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Co-experience: Understanding user experiences in social interaction

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158 4 PRESENTING THE ARTICLES<br />

proaches to offer ways to understand people’s actions, and aspects of <strong>experience</strong><br />

that people will f<strong>in</strong>d relevant when <strong>in</strong>teract<strong>in</strong>g with a product. For example,<br />

Hassenzahl provides a theoretical model to describe people’s goals and actions<br />

when <strong>in</strong>teract<strong>in</strong>g with products. It broadens traditional goal- and task-based<br />

th<strong>in</strong>k<strong>in</strong>g to <strong>in</strong>clude fun and action-oriented modes of behavior [29]. Hudspith<br />

provides three dimensions grounded <strong>in</strong> philosophy to derive <strong>in</strong>formation about<br />

how people relate to products through utility, ceremony, and appeal [31]. Sonic<br />

Rim, a well-known US-based <strong>user</strong> research firm, def<strong>in</strong>es the categories of “say,<br />

do, make” <strong>in</strong> research tools to learn of people’s <strong>experience</strong>s with products and<br />

their expectations [52]. Ca<strong>in</strong>, formerly of E-Lab and Sapient, developed similar<br />

<strong>user</strong>-based categories of “th<strong>in</strong>k, do, use” [13]. Mäkelä and Fulton-Suri use design<br />

to target people’s motivations and actions, unfold<strong>in</strong>g with<strong>in</strong> particular contexts,<br />

as important <strong>in</strong> understand<strong>in</strong>g <strong>user</strong> <strong>experience</strong> [40].<br />

Interaction-centered models explore the role that products serve <strong>in</strong> bridg<strong>in</strong>g<br />

the gap between designer and <strong>user</strong>. Here, too, we see approaches from a<br />

number of discipl<strong>in</strong>es. For example, the philosopher John Dewey has been <strong>in</strong>strumental<br />

<strong>in</strong> help<strong>in</strong>g designers understand the qualitative and def<strong>in</strong>itive aspects<br />

of <strong>experience</strong> [17,18]. Essentially <strong>experience</strong> is a totality, engag<strong>in</strong>g self<br />

<strong>in</strong> relationship with object <strong>in</strong> a situation. Researchers and practitioners <strong>in</strong> a<br />

variety of discipl<strong>in</strong>es have built on the foundations of Dewey’s theory to create<br />

knowledge about how people engage with products and the world. Wright<br />

et al. [55] discuss <strong>experience</strong> from a design perspective as consist<strong>in</strong>g of four<br />

threads: compositional, sensory, emotional and spatio-temporal. The threads<br />

contribute to actions (such as anticipat<strong>in</strong>g and recount<strong>in</strong>g) that create mean<strong>in</strong>g.<br />

Margol<strong>in</strong>, a design historian, provides four dimensions that clarify how people<br />

<strong>in</strong>teract with designed products – categoriz<strong>in</strong>g operational, <strong>in</strong>ventive, aesthetic,<br />

and <strong>social</strong> uses [41]. P<strong>in</strong>e and Gilmore differentiate between passive and active<br />

<strong>experience</strong>s, and <strong>experience</strong>s that are immersive as opposed to those that are<br />

absorb<strong>in</strong>g [48]. Overbeeke and Wensveen focus on the aesthetics of <strong>in</strong>teraction<br />

and the ways <strong>in</strong> which form and behavior support feedforward and feedback.<br />

Information <strong>in</strong> <strong>in</strong>terfaces and action are coupled <strong>in</strong> six ways: time, location,<br />

direction, modality, dynamics and expression [47].<br />

AN INTERACTION-CENTERED FRAMEWORK OF EXPERIENCE<br />

Our framework takes an <strong>in</strong>teraction-centered perspective, situated with<strong>in</strong> a<br />

<strong>social</strong> context. It builds on the <strong>in</strong>teraction-centered model presented <strong>in</strong> [22] as<br />

well as studies on collaborative aspects of <strong>user</strong> <strong>experience</strong> [4]. The framework<br />

focuses on <strong>in</strong>teractions between <strong>in</strong>dividuals and products and the <strong>experience</strong>s

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