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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the <strong>in</strong>sights of different discipl<strong>in</strong>es. Others are <strong>in</strong>formed by implicit knowledge<br />
and are made explicit when they are tried out first hand. Integrat<strong>in</strong>g all these<br />
perspectives is a challenge. What is needed is a framework that articulates <strong>experience</strong><br />
<strong>in</strong> a way that does not rely on the po<strong>in</strong>t of view of any s<strong>in</strong>gle discipl<strong>in</strong>e,<br />
but provides a common design-oriented frame of reference for all the relevant<br />
actors <strong>in</strong>volved <strong>in</strong> design.<br />
In this paper, we discuss <strong>experience</strong> and its role <strong>in</strong> multidiscipl<strong>in</strong>ary research<br />
and practice. We characterize current approaches to <strong>experience</strong> from a number<br />
of discipl<strong>in</strong>es. Some of the approaches take the perspective of the <strong>user</strong>, others<br />
attempt to understand <strong>experience</strong> as it relates to the product, and a third group<br />
attempts to understand <strong>user</strong> <strong>experience</strong> through the <strong>in</strong>teraction between <strong>user</strong><br />
and product. We argue that an <strong>in</strong>teraction-centered view is the most valuable<br />
for understand<strong>in</strong>g how a <strong>user</strong> <strong>experience</strong>s a designed product. Next, we <strong>in</strong>troduce<br />
a framework for understand<strong>in</strong>g the <strong>experience</strong> of <strong>in</strong>teractive systems. The<br />
framework expla<strong>in</strong>s how product <strong>in</strong>teractions unfold and how emotion and <strong>experience</strong><br />
is evoked. We show how the framework can be applied by members of<br />
a multidiscipl<strong>in</strong>ary team to understand and generate the k<strong>in</strong>ds of <strong>in</strong>teractions<br />
and <strong>experience</strong>s new product and system designs might offer.<br />
ARTICLE 5 157<br />
MODELS AND THEORIES OF EXPERIENCE<br />
A number of models and theoretical approaches have been developed to help understand<br />
<strong>experience</strong>. These <strong>in</strong>clude contributions from design, bus<strong>in</strong>ess, philosophy,<br />
anthropology, cognitive science, <strong>social</strong> science, and other discipl<strong>in</strong>es. These<br />
approaches exam<strong>in</strong>e <strong>experience</strong> from a number of perspectives. We have grouped<br />
these approaches as product-centered, <strong>user</strong>-centered, and <strong>in</strong>teraction-centered.<br />
Product-centered models provide straightforward applications for design<br />
practice. In general, they provide <strong>in</strong>formation to assist both designers and<br />
non-designers <strong>in</strong> the process of creat<strong>in</strong>g products that evoke compell<strong>in</strong>g <strong>experience</strong>s.<br />
They describe the k<strong>in</strong>ds of <strong>experience</strong>s and issues that must be considered<br />
<strong>in</strong> the design and evaluation of an artifact, service, environment, or<br />
system. These models most often take the form of lists of topics or criteria to<br />
use as a checklist when design<strong>in</strong>g. For example, Alben provides a set of criteria<br />
for assess<strong>in</strong>g the quality of <strong>experience</strong> of a designed product dur<strong>in</strong>g conception,<br />
plann<strong>in</strong>g, and execution [3]. Jääskö and Mattelmäki provide a set of design<br />
guidel<strong>in</strong>es for understand<strong>in</strong>g <strong>experience</strong>s and apply<strong>in</strong>g them <strong>in</strong> <strong>user</strong>-centered<br />
product concept development [33].<br />
User-centered models help designers and developers to understand the people<br />
who will use their products. They <strong>in</strong>tegrate a number of discipl<strong>in</strong>ary ap-