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Co-experience: Understanding user experiences in social interaction

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54 2 USER EXPRERIENCE DEMYSTIFIED<br />

pleasures have been <strong>in</strong>fluential <strong>in</strong> understand<strong>in</strong>g the dimensions of pleasurable<br />

<strong>experience</strong>s that people have <strong>in</strong> relation to products. (Jordan 2000) While useful<br />

on a general level, these theories fail to reflect product <strong>experience</strong>s as someth<strong>in</strong>g<br />

that change over time although the product itself might stay the same and<br />

the general expectations and values of people would also rema<strong>in</strong> similar. Neither<br />

does the hedonistic approach acknowledge the important roles that negative<br />

and ambivalent emotions have <strong>in</strong> people’s lives (Desmet 2002). Emotions are<br />

recognised as a motivat<strong>in</strong>g force <strong>in</strong> action, but the relationship between emotion<br />

and action can vary. Emotions can be part of the stress that <strong>in</strong>vites creative<br />

release (Dewey 1980), or the reward <strong>in</strong> the hedonic pursuit of pleasure (Jordan<br />

2000) or part of the evaluation of certa<strong>in</strong> k<strong>in</strong>ds of mental states achieved <strong>in</strong> <strong>in</strong>teraction,<br />

such as engagement and flow. The difference <strong>in</strong> see<strong>in</strong>g emotions as<br />

responses to designed products compared to emotions as part of <strong>in</strong>teraction<br />

is significant. Views that <strong>in</strong>clude use and <strong>in</strong>teraction necessarily <strong>in</strong>vite <strong>in</strong>clud<strong>in</strong>g<br />

the <strong>user</strong> and the context <strong>in</strong> a broader sense, which is necessary for understand<strong>in</strong>g<br />

<strong>user</strong> <strong>experience</strong>.<br />

So far, the most comprehensive model that explicitly accounts for motivation<br />

and action <strong>in</strong> <strong>user</strong> <strong>experience</strong> is the one presented by Mäkelä and Fulton<br />

Suri. Their model sums up <strong>experience</strong> as motivated action <strong>in</strong> a context, which is<br />

<strong>in</strong>fluenced by past <strong>experience</strong>s and where future expectations are also formed<br />

(Mäkelä & Fulton Suri 2001). The examples that the work cites deal with communication<br />

and the positive emotional <strong>experience</strong>s that relate to it, such as<br />

jok<strong>in</strong>g and express<strong>in</strong>g affection – which are all emotional by nature. In their<br />

model emotions <strong>in</strong>fluence motivation and thus can also direct <strong>experience</strong>s as<br />

expectations are created and past <strong>experience</strong>s reviewed.<br />

Jordan’s views of pleasure treat pleasure with products as someth<strong>in</strong>g that is<br />

sought and displeasure as someth<strong>in</strong>g that is avoided (Jordan 2000). It is clear<br />

that with new or old products alike, people seek <strong>experience</strong>s they enjoy – which<br />

has also led to the study of fun. Def<strong>in</strong><strong>in</strong>g “fun” <strong>in</strong> the field of human-computer<br />

<strong>in</strong>teraction has been taken up <strong>in</strong> earnest only <strong>in</strong> the last five years or so, beg<strong>in</strong>n<strong>in</strong>g<br />

with the “<strong>Co</strong>mputers and Fun” sem<strong>in</strong>ar <strong>in</strong> 1999 (where article 1, Mäkelä &<br />

Battarbee 1999, was also first presented). This has led towards the serious study<br />

of fun, Funology, a common forum for studies focused on fun, enjoyment and<br />

engagement. Design<strong>in</strong>g for fun or enjoyment is difficult: on the one hand certa<strong>in</strong><br />

products are quite supportive of enjoyable <strong>experience</strong>s, but ultimately their<br />

success always depends on the person’s will<strong>in</strong>gness to be enterta<strong>in</strong>ed. There<br />

is the fun of novelty, and then enjoyment that is <strong>in</strong>herent <strong>in</strong> activities that can<br />

be labelled as work <strong>in</strong> one context and enterta<strong>in</strong>ment <strong>in</strong> another. In certa<strong>in</strong> environments<br />

people are very will<strong>in</strong>g to be enterta<strong>in</strong>ed and have a good time.

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