Co-experience: Understanding user experiences in social interaction
Co-experience: Understanding user experiences in social interaction
Co-experience: Understanding user experiences in social interaction
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<strong>in</strong>g, and covet<strong>in</strong>g products all elicit different k<strong>in</strong>ds of emotions and emotional<br />
responses, most of which are not well understood <strong>in</strong> design (Desmet 2002).<br />
With “understood”, Desmet refers to academic research. Traditionally, product<br />
designers have worked to develop sensitivity and skills that allow them to address<br />
these aspects <strong>in</strong> their work, even if they have not been able to describe<br />
exactly how and why they achieve this. Desmet’s research addresses emotions<br />
that are elicited by the appearance. There are other emotions and <strong>experience</strong>s<br />
that relate to product use, although for the purpose of <strong>user</strong> <strong>experience</strong>, both<br />
should be <strong>in</strong>cluded as appropriate.<br />
Norman lists product related emotions <strong>in</strong> three categories: visceral, behavioural<br />
and reflective. Visceral relates to <strong>in</strong>st<strong>in</strong>ctive attraction to form, colour<br />
and the result<strong>in</strong>g bodily reactions. Behavioural responses deal with use and<br />
functionality, and the <strong>in</strong>terfaces and objects that people for example touch,<br />
grip and drive. Reflective responses deal with matters of identity and culture<br />
that are associated with products. (Norman 2004) While Norman can do much<br />
to legitimise and br<strong>in</strong>g forth research and discussion on emotions, these results<br />
are not groundbreak<strong>in</strong>g or new. Researchers strive to connect product<br />
features and qualities to emotional responses and these further to attitudes,<br />
actions and <strong>experience</strong>s (see e.g. Rhea 1992). However, this becomes <strong>in</strong>creas<strong>in</strong>gly<br />
difficult: the more the qualitative richness of the product and context is<br />
<strong>in</strong>cluded, the less transferable the <strong>in</strong>dividual f<strong>in</strong>d<strong>in</strong>gs are.<br />
There are needs for basic research, because design projects, as any activity,<br />
need to be anchored on someth<strong>in</strong>g. Such beliefs can be, for example, that usability<br />
is important for the success of a product. But what constitutes usability<br />
for the future customers may not be well understood. In fact, perceived usability<br />
<strong>in</strong> smart products is very one-dimensional: a product with a few <strong>in</strong>terface<br />
elements is perceived as easy but simple; one with many elements is more<br />
capable but more difficult. However, the emergence of usability problems does<br />
not logically correspond to the number of <strong>in</strong>terface elements (Ke<strong>in</strong>onen 1999).<br />
A study on the usability of <strong>in</strong>terfaces (see the experiment of e.g. Tract<strong>in</strong>sky<br />
1997) aimed to prove that an <strong>in</strong>terface that is evaluated as more beautiful is<br />
<strong>experience</strong>d as more usable as well. It must be assumed that a beautiful <strong>in</strong>terface<br />
evoked more positive emotions as well, however, exactly how beauty was<br />
def<strong>in</strong>ed and applied <strong>in</strong> these studies can be debated. More recent studies suggest<br />
that functional quality and hedonic quality are <strong>in</strong>dependent factors that<br />
contribute equally to product satisfaction (Hassenzahl et al. 2000). However,<br />
satisfaction and <strong>user</strong> <strong>experience</strong> are not synonyms – the term satisfaction is<br />
a concept that nests <strong>in</strong>side the def<strong>in</strong>ition of usability, a measurable quality of<br />
a product and its <strong>in</strong>terface.<br />
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