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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24 1 INTRODUCTION<br />
ever, it is evident that there is cultural bias regard<strong>in</strong>g human qualities should<br />
be supported with design, and what are “less nice”, but the truth of what sells<br />
products often overrides it (Hudspith 1997). It would seem odd that matters of<br />
vice and virtue should affect which <strong>user</strong> needs are articulated for design. However,<br />
when discuss<strong>in</strong>g matters of, for example, design<strong>in</strong>g for pleasure and fun,<br />
these value judgements become evident. Perhaps <strong>user</strong> <strong>experience</strong> as a term can<br />
help to legitimise this discussion <strong>in</strong> a constructive manner.<br />
The beyond usability movement, which stems from hedonic psychology, is<br />
one approach for look<strong>in</strong>g beyond functionality and its objective, measurable<br />
qualities. Jordan proposes a hierarchy, where functionality is followed by usability,<br />
which is topped with pleasure, loosely follow<strong>in</strong>g a maslowian hierarchy.<br />
Jordan’s adaptation of Tiger’s four pleasures identifies four k<strong>in</strong>ds of pleasures<br />
that products can provide: ideo, socio, psycho and physio pleasures which are<br />
discussed ma<strong>in</strong>ly <strong>in</strong> a consumer product context. (Jordan 2000) Although the<br />
pleasures are conv<strong>in</strong>c<strong>in</strong>gly presented and capture a wide range of product <strong>experience</strong>s,<br />
the relevance hierarchy can be questioned – is there not some pleasure<br />
<strong>in</strong> “pure” functionality, regardless of its usability? Hedonistic psychology has<br />
been studied also <strong>in</strong> the area of <strong>in</strong>terfaces (Hassenzahl 2003). However, focus<strong>in</strong>g<br />
only on pleasure may fail to account for understand<strong>in</strong>g the role of negative<br />
emotions <strong>in</strong> <strong>experience</strong> (Desmet 2002). Negative emotions provide depth and<br />
contrast for positive <strong>experience</strong>s: they make challenges excit<strong>in</strong>g and accomplishments<br />
sweet. The most satisfy<strong>in</strong>g products are ones that support people<br />
<strong>in</strong> achiev<strong>in</strong>g suitable degrees of satisfaction, success and sense of reward.<br />
It is a shame that the word <strong>experience</strong> means so many th<strong>in</strong>gs at the same<br />
time – certa<strong>in</strong> dist<strong>in</strong>ctions might be useful. For example <strong>in</strong> F<strong>in</strong>nish, there are<br />
two words, kokemus and elämys. The latter denotes “an <strong>experience</strong>” (a term and<br />
dist<strong>in</strong>ction that is also proposed by Dewey 1980), someth<strong>in</strong>g that is multisensory<br />
delightful, unusual and that stands out from the rest. The word kokemus<br />
means <strong>experience</strong> <strong>in</strong> the sense of the <strong>experience</strong> of the moment, and accumulated<br />
<strong>experience</strong>. The approaches to these different k<strong>in</strong>ds of <strong>experience</strong> are<br />
quite different as well.<br />
Perhaps due to this all-<strong>in</strong>clusiveness, though, the term “<strong>experience</strong>” has<br />
become an umbrella concept that encompasses all aspects of the product <strong>in</strong>clud<strong>in</strong>g<br />
usability as well as more fleet<strong>in</strong>g feel<strong>in</strong>gs of positive or negative quality<br />
and th<strong>in</strong>gs such as enterta<strong>in</strong>ment and events. Design for <strong>user</strong> <strong>experience</strong><br />
focuses on the <strong>user</strong> centred design and the challenge of consider<strong>in</strong>g people’s<br />
product-related <strong>experience</strong>s <strong>in</strong> design. To rephrase an old design slogan: form<br />
and function must fulfil fantasy (Cagan & Vogel 2002).