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Co-experience: Understanding user experiences in social interaction

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panies are more likely to publish reports on their work, but the quality of the<br />

design work cannot be equated with the will<strong>in</strong>gness to report it. However, it is<br />

likely that with<strong>in</strong> the published results there is a strong representation of best<br />

practices and field leaders – review processes support this k<strong>in</strong>d of positive bias.<br />

Language issues and cultural affiliations have partly affected which geographic<br />

areas and cultures have become represented <strong>in</strong> this study. There is a clear North-<br />

European and Anglo-American emphasis <strong>in</strong> the selection of reviewed work, and<br />

only material published <strong>in</strong> English (or, <strong>in</strong> a few cases F<strong>in</strong>nish) has been used.<br />

However, English is the preferred language for <strong>in</strong>ternational report<strong>in</strong>g of work<br />

<strong>in</strong> this field, and as a source language it is probably the least limit<strong>in</strong>g one both<br />

culturally and regionally.<br />

The research that has been used to exemplify and develop the analysis on<br />

the concrete level <strong>in</strong> this work belongs for the most part to two projects <strong>in</strong>volv<strong>in</strong>g<br />

field studies. These are the Maypole project for design<strong>in</strong>g <strong>social</strong> communication<br />

product concepts for children (see article 1, Mäkelä & Battarbee<br />

1999) and the Mobile Multimedia project for ascerta<strong>in</strong><strong>in</strong>g what consumers of<br />

mobile multimedia communication would like to do with it (see articles 2, Battarbee<br />

2003a, and 3, Battarbee 2003b). The same issues are also discussed <strong>in</strong><br />

articles 2 (with anecdotes of product use <strong>in</strong>volv<strong>in</strong>g a mobile phone and a <strong>in</strong>ternet<br />

chat environment <strong>in</strong> Battarbee 2003a) and 6 (which describes a concept<br />

design workshop group’s process and thoughts for develop<strong>in</strong>g communication<br />

concepts for urban communities <strong>in</strong> Battarbee et al. 2002). The ma<strong>in</strong> key data<br />

are field studies of technology use and <strong>in</strong>volve mobile, personal technologies<br />

for communication. In Maypole, <strong>user</strong>s were given new products to experiment<br />

with for a week and the results were collected <strong>in</strong> artefact <strong>in</strong>terviews together<br />

with the pictures the participants had taken. In Mobile Multimedia, groups of<br />

<strong>user</strong>s were given multimedia messag<strong>in</strong>g capable phones and a free account for<br />

messag<strong>in</strong>g for five weeks. No <strong>in</strong>terviews were conducted, but the messag<strong>in</strong>g<br />

data <strong>in</strong> itself provided a rich w<strong>in</strong>dow <strong>in</strong>to the groups’ new and evolv<strong>in</strong>g messag<strong>in</strong>g<br />

patterns.<br />

Both projects represent design problems <strong>in</strong> which <strong>user</strong> <strong>experience</strong> is of the<br />

highest importance and <strong>in</strong> which contexts of product use change. Both are a<br />

challenge for conduct<strong>in</strong>g studies and consequently, these cases can be treated<br />

as examples of extreme cases of <strong>user</strong> studies. (Naturally, each context has its<br />

problems, but the mobile context is always a observational challenge.) It is not<br />

surpris<strong>in</strong>g, then, that when observations from these cases were used to test<br />

exist<strong>in</strong>g frameworks of <strong>user</strong> <strong>experience</strong>, the frameworks were found to be lack<strong>in</strong>g<br />

<strong>in</strong> account<strong>in</strong>g for and expla<strong>in</strong><strong>in</strong>g the importance of <strong>social</strong> <strong>in</strong>teraction and<br />

its role <strong>in</strong> mak<strong>in</strong>g <strong>user</strong> <strong>experience</strong>s mean<strong>in</strong>gful.<br />

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