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Co-experience: Understanding user experiences in social interaction

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spaces illustrates, merely tell<strong>in</strong>g someone that an aspect is important may not<br />

be enough: it has to be anchorable to some k<strong>in</strong>d of personal <strong>experience</strong>. A key<br />

part of <strong>experience</strong> is that it is marked by emotions. Emotions help to prioritise<br />

matters, to determ<strong>in</strong>e the significance of one alternative compared to another<br />

(e.g. Damasio 2000). Personal <strong>experience</strong> is what turns <strong>in</strong>formation <strong>in</strong>to knowledge,<br />

someth<strong>in</strong>g that is actionable.<br />

How can designers then get the <strong>experience</strong> to which to connect the <strong>in</strong>formation?<br />

This is done the same way any person can learn: from others and by try<strong>in</strong>g<br />

it out oneself. Even if the exact <strong>experience</strong> of others cannot be known, approximations<br />

can and should be sought by seek<strong>in</strong>g <strong>experience</strong>s with similar contexts,<br />

situations, actions and products. The <strong>experience</strong>s then are used as a learn<strong>in</strong>g<br />

tool: they are compared and contrasted to what other people do and how they<br />

behave. Learn<strong>in</strong>g about <strong>experience</strong>s is a process of <strong>in</strong>terpretation where different<br />

elements and senses contribute to an emerg<strong>in</strong>g understand<strong>in</strong>g.<br />

The ability for a person to relate to another’s <strong>experience</strong> ranges from complete<br />

<strong>in</strong>comprensibility (as for example a foreign culture, different gender or different<br />

abilities) to hav<strong>in</strong>g developed a sense of a closely shared <strong>experience</strong> and<br />

be<strong>in</strong>g able to discuss and understand them with the help of shared reference<br />

po<strong>in</strong>ts (see e.g. Yerkovich’s study on establish<strong>in</strong>g a gossip relationship, Kosk<strong>in</strong>en<br />

2000). The way <strong>in</strong> which a sense of rapport (it could also be called empathy<br />

or <strong>in</strong>timacy) is established is with subtle body language: mimicry, mirror<strong>in</strong>g and<br />

synchrony of gestures, moves and expressions (Hatfield et al. 1994). The study<br />

of emotional contagion suggests that the reason it is so necessary for designers<br />

to truly <strong>in</strong>teract with the people they are design<strong>in</strong>g for is the fact that build<strong>in</strong>g<br />

rapport, the element necessary for develop<strong>in</strong>g the conditions for empathy and<br />

role tak<strong>in</strong>g, is someth<strong>in</strong>g that happens <strong>in</strong> face-to-face <strong>in</strong>teraction.<br />

People have a great ability to imag<strong>in</strong>e actions and consequences from their<br />

own po<strong>in</strong>t of view or from the po<strong>in</strong>t of view of another person they know (McCall<br />

& Simmons), and this can be leveraged <strong>in</strong> design. The use of personas (<strong>Co</strong>oper<br />

1999) to embody design criteria <strong>in</strong> the form of person descriptions and the use<br />

of extreme characters to explore <strong>in</strong>teraction ideas (Djajad<strong>in</strong><strong>in</strong>grat et al. 2000)<br />

are both good examples.<br />

Verbal stories of <strong>experience</strong>s focus more on the mean<strong>in</strong>gs of the <strong>experience</strong><br />

than the sensations and feel<strong>in</strong>gs themselves. <strong>Co</strong>mmunicat<strong>in</strong>g <strong>experience</strong>s to<br />

others is an act of reconstruct<strong>in</strong>g past memories <strong>in</strong>to descriptive, coherent,<br />

even story-like elements (for a detailed study on stories see Sacks et al. 1995,<br />

and on stories <strong>in</strong> the workplace Orr 1996). Photo albums are good examples<br />

of how artefacts support storytell<strong>in</strong>g and how stories are constructed for others<br />

(Frohlich et al. 2002). When a person is talk<strong>in</strong>g about <strong>experience</strong>s, she may<br />

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