>in</strong>g for. In addition to ethnographic methods<br />

adapted from anthropology, methods from <strong>social</strong> and behavioral science have<br />

been adapted to explore the form, function, and content of the products made<br />

by designers. One by-product of this activity is the creation of new roles with<strong>in</strong><br />

multidiscipl<strong>in</strong>ary design teams (e.g., User Experience Designer, User Experience<br />

Researcher, Experience Modeler). Another by-product of this activity is the “hybridization”<br />

of research activities between members of a multidiscipl<strong>in</strong>ary design<br />

and development team.<br />

What is unique to design research relative to understand<strong>in</strong>g <strong>experience</strong> is<br />

that it is focused on the <strong>in</strong>teractions between people and products, and the <strong>experience</strong><br />

that results. This <strong>in</strong>cludes all aspects of experienc<strong>in</strong>g a product – physical,<br />

sensual, cognitive, emotional, and aesthetic. The results of this <strong>in</strong>vestigation,<br />

when used to <strong>in</strong>form product design, greatly extend simple usability techniques<br />

<strong>in</strong> differentiat<strong>in</strong>g particular products <strong>in</strong> the marketplace [9, 12].<br />

The term “<strong>user</strong> <strong>experience</strong>” is associated with a wide range of mean<strong>in</strong>gs, and no<br />

cohesive theory of <strong>experience</strong> exists for the design community. However, there is<br />

great <strong>in</strong>terest <strong>in</strong> the subject, and there have been both <strong>in</strong>itial efforts to create theories<br />

of <strong>user</strong> <strong>experience</strong> [3, 22, 35, 40] as well as more recent efforts to exemplify<br />

and categorize specific types of <strong>experience</strong>s as they relate to designed products<br />

[1, 2, 17, 48, 50]. Rather than <strong>in</strong>crease the diversity, we need to better understand<br />

how the different approaches relate to each other. In practice, these theories must<br />

be made actionable through relevant tools, methods, and processes.<br />

<strong>Understand<strong>in</strong>g</strong> <strong>experience</strong> is complex. Design<strong>in</strong>g the <strong>user</strong> <strong>experience</strong> for <strong>in</strong>teractive<br />

systems is even more complex, particularly when conducted by a team<br />

of multidiscipl<strong>in</strong>ary experts. Many approaches exist, and many are <strong>in</strong>formed by

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