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Co-experience: Understanding user experiences in social interaction

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example, the grace and care needed <strong>in</strong> us<strong>in</strong>g an old record player with a needle<br />

should be compared to the operations of compact disk players. (Hummels 2000)<br />

The full capacity of people’s senses could be addressed more widely <strong>in</strong> the design<br />

of electronic products. Aesthetics is not just for the eye but for action as<br />

well. This view seems to emphasise a designer’s way of see<strong>in</strong>g and relat<strong>in</strong>g to<br />

objects, although it is true that the <strong>experience</strong> of operat<strong>in</strong>g products is commonly<br />

not addressed as much as it should.<br />

Hassenzahl states that people have two modes for product <strong>in</strong>teraction: goals<br />

and action. The goal mode is practical and work-oriented; the action mode is<br />

for fun and enterta<strong>in</strong>ment (see Fig. 3). Hassenzahl thus suggests that enjoyment<br />

has more to do with the human m<strong>in</strong>dset than with the product. Hassenzahl<br />

helps to clarify why the same th<strong>in</strong>g can be <strong>experience</strong>d at times as irritat<strong>in</strong>g<br />

and stressful (<strong>in</strong> the goal oriented mode) but at other times excit<strong>in</strong>g, challeng<strong>in</strong>g<br />

and fun, when <strong>in</strong> the action oriented mode. (Hassenzahl 2003) The model<br />

does not account for how or why these modes change or what other aspects<br />

may <strong>in</strong>fluence <strong>experience</strong>, such as aesthetics.<br />

As can be <strong>in</strong>terpreted from the variety of these ma<strong>in</strong>ly person-centred models,<br />

determ<strong>in</strong><strong>in</strong>g the most relevant dimensions that people f<strong>in</strong>d significant <strong>in</strong><br />

product <strong>experience</strong>s and mak<strong>in</strong>g them understandable, accessible and usable<br />

is not simple. In that sense, Jordan’s framework of pleasures is probably the<br />

most general yet practical. Focus<strong>in</strong>g more on action and the moment of <strong>experience</strong>,<br />

Hassenzahl’s model expla<strong>in</strong>s why Hummels’ call for resonance sounds<br />

at the same time both wonderful and annoy<strong>in</strong>g, as our preference for enjoy<strong>in</strong>g<br />

action versus accomplish<strong>in</strong>g tasks varies <strong>in</strong> <strong>in</strong>teraction. These two models tie<br />

our <strong>experience</strong> more tightly to the moment of experienc<strong>in</strong>g <strong>in</strong>stead of separat<strong>in</strong>g<br />

utility from pleasure and other emotional aspects.<br />

42 2 USER EXPRERIENCE DEMYSTIFIED<br />

2.1.2 PRODUCT-CENTRED FRAMEWORKS:<br />

DESIGN AND RESEARCH CHECKLISTS<br />

As design is about creat<strong>in</strong>g someth<strong>in</strong>g, it is natural that models also focus on<br />

the qualities of the design and their relationship to people’s <strong>experience</strong>s and<br />

evaluations of them.<br />

Jääskö et al. have developed a framework that describes the elements that<br />

contribute to <strong>user</strong> <strong>experience</strong> from the product po<strong>in</strong>t of view especially <strong>in</strong> the<br />

context of concept design and <strong>user</strong> studies. To understand the <strong>user</strong> <strong>experience</strong>s<br />

that relate to products, five different viewpo<strong>in</strong>ts, or worlds, can be identified:<br />

the world of activities, the world of product mean<strong>in</strong>gs, the physical world, the<br />

world of products and the world of humans (see Fig. 4). They call the set up<br />

the scene of <strong>experience</strong>s (Jääskö et al. 2003).

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