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Co-experience: Understanding user experiences in social interaction

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26 1 INTRODUCTION<br />

plemented (Alben 1997). As long as designers know for whom they are design<strong>in</strong>g<br />

(for example, themselves, other designers, a particular <strong>user</strong> group), they can<br />

better imag<strong>in</strong>e and discover what would delight and be useful for the audience.<br />

Products and environments are contexts for <strong>experience</strong> (Overbeeke et al. 1999).<br />

Design for <strong>user</strong> <strong>experience</strong> is respectful of its future <strong>user</strong>s as represented by<br />

people today.<br />

However, <strong>in</strong> about the last ten years there have been a steadily <strong>in</strong>creas<strong>in</strong>g<br />

number of publications from thoughtful designers and researchers who are<br />

striv<strong>in</strong>g to come to grips with the concept methodologically and to connect<br />

methods and processes to a more theoretical understand<strong>in</strong>g of <strong>user</strong> <strong>experience</strong>.<br />

Researchers have also approached the topic from many discipl<strong>in</strong>es: e.g.<br />

psychology, ethnography and philosophy. Some of the def<strong>in</strong>itions refer to previous<br />

work, but those who do often do so only selectively. To overcome this<br />

disparity, this dissertation analyses exist<strong>in</strong>g <strong>user</strong> <strong>experience</strong> literature as well<br />

as some related fields with the <strong>in</strong>tention of connect<strong>in</strong>g efforts to each other<br />

and discuss<strong>in</strong>g their limitations. These limitations generally relate to one or<br />

more of the follow<strong>in</strong>g areas: the treatment of emotions, the relationship between<br />

time and <strong>experience</strong>, the def<strong>in</strong>ition of context and the orig<strong>in</strong> and <strong>in</strong>terpretation<br />

of mean<strong>in</strong>g.<br />

The shortcom<strong>in</strong>gs <strong>in</strong> the fram<strong>in</strong>g of the context may range from the focus<br />

be<strong>in</strong>g entirely on the product without consider<strong>in</strong>g to what other real world <strong>experience</strong>s<br />

and situations it should connect. The qualitative differences between<br />

lab-based <strong>in</strong>terviews or product trials and the same conducted <strong>in</strong> the real use<br />

context are to my knowledge not available, but exclud<strong>in</strong>g the physical surround<strong>in</strong>gs<br />

as well as the <strong>social</strong> context may lead to a disconnected and unrealistic<br />

evaluation of a product, be it about physical fit or <strong>social</strong> acceptability.<br />

The study of product-related emotions is ga<strong>in</strong><strong>in</strong>g popularity, but the key difference<br />

between study<strong>in</strong>g them and study<strong>in</strong>g <strong>user</strong> <strong>experience</strong> is that studies<br />

on emotion treat mean<strong>in</strong>g-mak<strong>in</strong>g processes as a problem because they distort<br />

the report<strong>in</strong>g of emotions. However, it is not possible to describe <strong>experience</strong>s<br />

without these processes. Secondly, the study and def<strong>in</strong>ition of emotions often<br />

follows a stimulus-response type of model, but does not take <strong>in</strong>to account how<br />

emotions are <strong>in</strong>terpreted and modified <strong>in</strong> <strong>social</strong> situations and used strategically<br />

as a resource <strong>in</strong> <strong>social</strong> <strong>in</strong>teraction. A more thorough review of this issue<br />

is presented <strong>in</strong> section 2.2.<br />

If people are to reflect mean<strong>in</strong>gfully on their <strong>experience</strong>s, they need time to<br />

do so, and if they are to determ<strong>in</strong>e relevance and purpose through experimentation,<br />

they need even more time. In the case of field studies on product use,<br />

the novelty effect may last several weeks. Adopt<strong>in</strong>g products <strong>in</strong>to use is an even

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