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Co-experience: Understanding user experiences in social interaction

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tive, often shared <strong>experience</strong>s – such as how hardships dur<strong>in</strong>g a hik<strong>in</strong>g trip make<br />

for a good story, or how parents may put up with a young musician’s terrible<br />

trumpet play<strong>in</strong>g with affection, while hop<strong>in</strong>g that it will improve soon.<br />

Emotion serves other roles <strong>in</strong> <strong>social</strong> <strong>in</strong>teraction as well: exceeded <strong>social</strong> regard<br />

is pleasant, failed <strong>in</strong>teraction expectations can be disappo<strong>in</strong>t<strong>in</strong>g, embarrass<strong>in</strong>g<br />

or even enrag<strong>in</strong>g. Clearly, <strong>social</strong> contexts play a role <strong>in</strong> how we feel, express,<br />

and modify our emotions, as well as the result<strong>in</strong>g mean<strong>in</strong>g that is made.<br />

Emotional <strong>experience</strong>s change, often quickly, <strong>in</strong> the presence of other people,<br />

activities, artifacts, and environments. For example, a call from a friend may<br />

cheer a bor<strong>in</strong>g day, or a sad <strong>in</strong>cident may br<strong>in</strong>g the entire party down. Emotions<br />

mark the <strong>experience</strong>s that might be suitable or worth shar<strong>in</strong>g with others [6].<br />

We control what emotions we choose to show and communicate, <strong>in</strong> a way that<br />

tends to portray events and <strong>experience</strong>s as more positive or just more <strong>in</strong>tense<br />

than they actually were [36]. We also aim to create emotional responses <strong>in</strong> others<br />

with our actions [37]. For example, we may comfort someone by provid<strong>in</strong>g<br />

<strong>in</strong>timacy, be it just be<strong>in</strong>g together, shar<strong>in</strong>g values, or express<strong>in</strong>g commitment.<br />

This is a type of <strong>social</strong> <strong>in</strong>teraction that is <strong>in</strong>herently emotional [5, 54].<br />

164 4 PRESENTING THE ARTICLES<br />

SCALABILITY OF EXPERIENCE<br />

Experiences and emotions are not s<strong>in</strong>gular events that unfold without a relationship<br />

to other <strong>experience</strong>s and emotions. To address this <strong>in</strong> design terms<br />

we def<strong>in</strong>e Scalability of <strong>experience</strong> as the <strong>in</strong>f<strong>in</strong>ite amount of smaller <strong>user</strong>-product<br />

<strong>in</strong>teractions and emotional responses (relat<strong>in</strong>g to contexts, people, goals<br />

and actions at a particular moment) that build up to yield larger and larger<br />

<strong>experience</strong>s over time. Typically, as time passes the smallest <strong>experience</strong>s are<br />

forgotten, and only larger <strong>experience</strong>s, extremely emotional ones and <strong>experience</strong>s<br />

that connect to others are remembered (Figure 2). Scalability of <strong>experience</strong><br />

is important to consider when us<strong>in</strong>g the framework. A small <strong>experience</strong><br />

will be <strong>in</strong>terpreted <strong>in</strong> a number of ways, and contribute to an evolv<strong>in</strong>g set of<br />

larger <strong>experience</strong>s.<br />

For example, when do<strong>in</strong>g research to <strong>in</strong>form the design of a wearable computer<br />

with web-based services to help <strong>user</strong>s ma<strong>in</strong>ta<strong>in</strong> a balanced healthy lifestyle<br />

[23], models of emotion and <strong>experience</strong> were used to help the research<br />

team th<strong>in</strong>k about how a person’s relationship with the product might change<br />

over time. Users need to atta<strong>in</strong> fluency with the product early on, to ensure that<br />

they will cont<strong>in</strong>ue to use the product and not abandon it <strong>in</strong> frustration. This<br />

means that m<strong>in</strong>imal time can be <strong>in</strong>vested <strong>in</strong> learn<strong>in</strong>g the basic controls, and<br />

that use should be reward<strong>in</strong>g from the start. Over time, the product should enable<br />

cognitive <strong>experience</strong>s as <strong>user</strong>s beg<strong>in</strong> to learn about their diet, exercise, sleep,

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