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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although each does so through their own subjective <strong>experience</strong> (Dourish 2001:<br />
131–134). Dourish describes the challenges of communicat<strong>in</strong>g actions and purpose<br />
<strong>in</strong> the form and appearance of products as <strong>in</strong>tersubjectivity between designer<br />
and <strong>user</strong>. When designers claim to be “design<strong>in</strong>g <strong>experience</strong>”, they have<br />
the first approach <strong>in</strong> m<strong>in</strong>d, communicat<strong>in</strong>g to the <strong>user</strong> through the design. The<br />
product, whether it is a form, a song, a website or a space, is designed to evoke<br />
particular <strong>experience</strong>s. To say that the <strong>experience</strong> has been designed suggests<br />
that the receiv<strong>in</strong>g end merely comes <strong>in</strong>to touch with the design and the <strong>experience</strong><br />
is delivered to them. Experience is constructive and active (Sanders 1999),<br />
regardless of whether people are sitt<strong>in</strong>g still <strong>in</strong> a c<strong>in</strong>ema, snapp<strong>in</strong>g photos or<br />
build<strong>in</strong>g a log cab<strong>in</strong>. <strong>Co</strong>mmunication is as much about send<strong>in</strong>g as it is about<br />
receiv<strong>in</strong>g, and feedback <strong>in</strong> the form of sales is not necessarily enough to constitute<br />
<strong>experience</strong> feedback. A product may sell, but for what reason?<br />
Another k<strong>in</strong>d of <strong>in</strong>tersubjectivity is what happens between <strong>user</strong>s as they communicate<br />
with each other us<strong>in</strong>g products or systems (Dourish 2001: 131–134).<br />
In evaluat<strong>in</strong>g their own <strong>experience</strong>s people take the role of others to determ<strong>in</strong>e<br />
what is relevant and acceptable for shar<strong>in</strong>g and how it should be communicated<br />
Many approaches overlook this process as someth<strong>in</strong>g worth study<strong>in</strong>g (with the<br />
obvious exception of communication technology studies where us<strong>in</strong>g is communicat<strong>in</strong>g).<br />
However, by study<strong>in</strong>g the process of shar<strong>in</strong>g <strong>experience</strong>s designers<br />
can come to know the k<strong>in</strong>ds of <strong>experience</strong>s people f<strong>in</strong>d relevant and how they<br />
share them with others. In do<strong>in</strong>g so they can learn about the product as well as<br />
the story that goes with it. People communicate with each other because they<br />
like to and because they can. This is what is at the heart of co-<strong>experience</strong>. The<br />
design of a product or system as a context for <strong>experience</strong> impacts what k<strong>in</strong>ds<br />
of <strong>experience</strong>s become shareable, how they can be shared and how others can<br />
respond to these shared <strong>experience</strong>s. Even more <strong>in</strong>terest<strong>in</strong>gly, new technology<br />
products put people <strong>in</strong>to the role of content developers. With new <strong>in</strong>formation<br />
and communication technologies all content can be digital, which means that it<br />
can be easily copied, transmitted via cables or wireless to other personal products,<br />
and published for the possible view<strong>in</strong>g of millions on the Internet.<br />
30 1 INTRODUCTION<br />
1.5 DATA AND METHODS<br />
For the source material on <strong>user</strong> <strong>experience</strong> models, frameworks and theories,<br />
this dissertation relies heavily on the review and study of published design<br />
and research work. Although these reports of published work come from many<br />
relevant design conferences and other publish<strong>in</strong>g forums, only a fraction of<br />
design work ever gets represented <strong>in</strong> this way. The more research-m<strong>in</strong>ded com-