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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The analysis of the <strong>user</strong> <strong>experience</strong> approaches and frameworks has proceeded<br />
by compar<strong>in</strong>g models to each other and identify<strong>in</strong>g similarities and<br />
differences. The group<strong>in</strong>gs have been revised as the work has progressed, and<br />
thoughts have become clearer and better def<strong>in</strong>ed.<br />
The concept of co-<strong>experience</strong> has also gone through several cycles of descriptions<br />
and def<strong>in</strong>itions, which are evident <strong>in</strong> articles 2 (Battarbee 2003a) 3<br />
(Battarbee2003b), 4 (Battarbee & Kosk<strong>in</strong>en forthcom<strong>in</strong>g) and 5 (Forlizzi & Battarbee<br />
2004). The early attempts to describe what k<strong>in</strong>ds of <strong>experience</strong>s become<br />
shared or what dimensions describe such shared <strong>experience</strong>s also address different<br />
audiences. The short article 2 (Battarbee 2003a) is for the computer human<br />
<strong>in</strong>teraction audience and article 3 (Battarbee 2003b) is aimed at a design<br />
audience with an <strong>in</strong>terest <strong>in</strong> pleasure and its relation to design. The def<strong>in</strong>ition<br />
of co-<strong>experience</strong> became more solid <strong>in</strong> article 4 (Battarbee & Kosk<strong>in</strong>en forthcom<strong>in</strong>g),<br />
where it was described as a process of lift<strong>in</strong>g up and respond<strong>in</strong>g to<br />
<strong>experience</strong>s. Article 5 (Forlizzi & Battarbee 2004) further attempted to connect<br />
the concept to other evolv<strong>in</strong>g models of <strong>user</strong> <strong>experience</strong>.<br />
1.6 THE STRUCTURE OF THE DISSERTATION<br />
32 1 INTRODUCTION<br />
This dissertation conta<strong>in</strong>s two parts: the <strong>in</strong>troduction essay and the articles.<br />
The purpose of the <strong>in</strong>troduction essay is to present the work that has been<br />
published <strong>in</strong> the articles as a coherent whole, describ<strong>in</strong>g the backgrounds of<br />
the arguments, the arguments themselves, and connect<strong>in</strong>g the work and ideas<br />
described <strong>in</strong> the articles together.<br />
1 INTRODUCTION describes the aims of the study. It states the problem of<br />
<strong>in</strong>dividualistic bias <strong>in</strong> the understand<strong>in</strong>g of <strong>user</strong> <strong>experience</strong>, and the general<br />
lack of a common def<strong>in</strong>ition. It seeks to expla<strong>in</strong> this situation with a review of<br />
the emergence and development of the term <strong>user</strong> <strong>experience</strong> through the last<br />
one hundred years. The concept of mean<strong>in</strong>g is described as a key aspect of <strong>user</strong><br />
<strong>experience</strong>. The data, methods and structure of this article-based dissertation<br />
are also expla<strong>in</strong>ed.<br />
2 USER EXPERIENCE DEMYSTIFIED reviews a broad selection of exist<strong>in</strong>g frameworks<br />
that describe or def<strong>in</strong>e <strong>user</strong> <strong>experience</strong> and compare them to each other.<br />
As emotions are identified as a key element of <strong>experience</strong>, the chapter also<br />
reviews current research approaches to emotion and design, def<strong>in</strong><strong>in</strong>g their essential<br />
differences. The <strong>in</strong>teractionist approach is selected as the most valid<br />
one, and emotions <strong>in</strong> <strong>in</strong>teraction are also discussed. The chapter also compares<br />
and analyses four well-published approaches of understand<strong>in</strong>g and design<strong>in</strong>g<br />
for <strong>user</strong> <strong>experience</strong>.