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Co-experience: Understanding user experiences in social interaction

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ability can be divided further <strong>in</strong>to functional, structural, audiovisual and <strong>social</strong><br />

playability. (Järv<strong>in</strong>en et al. 2002).<br />

If the will<strong>in</strong>gness to be enterta<strong>in</strong>ed is partly supported by the environment<br />

and partly the person’s choice, what other factors affect the situation where<br />

fun is to be had? The context of the <strong>social</strong> gather<strong>in</strong>g is essential to the success<br />

of for example an enjoyable game <strong>experience</strong>. While the game is played, realities<br />

outside the game are consciously ignored and as long as the rules are followed,<br />

play is fair. The management of tension, or the disparity between the<br />

outside realities that are suspended and the gam<strong>in</strong>g realities that are played<br />

with, is essential to the success of game gather<strong>in</strong>gs and game play. Only as participants<br />

can people then enjoy and have fun <strong>in</strong> w<strong>in</strong>n<strong>in</strong>g. However, participants<br />

may become too <strong>in</strong>volved <strong>in</strong> the game and take it so seriously that fun disappears.<br />

If people leave <strong>in</strong> the middle, the rema<strong>in</strong><strong>in</strong>g participants have to work<br />

harder to try to ma<strong>in</strong>ta<strong>in</strong> the fun <strong>in</strong> the game. (Goffman 1961) Fun, games and<br />

play are also affected, then, by the <strong>social</strong> context and a mutually ma<strong>in</strong>ta<strong>in</strong>ed<br />

agreement to have fun.<br />

The above examples suggest that fun is a matter of perception, fram<strong>in</strong>g and<br />

<strong>in</strong>terpretation which has to do with activities, their purpose and a temporary,<br />

manageable and mutually agreed detachment from “serious” reality. Fun has<br />

a <strong>social</strong> dimension, because fram<strong>in</strong>g situations is more enjoyable when others<br />

engage <strong>in</strong> it too; hav<strong>in</strong>g others around helps <strong>in</strong> ma<strong>in</strong>ta<strong>in</strong><strong>in</strong>g the tension<br />

between the big picture and the “fun” activity at hand. Fun is then not a property<br />

of a product per se, but rather a type of action with self-conta<strong>in</strong>ed aims<br />

and purposes that can be communicated and understood by others as well. In<br />

the work and play contrast, fun is about <strong>in</strong>stant gratification, which is ga<strong>in</strong>ed<br />

at the expense of the “real outside world”. In practice it may be <strong>in</strong>tegral to our<br />

wellbe<strong>in</strong>g, and called forth because of unnatural demands on “serious” work<br />

and productivity.<br />

56 2 USER EXPRERIENCE DEMYSTIFIED<br />

2.2.2 WHAT A PRETTY THING!<br />

EMOTIONS AND DESIGN<br />

Most people remember a moment of unbelievable frustration with a video recorder<br />

or similar product. Sometimes these <strong>experience</strong>s are the unpleasant<br />

norm rather than the odd exception. All product developers are keen to m<strong>in</strong>imise<br />

the frustration, dissatisfaction and desperation that alienate customers<br />

and anger <strong>user</strong>s. In the context of product design and <strong>user</strong> research, emotional<br />

responses are <strong>in</strong>terest<strong>in</strong>g because of their bus<strong>in</strong>ess consequences: emotional<br />

responses to the product itself or advertis<strong>in</strong>g help the customers select a product<br />

from among many similar ones. As Desmet elaborates, see<strong>in</strong>g, us<strong>in</strong>g, own-

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