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Co-experience: Understanding user experiences in social interaction

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ecause of the way people enjoy challenge, learn<strong>in</strong>g and problem solv<strong>in</strong>g. (Jordan<br />

2000) These four k<strong>in</strong>ds of pleasure show how pleasure can tie <strong>in</strong>to almost<br />

any aspect of life.<br />

The six degrees of freedom of <strong>user</strong> <strong>experience</strong> space (Marcus 2004) focus on<br />

the <strong>user</strong>’s needs although the descriptions of the elements are written to apply<br />

specifically to the design of <strong>in</strong>teractive products and websites. I-ware relates to<br />

identity and privacy, you-ware to connect<strong>in</strong>g to other people and communities,<br />

fun-ware is for enterta<strong>in</strong>ment, buy-ware is about commerce, know-ware about<br />

<strong>in</strong>formation and be-ware about self-enhancement and wellbe<strong>in</strong>g (see Figure<br />

1). The advantage and shortcom<strong>in</strong>g of such application-specific frameworks is<br />

that some aspects (as here privacy, commerce and knowledge) are presented<br />

<strong>in</strong> a way that relates to the activities or product categories of the specific doma<strong>in</strong>,<br />

but that apply<strong>in</strong>g such frameworks to other k<strong>in</strong>ds of design might not<br />

work as well. This seems to echo the k<strong>in</strong>d of th<strong>in</strong>k<strong>in</strong>g that is beh<strong>in</strong>d Jordan’s four<br />

39<br />

be-ware<br />

SELF-<br />

ENHANCEMENT<br />

you-ware<br />

RELATIONSHIPS<br />

know-ware<br />

INFORMATION<br />

I-ware<br />

IDENTITY<br />

ENTERTAIN-<br />

MENT<br />

fun-ware<br />

COMMERCE<br />

buy-ware<br />

FIGURE 1<br />

Six degrees of freedom of <strong>user</strong> <strong>experience</strong> space (Marcus 2004).

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