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Co-experience: Understanding user experiences in social interaction

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veen’s alarm clock (ibid.) is <strong>in</strong>terest<strong>in</strong>g, but the f<strong>in</strong>al stage of the scenario is still<br />

miss<strong>in</strong>g: if I slam the alarm clock controls to set the time, how would the alarm<br />

clock respond? Should it have the possibility for reflexive emotions as well?<br />

Would it sulk, or be fearful? Would it behave angrily back at me? Would it be all<br />

the more friendly and eager to cheer me up or would it refuse to work under<br />

abusive conditions? Without risk<strong>in</strong>g los<strong>in</strong>g the actual wak<strong>in</strong>g up service, how<br />

am I supposed to determ<strong>in</strong>e this? And what are my emotions if I accidentally<br />

offend my alarm clock beyond apology? Will my enjoyment <strong>in</strong> alarm clock use<br />

centre around the subversive pleasures of tortur<strong>in</strong>g the poor device to its limits,<br />

rather than the more elegant satisfaction of <strong>in</strong>teract<strong>in</strong>g with it beautifully<br />

and expressively?<br />

Clearly an alarm clock is a simple th<strong>in</strong>g that serves an important function<br />

<strong>in</strong> our society, and there is no reason why products with important functions<br />

should be bor<strong>in</strong>g or tedious to <strong>in</strong>teract with. However, the motivations for <strong>in</strong>teract<strong>in</strong>g<br />

with products and us<strong>in</strong>g them go beyond mere utility.<br />

Focus<strong>in</strong>g on one person only reveals half of how the <strong>experience</strong> is shaped as<br />

people try th<strong>in</strong>gs out, evaluate outcomes, laugh, tease, get upset or f<strong>in</strong>d a new<br />

th<strong>in</strong>g to talk about. When people act together, they come to create unpredictable<br />

situations where they must respond to each other’s actions creatively. They<br />

<strong>in</strong>fluence each other and create <strong>experience</strong>s for each other. If <strong>social</strong> <strong>in</strong>teraction<br />

is described only as belong<strong>in</strong>g to the same general concept of context along<br />

with objects and spaces, the actual impact that <strong>social</strong> <strong>in</strong>teractions have on <strong>experience</strong>s<br />

becomes overlooked. However, people generally behave <strong>in</strong> ways that<br />

allow others to anticipate the general direction of a likely outcome. Experiences<br />

also exist <strong>in</strong> this volatile, and yet relatively predictable, world. Focus<strong>in</strong>g only<br />

on the <strong>in</strong>dividual or the product, or the <strong>in</strong>dividual <strong>in</strong>teract<strong>in</strong>g with the product,<br />

do not account for all that happens <strong>in</strong> the real world.<br />

As studies on <strong>social</strong> <strong>in</strong>teraction (Goffman 1961) suggest, people <strong>in</strong> general<br />

are motivated by the search for mean<strong>in</strong>g, rather than emotion. Emotions are a<br />

resource, a tool, a barga<strong>in</strong><strong>in</strong>g chip, and their value depends on the mean<strong>in</strong>gs<br />

that they are attached to. This is <strong>in</strong> some ways an issue of scale. Emotions,<br />

negative, positive and ambivalent, are but elements that <strong>in</strong>fluence the search<br />

and <strong>in</strong>terpretation of mean<strong>in</strong>g <strong>in</strong> <strong>experience</strong>.<br />

61<br />

2.3 SHARING THE SUBJECTIVE<br />

As described <strong>in</strong> Chapter 1, designers have always delivered more than functionality<br />

and used form and material elegantly, playfully, aesthetically and expressively.<br />

Moreover, the people who use, handle and own products have experi-

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