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Co-experience: Understanding user experiences in social interaction

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that result. Additionally, it stresses the importance of these <strong>experience</strong>s <strong>in</strong> the<br />

context of <strong>social</strong> <strong>in</strong>teraction, <strong>in</strong> which people <strong>in</strong>terpret particular events and<br />

create mean<strong>in</strong>g. The framework describes <strong>user</strong>-product <strong>in</strong>teractions (fluent,<br />

cognitive, and expressive), and dimensions of <strong>experience</strong> (<strong>experience</strong>, an <strong>experience</strong>,<br />

and co-<strong>experience</strong>) (Table 1).<br />

ARTICLE 5 159<br />

TABLE 1<br />

Summary of a framework of <strong>user</strong> <strong>experience</strong> as it relates to the design<br />

of <strong>in</strong>teractive systems. There are three types of <strong>user</strong>-product <strong>in</strong>teractions,<br />

which, <strong>in</strong> a context of use, yield three types of <strong>experience</strong>.<br />

TYPES OF USER–PRODUCT<br />

INTERACTIONS DESCRIPTION EXAMPLE<br />

Fluent<br />

<strong>Co</strong>gnitive<br />

Expressive<br />

Automatic and skilled <strong>in</strong>teractions<br />

with products<br />

Interactions that focus on<br />

the product at hand; result<br />

<strong>in</strong> knowledge or confusion<br />

and error<br />

Interactions that help the<br />

<strong>user</strong> form a relationship to<br />

the product<br />

• rid<strong>in</strong>g a bicycle<br />

• mak<strong>in</strong>g the morn<strong>in</strong>g coffee<br />

• check<strong>in</strong>g the calendar by glanc<strong>in</strong>g<br />

at the PDA<br />

• try<strong>in</strong>g to identify the flush<strong>in</strong>g<br />

mechanism of a toilet <strong>in</strong> a foreign<br />

country<br />

• us<strong>in</strong>g onl<strong>in</strong>e algebra tutor to<br />

solve a math problem<br />

• restor<strong>in</strong>g a chair and pa<strong>in</strong>t<strong>in</strong>g it a<br />

different color<br />

• sett<strong>in</strong>g background images for<br />

mobile phones<br />

• creat<strong>in</strong>g workarounds <strong>in</strong> complex<br />

software<br />

TYPES OF EXPERIENCE DESCRIPTION EXAMPLE<br />

Experience<br />

An Experience<br />

<strong>Co</strong>-Experience<br />

<strong>Co</strong>nstant stream of “selftalk”<br />

that happens when we<br />

<strong>in</strong>teract with products<br />

Can be articulated or<br />

named; has a beg<strong>in</strong>n<strong>in</strong>g and<br />

end; <strong>in</strong>spires behavioral and<br />

emotional change<br />

Creat<strong>in</strong>g mean<strong>in</strong>g and emotion<br />

together through product<br />

use<br />

• walk<strong>in</strong>g <strong>in</strong> a park<br />

• do<strong>in</strong>g light housekeep<strong>in</strong>g<br />

• us<strong>in</strong>g <strong>in</strong>stant messag<strong>in</strong>g systems<br />

• go<strong>in</strong>g on a roller coaster ride<br />

• watch<strong>in</strong>g a movie<br />

• discover<strong>in</strong>g an onl<strong>in</strong>e community<br />

of <strong>in</strong>terest<br />

• <strong>in</strong>teract<strong>in</strong>g with others with a museum<br />

exhibit<br />

• comment<strong>in</strong>g on a friend’s remodeled<br />

kitchen<br />

• play<strong>in</strong>g a mobile messag<strong>in</strong>g game<br />

with friends

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