09.09.2014 Views

Co-experience: Understanding user experiences in social interaction

Co-experience: Understanding user experiences in social interaction

Co-experience: Understanding user experiences in social interaction

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

48 2 USER EXPRERIENCE DEMYSTIFIED<br />

the moment and to future <strong>experience</strong>s. Further, the same illustration conta<strong>in</strong>s the<br />

various ways to access these <strong>experience</strong>s: the do<strong>in</strong>g, say<strong>in</strong>g and the mak<strong>in</strong>g.<br />

Mäkelä and Fulton Suri break down the moment of experienc<strong>in</strong>g to the elements<br />

that can be analysed: the context, motivations and actions. The model<br />

describes how previous <strong>experience</strong>s <strong>in</strong>fluence motivated actions <strong>in</strong> context,<br />

which produce expectations. (Mäkelä & Fulton Suri 2001) This model then lists<br />

the th<strong>in</strong>gs that need to be studied: a person’s past <strong>experience</strong>s, his or her current<br />

motivations and what he or she does, the context and any expectations<br />

for com<strong>in</strong>g <strong>experience</strong>s be identified (see Fig. 8). The importance of this model<br />

is that it is also relatively simple and it takes time <strong>in</strong>to account – <strong>experience</strong>s<br />

change <strong>in</strong> time.<br />

Further, Kanka<strong>in</strong>en (née Mäkelä) elaborates <strong>in</strong> her dissertation the motivational<br />

theory beh<strong>in</strong>d part of the work. It postulates that action is <strong>in</strong>fluenced<br />

both by motivational level needs (why someone is do<strong>in</strong>g someth<strong>in</strong>g) and action<br />

level needs (how someth<strong>in</strong>g is accomplished <strong>in</strong> the moment), which may<br />

be emotionally directed. (Kanka<strong>in</strong>en 2002) This follows that the motivational<br />

level of action is engaged with th<strong>in</strong>k<strong>in</strong>g about identity, roles, values and such,<br />

and that action level needs connect with usability and tasks. This dist<strong>in</strong>ction<br />

derives most likely from the process of <strong>in</strong>terface development. However, the<br />

examples presented of motivational and action level needs are too similar and<br />

seem to suggest that draw<strong>in</strong>g these dist<strong>in</strong>ctions, or at least their application<br />

to field study f<strong>in</strong>d<strong>in</strong>gs, is not straightforward. Social learn<strong>in</strong>g and <strong>in</strong>fluence of<br />

others are mentioned as important factors <strong>in</strong> form<strong>in</strong>g expectations. Positive<br />

emotions and satisfaction are the results of met or exceeded expectations, but<br />

over time products face value erosion – someth<strong>in</strong>g that was delightful today<br />

may be ord<strong>in</strong>ary tomorrow and dissatisfy<strong>in</strong>g the day after.<br />

Forlizzi & Ford base their work on the philosophy of John Dewey and exam<strong>in</strong>e<br />

what happens to <strong>user</strong> <strong>experience</strong>s <strong>in</strong> <strong>in</strong>teraction. They identify and address<br />

three ways of talk<strong>in</strong>g about <strong>experience</strong>: as the ongo<strong>in</strong>g, as an event that has a<br />

beg<strong>in</strong>n<strong>in</strong>g and an end, and as someth<strong>in</strong>g that is part of storytell<strong>in</strong>g. Experience<br />

thus fluctuates between these states. The model suggests that <strong>experience</strong>s can<br />

be of different natures: well learned and subconscious, or <strong>in</strong> the process of be<strong>in</strong>g<br />

learned and cognitive (see Fig. 9). As <strong>experience</strong>s become mean<strong>in</strong>gful, people’s<br />

actions take on a storytell<strong>in</strong>g quality, result<strong>in</strong>g <strong>in</strong> changes <strong>in</strong> the product,<br />

and changes <strong>in</strong> the person (Forlizzi & Ford 2000). The nature of <strong>experience</strong> is<br />

volatile and ever-chang<strong>in</strong>g. This model has been later elaborated to <strong>in</strong>clude co<strong>experience</strong><br />

as well (Forlizzi & Battarbee 2004, article 5).<br />

This is, as far as can be seen, the first model of <strong>user</strong> <strong>experience</strong> that mentions<br />

mean<strong>in</strong>g explicitly as a part of <strong>user</strong> <strong>experience</strong>. The model also accounts for

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!